Over the last years I enjoyed reading the WoW Screenshot Thread - and I thought - why not starting that here.
Over the last years I enjoyed reading the WoW Screenshot Thread - and I thought - why not starting that here.
Last edited by JuceMMOCrawler; 06-24-2014 at 02:15 PM.
Nice UI layout. I'm not sure about the whole "everything is Lua" idea. I never like the idea of relying on something far less powerful than the language you actually develop in. Honestly, I'd just go with something like IronPython if you were to use any form of scripting. (That assumes you're using .NET of course)
In my opinion a scripting engine is fast enough to perform most Bot tasks. (and of course kernel things are done via C++ since the scripting engine just uses callbacks and exported functions). IronPython is also cool. We designed our scripting engine to work with LUA, Javascript, Angelscript and Mono. (I think this should be enough. )
That's quite a bit of overkill IMO.
Then again, I whole-heartedly subscribe to K.I.S.S.
I've found trying to have too many working parts, just causes issues in the long run. 1 language (2 at most) has never caused issues. But again, we use .NET so we have quite a few more options. (The average user can't do much with C++, however C# is far easier)
Yes C# is easier that is why we implemented Mono.
It's not overkill it's just part of the framework and we are not sure what we will activate for the final release
Progress on meshing...
Last edited by JuceMMOCrawler; 06-24-2014 at 02:32 PM.
Thanks for making this thread. Because of it I've now discovered your bot
While I may not end up using it (because I may end up not playing wildstar past beta), if I do, I'm sure to appreciate the many options for script languages that you (may) be providing.
Quick Update: I managed to load multiple Area files into our MapExplorer / Viewer...
Last edited by JuceMMOCrawler; 06-24-2014 at 02:32 PM.
Edit : @Juce : nice work on .area files keep it up
WildLoader GUI & WildEngine GUI
C++11 (except for hook setup code, c/c++0x mixshit)
WildLoader (Directx GUI, out of process, main loader)
Will add option for Dx11 when I'll implement it in my hook.
Red : WildEngine injected in process
Cyan : WildEngine not injected in process
Missing "Force update" checkBox and printing logging (like [MSG] messages in first pic currently hang up gui, still have to implement threads & callbacks)
WildEngine (Directx GUI, injected in process, only gui atm, poc code is ready but very very crappy)
multi window ftw
Radar not working atm
Credits :
- DirectX GUI lib from KN4CK3R
- CronoServus helps on launcher logic
Last edited by Midi12; 05-15-2014 at 05:21 AM.
Humm, I can't see much of a map there. Is it only me? Am I blind?
Yeah that looks weird :P
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Another point of view.
Last edited by JuceMMOCrawler; 06-24-2014 at 02:32 PM.
Well - after I compared the rendered result with the ingame map I noticed i had a bug in parsing the height map.
if (x1 = 0) <-- Why does the compiler not warn us
Now the transformation of multiple tiles sucks with my mathematics but I think I get this also.
Last edited by JuceMMOCrawler; 06-24-2014 at 02:32 PM.
NOW - it looks better.
I still have problems with the height map. (as you see on some areas the height information is much lower than it should)
Last edited by JuceMMOCrawler; 06-24-2014 at 02:32 PM.