Where communities thrive


  • Join over 1.5M+ people
  • Join over 100K+ communities
  • Free without limits
  • Create your own community
People
Activity
  • Nov 24 19:45
    Boruch-Baum opened #32
  • Nov 20 12:56

    erikogenvik on master

    Remove obsolete tp_print. (compare)

  • Nov 10 19:46

    erikogenvik on master

    Fixed various warnings. Fixed tests. (compare)

  • Nov 10 18:04

    erikogenvik on master

    Fixed compilation. (compare)

  • Nov 10 17:22

    erikogenvik on master

    Make sure task object is remove… Only increase level, never decr… (compare)

  • Nov 08 21:41

    erikogenvik on master

    Adjust after size changes. (compare)

  • Nov 03 20:02

    erikogenvik on master

    Fixed tests. (compare)

  • Nov 03 19:27

    erikogenvik on master

    Use modifiers when applying eff… Added potion for increasing lev… Added better logging from tasks. and 2 more (compare)

  • Nov 03 19:27

    erikogenvik on master

    Maintain buffer list size. (compare)

  • Nov 01 23:29

    erikogenvik on master

    Added mycelium throughout the w… Added more trees. (compare)

  • Nov 01 23:29

    erikogenvik on master

    Make crabs defend themselves. Remove unused prop. Use correct parent. and 1 more (compare)

  • Nov 01 23:29

    erikogenvik on master

    Remove unused features. Make sure windows aren't double… Handle entity already being del… and 1 more (compare)

  • Nov 01 23:29

    erikogenvik on master

    Delete top level entity when sh… (compare)

  • Nov 01 20:05

    erikogenvik on master

    Remove "name" and "description"… Don't process movement unless w… Report errors when trying to di… and 2 more (compare)

  • Nov 01 15:51

    erikogenvik on master

    Added a couple of spawners. Added goblin spawners Added felsite and more spawners. and 1 more (compare)

  • Nov 01 15:51

    erikogenvik on master

    Skip irrelevant info. Print relevant error status. Make crabs smaller. and 1 more (compare)

  • Nov 01 15:51

    erikogenvik on master

    Use C++ function. Remove obsolete lighting and ap… Clean up types. and 2 more (compare)

  • Oct 30 15:52

    erikogenvik on master

    Added various spawners. Removed unused attribute. Fixed issue with multiple verte… (compare)

  • Oct 29 22:37

    erikogenvik on master

    Also show archetypes in creator… (compare)

  • Oct 29 22:32

    erikogenvik on master

    Unregister entity routers at de… (compare)

Sean Ryan
@sryan
this could be a decent compromise ... if it's possible to determine what "essential" is
Erik Ogenvik
@erikogenvik
A problem with this is that as soon as the user entity is spawned into the world it can be interacted with. For example attacked. It would be a shame to be killed just because the client waited with presenting the world.
One improvement is to make the terrain shader much more efficient by switching to a system using compute shaders. The current system is outdated.
Sean Ryan
@sryan
ya ... this is true ... how about setting the entity as temporarily immortal ?
i don't know whether that's better/worse ... imo it has a great risk factor
either that, or is there a way to ensure that the avatar is the last thing
?
because if the issue is really the avatar can exist and be interacted with ( and for example killed ), then maybe we can ensure the avatar is the last item
Sean Ryan
@sryan
and by "immortal" i mean some sort of flag indicating that it is not available for any sort of interaction
Erik Ogenvik
@erikogenvik
We already have an immortal flag, but such a solution would introduce a whole slew of new issues. For example, if there's game play that depends on the character being killed in some scenario, that would break if the entities randomly could be immortal because they had a mind attached to them just the second before.
Michael Reece
@michaelreece
@erikogenvik When you get a second could you maybe explain adding a levelmod?
Erik Ogenvik
@erikogenvik

Sure. There's an example in the demo world: https://github.com/worldforge/worlds/blob/master/deeds/demo/world.xml#L1056
You add a "terrainmod" property to any entity. The "type" attribute must be set to "levelmod", and it requires a "shape" attribute. The "shape" in turn has a "type" attribute which determines the type of the shape. We support "ball", "rotbox" and "polygon". In pretty much all cases you want "polygon".
The "shape.points" attribute then determines the points of the polygon. There must be at least three.
There are two optional attributes, mutually exclusive. You can specify "heightoffset" as a float. This will place the level relative to the position of the entity.
Or you can use "height", which will set the level to its value independent of the position of the entity (horizontal position still applies though).

