Current work.

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nemerle
Posts: 398
Joined: Thu Jan 10, 2013 3:40 pm

Re: Current work.

Post by nemerle » Thu Sep 21, 2017 12:52 pm

The first prerelease is available here - 14.5MB
Be careful, the mapviewer is pretty picky about the pigg files it accepts.

To help with verification, here is a list checksums of included files

Code: Select all

043b39434829ce93637b1801d57b2082  libgcc_s_dw2-1.dll
ff5ad75465e03b695908eecae09421fd  libLutefisk3D.dll
dff338824edea7e20c7f7b2690045090  libstdc++-6.dll
1f4411c1f66c9cdf96ca9d7f9caf52d9  libwinpthread-1.dll
729e8471f5c3287b45d3eb98893bcf34  mapviewer.exe
c3ccd5ab394b0eec0306026d444b8acf  Qt5Core.dll
e819178bec80995c5c5f5e296d0ba9ce  Qt5Gui.dll
8985ad1aa899e0690b26a26d486321e3  Qt5Widgets.dll
And also virustotal results
"Ich was in one sumere dale,
in one suthe diyhele hale,
iherde ich holde grete tale
an hule and one niyhtingale."

User avatar
ldilley
Posts: 17
Joined: Sat Apr 19, 2008 8:28 pm

Re: Current work.

Post by ldilley » Thu Sep 21, 2017 6:06 pm

Mapviewer works great here. It's a very nostalgic feeling to be roaming around. What an absolute great job on this, nem!
<Insert something witty here>

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nemerle
Posts: 398
Joined: Thu Jan 10, 2013 3:40 pm

Re: Current work.

Post by nemerle » Thu Sep 21, 2017 8:59 pm

Just a heads up: mapviewer code in the SEGS repository is getting closer to being current.
"Ich was in one sumere dale,
in one suthe diyhele hale,
iherde ich holde grete tale
an hule and one niyhtingale."

User avatar
nemerle
Posts: 398
Joined: Thu Jan 10, 2013 3:40 pm

Re: Current work.

Post by nemerle » Tue Oct 03, 2017 2:06 pm

Map viewer alpha release is getting closer, for now Windows build is here
"Ich was in one sumere dale,
in one suthe diyhele hale,
iherde ich holde grete tale
an hule and one niyhtingale."

User avatar
broxen
Posts: 62
Joined: Tue Jun 07, 2016 8:26 am
Location: USA
Contact:

Re: Current work.

Post by broxen » Thu Oct 05, 2017 1:28 am

Awesome! Going to try it out this weekend.
-broxen

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nemerle
Posts: 398
Joined: Thu Jan 10, 2013 3:40 pm

Re: Current work.

Post by nemerle » Fri Oct 13, 2017 1:01 pm

I've added ability to execute LUA code using in-game local chat channel:

Code: Select all

exec:{ LUA CODE HERE }
For every script being run, LUA state will contain appropriate 'client' variable.
Currently, the only way of interacting with the client from the script is sending an admin message, using

Code: Select all

client:admin_chat_message("text to send")
So to run code that will display a simple admin message, one should write:

Code: Select all

exec:{ client:admin_chat_message("hello world") }
"Ich was in one sumere dale,
in one suthe diyhele hale,
iherde ich holde grete tale
an hule and one niyhtingale."

User avatar
nemerle
Posts: 398
Joined: Thu Jan 10, 2013 3:40 pm

Re: Current work.

Post by nemerle » Fri Oct 13, 2017 10:30 pm

The simple LUA calls seem to work.
Agenda on the first post was updated.
"Ich was in one sumere dale,
in one suthe diyhele hale,
iherde ich holde grete tale
an hule and one niyhtingale."

User avatar
broxen
Posts: 62
Joined: Tue Jun 07, 2016 8:26 am
Location: USA
Contact:

Re: Current work.

Post by broxen » Thu Oct 19, 2017 5:04 am

I was never able to get the client to load on Linux, but successfully compiled on Windows and logged in this evening. I created a character and ran around Atlas Park bit. Crashed a few times, had some rubberbanding, and the player costume didn't load at all.

Thank You for all of your work thus far! It was fun to be able to log into my own iteration of Atlas Park!

Next I'll have to try the LUA commands.

Out of curiosity, is there anything that can be learned from the Paragon Chat project? Anything to help reach feature-parity more quickly? I'm sure this has already been brought up somewhere, but I didn't see it, so I thought I'd ask.
-broxen

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nemerle
Posts: 398
Joined: Thu Jan 10, 2013 3:40 pm

Re: Current work.

Post by nemerle » Thu Oct 19, 2017 6:47 am

Running on linux should work, at least it seems to work with a simple 'wine CityOfHeroes.exe -project segs' invocation.
Crashes are not expected, so if they happen in some specific conditions I'd love to hear about them, if they happen simply 'cause windows I might have to switch to developing under windows for a bit :)
Rubberbanding is just a sign that "physics" on the server suck mightily :D
Player costume not loading is a new bug I think, will investigate.

Paragon Chat, while a great project, has an approach that is not likely to be useful on our server side ( unless they implemented actual CoH physics in their codebase :) )
As for feature parity, I'd welcome people adding new issues on the project's github with all missing functionality, that way we can track how 'far' are we from that particular goal
"Ich was in one sumere dale,
in one suthe diyhele hale,
iherde ich holde grete tale
an hule and one niyhtingale."

User avatar
broxen
Posts: 62
Joined: Tue Jun 07, 2016 8:26 am
Location: USA
Contact:

Re: Current work.

Post by broxen » Thu Oct 19, 2017 3:25 pm

Thanks Nemerle!

I'll open an issue regarding the tricks.bin error I'm getting running through wine, and the costume issue.

The client was crashing in windows, but the server seemed solid. I'll create an issue for that but it seemed entirely random, so I'm not sure I could replicate it.

I think I understand what you mean about Paragon Chat. My understanding is that PC fools the client into running in a sort of debug mode and then intercepts the packets stream to send/receive information. I can see how this isn't truly the same and may not be conducive to a smooth traditional server-client setup. My thoughts regarding feature-parity relate to stability of the client and NPC spawns etc. Also it seemed to me that PC is perhaps further along in identifying and (for lack of a better term) translating the various commands the client may send. I'm not 100% sure why I have that impression and may be entirely mistaken, in which case feel free to educate me. I love learning about all of this.

On the NPC spawns front, I'm assuming they pulled this info from the client side data files, though I haven't dug deep enough to find it yet. As for my part, I'm still working on the Lua scripts which I hope will help to resolve that issue.

Overall your progress here is amazing and I'm thankful for your hard work.
-broxen

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