Disliked it to swap between skype and WoW, so started with that:
Frame is movable, handles focus if clicked and scrolls automatically. Next thing to implement is the possibility to add chat messages and sort different chats into different tabs.
Disliked it to swap between skype and WoW, so started with that:
Frame is movable, handles focus if clicked and scrolls automatically. Next thing to implement is the possibility to add chat messages and sort different chats into different tabs.
Cool thing would be if you implented skype into the game chat window, sending a message after /skype <Random text>
" Spy sappin mah sentry! "
Made my first poly mesh this evening. This is using my own code, though the basic high-level process is taken from Recast.
Edit: I'm still working on merging regions to get rid of those silly small triangles on the back right.
I won't be getting that far anytime soon...
I first should focus on other parts of my bot, but how much differs the build time of your wow aligned algorithms compared to recast's?
And another thing I'm sure that I read about some time ago: where in the mpq's are these detailed adt map tiles stored?
I don't remember where the minimaps are stored. Apoc gave them to me, hehe. As for build time, I would say it's comparable. For that one MCNK sized tile in the screen shot, the height field took about 700ms and everything else took about 9ms.
World/Minimaps from art.mpq has them; not for the whole continent, but you can easily generate that from the tile maps. Its hard to see, but you're not yet diluting by agent size or the like?
Just a little something Ive been working on:
|Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|
Bit of an achievement for me that I finally was able to (re)create a DBC wrapper. Great thanks to TOM_RUS and caytchen for guidance, structures, pseudo code and being awesome.
Got d3d rendering working!
I seem to still have problems with resizing though, picture freezes...
Last edited by Jens; 02-14-2011 at 05:24 AM.
At the moment I'm just re-instantiating everything (Device / Fonts etc.) on each Reset call, but looks like that doesn't work at all...
Also, got some fancy tearing when i accidentally called EndScene from Reset:
This works for me (code ported from examples on GD, because I suck with DirectX).
Screenshot
Code:function ResetCallBack(const Self: Pointer; const pPresentationParameters: TD3DPresentParameters): HResult; stdcall; begin if (pLine <> nil) then pLine.OnLostDevice; if (g_Font <> nil) then g_Font.OnLostDevice; Result := ResetNext(Self, pPresentationParameters); if (pLine <> nil) then pLine.OnResetDevice; if (g_Font <> nil) then g_Font.OnResetDevice; end;
Problem seemed to be the PresentParameters structure from SlimDx didn't match the one that Reset wanted, so i had to make my own struct, which seems kind of odd, it works now however!