Archive for the ‘Code’ Category
Python UI update
I am happy to announce that the new Python user interface has completely replaced the old XML UI. All client side gumps are now written in Python; all existing gumps have been ported. So while nothing much has changed on the outside, the inner workings are just awesome now :) Writing gumps is now much [...]
Good news, bad news
Bad news first – as you probably have noticed, development has slowed down in the last month, due to two reasons. On the one hand, I started working on my master thesis, which is obviously consuming quite a bit of my time. On the other hand, while developing the vendor buy and sell gumps, I [...]
Development continues
With only one exam left, I have time to spare for fluorescence again. I’m focusing on preparations for the upcoming preview release. Some minor tweaks that will hopefully make you enjoy fluorescence and minimize frustration. The preview release is scheduled to be released within the next week, so stay tuned!
Some new UO features
Development is slowing down a bit, due to the upcoming finals. There are however a few new features, bringing fluorescence closer to a playable state, namely war mode, spell books and character profiles. As soon as I have some free time again, I’ll focus more on features relevant to gameplay instead of graphical enhancements. After [...]
Particle effects demo video
As announced in the last post, here is a short video of the new particle effect engine in action. Enjoy! :)
UI and particle effect improvements
The last two weeks brought nothing completely new, but big improvements to already existing stuff. The first improved area is mouse handling. A few smaller fixes were applied that should make fluorescence behave more like the OSI client. Most prominent of those fixes are the direction changing mouse cursor and the correct handling of transparent [...]
Water shader
fluorescence now contains a simple water shader.
Rendering improvements and zoom
Aside from enjoying the easter break, I spent the last two weeks improving the rendering process. The new version of the renderer is using texture atlases to efficiently batch opengl calls. I also refined the clipping code (only re-draw the parts of the screen that have changed) to use the stencil buffer, making it both [...]
Sound working
In the last 2 days I implement sound effects and music in fluorescence. There are no additional features compared to the OSI client, just loading sound effects from sound.mul and the mp3 files from music/digital, according to the music config file. At some point in the future I’ll probably extend the music capabilities to something [...]
Effects (again)
With the latest commit, the standard OSI effects can be substituted with the new particle effects. There is a simple def file providing the translation from the art ID to the effect name. As a demo, the effect used for teleporting on RunUO is substituted with a very simple particle effect. I’m not really happy [...]
