That is done alreadyI also suggest to implement an ExtendedOpcode system like.
That is done alreadyI also suggest to implement an ExtendedOpcode system like.
Can I have your first born?That is done already
Yes, that will be a part of TibiaUC tools. Also there is another POI.@Fenrisus Do you have plan to do items/sprite dat or map editor tools with unity in future?
@FenrisusHello guys, long time no see. Well, let's explain what i've done.
It's really sporadic development, cuz i am do that alone, and it's depends on my free time. Saw old screens before? And progress? Now foget about all of that, and watch on this!
Some times ago, @edubart mentioned a waifu as algorithm for increase and re-draw(using neuro algorithms) sprite-size. By users requests, i've implement those algorithm into client as an optional graphics feature.
For example 64x64 sprites!
That is an optional thing.
Another notable thing - from 7.6 to 10.99 versions, you are able to convert your sprites into Texture Atlases as Tibia 11+ do that. Ah and yep, fully 7.6-10.99 supported.
I just put it there. Just a Login UI example
Current project state: 80% done.
no less, no more, i just need to code UI windows, and project will be fully done. For example, i have already coded minimap code, UI Framework code (ofc), or for example - "items in containers" or inventory things, chat and other UI elements. I just need assemble them all. Just for example, for minimap is a add "minimap widget" to minimap window with buttons, or for market, paste market data from server reader snippet to UIWindow, code filters and categories + add a few buttons.
I.e. summary, TibiaUC (Tibia Unity Client) is fully done in code, just lack of user interface. Major code snippets for UI (Market, Minimap, Chat, Trade, Container, Inventory windows, Battle-list and etc.) is done too, but currently not implemented, just working snippets. Well, i just need to find time for finish the UI and completely done! Also, i am thinking about OTUI format implementation for that. That will be nice thing for users who are familiar with OTClient, and code a custom UI elements will be easy as hell.
Thanks for reading this "dev.blog" post.
Best Regards.
The client has better perfomance than Tibia 11 CipSoft client. No FPS drops.@Fenrisus
I would like to know about the performance, could you please compare your engine with ot client, so I could know the difference. I'm very excited about it.
My panties are wet.
we need to stop thinking about tibia and start to think it as a full engine
Yes that is. Also your modules will be covered. Game Architecture designed with modular things at startup.Will this client have packages management, so the modules stay hidden?
public void Draw(Position dest, float scaleFactor, int drawFlags, LightView lightView)
{
if (_alreadyDrawed) return;
_alreadyDrawed = true;
_mDrawElevation = 0;
var _maxZ = 0;
for (var i = 0; i < MThings.Count; i++)
{
var thing = MThings[i];
if (!thing.IsGround() && !thing.IsGroundBorder() && !thing.IsOnBottom())
continue;
if (thing.IsGround() ||
thing.IsGroundBorder() ||
thing.IsOnBottom())
{
var pos = new Vector3(dest.X - (_mDrawElevation * 0.031f), dest.Y + (_mDrawElevation * 0.031f), dest.Z);
// FIRST: ground, border, onBottom
//SpriteBatch & DrawSprite - API functions from propietary lib.
// You dont actually need to know how them communicate with Unity3D
// and draw sprite or even change them.
SpriteBatch.DrawSprite(thing, pos, drawFlags + i)
_maxZ = Mathf.Max(_maxZ, thing.Order );
}