Why hasn't the project been referencing the original iRose source code?
Just curious.
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Qix wrote:How much had the ZnZin engine changed since the RageZone versions, though? At least we could get some initial idea as to how it worked. I'm looking at some of it (loosely, I'm on nix at the moment) and it looks pretty complete engine-wise.
They have all the pieces there, and it looks pretty standard. All of the vorbis/lua libraries, an outdated jpeg library (that is really easily updated), and a few proprietary things.
I'm more curious as to why the custom client projects aren't referencing it. I know we know the formats for almost everything but iirc maps have been a big issue, right?
Qix wrote:Any interest in porting to OpenGL? The vertex buffer code should be a pretty minimal change; the shaders are what will probably need re-writing from HLSL to GLSL... Oh and ALSA/coreaudio wrappers instead of directsound, of course (those are easy).
I could potentially help with that.
Edit To answer future "why?" questions: linux/mac support without the need for WINE intervention.
wolfwing wrote:I think you're confusing iRose with newer versions of Rose online.
iRose is very old by now, the latest official client being iRose was KRose_736_736, for reference, it doesn't even have Eldeon completely. Let alone level 170+ armor and weapons.
wolfwing wrote:You're really underestimating the sheer amount of work this is.
wolfwing wrote:The whole client AND server are completely written against the WIN32 API, a very old version too.
wolfwing wrote:The code is such a hellhole that you're better off rewriting it completely, which is what I am doing FYI.
wolfwing wrote:I'm not even sure if it's okay to keep the code as a reference for the file formats,
wolfwing wrote:CON is such a hell,
wolfwing wrote:it might be easier to read the disassembled code than the original code.
wolfwing wrote:And to answer further questions, I do have the iRose source code, but I don't plan on releasing it.
Qix wrote:wolfwing wrote:The whole client AND server are completely written against the WIN32 API, a very old version too.
Old version of the code? sure. "Old version" of the Win32 API? That doesn't make sense. The API hasn't changed much since NT other than Vista's kits and now 8's kits.
Qix wrote:wolfwing wrote:The code is such a hellhole that you're better off rewriting it completely, which is what I am doing FYI.
There's a difference between referencing and extending. I suggested porting the code since Youko indicated they had a copy they were maintaining.
Qix wrote:wolfwing wrote:I'm not even sure if it's okay to keep the code as a reference for the file formats,
Why not? If it gets the raw resources and allows us to potentially convert to other formats, then sure.
Qix wrote:wolfwing wrote:CON is such a hell,
What?
Qix wrote:wolfwing wrote:it might be easier to read the disassembled code than the original code.
You're implying the "disassembled code", which was compiled and thus not at all as verbose as the original C code is going to be easier than referencing the original code, since it's written poorly.
This leads me to believe you don't actually know either assembly or C++ very well. Sorry.
Qix wrote:wolfwing wrote:And to answer further questions, I do have the iRose source code, but I don't plan on releasing it.
Unless you're referring to the released RZ code, I highly doubt that.
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