Dark Interface v 0.1.7

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  1. #1
    2D > 3D Wucas is offline
    Grand MasterRank
    Dec 2008 Join Date
    In your bed :3Location
    2,523Posts

    Dark Interface v 0.1.7

    Welp, seeing that I currently am not working at DarkGunZ anymore they can choose which interface they use, thus they picked an older version by I think Elian. This interface was created by the opinions of the forum, but I guess they didn't like the completed project, thus it will be thrown out.

    You can use it if you want, I will not take any suggestions, nor do I give a shit about your critiques. I finished this project months ago and as such, have moved on to bigger and better things. Anything in this thread can be used as long as I am referenced on usage. Thank you.

    *Note: Coding adjustments will need to be made. I only made ~10% of the coding adjustments myself, mostly dealing with InitLoading. I have asked Troy to share the rest of the adjustments since he has no need for them, but that is completely up to him. Coding adjustments will need to be made to: InitLoading, PlayerListBox, and LoadingBar.

    **Note: DarkGunZ also chose to remove the server select widget on Login Screen, and although it will appear, you will need to re-add the frame underneath it.

    Benefits of Interface:
    - Full Image support of up to 1200p
    - New Login.mrs
    - PSDs for various content
    - Rewritten Login
    - Modified InitLoading
    - Rewritten CharacterSelect
    - Rewritten CharacterCreate
    - Rewritten Shop
    - Rewritten Inventory
    - Rewritten Lobby
    - Rewritten Game Select
    - New HD Buttons
    - New Animated Cursor

    Preview:
    Spoiler:
    Initial loading:


    Login: (Removed lightmap until it can be fixed)


    Char Select:


    Char Create: (Need to fix drop down boxes ;D)


    Lobby: (Buttons on right are hard coded, they will be moved later)



    Shop:


    Stage:

    Default.mrs Items:
    Spoiler:

    Full Default.mrs:
    Download: http://puu.sh/2VphJ.rar
    Contents
    Spoiler:

    PSDs:
    Download: http://puu.sh/2VoI4.rar
    Contents
    Spoiler:

    Resources:
    Download: http://puu.sh/2VoOV.rar
    Contents
    Spoiler:


    Benefits of Login.mrs
    - New, HD Fire Animation
    - Camera Placement Changed
    - TERA HD Textures
    - Lightmap completed, but due to errors, not built

    Preview:
    Spoiler:



    Login.mrs Items:
    Spoiler:

    Compiled Map w/ Textures:
    Download: http://puu.sh/2Vp2E.rar
    Contents
    Spoiler:

    3DS MAX File:
    Download: http://puu.sh/2Vp6D.rar
    Contents
    Spoiler:



    Coding Adjustments:
    Main.cpp:
    ~196:
    Code:
    	ZGetInitialLoading()->Initialize(  1, 0, 0, RGetScreenWidth(), RGetScreenHeight(), 0, 0, 1600, 1200 );
    ~237-254
    Code:
    	if( ZGetInitialLoading()->IsUseEnable() )
    	{
    		if( ZGetLocale()->IsTeenMode() )
    		{
    			ZGetInitialLoading()->AddBitmap( 0, "Interface/Default/LOADING/loading_teen.jpg" );
    		}
    		else
    		{
    			ZGetInitialLoading()->AddBitmap( 0, "Interface/Default/LOADING/init_loading00.tga" );
    		}
    		ZGetInitialLoading()->AddBitmapBar( "Interface/Default/LOADING/init_loading01.tga" );
    		ZGetInitialLoading()->SetText( g_pDefFont, 10, 30, cstrReleaseDate );
    
    		ZGetInitialLoading()->AddBitmapGrade( "Interface/Default/LOADING/loading_grade_fifteen.jpg" );
    
    		ZGetInitialLoading()->SetPercentage( 0.0f );
    		ZGetInitialLoading()->Draw( MODE_FADEIN, 0 , true );
    	}
    ZInitialLoading.cpp:
    Code:
    #include "stdafx.h"
    
    #include "ZInitialLoading.h"
    #include "Mint4R2.h"
    #include "RealSpace2.h"
    #include "MDebug.h"
    #include "ZTips.h"
    #include "ZGameInterface.h"
    #include "ZGlobal.h"
    #include "ZMyInfo.h"
    
    using namespace RealSpace2;
    
    
    struct CUSTOMVERTEX{
    	FLOAT	x, y, z, rhw;
    	FLOAT	tu, tv;
    };
    
    #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_TEX1)
    #define NUM_BAR_BITMAP	1
    #define IL_TEXT_BUFFER_SIZE 512
    #define ADJUST_SIZE				0.5f
    #define ADJUST_SIZE2			0.0f
    #define FADEIN_NUM_DRAWING		120
    #define FADEOUT_NUM_DRAWING		120
    #define BLENDING_NUM_DRAWING	240
    
    //////////////////////////////////////////////////////////////////////////
    //	Global
    //////////////////////////////////////////////////////////////////////////
    ZInitialLoading	ZInitialLoading::msInstance;
    ZInitialLoading*	ZGetInitialLoading()
    {
    	return ZInitialLoading::GetInstance();
    }
    
    //////////////////////////////////////////////////////////////////////////
    //	Initialize
    //////////////////////////////////////////////////////////////////////////
    bool ZInitialLoading::Initialize( int numScene_, 
    								 float x_, float y_, float w_, float h_, 
    								 float sx_, float sy_, float sw_, float sh_, bool bTipsVisible)
    {
    	SAFE_DELETE_ARRAY( mBitmaps );
    	SAFE_DELETE_ARRAY( mBitmap_Bar );
    
    	mBitmaps	= new MBitmapR2[numScene_];
    	mBitmap_Bar	= new MBitmapR2[NUM_BAR_BITMAP];
    	miNumScene	= numScene_;
    	miCurrScene	= 0;
    
    	mx	= x_;		my	= y_;		mw	= w_;	mh	= h_;
    	msx	= sx_;	msy	= sy_;	msw	= sw_;	msh	= sh_;
    
    	mbUseEnable	= true;
    	mbText		= FALSE;
    
    	mbBitmap			= false;
    	mbBitmapBar	= false;
    
    	m_bTipsVisible = bTipsVisible;
    	m_szTips[0] = 0;
    
    	if (m_bTipsVisible)
    	{
    		SetRandomTipsText();
    	}
    
    	// テサシメウ・タレタイ アヤチヲ タ釤・ネ(セイケ悊イケ悊イケ・..)...
    #ifdef LOCALE_KOREA
    //	if ( (rand() % 2) == 0)
    //		sprintf( m_szNotice, "タ蠖テー」タヌ ーヤタモ タフソ・コ ーヌーュタサ ヌリト・ シ・タヨスタエマエル.");
    //	else
    //		sprintf( m_szNotice, "ーホソヘ タマソ。 ネ゙ストタフ ヌハソ萇マオ暲フ, ーヤタモ タフソ・。オオ タ釥ヌム ネ゙ストタフ ヌハソ・ヌユエマエル.");
    	
