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 Post subject: mini-news / devblog
PostPosted: Sat Nov 21, 2009 6:15 pm 
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iris2-developer
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Joined: Tue Apr 18, 2006 10:28 pm
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Location: Munich, Bavaria, Germany
UPDATE : our new devblog is at http://iris.schattenkind.net/blog/

i just don't like the wiki as blog anymore *g*

* 2d mode : maploader improved, there shouldn't be black areas when moving around or resizing the window anymore, before it just loaded a (rather small) circle around the player, now it calculates the visisible area on screen.
* win directx crash : when iris detects a crash during render-system-startup, it now asks the user if he wants to use opengl instead at next start. i hope this catches the recent problem, but hasn't been tested under win yet. it won't help if the segfault occurs later, only when it happens during rendersystem startup (OgreInit).


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 Post subject: Re: mini-news / devblog
PostPosted: Tue Nov 24, 2009 6:27 pm 
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Location: Munich, Bavaria, Germany
Currently working on new granny loader, to solve the problem with some anims.
The trusty worker beetle especially, it seems to use a different, lowpoly mesh for walk anims, that we somehow have to translate to the full mesh.
Image
Image


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 Post subject: Re: mini-news / devblog
PostPosted: Wed Nov 25, 2009 2:33 am 
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Would that also be the cause of the ever popular Mongbat Wing Of Doom?

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 Post subject: Re: mini-news / devblog
PostPosted: Wed Nov 25, 2009 7:49 am 
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yep, exactly =) i hope we'll be able to solve those anim problems with the new loader, but it's still a bunch of work left until it works


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 Post subject: Re: mini-news / devblog
PostPosted: Wed Nov 25, 2009 8:13 am 
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good work ghouly =) now can you solve the granny scaling problem ? a granny scaling filters will be so good i think =)

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 Post subject: Re: mini-news / devblog
PostPosted: Wed Nov 25, 2009 5:30 pm 
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Location: Munich, Bavaria, Germany
Sehlor wrote:
good work ghouly =) now can you solve the granny scaling problem ? a granny scaling filters will be so good i think =)

the old current grannyloader already supports scaling :
Code:
lib.bodygfx.lua : MakeBodyPartGfx :  ...   
        local myscalex = forcescalex or modelinfo.scalex * gGrannyScaleFactor
        local myscaley = forcescaley or modelinfo.scaley * gGrannyScaleFactor
        local myscalez = forcescalez or modelinfo.scalez * gGrannyScaleFactor
        if (myscalex ~= 1 or myscaley ~= 1 or myscalez ~= 1) then
            partgfx:SetScale(myscalex,myscaley,myscalez)
            partgfx:SetNormaliseNormals(true)
        end

but the scalefactor is only loaded from the model-info files in the uo/Models/ dir so far.
So i just added a filter option to trunk/unstable, to allow overriding this :
in the file lua/filter/filter.granny.lua , for custom scaling use gGrannyFilter[400] ={scale={x=2,y=2,z=2}}
please test =)


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 Post subject: Re: mini-news / devblog
PostPosted: Wed Nov 25, 2009 11:49 pm 
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i'll test but i'm making some serverside changes now for my mmorpg [serverside scale factors with mobile packet]
when i'm done, i'll test and post some screenshots :). by the way, you're recently working strange congrats for your effort and thank you again :)

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 Post subject: Re: mini-news / devblog
PostPosted: Thu Nov 26, 2009 8:28 pm 
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hagish set up a brand new wordpress blog for us, big thanks for that ! =)
http://iris.schattenkind.net/blog/


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 Post subject: Re: mini-news / devblog
PostPosted: Fri Nov 27, 2009 3:34 am 
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http://wordpress.org/extend/themes/jq

good theme for a dev blog, it have pretty fonts and good calendar which is important.

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