These are chat archives for ZaneDubya/UltimaXNA

4th
Apr 2016
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:07
yup
Marcelo Paez
@paezao
Apr 04 2016 00:38
you guys still working on ultimaxna
?
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:38
yes, zane does, but hes in school so time is limited
Marcelo Paez
@paezao
Apr 04 2016 00:38
oh okay
hes busy
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:38
ya becoming a lawyer ;)
Marcelo Paez
@paezao
Apr 04 2016 00:39
nice +D
what about you? you a programmer irl?
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:39
professionally yes
Marcelo Paez
@paezao
Apr 04 2016 00:39
nice
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:39
i use to do UO stuff, wrote connectuo, then openuo
ran a few runuo servers
etc
but no time anymore, life, kid, work, etc
new projects ;)
Marcelo Paez
@paezao
Apr 04 2016 00:40
ya
I dont have kids yet
but I run a startup
so pretty busy too
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:41
nice
my lifes about to become really busy
starting some hololens development next week
Marcelo Paez
@paezao
Apr 04 2016 00:41
lol
nice
for fun or work?
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:41
work
Marcelo Paez
@paezao
Apr 04 2016 00:42
awesome :D
what kind of programming do you do?
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:42
auto collision estimation software
Marcelo Paez
@paezao
Apr 04 2016 00:42
wow
car collision?
http://screencloud.net/v/66uA -> fail isometric
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:43
i think thats everyones first attempt
myself inclujded
Marcelo Paez
@paezao
Apr 04 2016 00:44
yea lets see how I to fix that haha
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:44
just render 8x8 first, top to bottom left to right
UO is rendered in 8x8 sections, each section renders the same as the 8x8
so if u get the 8x8 rendering right, it applies globally
Marcelo Paez
@paezao
Apr 04 2016 00:45
what you mean?
it renders 8x8 tiles?
Im doing 6x6
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:45
ya so the map is stored 8x8
so when you want to render 1 tile
you load an 8x8 in the map
so you might as well render 8x8, its a free lookup
;)
Marcelo Paez
@paezao
Apr 04 2016 00:48
cool
i changed it to 8x8
just gotta make it work now lol
im using a matrix yet
to setup the map
just trying to get the isometric drawing right
then ill probably try using tex_maps like you said..and then loading the real map
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:50
baby steps ;)
Marcelo Paez
@paezao
Apr 04 2016 00:50
yup
haha
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:53
is it right tho
like, is it from a real map position?
or just fake data?
Marcelo Paez
@paezao
Apr 04 2016 00:53
fake
matrix
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:53
ya so it might not be 100% right ;)
also u need to do Z now ;)
Z messes everyone up
Marcelo Paez
@paezao
Apr 04 2016 00:54
haha
why will it be different reading from the map data?
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:54
y = Z * 4
no real z
;)
Marcelo Paez
@paezao
Apr 04 2016 00:54
ah yea
Z is isometric too
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:55
well, what happens is, most ppl render the wrong way and dont realize it till u get real data
Marcelo Paez
@paezao
Apr 04 2016 00:55
so it messes with X and Y too
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:55
Z only messes with Y
Marcelo Paez
@paezao
Apr 04 2016 00:55
oh okay
ill probably just read map data for now
and try and get it right
Jeff Boulanger
@jeffboulanger
Apr 04 2016 00:55
ya
then you have to stretch tiles
to join the ones next to them
when the Z offset is different betwween them
;)
Marcelo Paez
@paezao
Apr 04 2016 00:56
slopes?
Jeff Boulanger
@jeffboulanger
Apr 04 2016 01:00
ya but faked slops cause no real z
;)
like i said, UO is a pain in the ass to render
Marcelo Paez
@paezao
Apr 04 2016 01:01
good thing you can show me the way
and ultimaxna source as well
Jeff Boulanger
@jeffboulanger
Apr 04 2016 01:01
ya
Marcelo Paez
@paezao
Apr 04 2016 01:23
lol
got a tile lookup with -1
you know what that i?
*is
Jeff Boulanger
@jeffboulanger
Apr 04 2016 01:23
no draw
texture
Marcelo Paez
@paezao
Apr 04 2016 01:23
oh okay
so ill change to 0 for now
Jeff Boulanger
@jeffboulanger
Apr 04 2016 01:23
seems like at least
might wanna see if uxna handles that
Marcelo Paez
@paezao
Apr 04 2016 01:24
ive seen something about that somewhere in UXNA
openuo might be better to look at for some of the file read stuff
Marcelo Paez
@paezao
Apr 04 2016 01:31
cool :D
I was reading art.mul hahhaa
instead of map0.mul
thats why it was bugging
really smart
lol I only get water
Jeff Boulanger
@jeffboulanger
Apr 04 2016 01:37
ya at 0,0 u will
u need to do like brit coords
Marcelo Paez
@paezao
Apr 04 2016 01:37
nah im not doing 0, 0
im doing like 80, 50
oh wait
thats still too low lol
Marcelo Paez
@paezao
Apr 04 2016 01:49
gotta find britain somehow lol
Jeff Boulanger
@jeffboulanger
Apr 04 2016 01:55
            <child name="Britain" x="1592" y="1680" z="10" />
Marcelo Paez
@paezao
Apr 04 2016 01:56
well thats world coordinates right?
Jeff Boulanger
@jeffboulanger
Apr 04 2016 01:56
ya
so / 8
Marcelo Paez
@paezao
Apr 04 2016 01:56
oh
that simple?
Jeff Boulanger
@jeffboulanger
Apr 04 2016 01:56
should be
Jeff Boulanger
@jeffboulanger
Apr 04 2016 01:57
    private unsafe Tile[] ReadLandBlock(int x, int y)
    {
        var offset = ((x * _blockHeight) + y) * 196 + 4;

