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new Iris2 stable release (build 3021)

Posted by SiENcE on Jun 6, 2009 in iris2


# ChangeLog 05/19/09 17:58:22

GUI/UI
-2D : fixed FONT/GUI - Zoom/Ortho/Pixelexactness issues
-Spellcast-progressbar Plugin activated for 3D Mode
-disabled desktop-system:opening of containers on login, opened too many, and Doubleclicking more than one causes you-must-wait message anyway
-HudGFX generalized to allow rise text on mob in 3D Mode, e.g. “don’t have spell” when casting etc…
-old 3D DisplayTextOverHead disabled (because 2d works)
-shop hook, tooltip coloring for blessed and slayer,
-mainmenu acclist : skill display rounded to one decimal digit
-close healthbar when mobile dies
-map compass icon

Bugfixes
-win : avoid crash at shutdown
-win: fixed mouse offset
-serversend close gump
-popen problem solved
-lugre path changes
-file-exists checks
-error message if config dir not writable, if block around
-added profiler section for BodyGfxStep
-container update batch, lootplugin internal redesign
-cached file not found to prevent unnecessary disk access
-installdeps.ubuntu.sh , a apostroph in echo broke the syntax
-char select always used first char
-packetlogging format changed to razor-packetlog-format for easier comparison
-maparea check after login ( custom skybox + fogcolor ) , small debug utils

Scripting
-new macros : MacroCmd_JobWaitForShop , MacroCmd_UseRuneBookPostAOS
-Walk_GetTimeUntilNextStep, kMapIndex_Felucca constants for current
-small imrpovements to loot plugin
-small improvements for lootplugin and moblist
-loot plugin redesign to consider serverside minwait better,  improved
-updated shard configs
-party pos update only sent when not alone in party

 
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new Iris2 stable release (build 2975)

Posted by SiENcE on Mar 30, 2009 in iris2, opensource

We have a new stable release build: 2975

-added the D3DX9_38.dll to the windows binary directory to avoid DX problems
-added the Microsoft.VC90.CRT.manifest and CRT Dlls to avoid problems with Visual Studio runtime

new features:
-uoam chat support
-support for mapareas with different skybox/fog options, e.g. dungeonarea in fellu/trammel

bugfixes:
-itemcounter fixed
-mainmenu : added labels for which field is username and which is password
-mainmenu:accountlist : shows time since last login and top7 char skills
-accountlist fix if first char in list was deleted
-small shop change for use in macroing
-obsolete tex_cedars_firneedle.png removed (we have already a new cedar tree with texture)

-> http://www.iris2.de/index.php/Download

greetz

 
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new Iris2 stable release (build 2952)

Posted by SiENcE on Mar 10, 2009 in iris2, opensource

We have a new stable release build:

-Offline Mode fixes added (thx Rabban)
-Updater Tool also compiled with Visual Studio 9 (2008)
->this needs you to install MSVC++ 2008 Redist. (x86)
-Project Files updated

-> http://www.iris2.de/index.php/Download

 
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new Iris2 stable release (build 2938)

Posted by SiENcE on Feb 23, 2009 in iris2, opensource

- Character creation works now (rudimentary)

- Luajit disabled because of memory leaks (out of memory failures)

Please Update if you have out of memory problems!

Please download and Update your stable Iris2:

-> http://www.iris2.de/index.php/Download

 
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new Iris2 stable release (build 2890)

Posted by ghoulsblade on Jan 24, 2009 in iris2

Iris2 stable release (build 2890)

lots of small fixes an improvements

rough changelog since the last stable release :
* license changed to GPLv3
* upgraded to Ogre 1.6x
* luajit (just in time compiler) added to reduce cpu usage
* 2d: 2D Mode selectable from Char. selection menu (no config file editing needed anymore)
* 2d: cloak drawing order fixed (dependent on the direction in which the char is looking)
* 2d: hidden mobiles now hued grey
* 2d: transparent+animated water, and water-terrain fix (no more black holes in the ocean),
* 2d: fixed walk & run animations (chimera)
* 3d: fixed lumberjacking (tree targetting bugfix)
* 3d: fixed invisible teleporter/sparkle
* 3d: improved lighting
* support for importing Razor packetvideos and Razor hotkeys
* experimental options dialog for uo-automap connection, packetvideo recording, razor packet video (.rpv)
* “ctrl+shift” shows name gumps (objects,corpses,mobiles,…), for easier selection of stuff behind other things, can be closed by rightclick to dig trough piles  (hold alt for corpses only)
* added some shortcuts for buying/selling at npc shop when pressing ctrl and/or shift (ctrl for inc/dec in 10ths, shift for all), “mousewheel”
* moblist : “alt+drag” opens healthbar
* reduced dublicate models (less disk space needed)
* itemcounter (top of window) allows item usage on “doubleclick”
* moblist (on the lower right) : maintarget indicator, playervendor detection using label hues to detect (preaos)
* implemented missing features : huepicker for dying tubs, simple book dialog (still ugly, but readable)
* itemcounter and spellbar improved
* paperdoll : fallback to cloak gfx, so items are selectable if loading the graphic fails (e.g. quiver)
* added and improved a few models (trees,missing roofs,crystals)* automatically uses 2d mode when the uo directory contains no models folder
* profiling options and some performance and memory optimisations (terrain,text,walk,mousepick,multis/customhouses…)

