Continuation of discussion in http://code.google.com/p/fluorescence/wiki/CompileOnWindows

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sp...@fluorescence-client.org

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Feb 10, 2012, 11:46:00 AM2/10/12
to fluorescence-client
Quoted lines are originally from sta...@uoquint.ru, posted on
http://code.google.com/p/fluorescence/wiki/CompileOnWindows


> 7) I can't understand where to changed resolution of game screen (scene), I wan't to look at client with big
> resolution, i think that modern remake must to support common screens such as 1280x1024, 1920x1200. Now it's
> seems that optimisation of rending is sucks, Is it optimisation for supporting such resolutions in plans?

You can edit gumps/gamewindow.xml and change it to any resolution you
want. Not very comfortable at the moment, but possible ;)

> 8) I think is good idea to make possability to customise number of layers at paperdrolls, many shards are
> interesting to make more layers for example to additional rings ans braclets on other hand or talismans or smth
> else. Also to make something like extenede tiledata where we can customise color of light source, make
> custom chairs seteable, and other information that is keeped inside original client.

The number of layers is flexible in fluorescence. If you take a look
at misc/config.cpp, you can find a few configuration options for layer
render priorities to set in the config.xml file. You can simply add
more layers in your config, and modify your server to send the new
layer ids.
In general, I plan to make a lot more config stuff available to the
user. This includes seat ids, light stuff, and many other things that
are annoying to most freeshard creators. For example, the body ids are
now soft linked to the paperdoll gump ids via data/paperdoll.def.

> 9) I can't find any information about protocol version, what version of protocol you are emulating? As i
> understand you don't want to support HS features and formats?

That is a difficult question. For now, my focus is on pre-HS, because
most of the UO related documentation you can find on the web does not
include the new formats. But I can't really tell you a specific
version.
I use a standard RunUO server to develop fluorescence, so fluorescence
will definitely work on RunUO. About the other emulators or OSI, I
don't really know.
However, if you want to implement HS stuff, you're very welcome to do
so. fluorescence is in no way restricted to a certain UO version - the
more it can support, the better.

Best,
spin

StaticZ

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Feb 10, 2012, 12:19:57 PM2/10/12
to fluorescence-client
> However, if you want to implement HS stuff, you're very welcome to do
> so. fluorescence is in no way restricted to a certain UO version - the
> more it can support, the better.

Yes ofcorse, i can help you with this, but to do soo client must to
suport diferent version of same packets. - it nesassary to add client
version in config and to make packet data and packet sending depending
on diferent versions...

StaticZ

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Feb 10, 2012, 12:25:55 PM2/10/12
to fluorescence-client
It's strange but on 1600x1200 client shows same fps and cpu loading as
at 800x600, but some statics dosn't drawing. As i understand you use
hardcore limit objects to rending in scene? Also i can't understand
what loading second core of cpu at 100% ? It's seems it have too large
cpu usage...

spin

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Feb 10, 2012, 1:01:35 PM2/10/12
to fluoresce...@googlegroups.com
On my computer, there is a significant performance difference when using
different gamewindow sizes. Aside from the bugs already entered in the
bugtracker (some sectors are not rendered, sometimes the drawing order
is wrong), there should be no missing statics - as far as I know.
There is no hard limit on how many sectors are loaded, that depends on
the gamewindow size.

The drawing will be optimized in the future. There are quite a few
performance bottlenecks that need to be taken care of. But for now, my
focus is on adding new features.
But you are very welcome to send in performance improving patches.

Best,
spin

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