    //	SAFE_DELETE_ARRAY( mBitmap_Grade );
    //	mBitmap_Grade			= new MBitmapR2[numScene_];
    //	m_Grade_Time 			= timeGetTime();
    //	m_bGradeFadeOutStart 	= false;
    //	m_bGrade				= true;
    #endif
    
    	m_pLoadingStr = NULL;
    
    	return true;
    }
    
    //////////////////////////////////////////////////////////////////////////
    //	AddBitmap
    //////////////////////////////////////////////////////////////////////////
    bool ZInitialLoading::AddBitmap( int index_, const char* bitmapName_ )
    {
    	if( index_ >= miNumScene || index_ < 0 )
    	{
    		return false;
    	}
    	char Buff[64];
    	sprintf( Buff, "Scene%d", index_ );
    	if( !mBitmaps[index_].Create( Buff, RGetDevice(), bitmapName_ ) )
    	{
    		mlog("Fail to create Bitmap for Initial loading\n" );
    		return false;
    	}
    	mbBitmap		= true;
    	return true;
    }
    
    //////////////////////////////////////////////////////////////////////////
    //	AddBitmapBar
    //////////////////////////////////////////////////////////////////////////
    bool	ZInitialLoading::AddBitmapBar( const char* bitmapName_ )
    {
    	if( !mBitmap_Bar[0].Create( "Progress_Bar", RGetDevice(), bitmapName_ ) )
    	{
    		mlog("Fail to create Bitmap for Initial loading\n" );
    		return false;
    	}
    	mbBitmapBar	= true;
    	return true;
    }
    
    static int Floorer2PowerSize(int v)
    {
    		 if(v<=2)		return 2;
    	else if(v<=4)		return 4;
    	else if(v<=8)		return 8;
    	else if(v<=16)		return 16;
    	else if(v<=32)		return 32;
    	else if(v<=64)		return 64;
    	else if(v<=128)		return 128;
    	else if(v<=256)		return 256;
    	else if(v<=512)		return 512;
    	else if(v<=1024)	return 1024;
    
    	//_ASSERT(FALSE);	// Too Big!
    
    	return 2;
    }
    
    //////////////////////////////////////////////////////////////////////////
    //	Draw
    //////////////////////////////////////////////////////////////////////////
    void	ZInitialLoading::Draw( LOADING_SCENE_MODE mode_ /* = MODE_DEFAULT */, int destIndex_ /* = -1 */, bool bFlip_, bool fromThread_ )
    {
    	RRESULT isOK=RIsReadyToRender();
    	if(isOK ==R_NOTREADY)
    		return;
    
    	if( !mbUseEnable ) return;
    	if( !mbBitmap ) return;
    
    	if( mBitmaps[miCurrScene].m_pTexture  == NULL ) 
    	{		return;		}
    
    	int	numDrawing = 1;
    
    	float ftw = (float)mBitmaps[miCurrScene].m_pTexture->GetWidth();
    	float fth = (float)mBitmaps[miCurrScene].m_pTexture->GetHeight();
    	float msw2 = msw; 
    	float msh2 = msh;
    
    	D3DFORMAT d3dformat = mBitmaps[miCurrScene].m_pTexture->m_Info.Format;
    	
    	if( d3dformat==D3DFMT_DXT1 ||
    		d3dformat==D3DFMT_DXT2 ||
    		d3dformat==D3DFMT_DXT3 ||
    		d3dformat==D3DFMT_DXT4 ||
    		d3dformat==D3DFMT_DXT5 )
    	{
    		msw2 = (float)Floorer2PowerSize((int)msw);
    		msh2 = (float)Floorer2PowerSize((int)msh);
    	}
    
    	CUSTOMVERTEX Sprite[4] = {
    		{mx      - ADJUST_SIZE , my      - ADJUST_SIZE , 0, 1.0f, (msx)/ftw       , (msy)/fth },
    		{mx + mw - ADJUST_SIZE2, my      - ADJUST_SIZE , 0, 1.0f, (msx + msw2)/ftw, (msy)/fth },
    		{mx + mw - ADJUST_SIZE2, my + mh - ADJUST_SIZE2, 0, 1.0f, (msx + msw2)/ftw, (msy + msh2)/fth },
    		{mx      - ADJUST_SIZE , my + mh - ADJUST_SIZE2, 0, 1.0f, (msx)/ftw       , (msy + msh2)/fth},
    	};
    
    	float blendFactor = 0;
    	switch( mode_ )
    	{
    	
    	case MODE_DEFAULT:
    		numDrawing	= 1;
    		RGetDevice()->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
    		break;
    	
    	case MODE_FADEOUT:
    		blendFactor		= 1;
    		numDrawing		= FADEIN_NUM_DRAWING;
    		RGetDevice()->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
    		RGetDevice()->SetRenderState( D3DRS_SRCBLEND,D3DBLEND_SRCALPHA );	
    		RGetDevice()->SetRenderState( D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA );
    		RGetDevice()->SetTextureStageState( 0, D3DTSS_COLORARG1 , D3DTA_TEXTURE );
    		RGetDevice()->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
    		RGetDevice()->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR );
    		RGetDevice()->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
    		break;
    
    	case MODE_FADEIN:
    		blendFactor		= 0;
    		numDrawing		= FADEOUT_NUM_DRAWING;
    		RGetDevice()->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
    		RGetDevice()->SetRenderState( D3DRS_SRCBLEND,D3DBLEND_SRCALPHA );	
    		RGetDevice()->SetRenderState( D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA );
    		RGetDevice()->SetTextureStageState( 0, D3DTSS_COLORARG1 , D3DTA_TEXTURE );
    		RGetDevice()->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
    		RGetDevice()->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR );
    		RGetDevice()->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
    		break;
    	
    	default:
    		numDrawing	= 1;
    		RGetDevice()->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
    		break;
    	}
    
    	float fGradeBlendFacter = 1.f;
    	if( !m_bGradeFadeOutStart && timeGetTime() - m_Grade_Time > GRADE_TIMER-2 )	// 3テハ オソセネクク コクソゥチワ
    	{	// 3テハネトソ。 15シシ オ鉷゙ タフケフチ・ニ菎フオ・セニソウクョ ステタロヌリ チワ
    		numDrawing				= FADEOUT_NUM_DRAWING;
    		fGradeBlendFacter		= 1.f;
    		m_bGradeFadeOutStart	= true;
    	}
    	for( int i = 0 ; i < numDrawing; ++i )
    	{
    		RGetDevice()->Clear( 0 , NULL, D3DCLEAR_TARGET, 0x00000000, 0, 0 );
    		if( mode_ == MODE_FADEIN )
    		{
    			blendFactor += 1.0f / FADEIN_NUM_DRAWING;
    			RGetDevice()->SetRenderState(D3DRS_TEXTUREFACTOR, (DWORD)((BYTE)(0xFF*blendFactor))<<24);
    		}
    		else if( mode_ == MODE_FADEOUT )
    		{
    			blendFactor -= 1.0f / FADEOUT_NUM_DRAWING;
    			RGetDevice()->SetRenderState(D3DRS_TEXTUREFACTOR, (DWORD)((BYTE)(0xFF*blendFactor))<<24);
    		}
    
