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Archive::Tools Archive area for Tools's posts that were moved here after an inactivity period of 90 days. |
07-16-2004, 01:28 PM
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Dragon
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Join Date: Oct 2003
Posts: 511
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derision, i tryed your binaries and first i didn't have msvcr71d.dll then when i got the file the program doesn't run at all.....
__________________
How about the power to kill a yak from 200 yards away...WITH MIND BULLETS! thats telekinesis kyle.
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07-16-2004, 01:51 PM
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Fire Beetle
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Join Date: Jul 2004
Posts: 9
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Sorry, didn't mean to come off that angry, but the free() calls are kind of there for a purpose. And I got so overly infuriated with Windows after that attempt(the headers were screwing each other basically) that I gave up. It's been a few years since i did any win32 programming, and I've forgotten how bad it really is. Heil glibc. I do appreciate that we have some functionality on win32, but please find a way to get the free calls working instead of simply ignoring them.
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07-16-2004, 04:31 PM
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Demi-God
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Join Date: Jan 2002
Posts: 1,175
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Update: Well, I've got mob animations working in my version of DZoneConverter. Now all I need to do is figure out the few glitches I get, but at this point I can correctly render the vast majority of mob models (like 90% or better).
WC
Edit: all glitches solved. The only thing I haven't figured out is the (0x36)Data9 area. It seems to do something with poly vertices, but I'm not sure what. At first glance it doesn't look that important since I have DZoneConverter animating mob models perfectly (maybe it has to do with mesh deformation or some sort of hinting?)
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07-16-2004, 05:10 PM
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Discordant
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Join Date: Mar 2003
Location: Chambersburg, PA
Posts: 469
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Data9 is supposedly "skin" data. It's in the same form as the vertex texture data.
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07-17-2004, 09:37 AM
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Discordant
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Join Date: Mar 2003
Location: Chambersburg, PA
Posts: 469
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07-17-2004, 11:55 PM
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Fire Beetle
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Join Date: Aug 2004
Location: Outside. Pressing my nose up against the window. YOUR window.
Posts: 0
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Quote:
Originally Posted by daeken_bb
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On a completely unrelated note, your quotation is of Marla Singer, not of Tyler Durden~
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07-18-2004, 05:07 AM
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Discordant
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Join Date: Mar 2003
Location: Chambersburg, PA
Posts: 469
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Damn, I gotta watch that again, I'm sure you're right :(
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08-09-2004, 04:13 PM
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Demi-God
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Join Date: Jan 2002
Posts: 1,175
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It's been a couple of pretty quiet weeks and I haven't seen the #freaku channel on IRC so...how's the project going?
WC
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08-10-2004, 06:46 AM
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Discordant
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Join Date: Mar 2003
Location: Chambersburg, PA
Posts: 469
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Nobody has really been working on it. I personally am a bit lost as to where to go, and I've been really busy with real life, so I've not had much time to focus on it. The project isn't dead by any means, just a bit stagnant at the moment.
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08-10-2004, 06:48 AM
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Sarnak
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Join Date: Jul 2004
Location: Kearns, UT
Posts: 55
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We're all in great anticipation ^_^
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08-10-2004, 07:02 AM
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Demi-God
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Join Date: May 2004
Posts: 1,177
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god i want a new client =X damn sony
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08-10-2004, 07:23 AM
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Dragon
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Join Date: Jun 2002
Posts: 776
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Hmm, the OOW expansion appears to be ushering in a new file type for EQ, looks like all of the zone files are compressed into a single file now, .eqg.
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08-10-2004, 07:28 AM
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Demi-God
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Join Date: May 2004
Posts: 1,177
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<-- reminds self not to patch
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08-10-2004, 07:31 AM
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Dragon
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Join Date: Jun 2002
Posts: 776
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I guess I should be a bit more clear - but yeah, don't patch. This is only for the beta atm, and it's only the OOW zones. Some of them are quite large though, it's pretty odd. One of the files is 24mb...seems like a lot for a zone. Maybe there's other stuff included in it as well.
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08-10-2004, 08:51 AM
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Demi-God
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Join Date: Jan 2002
Posts: 1,175
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From their standpoint it makes sense. They have a vested interest in making sure people can't cheat (as well as rip their stuff) so this is probably a totally different file format that no one can open or read (or create). If I was SOE I'd start migrating all of the zone files over time to something like this to break all of the third-party tools (including OpenZone) but maybe that's just me being paranoid.
WC
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