You can also look at the houses, they all use terrain mods to make sure the ground doesn't poke through them: https://github.com/worldforge/cyphesis/blob/master/data/rulesets/deeds/rules/structures/castle_house_a.xml#L22

Michael Reece
@michaelreece
Thanks very much sir!
Michael Reece
@michaelreece
Is there any other way to get file changes back to you other then git? I miss actually usable rcs...
Erik Ogenvik
@erikogenvik
Best way is to fork on Github and create a pull request.
Michael Reece
@michaelreece
Yes. That seems to be the popular way. Just thought I would ask as it sends nothing to you. will go over the tutorial one more time later tonight. Thanks again sir. stay safe.
Michael Reece
@michaelreece
@erikogenvik Hi! Do you recall why cg_armory was not added to the default assets?
Michael Reece
@michaelreece
I can not seem to compile to ogre tools anymore btw. Some people may require XMLConverter etc.
Michael Reece
@michaelreece

Re: Ogre tools, looks like something else changed in the CMakeLists.txt for ogre as I needed to redo this :# Setup command-line tools

if (OGRE_BUILD_TOOLS)

add_subdirectory(Tools)

endif ()

Erik Ogenvik
@erikogenvik
What version are you compiling?
Michael Reece
@michaelreece
Latest git clone.
After you declared structs everywhere. lol. They compile now. my old CMake seems to have been the problem.
I just had to modify the file again. I think you should have the tools compiled by default though.
At least the ones called by the worldforge blender script.
Erik Ogenvik
@erikogenvik
Latest Ogre will probably not work well with Ember. There has been changes. Go with 1.12.4
There's some work needed to get it to work with the latest version, and I'm pondering whether it's worth it, or if we should jump to 2.+.
Michael Reece
@michaelreece
oh no I am not trying to insert a new version of the engine, omg no. just the one in your make depends via hammer.
Erik Ogenvik
@erikogenvik
Ah, good.
Michael Reece
@michaelreece
please jump to 2, so we can load terrain heightmaps.
Michael Reece
@michaelreece
@erikogenvik The entitymap and modeldef files are generated by the blender pipeline script?
Erik Ogenvik
@erikogenvik
@michaelreece The cg_armory mesh is incomplete which is why it's not included in the default set.
Michael Reece
@michaelreece
Yes. I was curious how ember knows which ones to show. That is a fine basis for a reasonable keep and the corner tower piece while only needing a small texture change externally would make a good great keep if enlarged but seemed like a much more involved job with the internal section and lack of stairs etc.
Erik Ogenvik
@erikogenvik
@michaelreece The Blender script will not generate entitymap or modeldef files. However, modeldef files can however be generated by ember, by the Model Editor. Use "/show_modelEdit" to show it.
"entitymap" files however needs to be generated manually however.
Michael Reece
@michaelreece
Ok thanks!
Erik Ogenvik
@erikogenvik
I need some help with scaling the rabbit mesh in Blender, but the armature gets messed up when I do it. Anyone here that could help me out?
Michael Reece
@michaelreece
@erikogenvik Thanks and congrats on all the work as of late sir. Take care, hope you worked out the rabbit issue.
Erik Ogenvik
@erikogenvik
Thanks. The world is a bit livlier now with all the wildlife and monsters.
There are also now rabbits in the world, correctly scaled. There should be a couple ones between the starting position and the cemetary.
Though the monsters are probably not scaled that well. A new player will have trouble killing even the crabs.
Hsingai Tigris Altaica
@DrAlta
Are you still doing that rewrite so that people can start making games with it?
Erik Ogenvik
@erikogenvik
@DrAlta The vast majority of work has already been done there. Mainly this involved removing all of the C++ hard coded logic which tied the server into a specific game play and moving into dynamic Python code within the ruleset. The current system now allows any kind of gameplay to be implemented just by writing rules and scripts. I added a little task to serve as a proof of concept of this, although I haven't had time to implement it: https://blueprints.launchpad.net/cyphesis/+spec/cyphesis-deathmatch-ruleset
One thing that's missing is a system for syncing media between the server and the client.
Currently all media needs to be supplied along with the client.
We have a library for doing media sync (WFUT), but it needs to be expanded in order to work better. For one thing we need a system where changes are communicated automatically.
Michael Reece
@michaelreece
@erikogenvik Think you need to add an exception to the "system" accounts for the restricted = true setting...
2020-11-19T15:27:41 AI INFO Connection detected; creating possession client.
2020-11-19T15:27:41 NOTICE ERROR generated by router with '23' with message "Account creation on this server is restricted"
2020-11-19T15:27:41 AI ERROR ERROR: Logged in, but account has no id.
Seems to work normally though. I will test with braga later today.
Erik Ogenvik
@erikogenvik
Ah, I don't think I've ever used that setting. Might very well be that it's become broken in some other rafactoring; I'll take a look.
Michael Reece
@michaelreece
Allowed me to login to Braga, the first npc's and the cow spawned so looks more like an error message issue or something but I am guessing. Take care and good luck sir!
Michael Reece
@michaelreece
So as long as you already loaded a world into the database and made an account you can log in, if not you can not log into nor load a world with restricted = true.