    		RGetDevice()->SetSamplerState( 0, D3DSAMP_MAGFILTER , D3DTEXF_LINEAR);
    		RGetDevice()->SetSamplerState( 0, D3DSAMP_MINFILTER , D3DTEXF_LINEAR);
    	
    		RGetDevice()->SetFVF(D3DFVF_CUSTOMVERTEX);
    		RGetDevice()->SetTexture(0, mBitmaps[miCurrScene].m_pTexture->GetTexture());
    		RGetDevice()->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, Sprite, sizeof(CUSTOMVERTEX));
    
    	//	if( mode_ == MODE_FADEOUT )
    		{
    			DrawBar( (float)(RGetScreenWidth() * 0.0), (float)(RGetScreenHeight() * 0.0), 
    				(float)(RGetScreenWidth() * 1.0), (float)(RGetScreenHeight() * 1.0),  mPercentage* 0.01f ); 
    		}
    
    		// キホオ・タフクァ
    /*		if(m_pLoadingStr && mpDC ) {
    			char buffer[256];
    			sprintf(buffer,"Loading %s ...",m_pLoadingStr);
    			int nWidth = mpDC->m_Font.GetTextWidth(buffer);
    			int x = (int)(RGetScreenWidth() * 0.5) - nWidth/2;
    			int y = (int)(RGetScreenHeight() * 0.9f);
    			mpDC->m_Font.DrawText( x, y, buffer, 0xFFCCCCCC );
    		}*/
    
    	// テサシメウ・タレタイ アヤチヲ タ釤・ネ(セイケ悊イケ悊イケ・..)...
    #ifdef LOCALE_KOREA
    		if (mpDC)
    		{
    			int nWidth = mpDC->m_Font.GetTextWidth( m_szNotice);
    			int x = (int)(RGetScreenWidth() * 0.5) - nWidth/2;
    			int y = (int)(RGetScreenHeight() * 0.86f);
    			mpDC->m_Font.DrawText( x, y, m_szNotice, 0xFFFFFFFF );
    
    			if(m_bGradeFadeOutStart)
    			{
    				fGradeBlendFacter -= 1.0f / FADEOUT_NUM_DRAWING;
    				if(i == numDrawing-1)
    				{
    					fGradeBlendFacter = 0.f;
    					m_bGrade = false;
    				}
    			}
    			if(m_bGrade)
    				DrawGrade(fGradeBlendFacter);
    		}
    #endif
    
    		if( mode_ == MODE_DEFAULT && mbText )
    			DrawText();
    
    		if (m_bTipsVisible) DrawTips();
    
    		if( bFlip_ )		{			RFlip();			}
    	}
    }
    
    //////////////////////////////////////////////////////////////////////////
    //	DrawBar
    //////////////////////////////////////////////////////////////////////////
    void ZInitialLoading::DrawBar( float x_, float y_, float w_, float h_, float percent_ )
    {
    	if( !mbBitmapBar ) return;
    	if( percent_ > 1.0f ) return;
    
    	CUSTOMVERTEX Sprite[4] = {
    		{x_ - ADJUST_SIZE,						y_ - ADJUST_SIZE,		1, 1.0f, 0,						   0 },
    		{x_ + ( w_ * percent_ ) - ADJUST_SIZE2, y_ - ADJUST_SIZE,		0, 1.0f, (x_ + w_ * percent_)/w_,  0 },
    		{x_ + ( w_ * percent_ ) - ADJUST_SIZE2, y_ + h_ - ADJUST_SIZE2, 0, 1.0f, (x_ + w_ * percent_)/w_,  1 },
    		{x_ - ADJUST_SIZE,						y_ + h_ - ADJUST_SIZE2, 0, 1.0f, 0,						   1 },
    	};
    
    	RGetDevice()->SetRenderState( D3DRS_ZENABLE , D3DZB_FALSE );
    
    //	RGetDevice()->SetTextureStageState( 0, D3DTSS_ADDRESSW, D3DTADDRESS_WRAP );
    	RGetDevice()->SetSamplerState( 0, D3DSAMP_ADDRESSW, D3DTADDRESS_WRAP );
    
    	RGetDevice()->SetTextureStageState( 0, D3DTSS_COLORARG1 , D3DTA_TEXTURE );
    	RGetDevice()->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
    	RGetDevice()->SetFVF(D3DFVF_CUSTOMVERTEX);
    	RGetDevice()->SetTexture(0, mBitmap_Bar[0].m_pTexture->GetTexture());
    	RGetDevice()->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, Sprite, sizeof(CUSTOMVERTEX));
    	//Sleep( 0 );
    }
    
    //////////////////////////////////////////////////////////////////////////
    //	AddBitmap_Grade_fifteen
    //////////////////////////////////////////////////////////////////////////
    bool ZInitialLoading::AddBitmapGrade(const char* bitmapName_ )
    {
    	if(!mBitmap_Grade) return false;
    	if( !mBitmap_Grade[0].Create( "Scene", RGetDevice(), bitmapName_ ) )
    	{
    		mlog("Fail to create Bitmap for Initial loading\n" );
    		return false;
    	}
    	return true;
    }
    //////////////////////////////////////////////////////////////////////////
    //	Draw_Grade_fifteen
    //////////////////////////////////////////////////////////////////////////
    void ZInitialLoading::DrawGrade(float blendFactor)
    {
    	if( !mBitmap_Grade ) return;
    	if( !mBitmap_Grade[0].m_pTexture )  return;
    
    	float ftw = (float)mBitmap_Grade[0].m_pTexture->GetWidth();
    	float fth = (float)mBitmap_Grade[0].m_pTexture->GetHeight();
    	float msw2 = msw; 
    	float msh2 = msh;
    
    	D3DFORMAT d3dformat = mBitmap_Grade[0].m_pTexture->m_Info.Format;
    
    	if( d3dformat==D3DFMT_DXT1 ||
    		d3dformat==D3DFMT_DXT2 ||
    		d3dformat==D3DFMT_DXT3 ||
    		d3dformat==D3DFMT_DXT4 ||
    		d3dformat==D3DFMT_DXT5 )
    	{
    		msw2 = (float)Floorer2PowerSize((int)msw);
    		msh2 = (float)Floorer2PowerSize((int)msh);
    	}
    
