This update's mostly for the couple of people that keep entering the channel and leaving when they don't see any talking within the brief hour (if that, and usually while I'm asleep) they stay connected for.
Since the last post, we've been mostly focusing on implementing game event functionality and generally bringing it up to date with the various expansions.
- rewrote wars, so we now support the various types (though only the Lunar & Dark Lunar Wars are actually implemented/tested. Nereids & Snow exist, but haven't really been overridden yet), and in the invasion zone, refugees & monuments.
- implemented war heroes.
- fixed reward distribution for things such as Warder/Keeper kills. Works as it does officially.
- reimplemented Bulletin Boards as the structure is a whole lot clearer now (was reading too much into the structure, there really was no logic to it)
- implemented Bifrost.
- implemented trap tile behaviour.
- implemented Castle Siege War.
- implemented automatic clan donations (thanks to
brutalsnake for helping out with this!).
- cleaned up zone entry requirements, so there's very little override logic to it now (means more reliable/consistent entry requirements checked in a couple of places)
Really though, the only reason I'm posting this is because there's actually been very little work on the server project the past few days.
It's because Aesteris & I have been busy experimenting with client map functionality. With very little 3D rendering/drawing experience, we decided we'd give writing our own map viewer a go. Very surprisingly (to us!), we managed to get it to rendering a wireframe heightmap of the terrain (thankfully I'd already done the work reversing the various old & new map formats, so all I had to do was include my own project & read in the data from that. Using it was actually fairly easy.).
Next we were attempting to texture it (again, loading the textures I'd already implemented -- so that was fine enough), but we haven't yet got around to making that happen.
I decided to try my luck at updating mgame's map editor (though I still want to implement the viewer for learning purposes; it's one thing updating the formats, it's another understanding how the data's used. Something I'd really like to learn!).
The main issue with the map editor in its original state is it does not load the client map files; it requires what appears to be some other format used for the map editor itself, which obviously don't come with the client. I've had to reimplement all the load code to not use this, but load the data from the client maps instead (and update the load code to support the format changes...).
So far I have the main terrain being drawn, & the tiles textured (though there's something amiss with that I still need to figure out that's causing the tile textures to blur. Map editor was loading it much differently to the client, so...), objects drawn, rendered, textured correctly, etc. Updated it to support the new (ROFD+) *and* the old (1.098 and KE-ish) formats. Not sure if I need to support the models in the Chr folder (map editor loads them with the rest of the objects), but if so, found they encrypted the animation files using the same encryption method (albeit not the same key) as the TBLs (... which I haven't fully reversed yet, sigh). So disabled loading those for new maps for now.
Need to work on reimplementing all the save code, but so far it's looking pretty good (
screenshots of Moradon in the 1.886 client; note that the weirdness is due to it culling stuff because my far plane/tile region settings are set fairly low)...
So, in conclusion, the server project isn't
not being worked on. Just been a little distracted with this project for now, but I really should get onto finishing up the King system & working on one of the instance events like Monster suppression squad. :P
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