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General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics. Do not post support topics here. |

01-30-2012, 08:58 PM
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Sarnak
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Join Date: May 2011
Posts: 96
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Okay. I got SOIL implemented. Two potential problems. We are reading from memory in the loading of textures. I have the file interface as a workaround I would like to get rid of. I might have to add the functionality to SOIL to load from memory and not a file. Second issue is that when the textures do load, they look a bit weird. May just be an error in my code but I am getting the feeling the library might not support 8 bit bitmaps.
Do you have any idea if it does?
PixelEngineer
Edit: Found the option to load from a buffer. Wish there was a bit more documentation for this library but I really do like what I see.
Edit2: Went through the flags and found SOIL_FLAG_TEXTURE_REPEATS. This ended up denoting the textures as tiles. Not sure why this isn't enabled by default. All working. This will be part of the next commit. Thanks again Taurinus for the suggestion.
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02-02-2012, 04:58 AM
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Sarnak
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Join Date: May 2011
Posts: 96
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Commit 28
- Added SOIL library for image loading. Thank you to Taurinus2 for the suggestion. New zones now load. (textures are flipped)
- Integrated Tobasco's diff for Linux. Thank you Tabasco - huge help.
- Deprecated the use of the file interface library and the image loading library.
- Rewrote some of the texture documentation, debug output and 0x30 fragment handling.
- Fixed the texture crash error that prevented some zones from loading.
- Moved non Lantern related initialization into init.cpp and init.h.
- Added support for ambient light (0x2A), light source reference (0x1B) and light source (0x1C) fragments. Still not yet activated.
- Added specific categories of debug output for fragments (textures, lights, geometry...). Fragment errors will still output regardless.
- Huge cleanup to the WLD class
- Reimplemented the rending of the whole zone.
- Changelog.txt is now in the project directory.
- Added the SDL_ttf library. It is not used yet but I will commit my text on screen work in the next commit.
Known issues:
- Support for masked textures has been removed due to the new image loading library. Will have to re-add.
- A weird issue with mip masking makes far away textures have a tint to them. Still trying to figure this one out. Mip mapped images are disabled for now.
- Zone crash related to texture UV coordinates in some zones.
- Textures in Titanium zones are flipped
Priorities:
- Support for bitmap font rasterization
- Global texture animation timing
- Transparency and semi transparency with rendering (have to rewrite rendering function...again)
- Loading zone variables (sky/fog color/clip plane)
- Ambient and zone lighting
- Linux makefile
- Deprecate the current math library and introduce a new one.
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02-02-2012, 07:19 PM
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Hill Giant
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Join Date: Oct 2004
Location: Ocean Park, WA
Posts: 186
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Great work so far, I noticed something odd tho. Zones are flipped left <> right.
I looked at unrest, Crushbone, and cshome. all were flipped/reversed. Not just textures, but the entire zones.
__________________
Just another face in the crowd..
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02-02-2012, 07:22 PM
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Sarnak
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Join Date: May 2011
Posts: 96
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Quote:
Originally Posted by Speedz
Great work so far, I noticed something odd tho. Zones are flipped left <> right.
I looked at unrest, Crushbone, and cshome. all were flipped/reversed. Not just textures, but the entire zones.
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Thanks Speedz. Can you be more specific? Are we talking just textures or something like Mario Kart mirror mode? New zone files or old zone files?
Cheers.
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02-02-2012, 07:27 PM
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Hill Giant
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Join Date: Oct 2009
Location: U.S.A.
Posts: 197
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Quote:
Originally Posted by Speedz
Great work so far, I noticed something odd tho. Zones are flipped left <> right.
I looked at unrest, Crushbone, and cshome. all were flipped/reversed. Not just textures, but the entire zones.
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I noticed that as well in the last build. If you want an example, just load gfaydark and go to the crushbone entrance, it's completely reversed.
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02-02-2012, 08:02 PM
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Hill Giant
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Join Date: Oct 2004
Location: Ocean Park, WA
Posts: 186
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Sorry for a lack of description. Yes mirrored. Also it does this on all versions I have. Titanium to SoD s3d files.
