News

Lantern 0.1.5 Release

September 23, 2022  by  wiz

One year and 1400 code commits later, 0.1.5 is finally ready for release. We've kept it simple this time around and are only listing the big ticket items in the changelog.

Changes

  • Added full game client architecture
  • Added classic lighting system
  • Added overhaul to character controller
  • Added climbing ladder logic
  • Added spell force pushback logic
  • Added ducking
  • Added character creation logic including skill points, starting location, starting items and random name generation
  • Added classic character select music variations (audio disabled)
  • Added pixel perfect targeting for characters, crafting stations and doors
  • Added complete animation system for all characters
  • Added classic character select UI implementation
  • Added support for screen space ambient occlusion and emissive textures
  • Added player vision effects (e.g. infravision/ultravision)
  • Added real time player lights from items
  • Added considering of NPCs
  • Added TOML config system allowing for full customization of game features
  • Added system to fix cross platform shader differences
  • Updated Unity to 2020.3 LTS
  • Fixed mouse positioning issues on Linux and macOS
  • Fixed widescreen FOV issues

Notes

  • Shader asset bundle has been deprecated
  • Titanium and debug UIs have been disabled for this release
  • All audio is disabled for this release

Next Release - 0.1.6

Our client architecture is solid. We’ve made huge strides in decompiling the Trilogy codebase. After taking a step back and reevaluating where we wanted to go next, we reworked the roadmap. The next release, 0.1.6, will introduce (among other things) combat, spellcasting, XP (gain/loss), and leveling. We’re also looking at doing much shorter release cycles (2-3 months) and keeping the feature list smaller to match.

LanternExtractor

The planned 0.2.0 version of the extractor has been renamed 0.1.5 to coincide with the LanternEQ client version. Moving forward, we will keep these versions in lockstep (unless otherwise mentioned).

Changes

  • Added skeletal animations
  • Added character skins
  • Added equipment
  • Added glTF export support
  • Added OBJ zone exports with object instances
  • Fixed numerous bugs

We have also (finally) added documentation in the github wiki: https://github.com/LanternEQ/LanternExtractor/wiki

For further assistance using the extractor please visit the #lantern-support channel in the LanternEQ discord or file a bug report (if appropriate) on the project github repo.

LanternUnityTools

The LanternUnityImporter has outgrown its name as it now does much more than import assets into Unity. This project is now a base on which the LanternEQ client is built and others can build their projects.

The planned 0.2.0 version of the toolset has been renamed 0.1.5 to coincide with the LanternEQ client version. Moving forward, we will keep these versions in lockstep (unless otherwise mentioned).

Changes

  • Added support for exports from version 0.1.5 of the extractor. This includes the creation of drag and drop prefabs for zones, objects, characters, equipment and sky imports.
  • Added open source EQ accurate shaders for URP.
  • Added LanternEQ asset bundle building support.

For assistance using the unity tools please visit the #lantern-support channel in the LanternEQ discord or file a bug report on the project github repo. Please note this is NOT a support channel for basic Unity questions.

LanternEQ Website

Our website (www.lanterneq.com) has been overhauled to contain more information about the client we are building and the data we have reverse engineered from the Trilogy client.

  • Added reference page for LanternEQ controls/hotkeys
  • Added reference page for races
  • Added reference page for zones
  • Added public research docs we have created from our reverse engineering
  • Added additional hover-over info on some roadmap icons

- The Lantern Team

© 2024 Project Lantern. EverQuest is a registered trademark of Daybreak Game Company LLC.