    	CUSTOMVERTEX Sprite[4] = {
    		{mx      - ADJUST_SIZE , my      - ADJUST_SIZE , 0, 1.0f, (msx)/ftw       , (msy)/fth },
    		{mx + mw - ADJUST_SIZE2, my      - ADJUST_SIZE , 0, 1.0f, (msx + msw2)/ftw, (msy)/fth },
    		{mx + mw - ADJUST_SIZE2, my + mh - ADJUST_SIZE2, 0, 1.0f, (msx + msw2)/ftw, (msy + msh2)/fth },
    		{mx      - ADJUST_SIZE , my + mh - ADJUST_SIZE2, 0, 1.0f, (msx)/ftw       , (msy + msh2)/fth},
    	};
    	RGetDevice()->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
    	RGetDevice()->SetRenderState( D3DRS_SRCBLEND,D3DBLEND_SRCALPHA );	
    	RGetDevice()->SetRenderState( D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA );
    	RGetDevice()->SetTextureStageState( 0, D3DTSS_COLORARG1 , D3DTA_TEXTURE );
    	RGetDevice()->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
    	RGetDevice()->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR );
    	RGetDevice()->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
    
    	RGetDevice()->SetRenderState(D3DRS_TEXTUREFACTOR, (DWORD)((BYTE)(0xFF*(blendFactor)))<<24);
    
    	RGetDevice()->SetSamplerState( 0, D3DSAMP_MAGFILTER , D3DTEXF_LINEAR);
    	RGetDevice()->SetSamplerState( 0, D3DSAMP_MINFILTER , D3DTEXF_LINEAR);
    
    	RGetDevice()->SetFVF(D3DFVF_CUSTOMVERTEX);
    	RGetDevice()->SetTexture(0, mBitmap_Grade[0].m_pTexture->GetTexture());
    	RGetDevice()->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, Sprite, sizeof(CUSTOMVERTEX));
    }
    
    //////////////////////////////////////////////////////////////////////////
    //	サシコタレ
    //////////////////////////////////////////////////////////////////////////
    ZInitialLoading::ZInitialLoading()
    {
    	mbUseEnable = false;
    }
    
    //////////////////////////////////////////////////////////////////////////
    //	シメク・レ
    //////////////////////////////////////////////////////////////////////////
    ZInitialLoading::~ZInitialLoading()
    {
    	Release();
    }
    
    //////////////////////////////////////////////////////////////////////////
    //	Release
    //////////////////////////////////////////////////////////////////////////
    void	ZInitialLoading::Release()
    {
        if( !mbUseEnable ) return;	// ネーシコネュ オヌセ・タヨチ・セハタクク・skip
    
    	// Booleanーェ OFF
    	mbUseEnable	= false;			
    	mbBitmapBar	= false;
    	mbBitmap			= false;
    
    	// Bitmap ヌリチヲ
    	SAFE_DELETE_ARRAY( mBitmaps );
    	SAFE_DELETE_ARRAY( mBitmap_Bar );
    	SAFE_DELETE_ARRAY( mBitmap_Grade );
    	
    	mpDC				= NULL;
    	mpStr				= NULL;
    }
    
    void	ZInitialLoading::SetText( MFontR2* pDc, float x, float y, char* str )
    {
    	mpDC	= pDc;
    	mtx		= x;
    	mty		= y;
    	mpStr	= str;
    
    	if( pDc == NULL || str == NULL )
    	{		mbText		= false;		}
    	else
    	{		mbText		= true;		}
    }
    
    void	ZInitialLoading::DrawText()
    {
    	if(mpDC != 0)
    	{
    		mpDC->m_Font.DrawText( mtx, mty, mpStr, 0xFFCCCCCC );
    	}
    }
    
    extern MFontR2*		g_pDefFont;
    extern MDrawContextR2* g_pDC;
    void	ZInitialLoading::DrawTips()
    {
    //	return;			// ヌ・タ釤・ネオハ
    
    	const float fTipYRatio = 0.83f;
    
    	MFont *pFont= MFontManager::Get("FONTa10_O2Wht");
    	if (pFont == NULL) pFont = g_pDefFont;
    	if ((g_pDC != 0) && (pFont != 0))
    	{
    		g_pDC->SetFont(pFont);
    		g_pDC->SetColor(MCOLOR(0xFFFFFFFF));
    
    		int x, y;
    		int nStrWidth = pFont->GetWidth(m_szTips);
    
    		if (nStrWidth >= RGetScreenWidth())
    		{
    			x = 10;
    			y = (int)((float)RGetScreenHeight() * fTipYRatio) - 10;
    
    			int nStripIndex = 0;
    			char temp[512] = "";
    			while ((RGetScreenWidth()-70) > (pFont->GetWidth(temp)))
    			{
    				strcat(temp, "ウイ");
    			}
    
    			nStripIndex = (int)strlen(temp);
    
    			char szLine1[1024] = "", szLine2[1024] = "";
    			if ((int)strlen(m_szTips) > nStripIndex+1)
    			{
    				while((m_szTips[nStripIndex]) != '\0')
    				{
    					if ((m_szTips[nStripIndex] == ' ') || (m_szTips[nStripIndex] == ',') ||
    						(m_szTips[nStripIndex] == '.') ) break;
    					nStripIndex++;
    				}
    
                    strncpy(szLine1, m_szTips, nStripIndex);
    				strcpy(szLine2, &m_szTips[nStripIndex]);
    			}
    			else
    			{
    				strcpy(szLine1, m_szTips);
    				szLine2[0] = 0;
    			}
    
    			g_pDC->Text(x, y, szLine1);
    			g_pDC->Text(x, y+18, szLine2);
    		}
    		else
    		{
    			g_pDC->SetColor( MCOLOR(0xFFDADADA));
    			x = (RGetScreenWidth() - nStrWidth) / 2;
    			if (x < 1) x = 1;
    			y = (int)((float)RGetScreenHeight() * fTipYRatio);
    			g_pDC->Text(x, y, m_szTips);
    