        if(_mapIndex != null)
        {
            offset = _mapIndex.Lookup(offset);
        }

        _map.Seek(offset, SeekOrigin.Begin);

        var tiles = new Tile[64];

        fixed(Tile* pTiles = tiles)
        {
            NativeMethods._lread(_map.SafeFileHandle, pTiles, 192);
        }

        return tiles;
    }
Marcelo Paez
@paezao
Apr 04 2016 01:57
yea haha
gonna make it render more blocks
Aleksandr Denisov
@alerdenisov
Apr 04 2016 08:48
@paezao push it on git :)
@paezao i'll be glad to port something from C# to Rust, because I have not so much practice in Rust but want to have
Marcelo Paez
@paezao
Apr 04 2016 09:52
hey @alerdenisov Ill do it for sure :)
I was gonna use ideas from ultimaxna obviously but not directly port it to Rust
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:10
UltimaXNA doesn't create that ideas.. )
It's made by Origin and just reversed by community
Marcelo Paez
@paezao
Apr 04 2016 10:11
oh
yea
what I mean is I didnt want to just port the code over
but Im sure looking at it for tips on how its done
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:11
Yes it's right way i think
Marcelo Paez
@paezao
Apr 04 2016 10:11
code is still a mess though
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:11
because C#/xna architecture isn't best for rust
Marcelo Paez
@paezao
Apr 04 2016 10:11
I dont wanna over architecture it
just wanna make stuff work and improve it
trying to make Z work now
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:12
For land?
Marcelo Paez
@paezao
Apr 04 2016 10:12
Yes
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:13
Good luck :D
Marcelo Paez
@paezao
Apr 04 2016 10:13
at least basically for now lol
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:13
It's not so hard, hardest part is Z order of tiles
maybe not hardest in whole project, but it's complicated and I think it's must be improved
Marcelo Paez
@paezao
Apr 04 2016 10:14
Z is in pixels right?
or tiles?!
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:15
Item tiles
Marcelo Paez
@paezao
Apr 04 2016 10:15
ahh
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:15
such as walls, items and etc
Marcelo Paez
@paezao
Apr 04 2016 10:15
yea but ground Z
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:17
ground Z is not to hard
http://prntscr.com/anxvnq ultima has something like that
Marcelo Paez
@paezao
Apr 04 2016 10:17
how does ground Z work?
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:18
As I can tell it's topological sorting
How it drawing?
Marcelo Paez
@paezao
Apr 04 2016 10:18
yes
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:19
I doesnt know :D
Because I dont need to dig that part inside UltimaXNA
In my case Z is just mesh deformation
Marcelo Paez
@paezao
Apr 04 2016 10:19
@jeffboulanger said its supposed to offset Y
why what project are you working on?
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:19
I suggest to you using something like that
I can't show it right now, because I haven't something in public yet
Marcelo Paez
@paezao
Apr 04 2016 10:20
is it UO related?
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:20
it's open source mmorpg based on ideas from UO
yes
Marcelo Paez
@paezao
Apr 04 2016 10:20
nice :D
open source
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:20
but it's 3d
and I don't need to research how to draw isometric land tiles, but if you will making grid and distord it will works
I did it exactly as showed here
where each face is tile
Marcelo Paez
@paezao
Apr 04 2016 10:22
yea but thats for 3d
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:23
Ultima Online land is 3d too
Marcelo Paez
@paezao
Apr 04 2016 10:24
2.5d
no?
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:25
What is 2.5d for math? :D
Marcelo Paez
