read()) { if ($nd == ".") continue; if ($nd == "..") continue; if ($nd == "ac2dlogo.jpg") continue; if ($nd == "Thumbs.db") continue; if (strpos($nd, "_sm") != FALSE) continue; $imlists[substr($nd,0,strpos($nd,"."))] = filemtime("pics/$nd"); } asort($imlists); $imlist = array(); foreach ($imlists as $key => $val) $imlist[] = $key; $imcnt = count($imlist); if ($imcnt & 1) $imcntL = intval($imcnt / 2 + 1); else $imcntL = $imcnt / 2; ?>
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by Akilla Latest Build: 10-08-2006, 4:00 AM Download Terrain Viewer
What's new recently:
Terrain Viewer Instructions/Controls:
Installation:
Story/Summary of Purpose: AC2D started back in either late 2004 or early 2005 as AC2Dx, a project by pea to create a fully-functional console client for Asheron's Call. This would be for things like buffbots, etc., that didn't require a graphical interface, and hence didn't need to take up any memory. Before the project got too far, I don't actually remember what happened, but somehow pea and I started working on a new version of AC2Dx intending to be a graphical client, which was just dubbed AC2D. Before it got too far, pea lost interest and started working on a server emulator instead, and I continued on AC2D alone. I worked on and off on the project for several months. ToD brought around several changes that were hard to deal with. It took a couple months of periodic work before AC2D was even close to its former glory. By fall of 2005, it was a quite capable client. It was able to login, properly transfer worldservers, view most objects of the world, do basic landblock/object decoding and viewing, and even contained a very functional user interface built around a custom windowing system. However, with my impending senior thesis to complete, I ran out of energy to keep working on the project, and it sat around, untouched, until October 2006. Something got me wanting to work on it again, so I picked up the project. I decided that, to begin with, it would be more useful to do a #define'd version of the client that was solely a terrain flyer. This would give me the ability to simply develop the client's rendering ability without having to login to a server each time, as well as allowing me full freedom to traverse the world to test things. So, I roped off a section of the code into a #define that would launch me straight into a worldviewer, and added custom controls for it, and the project was reborn. When the terrain viewer gets to a point that I'm happy with it, I will resume standard AC2D development. The final purpose of AC2D is to reverse-engineer enough of the game's file formats/network protocol to make a usable alternate client to the normal Turbine one. The interface on the normal client is horrible, the graphics are slow and dated, and the plugin system is terrible. AC2D was designed from the ground up to have an incredibly versatile class interface for accessing all elements of the world, and with a custom windowing system, allowing a transparent and fully customizable user interface. Where necessary, I attempt to work with turbine to ensure that the client acts as close to the real client as possible, and to do everything possible to prevent crashing any of the turbine servers. This usually includes doing development on empty landcells, in case something happens, but to this date I do not know of any time that I have crashed a landcell. When the client is at a point that I believe it to be fully compatibile with turbine's systems without any risk of crashing things, as well as, hopefully, getting the blessing of Turbine, I will release the full client and not just the terrain viewer portion of it. Current Progress:
Contact:
Acknowledgments:
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