    
    			// キホオ・ネュク鯀。 クツテ郛ュ ナリスコニョクヲ シウチ、ヌムエル.(ヌマオ蠧レオ・.. -_-;)
    			int nPosx, nPosy;
    			char szStr1[ 256], szStr2[ 256], szStr3[ 256];
    			switch ( m_nTipNum)
    			{
    				case ( 0) :			// loading_dash.tga
    					nPosx = 20;
    					nPosy = 20;
    					sprintf( szStr1, ZMsg( MSG_LOADING_MESSAGE11));
    					sprintf( szStr2, ZMsg( MSG_LOADING_MESSAGE12));
    					sprintf( szStr3, ZMsg( MSG_LOADING_MESSAGE13));
    					break;
    				case ( 1) :			// loading_gaurd.tga
    					nPosx = 20;
    					nPosy = 20;
    					sprintf( szStr1, ZMsg( MSG_LOADING_MESSAGE21));
    					sprintf( szStr2, ZMsg( MSG_LOADING_MESSAGE22));
    					sprintf( szStr3, ZMsg( MSG_LOADING_MESSAGE23));
    					break;
    				case ( 2) :			// loading_ksa.tga
    					nPosx = 20;
    					nPosy = 390;
    					sprintf( szStr1, ZMsg( MSG_LOADING_MESSAGE31));
    					sprintf( szStr2, ZMsg( MSG_LOADING_MESSAGE32));
    					sprintf( szStr3, ZMsg( MSG_LOADING_MESSAGE33));
    					break;
    				case ( 3) :			// loading_safefall.tga
    					nPosx = 20;
    					nPosy = 390;
    					sprintf( szStr1, ZMsg( MSG_LOADING_MESSAGE41));
    					sprintf( szStr2, ZMsg( MSG_LOADING_MESSAGE42));
    					sprintf( szStr3, ZMsg( MSG_LOADING_MESSAGE43));
    					break;
    				case ( 4) :			// loading_tumbling.tga
    					nPosx = 20;
    					nPosy = 390;
    					sprintf( szStr1, ZMsg( MSG_LOADING_MESSAGE51));
    					sprintf( szStr2, ZMsg( MSG_LOADING_MESSAGE52));
    					sprintf( szStr3, ZMsg( MSG_LOADING_MESSAGE53));
    					break;
    				case ( 5) :			// loading_wallhang.tga
    					nPosx = 20;
    					nPosy = 20;
    					sprintf( szStr1, ZMsg( MSG_LOADING_MESSAGE61));
    					sprintf( szStr2, ZMsg( MSG_LOADING_MESSAGE62));
    					sprintf( szStr3, ZMsg( MSG_LOADING_MESSAGE63));
    					break;
    				case ( 6) :			// loading_walljump.tga
    					nPosx = 20;
    					nPosy = 20;
    					sprintf( szStr1, ZMsg( MSG_LOADING_MESSAGE71));
    					sprintf( szStr2, ZMsg( MSG_LOADING_MESSAGE72));
    					sprintf( szStr3, ZMsg( MSG_LOADING_MESSAGE73));
    					break;
    				case ( 7) :			// loading_wallrun01.tga
    					nPosx = 20;
    					nPosy = 390;
    					sprintf( szStr1, ZMsg( MSG_LOADING_MESSAGE81));
    					sprintf( szStr2, ZMsg( MSG_LOADING_MESSAGE82));
    					sprintf( szStr3, ZMsg( MSG_LOADING_MESSAGE83));
    					break;
    				case ( 8) :			// loading_wallrun02.tga
    					nPosx = 20;
    					nPosy = 390;
    					sprintf( szStr1, ZMsg( MSG_LOADING_MESSAGE91));
    					sprintf( szStr2, ZMsg( MSG_LOADING_MESSAGE92));
    					sprintf( szStr3, ZMsg( MSG_LOADING_MESSAGE93));
    					break;
    				default :
    					nPosx = 20;
    					nPosy = 20;
    					break;
    			}
    
    			int fontHeight = 10;
    			if (g_pDC->GetFont())
    				fontHeight = int(g_pDC->GetFont()->GetHeight() * 1.2f);
    
    			nPosx = (int)( nPosx * MGetWorkspaceWidth()  / 800.f);
    			nPosy = (int)( nPosy * MGetWorkspaceHeight() / 600.f);
    			int leftMargin = int(5 * MGetWorkspaceWidth()  / 800.f);
    			g_pDC->Text( nPosx,   nPosy,    szStr1);
    			g_pDC->Text( nPosx+leftMargin, nPosy+int(fontHeight*1.7f), szStr2);
    			g_pDC->Text( nPosx+leftMargin, nPosy+int(fontHeight*2.7f), szStr3);
    		}
    	}
    }
    
    void	ZInitialLoading::SetRandomTipsText()
    {
    	const char* szTips;
    	if (ZGetMyInfo()->IsNewbie())
    	{
    		if (!ZGetGameInterface()->GetTips()->IsShowedNewbieTips())
    		{
    			szTips = ZGetGameInterface()->GetTips()->GetTips(ZTIPS_CATEGORY_NEWBIE, ZTIPMSG_ID_NEWBIE_SHOW_HELP);
    			ZGetGameInterface()->GetTips()->SetShowedNewbieTips(true);
    		}
    		else
    		{
    			szTips = ZGetGameInterface()->GetTips()->GetRandomTips();
    		}
    	}
    	else if (ZGetGameClient()->GetMatchStageSetting()->GetGameType() == MMATCH_GAMETYPE_DUELTOURNAMENT)
    	{
    		szTips = ZGetGameInterface()->GetTips()->GetTips(ZTIPS_CATEGORY_DUELTOURNAMENT, ZTIPMSG_ID_NEWBIE_SHOW_HELP);
    	}
    	else
    	{
    		szTips = ZGetGameInterface()->GetTips()->GetRandomTips();
    	}
    	
    	if (strlen(szTips) < 255)
    	{
    		strcpy(m_szTips, szTips);
    	}
    }
    
    #ifdef _DEBUG
    float ZLoadingProgress::m_fLastProgress = 0.f;
    #endif
    
    ZLoadingProgress::ZLoadingProgress(const char *szName,ZLoadingProgress *pParent,float fRatio)
    {
    	strcpy(m_szName,szName);
    	m_pParent = pParent;
    	m_fThisAmount = pParent ? pParent->m_fThisAmount * fRatio : fRatio;
    	m_fTotalProgressStart = pParent ? pParent->m_fTotalProgressStart + pParent->m_fCurrentProgress : 0;
    	m_fProgressStart = pParent ? pParent->m_fCurrentProgress : 0;
    	m_fCurrentProgress = 0;
    	
    #ifdef _DEBUG
    	if(pParent==NULL)
    		m_fLastProgress=0;
    #endif
    }
    
    void ZLoadingProgress::Update(float fProgress) 
    {
    	m_fCurrentProgress = fProgress; 
    	if(m_pParent) 
    		m_pParent->Update(m_fProgressStart + m_fCurrentProgress*m_fThisAmount);
    }
    
    void ZLoadingProgress::Draw() 
    {
        float fTotalProgress = m_fTotalProgressStart + m_fThisAmount * m_fCurrentProgress;
    #ifdef _DEBUG // ネ、ステ オヌオケセニー。エツー豼・ホチ・テシナゥ
    	//_ASSERT(m_fLastProgress<=fTotalProgress);
    	m_fLastProgress=fTotalProgress;
    #endif
    
    	ZGetInitialLoading()->SetLoadingStr( m_szName );
    	ZGetInitialLoading()->SetPercentage( fTotalProgress * 100.f );
    	ZGetInitialLoading()->Draw( MODE_DEFAULT, 0 , true );
    }
    Download: http://puu.sh/2VHdF.rar
    (Don't have original, so this is my version, I think it has all changes made.)
    Last edited by Wucas; 18-05-13 at 04:54 AM.


  2. #2

    Re: Dark Interface v 0.1.7

    Amazing work as always!

    Never disappointed!

    10/10!

  3. #3
    Balance Elian is offline
    Grand MasterRank
    Sep 2009 Join Date
    StarLocation
    1,768Posts

    Re: Dark Interface v 0.1.7

    The community is retarded. This interface is good!

    + 1 for servers that are going to use it.

