DamNationZ Posted February 15 Posted February 15 hello im new to this coding stuff but i had make this imgui with my source that i got with help with ai i just wanna release this for people to have or whatever. im not good with word and stuff but here is the source. so far it can login to my server both acc and game but i cant get it to render the map and stuff https://drive.google.com/file/d/1M_00gEnZ53_CZAcWysZQp3a-PACL0P9x/view?usp=sharing
Berniemack Posted February 15 Posted February 15 1 hour ago, DamNationZ said: hello im new to this coding stuff but i had make this imgui with my source that i got with help with ai i just wanna release this for people to have or whatever. im not good with word and stuff but here is the source. so far it can login to my server both acc and game but i cant get it to render the map and stuff https://drive.google.com/file/d/1M_00gEnZ53_CZAcWysZQp3a-PACL0P9x/view?usp=sharing Shoulda kept this hidden talent hidden king
DamNationZ Posted February 15 Author Posted February 15 Here's a breakdown of all the phases for the client: Phase 1 — Terrain Tiles (DONE) Load DDS puzzle tiles from WDF archives Native WDF reader with reverse-engineered hash Isometric projection and tile rendering Disk fallback for tiles not in WDF Phase 2 — Character/NPC Sprites Parse .ani animation files (frame data, directions, layers) Load sprite textures from WDF (body, weapon, helmet, mount, wings, etc.) Render animated sprites at correct isometric positions 8-directional facing, idle/walk/attack animations Layer compositing (body + armor + weapon + effects) Phase 3 — Map Objects & Scenery Static map objects (trees, buildings, rocks, furniture) Map cover layer (rooftops, bridges that render over players) Elevation/height data from DMap Portal/teleport visuals Phase 4 — Effects & Combat Visuals Spell/skill animations Damage numbers Hit effects, status effects Death animations, loot drops Phase 5 — Full UI Polish Proper inventory with item icons from WDF Equipment paper-doll with actual sprites Minimap NPC dialog windows Shop/trade UI with item graphics Skill bar with spell icons Phase 6 — Audio Background music Sound effects (combat, UI, ambient)
Berniemack Posted February 15 Posted February 15 3 minutes ago, DamNationZ said: Here's a breakdown of all the phases for the client: Phase 1 — Terrain Tiles (DONE) Load DDS puzzle tiles from WDF archives Native WDF reader with reverse-engineered hash Isometric projection and tile rendering Disk fallback for tiles not in WDF Phase 2 — Character/NPC Sprites Parse .ani animation files (frame data, directions, layers) Load sprite textures from WDF (body, weapon, helmet, mount, wings, etc.) Render animated sprites at correct isometric positions 8-directional facing, idle/walk/attack animations Layer compositing (body + armor + weapon + effects) Phase 3 — Map Objects & Scenery Static map objects (trees, buildings, rocks, furniture) Map cover layer (rooftops, bridges that render over players) Elevation/height data from DMap Portal/teleport visuals Phase 4 — Effects & Combat Visuals Spell/skill animations Damage numbers Hit effects, status effects Death animations, loot drops Phase 5 — Full UI Polish Proper inventory with item icons from WDF Equipment paper-doll with actual sprites Minimap NPC dialog windows Shop/trade UI with item graphics Skill bar with spell icons Phase 6 — Audio Background music Sound effects (combat, UI, ambient) Wow, I'm genuinely surprised AI was able to get you this far. I'll be following this vibe project out of pure intrigue of how far you get this way. GL
Spirited Posted February 15 Posted February 15 As curious as this is, this is not within our community guidelines. Game preservation and contributions are a human activity. If the majority of your project is AI generated, then that's not a human contributing.
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