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Just another face in the crowd..
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02-02-2012, 08:11 PM
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Hill Giant
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Join Date: Oct 2004
Location: Ocean Park, WA
Posts: 186
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I'm also going to update my zone loader tool to read a user selected Game directory for the s3d files and copy from there as needed per launching. Instead of the original way I did it where you had to copy all s3d files to a zone directory.
Would make for faster maybe more handy zone comparison/work.
*
You select the EQ dir and it will load a list of the s3d files. You then select the s3d you wish to load from the list it generates and it will delete all s3d files in the lantern dir and copy the one you select. Basically its an as use/need basis so you don't have to either copy all s3d files to the lantern dir or constantly copy paste and change ini file every time.
If this makes any sense at all I will be surprised lol. I will try better next time.
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Just another face in the crowd..
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02-02-2012, 08:45 PM
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Sarnak
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Join Date: May 2011
Posts: 96
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Wow. I cannot believe I had not noticed that. I wonder if this is new in one of the latest versions. Thanks for mentioning that. I will fix it.
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02-04-2012, 10:08 AM
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Discordant
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Join Date: Mar 2009
Location: Ottawa
Posts: 495
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I've never actually written a makefile or anything beyond compiling a single cpp file with g++, anyone have a working one for linux I could use for this?
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02-04-2012, 12:17 PM
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Discordant
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Join Date: Sep 2009
Posts: 269
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This is based off of the latest svn. The archive includes the complete source tree, a diff, and the makefile. Also 32 bit binaries.
http://midian.homelinux.net/lanterneq_revised28.tar.gz
I renamed the FPS Counter directory with an _ instead of a space rather than trying to escape it in the makefile. There are also some header changes that probably aren't necessary since I'm not building in codeblocks anymore.
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02-04-2012, 09:35 PM
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Discordant
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Join Date: Sep 2009
Posts: 269
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02-04-2012, 10:30 PM
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Discordant
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Join Date: Mar 2009
Location: Ottawa
Posts: 495
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Thanks, Tabasco. I was running into difficulties getting it to compile until I read the error messages and noticed it was complaining about x64 (this is a 32 bit machine). Just an FYI to anyone else who downloads the tarball, make clean first.
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02-05-2012, 08:06 PM
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Sarnak
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Join Date: May 2011
Posts: 96
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Did you get it up and running Pyfon? Got a screenshot?
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02-05-2012, 08:59 PM
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Discordant
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Join Date: Mar 2009
Location: Ottawa
Posts: 495
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I haven't been able to get it working, probably due to the same issue that Tabasco et al ran into. I tried an s3d file from titanium, sof, and sod without luck.
Code:
pfyon@family-kubuntu:~/lanterneq/Lantern$ ./Lantern
24
pfyon@family-kubuntu:~/lanterneq/Lantern$
Code:
pfyon@family-kubuntu:~/lanterneq/Lantern$ cat log.txt
<---> Logfile Initialized on 2-5-2012 at 19:56:27
<---> Preferences from lantern.ini have been read.
<---> Loading zone: crushbone
<---> Screen width: 800 - Screen height: 600
<-!-> This is not a valid PFS archive
<-!-> Could not initialize the S3D file!
<-!-> Fatal Error: Unable to load zone data!
<---> Fatal Error: Unable to initialize Lantern!
Code:
pfyon@family-kubuntu:~/lanterneq/Lantern$ cat lantern.ini
crushbone
800
600
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02-05-2012, 09:25 PM
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Discordant
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Join Date: Sep 2009
Posts: 269
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I had to do a lot of fixes for 64 bit that I have yet to publish. I'll get those committed tomorrow along with some of the header fixes so we can hopefully have a single source tree that builds without any modification for platform or architecture.
You might be able to quickly fix your copy by looking at the global datatypes include.
Code:
typedef unsigned int uint;
typedef unsigned char uchar;
typedef int8_t int8;
typedef uint8_t uint8;
typedef int16_t int16;
typedef uint16_t uint16;
typedef int32_t int32, dword;
typedef uint32_t uint32;

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