Sunday, February 9, 2014

Jan/Feb 2014 Update

Well it has been a while since the last post so thought I should post :P

Holiday was awesome fun!

While I was over in the states with Tri, we managed to get a greater understanding of how the stats are generated from items, statpoints and skills.

So we now know the methods to use to calculate things we definatly need for pvp *with basic attacks*.

We figured out a small trick to improve the lag users were experiencing doing actions like walking or attacking.

We had some more people add and talk to us on skype about assisting our development, one person coded in the inventory action for dropping items.

I started coding a way for developers to connect to the server and edit the scripts for game (whilst it is running) things like actions/packet handling and gm commands can be modified and will be instantly reloaded when saved.

I feel we need ore people to actively help in coding the server as its taking forever :(.
If you are interested in being a scripter/coder for the private server then please contact me via email, liamkarlmitchell@gmail.com knowldge of JavaScript is essential.

Going to try to fix the running and jumping skills and attempt implementing a pvp map.

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Whos that "Pokemon"?

I was curious about Three.js and loading binary file formats into a web browser.
So I started making this, TS1 Model Viewer It allows you to view a model from the game in 3D. It currently works in the google chrome web browser.
You can select SOBJECT files from games and it will try to display them. (MOBJECT  support to come if im bored)

Later I might try to expand it to load the entire map with objects and textures into a scene.
Next step for this thing would be to get it loading the faces propperly and then textures.

[EDIT]

I got textures working!!!,

Notice the difference in UV mapping coords between DirectX and OpenGL as shown by these sites.
http://paulyg.f2s.com/uv.htmhttp://msdn.microsoft.com/en-us/library/windows/desktop/bb206245(v=vs.85).aspx

Basically gl is fliped on Y axis. So I added 1 as the UV locations were ending up - and it works.