* fixed/improved spell particles (fireball,flamestrike,ebolt,magicarrow and several others)
importer and razor hotkey importer, opened via menubar or paperdoll options button
* fixed checkbox/radio gumps, now puzzle chest and serverside options dialogs using them should work correctly
* fixed bug in art loader for big images (mostly used on custom shards)
* fixed dreadhorn crash (hopefully, model bug, replaced by horse for now)
* material improvements for transparent parts (alpha to coverage: tree leaves, windows)
* fixed preaos tooltips and labels (vanquishing etc, e.g. on uogamers)
* fixed dragdrop on multi/customhouse floor
* text hue fixed
* fixed and extended login reject error messages
* fixed walk code (diagonals on uogamers)
* fixed npc shop bug

* a bunch of new commands for use in scripts and macros (MacroCmd_UseNearbyGate,Send_Target_Static,MacroCmd_FindNearestMobByArtID,MacroCmd_Item_FindNearByArtList, MacroCmd_AutoClickItems, GetMobileRelHP, MacroCmd_GetSmartTargetForLastSpell,MacroCmd_Item_FindNearCorpses,MacroCmd_GetPlayerEquipment , MacroCmd_DragAndEquip , MacroCmd_ListNonFriendlyPlayers , MacroCmd_GetNearestMobFromList , MacroCmd_DragDrop, MacroCmd_MiniHealCureSelf, MacroCmd_ListMobilesInRange,MacroCmd_ListMobiles(filterfun),MacroCmd_JobWaitForGumpWithKeyword MacroCmd_FindGumpByKeyword,MacroCmd_JobWaitForTarget MacroCmd_TargetLastNow MacroCmd_TargetSelfNow MacroCmd_WeaponAbilityPrimary MacroCmd_WeaponAbilitySecondary  MacroCmd_TargetGroundNow  MacroCmd_WalkInDir MacroCmd_UseRuneBookPreAOS MacroCmd_Item_FindNearByArtID, MacroCmd_OpenDoors, popup/context menu usage..)

 
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a bunch of speed improvements

Posted by hagish on Jan 11, 2009 in iris2

In the last days we fixed a bunch of things that unnecessary reduced iris2’s speed.

  • Now Its easy to use LuaJIT (a lua just-in-time compiler) with the linux premake script. You just need to call premake with –useluajit and add some lines of code. The output of the premake script will assist you.
  • Terrain mousepicking is a lot faster.
  • Movement (2D/3D) inside many dynamics is fast (ie. playercities).
  • We removed about 1000 model files that were redundant.

Thanks to cougar for the new models.

 
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first parallax mapping experiment successful

Posted by ghoulsblade on Jan 5, 2009 in iris2

our first experiment to use a parallax mapping shader for wallparts worked out nicely :

parallax mapping (also known as offset or displacement mapping, a few differences in implementation though, we used ogre’s offset mapping example shader here)   is used here to make stones on a wall texture appear coming out of the wall, so looks more 3d rather than flat.

an image from a blender tutorial showing the parallax effect :

 
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tree and crystal models

Posted by ghoulsblade on Jan 3, 2009 in iris2
  • improved oak tree model  (hagish)
  • improved cedar tree model (ghoul)
  • new crystal and crystal shards models (for malas) (hagish)
  • ->
  • ->

 
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art-organistation and fixed a few particle effects

Posted by ghoulsblade on Dec 31, 2008 in iris2

We dumped a bunch of infos and images, wrote a small web application for browsing art images and models, organized them into groups, and put up wiki sites listing the important ones, so art-improvements can be coordinated a lot better now.

we also fixed/improved a few of the important particle effects for spells :

  • fireball,magicarrow (fly to target works now, old system
    emitted a few at startup and then no new ones)
  • energy bolt : like new magicarrow effect hued blue (old was a fallback billboard with ugly black borders)
  • flamestrike (hued healing ring red and made the basering smaller)
  • healing ring used for a few similar sparkle effects

 
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model list

Posted by ghoulsblade on Dec 24, 2008 in iris2

to organize art creation a bit better, we created a little webapp for browsing all the models created for iris and those still needed. it shows the old 2d image next to a rendered preview of the 3d model, if available.

we assigned lots of groups for getting a better overview, and finding similar models easier

how often a model is used in the world is also displayed (freq) and can be used for sorting

iris art tool (webapp)

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