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Posted

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

Posted
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

Posted

 

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)

 

Screenshot 2026-02-15 061031.png

Posted
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)

 

Screenshot 2026-02-15 061031.png

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

Posted

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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