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ObjectBuilder [10.32]

Does the 10.76 update is in progress or there is no intention to upgrade that far the sofware? I'm just asking, not demanding.
 
Great Editor but why don't support many windows, i mean many Object Builder open at once? I think feature like this is really needed.
 
Is there also any spr editor wich supports 10.55?
I've would like to export the new magic effects... and maybe more =D
 
Is there also any spr editor wich supports 10.55?
I've would like to export the new magic effects... and maybe more =D
If you want that, i'd suggest perhaps paying someone to do it so the contributor actually get something in return for his/her hard work. Alt, recode it yourself.
 
Is this going to be updated to 10.76?
 
I will try to make an explanation of what has changed and why it is so difficult to update the ObjectBuilder and OTClient.

From version 10.57 all outfits have two animation groups: IDLE and WALKING
So the code for animations was splitted in two parts.

frame_groups.png



What needs to be changed:

* Loading of dat to support two frame groups.
* Compilation of dat file to save two frame groups.
* ThingType editor to support two frame groups.
* New version of OBD format to support two frame groups.
* Import/Export of OBD.
* ThingData view to support two frame groups.
* All Tools to support two frame groups.
* Maintain backward compatibility :eek:.
 
Hmmm I see. I was thinking about it, because the only thing that changed between these versions were animations to players and creatures implemented by CipSoft. But maybe it's more simple than it look. Because If we check out how it works in OTClient, only the frameGroup Walking that works. The idle group is the new one. So basically, this new group has to identify the respective bytes from the new data. I've identified 60 bytes related to the Idle Group, and maybe there's a pattern that defines it, cause I doubt CipSoft did it Manually as I did. LOL. Thats why a coding math is needed to make a correct range to the new Group.
 
Hmmm I see. I was thinking about it, because the only thing that changed between these versions were animations to players and creatures implemented by CipSoft. But maybe it's more simple than it look. Because If we check out how it works in OTClient, only the frameGroup Walking that works. The idle group is the new one. So basically, this new group has to identify the respective bytes from the new data. I've identified 60 bytes related to the Idle Group, and maybe there's a pattern that defines it, cause I doubt CipSoft did it Manually as I did. LOL. Thats why a coding math is needed to make a correct range to the new Group.
The code to read this change is incredibly simple, I think I posted it in another thread, and he knows that. The hard part is recoding this program.
 
I had a another look at it but I'm just so far out of May capabilities ATM... Thanks for the info though ED I suppose the only use I'm going to be to this project is if there is some basic tedious stuff that needs to be done lol
 
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