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Author Topic: Virindi "Open Beta" Program [Locked]
Virindi-Inquisitor  4 stars
Posts: 1,538
Registered: 2001-11-18 22:25:54
Today: Map readability has been improved by taking levels into account for dungeon tiles. Here's an example:

http://www.virindi.net/junk/map8.png

 

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Virindi
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****Virindi Plugins FAQ**** http://www.virindi.net/wiki/index.php/Virindi_Plugins_FAQ
http://www.virindi.net - Virindi Tank, Follower, Integrator, Reporter, VCS5, XPHelper, Item Tool, HUDs, etc...
Decal Core Dev - http://www.decaldev.com
_Shhpaz_
Posts: 22
Registered: 2008-8-9 10:38:09
Integrator has not always been auto connecting when I log on.. so I open the window, click disconnect, and once I click connect I get an error sometimes.

http://shhpaz.googlepages.com/Error.jpg

That error just keeps popping up and I have to ctrl+alt+del and close AC that way to get it to go away.

 

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TDs most popular player
Proud member of the MOSSWARTS
Married IRL to Jonathan Gerda.
<3
_Shhpaz_
Posts: 22
Registered: 2008-8-9 10:38:09
Just noticed this:
http://shhpaz.googlepages.com/What.jpg

Enforced is on Integrator but he isn't even logged on TD. =/

 

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TDs most popular player
Proud member of the MOSSWARTS
Married IRL to Jonathan Gerda.
<3
Virindi-Inquisitor  4 stars
Posts: 1,538
Registered: 2001-11-18 22:25:54
Okay, well I did an update to the 'login' system in the client just now so we'll see if that fixes your problem...I did fix something that might have caused that.

As for people being logged in but not, the way it should work is if your client crashes you can stay logged in for awhile until you time out. However, it's possible that may not be working correctly after I changed some things. I will look at it. Either way though, if you try to login again as the same char it will kick the old connection.

 

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Virindi
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****Virindi Plugins FAQ**** http://www.virindi.net/wiki/index.php/Virindi_Plugins_FAQ
http://www.virindi.net - Virindi Tank, Follower, Integrator, Reporter, VCS5, XPHelper, Item Tool, HUDs, etc...
Decal Core Dev - http://www.decaldev.com
_Shhpaz_
Posts: 22
Registered: 2008-8-9 10:38:09
I got it again. I just logged off one character and logged on another this too.

http://shhpaz.googlepages.com/Why_Me.jpg

 

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TDs most popular player
Proud member of the MOSSWARTS
Married IRL to Jonathan Gerda.
<3
Virindi-Inquisitor  4 stars
Posts: 1,538
Registered: 2001-11-18 22:25:54
Okay, I'll look into it some more.

 

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Virindi
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****Virindi Plugins FAQ**** http://www.virindi.net/wiki/index.php/Virindi_Plugins_FAQ
http://www.virindi.net - Virindi Tank, Follower, Integrator, Reporter, VCS5, XPHelper, Item Tool, HUDs, etc...
Decal Core Dev - http://www.decaldev.com
FloweringHand
Posts: 1
Registered:
Hey Virindi, nice work! I was wondering if you could point me in the right direction in terms of learning how you did the map generation of dungeons? I understand that the portal.dat has a lot of info on the dungeons and such. I would appreciate any reference you can provide.

Also, I think some of the geekier peeps would be interested in how you went about implementing some your cool tools like mapping, the new windowing interface etc... Any chance you could open source some of the mature code?

Thanks,
FH
Virindi-Inquisitor  4 stars
Posts: 1,538
Registered: 2001-11-18 22:25:54
FloweringHand posted:

Hey Virindi, nice work! I was wondering if you could point me in the right direction in terms of learning how you did the map generation of dungeons? I understand that the portal.dat has a lot of info on the dungeons and such. I would appreciate any reference you can provide.

Also, I think some of the geekier peeps would be interested in how you went about implementing some your cool tools like mapping, the new windowing interface etc... Any chance you could open source some of the mature code?

Thanks,
FH



For basic information about cell.dat, check out this page: http://www.ugcs.caltech.edu/~dsimpson/ There is some source there...it may not be updated for ToD, but the ToD cell format is very close to the old one.

As for open source, I don't plan on doing that anytime soon. However, when the interfaces for Virindi Views are completed, I will release a toolkit that will allow any plugin developer to make their decal windows appear as Virindi Views.

You could even use them now, but they change a lot


As for the how, as of today Virindi Views manipulate DirectX manually by implementing the IDecalRender service interface. Services which implement that interface are given access to the game's Direct3D9 object. Previously, they were implemented in Decal Huds.


Speaking of updates, today's update brings a few improvements:
-The map now rotates to match the direction you are facing
-Window stacking works properly. Clicking a window that is behind another brings it to the front.

http://www.virindi.net/junk/dxviews5.png

 

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Virindi
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****Virindi Plugins FAQ**** http://www.virindi.net/wiki/index.php/Virindi_Plugins_FAQ
http://www.virindi.net - Virindi Tank, Follower, Integrator, Reporter, VCS5, XPHelper, Item Tool, HUDs, etc...
Decal Core Dev - http://www.decaldev.com
Dirty_Elf  1 star
Posts: 115
Registered: 2002-11-7 19:38:01
those maps are sick.

im following this!

 

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meow im a kitty cat
ig: Dirty Elf / Squalid Elf
Grigs1
Posts: 17
Registered: 2001-12-20 22:48:39
Can 'Virindi View' be run as it's own plug-in? I would love to have just that map portion loaded.

 

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Beer: The cause of, and solution to, all of life's problems
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