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-   -   Mission: Delphi Pascal->C++ . Prize: Classic brown skeleton (/forums/showthread.php?t=32669)

nilbog 04-10-2011 05:54 PM

Mission: Delphi Pascal->C++ . Prize: Classic brown skeleton
 
We currently have the classic white skeletons.

http://i54.tinypic.com/k21ogk.jpg

We need the classic brown skeletons as well.


Dzoneconverter is an open-source program which allows for modifications of .wld files within .s3d files. It would allow for client-side modifications to be made for existing issues, or custom models/objects to made in the future. It was written in Pascal by an eqemu developer named Windcatcher.

Here is the source: (Delphi 6 project)
http://sourceforge.net/projects/eqem...or=superb-sea2

Is there anyone out there who can work with Pascal, C++, and has an interest in helping?

Specifically, we need someone to:

Open up the Delphi 6 project, take a look at the WLD source file, and make something that can output the wld files in C++ instead of Delphi.

Thanks

saucer 04-10-2011 07:20 PM

Bump!
Wish I could help but I don't understand any of those programs.

Frootloop 04-11-2011 01:12 AM

This^

Ropethunder 04-11-2011 02:13 AM

Already working on this. :)

Engraverwilliam 04-11-2011 01:39 PM

will this breakthrough eventually lead to super duper high res textures?
i know we can already upgrade the world textures to some extent but I feel that it could be made even better. Also would something like this allow someone to create more faces for use in the game?

I dream of an ultra moddable game environment. Even it it's only client side.

Secrets 04-11-2011 02:03 PM

Quote:

Originally Posted by Engraverwilliam (Post 261782)
will this breakthrough eventually lead to super duper high res textures?
i know we can already upgrade the world textures to some extent but I feel that it could be made even better. Also would something like this allow someone to create more faces for use in the game?

I dream of an ultra moddable game environment. Even it it's only client side.

You can already add super duper hi-res textures to the game. Use a program like S3DSpy and make sure they're a multiple of 2 (2x2, 4x4, 8x8, 256x256, etc) and replace the existing texture files. The hope is we'll be able to fix, add, and remove textures in the game more easily instead of relying on S3DSpy by doing this work. In addition to that, we will be able to add entirely new textures to models by working on this, and they would not replace existing model textures. So, we could add a pink sarnak if we wanted to :)

tristantio 04-11-2011 02:03 PM

Quote:

Originally Posted by Engraverwilliam (Post 261782)
will this breakthrough eventually lead to super duper high res textures?
i know we can already upgrade the world textures to some extent but I feel that it could be made even better. Also would something like this allow someone to create more faces for use in the game?

I dream of an ultra moddable game environment. Even it it's only client side.

Even with a powerful computer zoning is super slow...I can only imagine how slow it would be if the textures were 10x the size...

Secrets 04-11-2011 02:05 PM

Quote:

Originally Posted by tristantio (Post 261795)
Even with a powerful computer zoning is super slow...I can only imagine how slow it would be if the textures were 10x the size...

Zoning is only slow because EQ needs to wait for a tick to process internally after it gets data. If SOE optimized the client to not have to wait, and just send all the information it needs at once, it would go faster. The loading and unloading of textures is not CPU or memory intensive at all.

hedbonker 04-11-2011 02:06 PM

Will Delphi 7 SE open this source?

Secrets 04-11-2011 02:07 PM

Quote:

Originally Posted by hedbonker (Post 261799)
Will Delphi 7 SE open this source?

Might have to convert it, and it should compile in delphi 7, though I don't know how well the libraries will like it. Ropethunder possibly has a solution so I am going to get in contact with him first. Feel free to try it if you'd like, though, the more the merrier!


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