Wirless
7.6 is the best :D
even if it was able to read tfs npc structure that would be great but i think he could save a lot of time simplyfying Single player client
I was wondering if anyone did this yet, looks awesome.
I understand this is just a client project but, since it's Unity3D, would you also be able to make a 3D version of tibia? Looking like the game Magicka. I can imagine it being real time instead of turn based, being able to turn 360 degrees instead of just North, East, South and West, etc. Would be cool to see Tibia in a different light like that.
I can do a 3D MMO games on it also. But in Tibia case... Who will gimme 3D *.FBX models for it?
Okay textures, and "walls" + buildings. Items is non hard... but how about this?
If re-creating sceletons, rats, deers, wolfs, various spiders, "dragon-like" creatures is not hard so much, but how about Tibia specific creatures?
Tibia content amount + so many unique creatures gives the last nail to Tibia3D idea coffin.
Just due to impossible to rework all content to 3D due to various factors. Plus if you are hire payed 3D artists... More simple in this case create your own (with your own creatures, and graphic aspects) game "Hardly inspired from Tibia", "Created by Tibia Fans" etc.
3D version can be coded "easy"(in compare), but as you may know, 80% of gamedev is not abot coding GameClient & GameServer. 80% of development time - is working on content.
Yeah, that is possible. In our case "weather system" is just a part of ATGE system.Nice job!! What do you think about adding weather system?
Alright, So i read through the thread up to now. Am i to understand @Fenrisus is making a Custom client made from Unity, that could potentially replace the OTClient, And upon its completion, will be released to the OTland Community for free/Cost to use for our own servers?
(If this is true - i could definitely get behind this.)
GL.Enable(EnableCap.Texture2D);
GL.EnableClientState(ArrayCap.TextureCoordArray);
GL.BindBuffer(BufferTarget.ArrayBuffer, tcboId);
GL.TexCoordPointer(2, TexCoordPointerType.Float, 2 * sizeof(float), 0);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(texVertices.Length * 2 * sizeof(float)), texVertices, BufferUsageHint.DynamicDraw);
//Color Buffer
GL.BindBuffer(BufferTarget.ArrayBuffer, foreColorId);
GL.ColorPointer(3, ColorPointerType.Float, 3 * sizeof(float), 0);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(colorVertices.Length * 3 * sizeof(float)), colorVertices, BufferUsageHint.DynamicDraw);
//Draw
GL.DrawElements(BeginMode.Triangles, Width * Height * 6, DrawElementsType.UnsignedInt, 0);
//Clean Up
GL.Disable(EnableCap.Texture2D);
GL.DisableClientState(ArrayCap.VertexArray);
GL.DisableClientState(ArrayCap.TextureCoordArray);
GL.DisableClientState(ArrayCap.IndexArray);
GL.DisableClientState(ArrayCap.ColorArray);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
window.SwapBuffers();
GameObject go = new GameObject();
SpriteRenderer renderer = go.AddComponent<SpriteRenderer>();
renderer.sprite = Resources.Load("Sprites/Player", typeof(Sprite)) as Sprite;
.
.
.blahblahblah
.
.
public void CreateObject(string prefabName) {
GameObject newObject =
GameObject.Instantiate(Resources.Load(prefabName)) as GameObject;
}
@Fenrisus I have read this entire thread.. The only question I have is: If you finish and release this new client, will people be able to bot using it?