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  #1  
Old 01-25-2012, 09:52 PM
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Tabasco
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This is what I was getting in the 64-bit build after changing all the types, but I thought I just hadn't found everything yet.
My 32-bit build does the same thing so it's more likely that I messed something up when trying simulate the windows.h types for bitmaps.

I just disabled texturing and enabled GL lighting and shading. It's not very pretty, but you can at least wander around the zone and it demonstrates that everything generally works.
It should be simpler in general to use SDL_Image for textures and I can probably get that in there at some point if pixelengineer is agreeable to that. Also after looking at how the scene is managed, I wonder if it would be wise to first make a tool for processing maps into a different format.
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  #2  
Old 01-26-2012, 03:53 AM
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What release of gfaydark.s3d did you use?
I got exactly that till I used the titanium s3d files.
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  #3  
Old 01-27-2012, 03:49 AM
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I have thrown together a couple of simple tools that I was going to just use for myself. But after getting into them I figured more people might find use for them. Heck maybe even improve my amateur code.

I am posting this on this thread as one of the tools directly relates to this project. Its called Zone-Selector.

The other is a offline spell search tool. It is far from complete, just hardly started even.

https://www.assembla.com/code/emustuff/subversion/nodes

If you do mess with it and improve it, please send me patch files so I can update the svn.
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  #4  
Old 01-28-2012, 10:34 PM
PixelEngineer
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Hey guys, sorry I have been absent for a while.

Linux guys, great work and I am very happy to have some people on different operating systems.

The texture loader is an offshoot of a texture loader from another engine and it looks like it's giving problems so we can definitely kick it and use SDL_image.

Currently, this only has been tested on classic zones. Therefore, the only image type that is currently supported is an 8 bit bitmap. The reason there is a bit more code there in there is because I had to add an instance where the 8 bit bitmap would compute an alpha layer for masked textures.

What kind of format does the new client use? I see that the log said bitmap with an unrecognized BPP which make me assume 24 for which support can easily be added. In addition to bitmap, do the newer zones use .dds or any other format?

Since my last commit, I have done a ton of cleanup to the WLD class, changed a lot of the uchar* to char* to avoid mixed character type warning, and fixed a few other things but have unfortunately been at the whim of a six week intensive calculus class. After an exam on Monday, I will be able to push that latest version and have a couple of hours each night to code.

I'll add support for the texture types and try to get the linux diffs sorted. I see that as the new number one priority besides stability; getting the client working on linux as well. We can slowly eliminate Windows specifics and have an SVN that is cross platform friendly.

Thank you again for showing interest and I will definitely put some time in next week to get this stable on linux and adding you guys to the SVN if you so desire.

Cheers!
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  #5  
Old 01-29-2012, 08:59 PM
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Life happens

Good to see such interest in this. Add me if you like but with my limited experience in svn commits and coding anything past GUI utilities won't lend myself to heavy traffic at first. But gotta learn and get experience somewhere right?
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  #6  
Old 01-30-2012, 03:39 PM
Taurinus2
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Hey PixelEngineer,

Have you checked out SOIL?

http://www.lonesock.net/soil.html
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  #7  
Old 01-30-2012, 04:55 PM
PixelEngineer
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Quote:
Originally Posted by Taurinus2 View Post
Hey PixelEngineer,

Have you checked out SOIL?

http://www.lonesock.net/soil.html
I have not. Have you used this? Looks like a pretty full featured and lightweight library. Definitely will consider using it.

Thanks for the suggestion. I will have time today and tonight to work on the client again.
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