  4. #4
    Elite Member Mr_Troy is offline
    Member +Rank
    Jun 2007 Join Date
    172Posts

    Re: Dark Interface v 0.1.7

    Quote Originally Posted by Elian View Post
    The community is retarded. This interface is good!

    + 1 for servers that are going to use it.
    The community isn't retarded. They prefer a more traditional placement of stuff and dimensions. I can't blame them for that. To be honest, I'm one of them.

    Wucas you did an amazing job on this interface and I really appreciate you've done this for us. It just didn't suit the community's needs, but it looked amazing. I'd like to thank you for your work at DG and I wish you the best of luck with your life.

  5. #5
    Elite Member Mourplus is offline
    Member +Rank
    Feb 2013 Join Date
    151Posts

    Re: Dark Interface v 0.1.7

    Best interface that already seen in all my life!



    please could post the loadable.mrs? Please thank and you are very pro for his work best work already done to gunz online I have ever seen and I guarantee that not just me.



    Niceeee!!!!!!
    Last edited by Mourplus; 18-05-13 at 01:09 AM.

  6. #6
    Grand Master Chrisss is offline
    Grand MasterRank
    Feb 2012 Join Date
    Ask the Fox!Location
    1,660Posts

    Re: Dark Interface v 0.1.7

    It is not just you :P I love this interface, i think its real nice and people that dont like it can just go to hell. Although can i ask if you could persuade Mr_Troy to give the codes i like the coding for InitLoading here. Thanks :D

  7. #7
    2D > 3D Wucas is offline
    Grand MasterRank
    Dec 2008 Join Date
    In your bed :3Location
    2,523Posts

    Re: Dark Interface v 0.1.7

    Quote Originally Posted by Duluxe View Post
    It is not just you :P I love this interface, i think its real nice and people that dont like it can just go to hell. Although can i ask if you could persuade Mr_Troy to give the codes i like the coding for InitLoading here. Thanks :D
    InitLoading is easy, the one I couldnt get is playerlisttab, in which troy had to fix it. Ill post init loading changes to the original thread.

    Quote Originally Posted by Mourplus View Post
    Best interface that already seen in all my life!



    please could post the loadable.mrs? Please thank and you are very pro for his work best work already done to gunz online I have ever seen and I guarantee that not just me.



    Niceeee!!!!!!
    I did not work on the loadable interface and as such cannot release it

  8. #8
    Currently Stoned ! Ronny786 is offline
    Grand MasterRank
    Dec 2011 Join Date
    Lost WorldLocation
    984Posts

    Re: Dark Interface v 0.1.7

    First good release for interface section !

    OT: Private sv will be running ? or maiet will close that too ?

  9. #9
    2D > 3D Wucas is offline
    Grand MasterRank
    Dec 2008 Join Date
    In your bed :3Location
    2,523Posts

    Re: Dark Interface v 0.1.7

    Quote Originally Posted by Ronny786 View Post
    First good release for interface section !

    OT: Private sv will be running ? or maiet will close that too ?
    I just quit DG and iPlayWarZ because I don't have time to develop for a server anymore.

  10. #10
    Elite Member CoreAI is offline
    Member +Rank
    Apr 2013 Join Date
    177Posts

    Re: Dark Interface v 0.1.7

    Wow amazing, thanks ;)

    EDIT: I'm guessing that the adjustments for the loading need to be given by Troy? As it crashes when I made the adjustments provided by you:

    mlog.txt
    Spoiler:
    GUNZ 1,0,0,290 launched. build (May 18 2013 07:54:50) Log time (05/18/13 08:06:25)
    CPU ID = GenuineIntel ( family = 518 , model = 10 , stepping = 7 ) @ 2195 MHz
    Display Device = Intel(R) HD Graphics 3000 ( vendor=8086 device=116 subsys=500217aa revision=9 )
    Display Driver Version = 9.17.0010.2843
    Windows = 6.2 Build 9200 , (3961060KB) : ..
    Load XML from memory : system/locale.xml- SUCCESS
    Country : (KOR), Language : (KOR)
    Load Config from file : config.xml- SUCCESS
    Load XML from memory : system/system.xml- SUCCESS
    Load XML from memory : system/strings.xml(0x0012) - SUCCESS
    Load XML from memory : system/cserror.xml(0x0012) - SUCCESS
    Load XML from memory : system/messages.xml(0x0012) - SUCCESS
    Load XML from memory : system/gametypecfg.xml
    LOCALE:KOREA
    Netmarble Certification Failed. Shutdown.
    InitializeNotify ok.
    WFog Enabled Device.
    device created.
    Video memory 828.000000
    shader initialize successful : 1
    main : RGetLenzFlare()->Initialize()
    Core GunZ v1 Build 2 2013
    InitialLoading success.
    interface Initialize success
    ZApplication::OnCreate : begin
    0(Primary Sound Driver): Hardware Mixing Not Supported
    1(Speaker/HP (Realtek High Definition Audio)): Hardware Mixing Not Supported
    [[[getMaxChannel32]]]]
    LoadWave: Error loading file


    -------------------> Sound Engine Create : 0.822000


    sound engine create.
    Load XML from memory : System/tips.xml(0x0012)- SUCCESS
    start log bipmap
    end of load bitmaps2
    loading pictures : 2.418000
    warning : bitmap icon_koth.tga not found.
    warning : bitmap map_banner II.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap banner_Prison II.tga not found.
    warning : bitmap icon_koth.tga not found.
    warning : bitmap pageup_off.tga not found.
    warning : bitmap pageup_off.tga not found.
    warning : bitmap pageup_on.tga not found.
    warning : bitmap pagedown_off.tga not found.
    warning : bitmap pagedown_off.tga not found.
    warning : bitmap pagedown_on.tga not found.
    warning : bitmap slot_head.tga not found.
    warning : bitmap slot_head.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap graynullframe.tga not found.
    warning : bitmap blacknullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap blacknullframe.tga not found.
    warning : bitmap blacknullframe.tga not found.
    IDLResource Loading Success!!
    IDL resources : 0.223000
    start InitInterface option
    Number of Display mode : 12
    Number of Display mode : 0
    Crash ( 08:06:32 )
    Build May 5 2013 16:26:05


    dwTotalMemKB = 3961060 KB
    dwAvailMemKB = 1498348 KB
    dwVirtualMemKB = 2097024 KB


    [Exception]
    Address : 00596cb0
    ExpCode : c0000005
    Flags : 00000000
    #Param : 00000002
    other : 00000000


    [Context]
    GS : 0000002b FS : 00000053 ES : 0000002b DS : 0000002b
    EDI: 0cd9faf0 ESI: 0ccf26b8 EBX: 00000000 EDX: 0cdf3e00
    ECX: 3c090909 EAX: 006b1258 EBP: 0018ee00 EIP: 00596cb0
    CS : 00000023 Flg: 00210206 ESP: 0018e648 SS : 0000002b


    [Stack]
    004615b6 0cddac60 0ccf26b8 00000000 00321390 00000017 00000002 00000400
    00000300 00000000 00000016 00000003 00000000 00000016 00000017 00000000
    00000400 00000300 00000000 00000016 0ce213b0 0ce213b0 0018e630 04a25d68
    006b1258 0cd96b08 30303031 00000030 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000


    Oh, and I cannot login either, I know you said the login frame is missing, but would that also mean the server list too?
    Last edited by CoreAI; 18-05-13 at 08:09 AM.