@paezao
Apr 04 2016 10:25
well yea haha
you simulate 3d with 2 axis
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:26
2? Z is third one
Marcelo Paez
@paezao
Apr 04 2016 10:26
yea but you offset Y with it
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:27
screen space Y? Yes it is
But it's exactly how 3d works
Marcelo Paez
@paezao
Apr 04 2016 10:27
yea in the end of the day
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:27
We're haven't third axis in screen space :D
Marcelo Paez
@paezao
Apr 04 2016 10:28
true haha
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:28
And calculate X,Y screen space for three dimension point
And if you're working in 45 deg ortho camera you Z coord will be affect only on Y screen space :)
Marcelo Paez
@paezao
Apr 04 2016 10:29
:D
damn Im bad at 3d math
so I need that thing you showed me to connect the tiles
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:33
If you was a russian I'll send to you articles about drawing 3d from scratch
Marcelo Paez
@paezao
Apr 04 2016 10:33
Nope
Brazillian
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:33
I haven't it on eng(
Marcelo Paez
@paezao
Apr 04 2016 10:33
I wish I could speak Russian though
:|
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:34
OH MAN
Someone great person did translation for that
Marcelo Paez
@paezao
Apr 04 2016 10:35
nice
so thats what I need to learn?
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:35
Anyone need to read that
Because it's something what need to know if you're working with gfx
It's implementation of OpenGL on C++
Marcelo Paez
@paezao
Apr 04 2016 10:36
Nice :D
Spaseeba
Спасибо
hahaha
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:37
:D
Your russian in best :)
Marcelo Paez
@paezao
Apr 04 2016 10:37
russian is awesome
good place to test my Z thing it seems?
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:39
perfect )
Marcelo Paez
@paezao
Apr 04 2016 10:39
okay Ill create a github repository
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:39
But man
Marcelo Paez
@paezao
Apr 04 2016 10:39
what?
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:39
better if you will take something around mountains
Marcelo Paez
@paezao
Apr 04 2016 10:40
hmm
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:40
because here is something strange
Marcelo Paez
@paezao
Apr 04 2016 10:40
like minoc mines maybe?
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:40
around water border UO has a lot of static tiles
what represent waterline
Marcelo Paez
@paezao
Apr 04 2016 10:40
oh okay
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:40
and here is Z is broken
Marcelo Paez
@paezao
Apr 04 2016 10:40
Im not using statics yet
hmm
need a good coordinate
chaos shrine
maybe this?
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:44
yes it's will work
you need to create a tmp directory in the project root
and copy your .mul files into it
im using uo renaissance mul files
dont mind the testing code all over the place haha
Aleksandr Denisov
@alerdenisov
Apr 04 2016 10:56
I will clone it later
Thanks to making it public
Marcelo Paez
@paezao
Apr 04 2016 10:57
np
I dont mind
ill need help on this anyways
hey that tutorial is great
Marcelo Paez
@paezao
Apr 04 2016 11:04
brb
Marcelo Paez
@paezao
Apr 04 2016 11:15
back
Jeff Boulanger
@jeffboulanger
Apr 04 2016 15:15
no GC in rust? boo!
Marcelo Paez
@paezao
Apr 04 2016 15:16
no
thankfully
hey jeff
Jeff Boulanger
@jeffboulanger
Apr 04 2016 15:18
seems right
Marcelo Paez
@paezao
Apr 04 2016 15:19
nice
Im gonna use opengl or something
Jeff Boulanger
@jeffboulanger
Apr 04 2016 15:19
im off to work ttyl
;)
Marcelo Paez
@paezao
Apr 04 2016 15:20
cya!!
Aleksandr Denisov
@alerdenisov
Apr 04 2016 21:26
@paezao why you need opengl if you already has vulkan? :D