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  #1  
Old 06-18-2003, 12:18 PM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
Default OpenZone 1.5

I know, they're coming in fast and furious, but this is what happens when I start building things in it:

1. GREATLY sped up the graphical response when in OpenZone.

2. Doubled the texture density when calculating texture coordinates from scratch. I think it looks infinitely better this way.

3. Added an example of a Targa .TGA heightmap (the one I'm using for my test zone).

4. Enhanced the box script to support semitransparency.

5. Added a new script: "wall", under the "buildings" category. It can be a blank wall or it can contain either a doorway or window in its center. You can specify the size of the door or window. If you set it to window, it overrides the door setting. It does NOT actually place the door spawn, which has to be in your server's database.

When making wall sections, the SY value is always the wall thickness with respect to doors and windows; to make wall sections you'll (generally) have to make use of the RZ parameter to make them in different directions (0,90,180,270, etc.).

The wall script supports semitransparency.


That's all for now...

Wind

So far I've got a grassy landmass with water and a rock texture underwater. I've built a MASSIVE bridge between two land areas and I have a pretty cool tower built (four internal stories and a roof, with bare rooms inside). It uses all of my own textures. I don't know how much more I feel like playing with it, but it's certainly usable. Now if we only had a place where we could FTP our textures, scenes, and zones so people could play with them...



EDIT: If you downloaded it before 11pm EST, go get it again (I don't think anyone did). I was experimenting with signs and found a really nasty bug in the texture code. I had to take the program down and fix it, but the version up now should be perfect. Make sure though that your textures are 256x256 pixels in size, just as they are in EQLive.

It now includes another script, "sign", in the "furniture" category. Insert it, slap a texture on, and voila, instant sign (mine says "Wind's Tower" :P )
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  #2  
Old 06-18-2003, 02:42 PM
daeken_bb
Discordant
 
Join Date: Mar 2003
Location: Chambersburg, PA
Posts: 469
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Jebus man.. you're poppin' 'em out faster than i've ever seen before... impressive

Also... would you be against me porting this to C++? I really think it would be faster and much more portable if we could do so.

Get back to me about it whenever you can

Thanks.
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  #3  
Old 06-18-2003, 03:02 PM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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Have a ball. Thats an effort that I'm not keen on doing, but that's why I released the source: so people could change it (or port it).

If you need any questions answered about how the program works, fire away.

Wind
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  #4  
Old 06-18-2003, 03:10 PM
daeken_bb
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Join Date: Mar 2003
Location: Chambersburg, PA
Posts: 469
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Thanks man.. i'm going to get started on it ASAP, since there's no need for my S3D repackager if i build a really good one into OpenZone++

I'll update you every once and a while on my progress.
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  #5  
Old 06-18-2003, 03:52 PM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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Currently I'm working on optimizing the .WLD encoder...it's horribly inefficient. I'll upload it as 1.6 when it's done.

WC
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  #6  
Old 06-18-2003, 05:16 PM
Memener's Avatar
Memener
Dragon
 
Join Date: Jan 2003
Location: College park, GA (atlanta)
Posts: 640
Default

where can i download open zone anyway i see you post info about updates but i dont see any links
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  #7  
Old 06-18-2003, 05:18 PM
daeken_bb
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Join Date: Mar 2003
Location: Chambersburg, PA
Posts: 469
Default

It's in the eqemu files repository.
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  #8  
Old 06-18-2003, 05:34 PM
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Memener
Dragon
 
Join Date: Jan 2003
Location: College park, GA (atlanta)
Posts: 640
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what eqemu file are you talking about? the 0.4.4? i dont see it in there? and how would i download the updatas?
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  #9  
Old 06-19-2003, 01:31 AM
Edgar1898
Senior Member
Former EQEmu Developer
Current EQ2Emu Lead Developer
 
Join Date: Dec 2002
Posts: 1,065
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WC: I could host the textures if you want, my dedicated server usually has around 300-400 GB transfer left at the end of the month that I would like to use anyway. My domain is eqemupvp.com, I could add a subdomain of textures.eqemupvp.com and allow users to upload to that directory. Let me know :P
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  #10  
Old 06-19-2003, 06:31 AM
Bardboy
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Join Date: Feb 2002
Location: Area 51
Posts: 157
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Edgar1898 : That is very generous of you and great idea.
Windcatcher: I wish I could come over to your house and pick your brain for a month or Three. You're a Genius!

This project just keeps getting better and better. It won't be long now before we have created a full fledged Mod for Everquest, complete with Zones, Textures, Characters, Monsters, Quests, and Story content.
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  #11  
Old 06-19-2003, 01:37 PM
Windcatcher
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Posts: 1,175
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I'm not planning on spending much more time on this zone; it's just a test one that I thought people might want to play with. I'd be happy to upload whatever I have if you have an FTP site available.

I think we need to take a poll or something and see how many people are working on zones. What efforts are going on? Are people making textures? Whole zone meshes? OpenZone scripts? Zone "pieces", like huts and other placeable items? Maybe we should get a good idea of what's going on and what people's needs are.

WC
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