  11. #11
    Member FritzOMG is offline
    MemberRank
    Jul 2011 Join Date
    Pune, MaharashtLocation
    44Posts

    Re: Dark Interface v 0.1.7

    Wucas.. Hat's off to you buddy.. <3 Best thing you ever gave.. (Y)

  12. #12
    Sorcerer Supreme jumparound is offline
    Member +Rank
    Feb 2008 Join Date
    UtrechtLocation
    499Posts

    Re: Dark Interface v 0.1.7

    Simply the best gunz interface ever made.

  13. #13
    Currently Stoned ! Ronny786 is offline
    Grand MasterRank
    Dec 2011 Join Date
    Lost WorldLocation
    984Posts

    Re: Dark Interface v 0.1.7

    Quote Originally Posted by Wucas View Post
    I just quit DG and iPlayWarZ because I don't have time to develop for a server anymore.
    Agree, you got professional skills, dont waste in gunz lol .. maybe ADOBE will hire you for animation LOL !

  14. #14
    Grand Master Chrisss is offline
    Grand MasterRank
    Feb 2012 Join Date
    Ask the Fox!Location
    1,660Posts

    Re: Dark Interface v 0.1.7

    Quote Originally Posted by FritzOMG View Post
    Wucas.. Hat's off to you buddy.. <3 Best thing you ever gave.. (Y)
    He always gives good things, never ever disappointed.

  15. #15
    Elite Member damn321 is offline
    Member +Rank
    Dec 2012 Join Date
    176Posts

    Re: Dark Interface v 0.1.7

    nicccccccccccceeeeeeeeeeeeeee wucas ur the best...............thank you very much for releasing....................

  16. #16
    Hakuna Matata bulli10 is offline
    Grand MasterRank
    Feb 2011 Join Date
    697Posts

    Re: Dark Interface v 0.1.7

    Stupid DG how could they use other interface ..

  17. #17
    2D > 3D Wucas is offline
    Grand MasterRank
    Dec 2008 Join Date
    In your bed :3Location
    2,523Posts

    Re: Dark Interface v 0.1.7

    Quote Originally Posted by CoreAI View Post
    Wow amazing, thanks ;)

    EDIT: I'm guessing that the adjustments for the loading need to be given by Troy? As it crashes when I made the adjustments provided by you:

    mlog.txt
    Spoiler:
    GUNZ 1,0,0,290 launched. build (May 18 2013 07:54:50) Log time (05/18/13 08:06:25)
    CPU ID = GenuineIntel ( family = 518 , model = 10 , stepping = 7 ) @ 2195 MHz
    Display Device = Intel(R) HD Graphics 3000 ( vendor=8086 device=116 subsys=500217aa revision=9 )
    Display Driver Version = 9.17.0010.2843
    Windows = 6.2 Build 9200 , (3961060KB) : ..
    Load XML from memory : system/locale.xml- SUCCESS
    Country : (KOR), Language : (KOR)
    Load Config from file : config.xml- SUCCESS
    Load XML from memory : system/system.xml- SUCCESS
    Load XML from memory : system/strings.xml(0x0012) - SUCCESS
    Load XML from memory : system/cserror.xml(0x0012) - SUCCESS
    Load XML from memory : system/messages.xml(0x0012) - SUCCESS
    Load XML from memory : system/gametypecfg.xml
    LOCALE:KOREA
    Netmarble Certification Failed. Shutdown.
    InitializeNotify ok.
    WFog Enabled Device.
    device created.
    Video memory 828.000000
    shader initialize successful : 1
    main : RGetLenzFlare()->Initialize()
    Core GunZ v1 Build 2 2013
    InitialLoading success.
    interface Initialize success
    ZApplication::OnCreate : begin
    0(Primary Sound Driver): Hardware Mixing Not Supported
    1(Speaker/HP (Realtek High Definition Audio)): Hardware Mixing Not Supported
    [[[getMaxChannel32]]]]
    LoadWave: Error loading file


    -------------------> Sound Engine Create : 0.822000


    sound engine create.
    Load XML from memory : System/tips.xml(0x0012)- SUCCESS
    start log bipmap
    end of load bitmaps2
    loading pictures : 2.418000
    warning : bitmap icon_koth.tga not found.
    warning : bitmap map_banner II.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap banner_Prison II.tga not found.
    warning : bitmap icon_koth.tga not found.
    warning : bitmap pageup_off.tga not found.
    warning : bitmap pageup_off.tga not found.
    warning : bitmap pageup_on.tga not found.
    warning : bitmap pagedown_off.tga not found.
    warning : bitmap pagedown_off.tga not found.
    warning : bitmap pagedown_on.tga not found.
    warning : bitmap slot_head.tga not found.
    warning : bitmap slot_head.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap slot_empty.tga not found.
    warning : bitmap graynullframe.tga not found.
    warning : bitmap blacknullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap rednullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap bluenullframe.tga not found.
    warning : bitmap blacknullframe.tga not found.
    warning : bitmap blacknullframe.tga not found.
    IDLResource Loading Success!!
    IDL resources : 0.223000
    start InitInterface option
    Number of Display mode : 12
    Number of Display mode : 0
    Crash ( 08:06:32 )
    Build May 5 2013 16:26:05


    dwTotalMemKB = 3961060 KB
    dwAvailMemKB = 1498348 KB
    dwVirtualMemKB = 2097024 KB


    [Exception]
    Address : 00596cb0
    ExpCode : c0000005
    Flags : 00000000
    #Param : 00000002
    other : 00000000


    [Context]
    GS : 0000002b FS : 00000053 ES : 0000002b DS : 0000002b
    EDI: 0cd9faf0 ESI: 0ccf26b8 EBX: 00000000 EDX: 0cdf3e00
    ECX: 3c090909 EAX: 006b1258 EBP: 0018ee00 EIP: 00596cb0
    CS : 00000023 Flg: 00210206 ESP: 0018e648 SS : 0000002b


    [Stack]
    004615b6 0cddac60 0ccf26b8 00000000 00321390 00000017 00000002 00000400
    00000300 00000000 00000016 00000003 00000000 00000016 00000017 00000000
    00000400 00000300 00000000 00000016 0ce213b0 0ce213b0 0018e630 04a25d68
    006b1258 0cd96b08 30303031 00000030 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000


    Oh, and I cannot login either, I know you said the login frame is missing, but would that also mean the server list too?
    Nah, that looks like a problem with bitmap alias, seeing that no png is loaded that used bitmap alias.

    In login frame, you will have to change server select so it works for servers that have it enabled.

