This is aimed to be a (very basic) GW2 overlay which runs natively on Linux as an alternative to GW2Taco. The GW2 data is sent via UDP from a python script inside the wine environment, since using mmap with wine is not straightforward.
- libx11
- opengl
- glew
- boost-program-options
- openssl
- SDL2
- qt5
- vulkan sdk (including glslc)
- pthreads
Python for Windows installed in ${WINEPREFIX}/drive_c/Program Files/Python38/python.exe
mkdir build && cd build && cmake ../src && make
- Start GW2
- Start the overlay with
./GW2Overlay --xml-folder <path to your poi folder>
- Open the options menu and select the location of the
mumble.py
helper script (one time) - All the required resources are expected to be in the current working directory
- Open the options menu and select the location of the
- Currently it is required to start gw2 first AND have the game window in the final position
- The program uses the position on start to place the overlay. A dynamic adaption is not implemented yet
- Can load and display GW2Taco XML POIs and trails
- Can load and save Builds from your API
- Markers for WvW
- Markers are displayed on the map
- Current status: It is usable, but the UI is still lacking (Just a simple window to activate/deactivate POIs)
- Tested on Arch with i3wm and picom
- OpenGL and Vulkan renderers both working
- CPU usage with Vulkan is pretty much non existent. Most is just calculating the view matrix
- Seeing as a very bad Vulkan implementation, is much faster than the OpenGL version, the OpenGL version won't get any further updates
- Some kind of GUI for settings etc. (Very basic one is implemented)
- Boss timer/reminder
- daily, killed bosses
- Make the GUI GW2 themed
- Overlay manager to create Overlays with boss timers and other stuff
- Icons on Minimap
- Vulkan specific
- Draw everything in a single cmd (might also fix the bug after creating the queue)
- Move from a PoC to a "real" program
- Restructure almost everything and remove those awful singletons
- Vulkan specific
- For the first seconds after creating the new command buffers (when switching the displayed POIs) the overlay lags behind. After that it works perfectly. This seems to be a problem with the fences.
- If you encounter any visual related bugs/crashes when using vulkan, please start the program with
--validation
(for the very slim chance someone other than me is using this program)
- The WvW API caches the results, so the displayed values might be wrong. Nothing I can do
- Some Traits don't have all the required information as in the game. Again nothing I can do
- On some maps the markers don't line up perfectly