Today I'm releasing the second alpha version of the EQEMu Zone Previewer. This will hopefully be the last alpha version, meaning that the next release should be beta and have almost all features.
I've rewritten the whole zone loading code and almost all zones work now (except those with SOEs l33t new terrain engine (Luclin and later). Those zones will have messed up textures.
Another zone that isn't working correctly is Windcatchers "Veldona". For some reason the trees show up as beds
Controls:
- Escape: Quits the program
- Up/down arrow: Move forward/back
- Left/Right arrow: Strafe
- Hold right mouse button: Look around
- Left click on a Mob: Select it and display the path grid if it has one
- Double left click on a Mob: Opens up an info dialog (very limited info atm)
Things that are new:
- Pathings grids are displayed for the selected mob. (selected mob ONLY!)
- A small green grid icon at a mobs feet indicates if it has a path grid assigned to it (ALL mobs!)
- Everything works a bit smoother than before
- The .ini entries have changed a bit (see below)
The INI file:
-
eqdir: You MUST set this to match your EverQuest directory with the zone files in it
-
viewer_mode: The mode the viewer runs in
Possible values are:
0 = Offlinemode (displays the zone with objects but doesn't connect to the DB)
1 = Onlinemode (displays the zone/objects with NPCs/paths/etc... from the DB;
falls back to offlinemode if it cannot connect to the DB)
2 = Modelview (displays only the available models without anything else)
-
default_zone: The zone to load
-
drawingDistance_zone: Distance at which the zone will be clipped (you can usually leave this at the
default)
-
drawingDistance_obj: Distance at which objects/mobs will be clipped (for very object intesive zones
(Luclin/PoP) you should reduce this to 1000 or so (experiment with the values)
-
db_name: The name of your mySQL EverQuest database
-
user: Your mySQL user name
-
pass: Your mySQL user password
-
host: The address of the mySQL server
Source is available as well now, but for some reason the z-buffer seems to be messed up a bit when compiling against the AEngine.lib. The binary has been compiled against the actual source of the engine and doesn't have this problem (it's only a visual problem anyway so not that important)
Binary:
http://camongrel.hbnet.de/files/eqzo...ha_0_2_bin.zip
Source:
http://camongrel.hbnet.de/files/eqzo...ha_0_2_src.zip