    Code:
    <SERVERVIEW item="SelectedServer" parent="LoginFrame">
    <BOUNDS>
    <X>-1</X>
    <Y>-1</Y>
    <W>0</W>
    <H>0</H>
    </BOUNDS>
    <VISIBLE>false</VISIBLE>
    </SERVERVIEW>
    to something like

    Code:
    <SERVERVIEW item="SelectedServer" parent="LoginFrame">
    <BOUNDS>
    <X>0</X>
    <Y>0</Y>
    <W>200</W>
    <H>300</H>
    </BOUNDS>
    <VISIBLE>true</VISIBLE>
    </SERVERVIEW>
    ... I honestly am just guest-i-mating where taht will land, you will have to change the location of this box yourself.
    Last edited by Wucas; 18-05-13 at 07:00 PM.

  18. #18
    Grand Master Chrisss is offline
    Grand MasterRank
    Feb 2012 Join Date
    Ask the Fox!Location
    1,660Posts

    Re: Dark Interface v 0.1.7

    Quote Originally Posted by Wucas View Post
    Nah, that looks like a problem with bitmap alias, seeing that no png is loaded that used bitmap alias.

    In login frame, you will have to change server select so it works for servers that have it enabled.

    Code:
    <SERVERVIEW item="SelectedServer" parent="LoginFrame">
    <BOUNDS>
    <X>-1</X>
    <Y>-1</Y>
    <W>0</W>
    <H>0</H>
    </BOUNDS>
    <VISIBLE>false</VISIBLE>
    </SERVERVIEW>
    to something like

    Code:
    <SERVERVIEW item="SelectedServer" parent="LoginFrame">
    <BOUNDS>
    <X>0</X>
    <Y>0</Y>
    <W>200</W>
    <H>300</H>
    </BOUNDS>
    <VISIBLE>true</VISIBLE>
    </SERVERVIEW>
    ... I honestly am just guest-i-mating where taht will land, you will have to change the location of this box yourself.
    Thanks, can i ask how u got it so u didnt have to click on the server in the first place, so it does it automatically?

  19. #19
    Member Rexo is offline
    MemberRank
    Aug 2012 Join Date
    71Posts

    Re: Dark Interface v 0.1.7

    where to set the login01.max? and configure it?

  20. #20
    Elite Member CoreAI is offline
    Member +Rank
    Apr 2013 Join Date
    177Posts

    Re: Dark Interface v 0.1.7

    Quote Originally Posted by Wucas View Post
    Nah, that looks like a problem with bitmap alias, seeing that no png is loaded that used bitmap alias.

    In login frame, you will have to change server select so it works for servers that have it enabled.

    Code:
    <SERVERVIEW item="SelectedServer" parent="LoginFrame">
    <BOUNDS>
    <X>-1</X>
    <Y>-1</Y>
    <W>0</W>
    <H>0</H>
    </BOUNDS>
    <VISIBLE>false</VISIBLE>
    </SERVERVIEW>
    to something like

    Code:
    <SERVERVIEW item="SelectedServer" parent="LoginFrame">
    <BOUNDS>
    <X>0</X>
    <Y>0</Y>
    <W>200</W>
    <H>300</H>
    </BOUNDS>
    <VISIBLE>true</VISIBLE>
    </SERVERVIEW>
    ... I honestly am just guest-i-mating where taht will land, you will have to change the location of this box yourself.
    Decided to just take a few things from the interface. I love the login, but how would I make it so that it zooms in before you login? Because now I login and it just zooms to the statue and not the character.

  21. #21
    2D > 3D Wucas is offline
    Grand MasterRank
    Dec 2008 Join Date
    In your bed :3Location
    2,523Posts

    Re: Dark Interface v 0.1.7

    Quote Originally Posted by CoreAI View Post
    Decided to just take a few things from the interface. I love the login, but how would I make it so that it zooms in before you login? Because now I login and it just zooms to the statue and not the character.
    Quote Originally Posted by Rexo View Post
    +1....
    Change the source to go to the next camera position listed in the XML of course.

    Lol it rhymed.

  22. #22
    Member ZStinger is offline
    MemberRank
    May 2008 Join Date
    maturinLocation
    86Posts

    Re: Dark Interface v 0.1.7

    Wukas your problems with the light maps is that you have multiple faces with more than 4 vertex,what i mean is that you have faces formed by 5/7/10 vertex, in case you did not know when you export a design to the format". Rs/elu/fbx" 3dstudio divides the faces formed by 4 vertex to 2 sides of 3 vertices (It separate a square face to 2 triangle faces), these are called assents which the mwe uses to calculate and generate the light mapping.

    if your getting black faces when light mapping it means that you have a faces formed by 5/7/10 vertex so the 3dmax ain't able to convert it into assents witch gives you collision/light mapping problems it's ok to form faces from: 3/4/6/8 vertex because the 3dmax is able to convert it into assent.

    You may check this by de-activating the option: edge only, if the 3dmax in unable to separate the faces into triangles it means that part gonna give you troubles either in collision or light mapping
    example:
    Last edited by ZStinger; 19-05-13 at 01:12 AM.

  23. #23
    2D > 3D Wucas is offline
    Grand MasterRank
    Dec 2008 Join Date
    In your bed :3Location
    2,523Posts

    Re: Dark Interface v 0.1.7

    Quote Originally Posted by ZStinger View Post
    Wukas your problems with the light maps is that you have multiple faces with more than 4 vertex,what i mean is that you have faces formed by 5/7/10 vertex, in case you did not know when you export a design to the format". Rs/elu/fbx" 3dstudio divides the faces formed by 4 vertex to 2 sides of 3 vertices (It separate a square face to 2 triangle faces), these are called assents which the mwe uses to calculate and generate the light mapping.

    if your getting black faces when light mapping it means that you have a faces formed by 5/7/10 vertex so the 3dmax ain't able to convert it into assents witch gives you collision/light mapping problems it's ok to form faces from: 3/4/6/8 vertex because the 3dmax is able to convert it into assent.

    You may check this by de-activating the option: edge only, if the 3dmax in unable to separate the faces into triangles it means that part gonna give you troubles either in collision or light mapping
    example:
    I converted imported material back into quads on import though, wouldnt that solve the problem?

  24. #24
    Member ZStinger is offline
    MemberRank
    May 2008 Join Date
    maturinLocation
    86Posts

    Re: Dark Interface v 0.1.7

    Quote Originally Posted by Wucas View Post
    I converted imported material back into quads on import though, wouldnt that solve the problem?
    if they're poly and haven't doble faces/vertex yeah

  25. #25
    2D > 3D Wucas is offline
    Grand MasterRank
    Dec 2008 Join Date
    In your bed :3Location
    2,523Posts

    Re: Dark Interface v 0.1.7

    Quote Originally Posted by ZStinger View Post
    if they're poly and haven't doble faces/vertex yeah
    Well that is one of the many things I attempted and it didnt work. The reason I triangulated on this version you see here is to see the difference between quads/ tris on export: there was none.



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