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Roja

Client Programming needed

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I will keep this post updated with the things listed here in the programming forum.

 

 

Bug fixes needed:

 

Make the models in sync with each other when fighting

Currently they are out of sync..badly. For instance, a monster will start fighting you-you won't even have moved into the fight stance until after he's dead!

 

 

New Projects:

 

New Spell Interface:

http://www.eternal-lands.com/forum/index.php?showtopic=19428

 

 

Improved Particle Engine:

There are many ways to improve how the particles work, and it would also need to be updated in the map editor, fixing/improving this will also get us closer to the next topic....

 

Nicer looking Water

If interested please start a new thread on the subject.

 

Improved Map editor

Make it look and work more like the client, make the interface easier to use and more intuitive. Other additions need to be made and will be discussed if the project is taken up.

 

Finished Projects:

 

Atmospherics

http://www.eternal-lands.com/forum/index.php?showtopic=12013

 

Texture Masking: **This will make it so we can have cool clothes and other playable races like minotaurs!**

http://www.eternal-lands.com/forum/index.php?showtopic=21841

 

b]Make the alpha maps use grayscale, not just b&w:[/b]

http://www.eternal-lands.com/forum/index.php?showtopic=31188

 

-Beautifying the rules screen:

http://www.eternal-lands.com/forum/index.php?showtopic=23435

-Making Knowledge books readable:

http://www.eternal-lands.com/forum/index.php?showtopic=21296

-Song display:

http://www.eternal-lands.com/forum/index.php?showtopic=21334

-Chat interface:

http://www.eternal-lands.com/forum/index.php?showtopic=20904

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Magic Spell FX (make a new thread if you want to do this)

Technically, we can't, because there are a few pre-req's:

* A server interface. (Client has no idea about magic yet).

* Moving particle systems.

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Well I suppose the moving/improved particle system would be the first step. This is FX I'm talking about, so that when the system is implemented(both client & server side) we can have the particle FX to look cool.

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i am into programming and was wondering if i could be any use

if you know C reasonably well (and other skills you need for certain projects) then 'claim' one (so others know you're working on it).

if you'd like to help out, but aren't ready to work on these things yet, then practice and come back later to see what's waiting :blink:

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ok..

i am going to cover New skills, and various huge changes to the current, but i have no clue wat the new skills are,

 

 

 

 

and, i am a experince progreaer b/c i do it at school for a class but i am doing it here and need to know were to get teh client

: :D

Edited by fire_ball

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i am going to cover New skills, and various huge changes to the current, but i have no clue wat the new skills are,

 

 

 

 

and, i am a experince progreaer b/c i do it at school for a class but i am doing it here and need to know were to get teh client

Really nice... Skills are server side. All it ever takes on the client side is adding maybe a new interface entry, and adding them to the stats window.

:huh:

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I will keep this post updated with the things listed here in the programming forum.

 

Changing Loading Time for Actors

Currently, when the client starts up it loads ALL actor data, causing a huge lag in start up. It would be best to change this so they only load when needed. Please start a new thread on this if interested.

 

new thread

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Make animals that sleep, sleep longer

Right now it looks really stupid to have them go to sleep for 1 or 2 seconds only.

This requires serverside programming, which therefore requires access to the server code which is, closed source

Edited by Vegar

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Make animals that sleep, sleep longer

Right now it looks really stupid to have them go to sleep for 1 or 2 seconds only.

This requires serverside programming, which therefore requires access to the server code which is, closed source

Hmmm, good point. I should have noticed that on the various times I've been through this post.

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Making a Sky[/b]

We'd really like to have a visible dynamic sky in the game! IF interested please start a new thread on the subject.

 

I'm trying to do this here:

 

http://www.eternal-lands.com/forum/index.php?showtopic=24986

 

I'm generating clouds using some pelmin noise functions which should be a step towards these:

 

Real 3d Terrain

If interested please start a new thread on the subject.

 

Nicer looking Water

If interested please start a new thread on the subject.

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updated the list. added this:

 

Normal & Specular Mapping:

For ground tiles, static 3d objects, and finally character models. This will create more realism and depth in the game. Start a new thread if interested!

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If the codes set out nicely, why not slap on a new front end? Theres loads of open source 3d engines out there that natively support shaders, realistic water, animation, xml parsing and virtually anything you could think of. Crap idea? Maybe.. but check out this link http://www.ogre3d.org/. Suppose it would take a while...but it would completley transform the game.

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If the codes set out nicely, why not slap on a new front end? Theres loads of open source 3d engines out there that natively support shaders, realistic water, animation, xml parsing and virtually anything you could think of. Crap idea? Maybe.. but check out this link http://www.ogre3d.org/. Suppose it would take a while...but it would completley transform the game.

How would it 'transform' the game? It would just add the features which are being discussed here, but would require a massive code rewrite, rather than a few feature additions.

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If the codes set out nicely, why not slap on a new front end? Theres loads of open source 3d engines out there that natively support shaders, realistic water, animation, xml parsing and virtually anything you could think of. Crap idea? Maybe.. but check out this link http://www.ogre3d.org/. Suppose it would take a while...but it would completley transform the game.

*choke* do you even realise that OGRE is C++ and ELC is (apart from a wrapper) C? sure, you can write C++ code like a C coder, but that's just plain silly

you could have suggested crystal space, which, though it's far less active than OGRE, is at least in C (from memory)

we so use some libs for stuff like XML, and while it'd be good to do more of that (eg: SDL_ttf), the amount of work to do an engine transplant is large, and the payoffs a lot smaller

also consider that engines like OGRE are general purpose, whereas EL's engine can be fine-tuned for the sort of work it's doing

if you still like the idea... get permission to make a fork (a change that big should be considered by admin) and then do it. you could invite others to help, or not, but a job that massive won't be done anytime soon

 

don't get me wrong. I like the look of OGRE (and cegui, etc), but I don't think it's worth the effort for ELC

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