With this private API bs OTClient is way better than your project. Its not real open source when someone will need your permission to do real changes in the client.
For example, inside framework used NGUI. Paid software (for $95). Framework allow to use it free without need to buy them for future client developers.With this private API bs OTClient is way better than your project. Its not real open source when someone will need your permission to do real changes in the client.
I don't really care. Its just that OTClient is superior because you have access to all the OTClient(tibia client) code.I think hard-work needs to be paid off. What is the problem if you have same access to the client but the framework is closed?
You have said a lot and did not explain anything. If third party libraries are closed source or even unity 3D is closed source is another problem. The whole tibia client related code should be open source. DirectX, Unity 3D or NGUI is not the problem. So, is the whole tibia client related code open source? If it is, i'm satisfied.For example, inside framework used NGUI. Paid software (for $95). Framework allow to use it free without need to buy them for future client developers.
Summary framework contains paid (commercial) software for ~300$. But you may use them all for free.
Real changes? You are able to change the 100% of client whatever you want already. Any packets, draw objects as you want, do the any UI interface, add a new hotkeys/change controls... You may change it as you want, but yeah, sorry, you cant do the Skyrim Online based on it .
Unity3D itself is not opensource. But as you may see - everyone do the games on it right?
DirectX SDK - closed source itself. It's just SDK. But as you may see, Unity3D, CryEngine, UnrealEngine, Gamebryo and over9000 all other software use it.
And no one needs to change low-level library itself. You just uses them in your project. In our case, you just use Framework with client, and interact with Framework API for call NGUI (Or maybe you wanna change a whole NGUI library itself? And for what? NGUI is already support all possible UI elements and forms what you can imagine) or other framework systems.
Finally - framework is a "collection" of "low-level" frameworks, thrid party and self-maded things, micro-engine maded-up on Unity3D and hovers about pure Unity3D. Closest examples - MonogameExtended, Duality-Framework and similar (that is "game-engines" maded above pure XNA/Monogame, and you may create games with that much more easy than use pure XNA).
So, is the whole tibia client related code open source? If it is, i'm satisfied.
As i told above. Tibia code open source.All gameplay-related things is opensource.
It will looks like something else... probably I can do any UI as template. But you may change them also.@Fenrisus Tell me how interface will look? It will be like newest Tibia, Otclient or something else?
Appreciate the work and effort put into this. Don't even compare OTClient to this. This is another level. And don't talk before you read the whole thread.With this private API bs OTClient is way better than your project. Its not real open source when someone will need your permission to do real changes in the client.
Outfit colors done!
For implement this, i am using a special, custom-maded shader, well it will improve player outfit coloring quality. Originally, Tibia just overlap colors on
outfit parts (via using their masks) and nothing else. With shader we can do it n much more better way. (as you may see here, there is gradient-like thing, and outfits looks a bit (just a bit) better detailed).
Is it just me or they actually look worse?
I think the reason it 'looks worse' is because he hasn't added anti-aliasing.
The Tibia client automatically adds a anti-aliasing filter to everything, making it look better.
If he adds that in, it should have similar quality of the Tibia client.
if(getLayers() > 1) {
Color oldColor = g_painter->getColor();
Painter::CompositionMode oldComposition = g_painter->getCompositionMode();
g_painter->setCompositionMode(Painter::CompositionMode_Multiply);
g_painter->setColor(m_outfit.getHeadColor());
datType->draw(dest, scaleFactor, SpriteMaskYellow, xPattern, yPattern, zPattern, animationPhase);
g_painter->setColor(m_outfit.getBodyColor());
datType->draw(dest, scaleFactor, SpriteMaskRed, xPattern, yPattern, zPattern, animationPhase);
g_painter->setColor(m_outfit.getLegsColor());
datType->draw(dest, scaleFactor, SpriteMaskGreen, xPattern, yPattern, zPattern, animationPhase);
g_painter->setColor(m_outfit.getFeetColor());
datType->draw(dest, scaleFactor, SpriteMaskBlue, xPattern, yPattern, zPattern, animationPhase);
g_painter->setColor(oldColor);
g_painter->setCompositionMode(oldComposition);
}
Hello there, yeah lua will be implemented same as C# modules. (Literally C# is much more powerful than LUA as script anyways and with easy and understandable syntax as lua. You may try it when it's done. just for example, ill show you example of spell code, from TFS, but coded on C# instead of LUA:Great work! Since i've always want to use custom client for custom projects, i hope this one will be the one. Got just couple of questions.
Are you able to import Lua scripting interface into the client? If so, will you do it?
Are older machine able to use the client?
Cheers