Florian
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Posts posted by Florian
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As lots of people complain about a garbled minimap when they don't enable the framebuffer (or don't have sufficient hardware), maybe the minimap should check for framebuffer support.
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This flag means the object changes the reflected color?
I thought it means this object is a light source ...
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The lantern at 111.168747 81.460030 (ingame coords, divide by 2 for map editor coords) is not marked as "self lit" but it there's definitely a light source nearby. So it should be marked as "self lit".
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Basicly, all the common Questions/Replys/Greetings will be there in a few clicks.I don't thinks that very useful.
To greet all the people in a room an emote would be much better IMHO.
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More screens:
http://wow.ingame.de/szene/mg-interview.jpg
http://www.warcraftgaming.com/images/quests/intro.jpg
http://spirithoof.googlepages.com/WoWScrnS...215548-full.jpg
those shadows look not very realistic, but they look better than no shadows at all
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Hi,
would it be hard to implement static shadows like those "blobs" under the players in this screen? http://www.netzwelt.de/images/articles/wow..._1105206924.jpg
The impact on the framerate should be pretty much zero, but the visual gain is huge IMHO.
Flo
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Which powerbook?
Here's a complete list: http://www.everymac.com/systems/apple/powe...werbook-g4.html
Check whether your graphics card is overheating, that is graphical corruption not a map bug.might be related to this: https://developer.berlios.de/patch/index.ph...p;group_id=1256
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system specs please
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Well, I hope it's fixed now ...
Thanks rauch for the testing!
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It looks like AMD CPUs in 64bit mode handle floating point numbers differently than intel CPUs.
Let x,y be floats, with x-y < smallest_float
this gives 0 on intel and AMD32, but NaN on AMD64.
Any ideas?
Which symbols get defined when building for 64bit mode to add additional checks?
Is X86_64 enough?
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commited
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commited
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The map texture is drawn, but not rotated. (I guess that's intended)
/EDIT
commenting out draw_compass(); in the current CVS file repairs the minimap. No flickering of other textures, background texture there, perfect.
(I don't have the compass.bmp file ...)
This fixes it for me:
### Eclipse Workspace Patch 1.0 #P elc Index: minimap.c =================================================================== RCS file: /cvsroot/elc/elc/minimap.c,v retrieving revision 1.38 diff -u -r1.38 minimap.c --- minimap.c 20 May 2008 02:27:58 -0000 1.38 +++ minimap.c 20 May 2008 22:37:23 -0000 @@ -1454,9 +1454,11 @@ glPopMatrix(); - //draw the compass texture - - draw_compass(); + if (compass_tex) + { + //draw the compass texture + draw_compass(); + } } static __inline__ void draw_into_minimap_fbo(float zoom_multip, float px, float py)
(that check should be there anyway)
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Animating objects is implemented very roughly, using the scripting language PAWN inside the client.
It's very untested and not touched since before the 1.5 release I think.
I don't know if the client still compiles with PAWN enabled ...
So if there's a programmer out there with some knowledge on how to include the PAWN language into the client and make it easily usable, go for it
Last time I tried it out there were some demonstrations what it can do in the client:
- auto-rotate the camp fire tree on IP <-- this could be used to shake/bend trees in the direction of the wind when it rains or storms, or move other stuff, rock boats, etc.
- rotate the object under the mouse when you press F-something (F12 IIRC) <-- this is not synchronized with other players, so client-only and pretty useless
Always keep in mind that there's no server synchronization, so all movements must be eye candy only as others will certainly see the objects in another state. So nothing like moving bridges Harry-Potter-style. Moving the windmill blades might be a problem, I think the windmill is one object. Roja would have to redesign several objects, divert them into seperate objects to make parts movable.
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Animation Emotes however will definitely happen whenever we can get a programmer to help us out with that.This is great news!! How do we have to bribe for that to happen? Schmurk, bluap...?
yay http://www.eternal-lands.com/forum/index.php?showtopic=42668
<-- yes I know we all hate WoW because EL is much better etc. but they are a benchmark anyways -
Could you try editing your draw_map function to look like this:Um, where should I change that? Which lines are new, which lines get thrown out?
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I voted "more creatures".
This doesn't mean completely new creatures, but more variations.
Use actor scaling more often. There could me more spiders. And "Senior Leprechauns", young feline creatues, novice Feros, goblin teenagers ...
A random size factor would also be welcome. +/- 5% (or 10%, don't know if 5% would be noticable) for some creatures, gargs, orcs, etc.
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The X1600 is Mac OS X. I won't infest my Mac with WinXP.
My datadir was 1.6.0 + sky textures. I just updated the *.vert files from CVS.
Outside during the day: actors and shadows visible, so far so good.
Inside (SRM sto) all actors one solid color, not OK.
Impact on FPS:
outside with correctly working animation programs: zero.
inside with solid actors: FPS drop from 56 (UVP: 0) to 37 (UVP: 1)
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I just recompiled without MINIMAP2, the old minimap still works normally.
Disabling the framebuffer makes the minimap2 rectangular, but does not draw the background image.
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WinXP SP2 latest ATI drivers: Video card: RADEON 9800; Vendor ID: ATI Technologies Inc.; OpenGL Version: 2.1.7412 Release
Mac OS X 10.4.11: Video card: ATI Radeon X1600; OpenGL Engine Vendor ID: ATI Technologies Inc.; OpenGL Version: 2.0 ATI-1.4.56
During the daytime the actors don't get drawn unless I shorten the programs by removing some light-related stuff.
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Another one. Could someone add this patch. I hope it fixes florian's problem and some other thingsApplied & commited. My minimap is still completely white, though. Well not completely, the background texture is missing, actors, NPCs, creatures and the "walk to" cross are there.
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@Florian: Was it happening before the last update?I didn't test it then.
Now the minimap is plain white btw. I guess it's a mac framebuffer issue.
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Animation programs don't work on my ATI 9800 PRO and my ATI X1600.
They don't seem to work on ATI Radeon HD 3870 either.
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Applied, builds cleanly. Impact on FPS is zero, at least on my system. Commited.
New Weather
in Programming
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How can I find out if there's weather?
The old weather had "is_raining".