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  #1  
Old 02-02-2012, 04:58 AM
PixelEngineer
Sarnak
 
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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  #2  
Old 02-02-2012, 07:19 PM
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Speedz
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Location: Ocean Park, WA
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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.
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  #3  
Old 02-02-2012, 07:22 PM
PixelEngineer
Sarnak
 
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Posts: 96
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Quote:
Originally Posted by Speedz View Post
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.
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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  #4  
Old 02-02-2012, 07:27 PM
Vexyl
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Join Date: Oct 2009
Location: U.S.A.
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Quote:
Originally Posted by Speedz View Post
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.
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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  #5  
Old 02-02-2012, 08:02 PM
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Speedz
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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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  #6  
Old 02-02-2012, 08:11 PM
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Speedz
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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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  #7  
Old 02-02-2012, 08:45 PM
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Sarnak
 
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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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