Modern open-source C# .NET 10 Asheron's Call client. Faithful port of retail client behaviour to Silk.NET with a plugin API.
Phase 2 added a per-vertex lighting path to the sky shader based on the Phase 1 dump showing dome surfaces with Luminosity=1.0 and cloud surfaces with Luminosity=0.0. Live visual verification vs retail at MorntideAndHalf (dayFraction=0.48, user-observed 2026-04-23) disproved the hypothesis: retail: clean blue sky + white clouds acdream: blue-green-yellow sky sweep + greyish clouds The "sweep" is exactly the signature of per-vertex `diffuse × sunColor` where sunColor=(250,215,151) warm gold at ~63° east: the west-facing cloud faces get the gold tint, east-facing stay cool, and interpolation across the mesh produces the color sweep. Retail's clean white clouds at the same time of day means retail is NOT applying per-vertex lighting to sky meshes. Revised model (unlit + SkyObjectReplace modulation): fragment.rgb = texture.rgb * uLuminosity fragment.a = texture.a * (1 - uTransparency) The "purple haze night / warm dusk" effect users describe from retail comes from SkyObjectReplace per-keyframe Luminosity dimming + Transparent fading, NOT from a shader ambient multiply. At midnight, for example, Replace[0] dims the dome to 11% (Luminosity_raw=11) and Replace[2] fully hides the drifting cloud (Transparent_raw=100) — so the camera sees the dome texture at 11% × baked gradient colors, and any purple the user perceives is baked into the dome texture's night gradient. The retail-authoritative Surface.Luminosity flag probably feeds a separate render path (material system? D3D emissive vs diffuse coefficients?) that is NOT per-vertex GL lighting. A future phase can revive it if the decompile hunt for the DayGroup selection algorithm surfaces it. Code change: sky.vert + sky.frag only. The C# renderer still pushes uAmbientColor/uSunColor/uSunDir/uEmissive uniforms — they are declared in the shaders but unused in Phase 3b. No renderer change needed; these uniforms cost nothing and keep the port-forward path open. Build + 717 tests green. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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| AcDream.slnx | ||
| CLAUDE.md | ||
| README.md | ||
acdream
Experimental modern open-source Asheron's Call client in C# / .NET 10.
Status: pre-alpha, not playable. Phase 0 only — dat file asset inventory.
Stack: .NET 10, Chorizite.DatReaderWriter for dat parsing. Silk.NET + Avalonia planned for rendering/UI (not yet wired up).
Requires: A retail Asheron's Call install (Turbine/Microsoft property — supply your own). Set ACDREAM_DAT_DIR environment variable to the directory containing client_portal.dat, client_cell_1.dat, client_highres.dat, and client_local_English.dat, or pass it as the first CLI argument.
Layout
src/AcDream.Cli/— console app that dumps asset counts from a dat directoryreferences/— local read-only reference material (ACE, ACViewer, WorldBuilder, DatReaderWriter, holtburger, retail AC install). Gitignored.
Run
dotnet run --project src/AcDream.Cli -- "C:\path\to\Asheron's Call"
Or set ACDREAM_DAT_DIR and run without args.