also disclaimer on my inputmanager: it wasn't finished and there are some kludges still in there IIRC
Hi all. Wow, Zane starts to work on a client again
Currently I have a version from January and can't just merge it with the new updated, considering refactoring to VS2015. There was a bug with disposing of subcontainers when closing parent container. Also there was no disposing of container when character starts moving (e.g. close bank container). Also there was no normal dispose of containers, paperdolls when character were killed. I need time to reconfigure the environment and merge our shard specific fixes and check how it is now, so I just want to ask - did you know about this bug and maybe you had a chance to fix it? @ZaneDubya
I may have fixed that issue but I can't remember. If you feel that it is Worth looking into - and I'm sure it is - please post a pull request to my repo. Even if there is a lot of changes, I am pretty positive I can quickly merge in master and work with your improvements.
I do remember that issue, though.
I am always happy to look at submissions :)
@hifi I'm taking a good look at InputManager for the first time in years.
I know see why it's so complex.
A lot of the extra stuff is handling the windows input model.
It's harder to manage an event based system, versus state based, which is what XNA/MG does.
That said, you're 100% right, the code could use some serious clean up.
... for example, I think I can get rid of all the xaccumulating lists with a simple lock(m_Events)
right, so you protect the event list against insertions during a frame
the reason why you still need two lists
@hifi How am I doing on platform independent file paths? Can you run the current codebase without path errors on nix?
there was only one problem with paths and I sent a pull request for that which you merged
Anyone got any ideas how AnimationFrame.uop files are being handled? Are they being added to anim muls or replace them? I'm working on uop support for OrionUO Client and disassembling UO client to find this out is my last resort :D
In return I might help you out with map files
@AimedNuu It's been a long while since I've looked at the animation code. There's probably all sorts of weird business going on in there.
@ZaneDubya Seems like it doesn't . Isn't Sallos source code more recent though? Because I've been using it for map files + it's referenced library Ultima.Data, both decompiled their code is very wel readable
I guess I'll have to disassemble : /
Sallos is not more recent, it's years out of date.
@AimedNuu Good morning! I only recently came across the orion client and it's looking great!
Good morning, I've always thought that Sallos was based on PlayUO and was more recent, lok
It has a more unified way ot processing uop files for sure
and it looks like UO client does the same
Thanks, I'm not the main creator though, I joined OrionUO in april this year and I've never coded in C++ before. It's really hard for me :S
C++ is hell after C#
Ah! I thought that Sallos was PlayUO. The same person wrote them, anyhow.
It's always good to take on a new challenge. :) Please pass on my compliments to Hotride - I'm really impressed with the development!
Time to head out to work - ttyl
I will :) Have a good day
Hello. Just stumbled across the project. Has anyone tried to compile with mono?
Just a quick question about loading land textures. When you're loading land, do you map the 44x44 land "diamond" to a 32x32 square, then apply that texture to the mesh? Or is it just using the 44x44 diamond?