Modcraft - The community dedicated to quality WoW modding!

Projects => Development and Presentation => Topic started by: relaxok on April 01, 2012, 03:33:46 am

Title: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on April 01, 2012, 03:33:46 am
HI all - some of you may know me from the #modcraft irc channel.

For some years I've been working on a 'clone' of WoW.  Or really, I'm using WoW as a source of artwork and game style but making a general game engine.  Of course that means, I'm attempting to get very close to WoW in every way ;)

I've made a large amount of blog posts to track the progress of the project, so if you're interested in following it and reading more about my experience making it, here you go:

http://relaxok.tumblr.com/ (http://relaxok.tumblr.com/" onclick="window.open(this.href);return false;)

Thanks for reading.
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: Zim4ik on April 01, 2012, 10:03:08 am
Brilliant! :shock:
Very good! Actually i thought that you are making wow mod, but i read description and was shoked.
Bloody awesome!
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: Steff on April 01, 2012, 10:37:32 am
Yes this way we get perhaps to an full MMO environment in the future. Then we only need own texture and model and we are totaly away from Blizzard :)

Keep in mind to make it possible to modify the client easy to do other game mechanisems then wow.
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: relaxok on April 02, 2012, 09:23:11 pm
Quote from: "Steff"
Keep in mind to make it possible to modify the client easy to do other game mechanisems then wow.

Exactly, my whole goal is to not tie it to WoW specifically.  People always ask me why I'm bothering to 'remake WoW' but they need to understand i'm only using WoW data :)
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: Zim4ik on April 02, 2012, 09:26:53 pm
your engine using m2 model format?
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: doresain on April 03, 2012, 12:16:32 am
one word, impressive! works in Dx3d or opengl?
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: relaxok on April 03, 2012, 09:42:30 am
Quote from: "Zim4ik"
your engine using m2 model format?

No, I made my own model format (i call it .m)

I convert everything in WoW to *.m -- adt, wdl, wmo, m2

So it's quite a complex format
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: relaxok on April 03, 2012, 09:43:23 am
Quote from: "doresain"
one word, impressive! works in Dx3d or opengl?

It's d3d11 only.

I don't know anything about opengl.. but maybe someday
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: Garthog on April 03, 2012, 02:41:54 pm
Really impressive, what a work !
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: Steff on April 03, 2012, 03:25:52 pm
If you want you can have a featured project board and a traker if you will go sometimes in beta or alpha state. Just ask.

The baord you can use to show your progress and perhaps collect idea from others.
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: Keta on April 04, 2012, 01:32:18 am
Might I ask what language you're writing in? I mean, knowing the community of Modcraft, they're preferable languages is C++ and Java. But seeing as Java would be a COMPLETELY retarded choice for this kind of program, I'm assuming C++. But I still feel like asking.

OnTopic: Looks really amazing. Really, it does :)

Thanks
Keta
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: relaxok on April 04, 2012, 02:01:41 am
Quote from: "Keta"
Might I ask what language you're writing in? I mean, knowing the community of Modcraft, they're preferable languages is C++ and Java. But seeing as Java would be a COMPLETELY retarded choice for this kind of program, I'm assuming C++. But I still feel like asking.

Hi!  yes server and client are both 100% C++
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: Zim4ik on April 04, 2012, 03:55:17 pm
wow, amazing vertex lit.
But what is the purpose of your actions?)
why you making clone of wow?)
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: doresain on April 04, 2012, 08:18:08 pm
Quote from: "relaxok"
Quote from: "Steff"
Keep in mind to make it possible to modify the client easy to do other game mechanisems then wow.

Exactly, my whole goal is to not tie it to WoW specifically.  People always ask me why I'm bothering to 'remake WoW' but they need to understand i'm only using WoW data :)
lol
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: relaxok on April 04, 2012, 08:52:05 pm
Quote from: "Zim4ik"
wow, amazing vertex lit.
But what is the purpose of your actions?)
why you making clone of wow?)

http://relaxok.tumblr.com/faq (http://relaxok.tumblr.com/faq" onclick="window.open(this.href);return false;)

Short one word answer is there, but basically I wanted to make an MMORPG client and server for learning purposes and I thought I would be much more likely to work on it if I had good art assets to work with and don't have to design a game and make art at the same time as coding it.  I'm purely interested in the technical challenge.  There's nothing that says you couldn't make another game with the engine I'm making - though it would have to be similar (as in, an MMORPG style).

Of course along the way I am picking up information that I hope to help the modcraft/etc community with.. I have already tried to share what I know with ppl on the irc channel and I plan to help update the wiki as well where appropriate..
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: funnybunny on April 10, 2012, 11:20:54 pm
this is an awesome project, are you planning on releasing source code for other c++ students to study? :) excellent work man
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: Garthog on April 11, 2012, 06:44:55 pm
Will it be able to connect to 3.3.5 WoW Emulator ?
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: relaxok on April 16, 2012, 04:48:17 am
Quote from: "funnybunny"
this is an awesome project, are you planning on releasing source code for other c++ students to study? :) excellent work man

my plan is to release it in some form.. I'm not sure if it will be all code or core libraries plus some code, or what..

and thank you :)
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: relaxok on April 16, 2012, 04:49:37 am
Quote from: "Garthog"
Will it be able to connect to 3.3.5 WoW Emulator ?

No, although you could most likely write new packet handlers to do so..
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: Serifaz on April 20, 2012, 04:52:55 am
Really cool :)
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: Zim4ik on April 26, 2012, 08:35:09 am
nice job with stormwind)
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: Eluo on April 29, 2012, 01:43:35 pm
Amazing!

So if you create the client and server.... will you also do a kind of creation suite?

Just keep up that amazing work :D
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: relaxok on May 01, 2012, 05:07:07 am
Quote from: "Eluo"
Amazing!

So if you create the client and server.... will you also do a kind of creation suite?

Just keep up that amazing work :D

You are too kind  :D

Yes, at the moment i have an editor which is a front-end for the database side.. but I also am working on a world editor that should be similar to Noggit/WoWEdit style, as well as a separate UI designer to make it easy to create UI frames and elements. These editors are the part that is farthest from being completed though..
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimile
Post by: Zim4ik on May 10, 2012, 08:19:42 am
oh, i finded similar game with open source code. It can connect Mangos server
it called PseuWoW
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: Pinkhair3d on July 05, 2012, 10:19:25 am
And with the conversion framework in place, at some point all wow world building can be converted over... blizzard assets replaced... and then you have a new MMO...
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: relaxok on August 27, 2012, 09:36:24 pm
Hi All - I had quite a summer of working (at real job) allll the time, So i didn't do much since April on the project.  However I just started up again so definitely check the tumblr if you're interested in seeing regular progress once more..

http://relaxok.tumblr.com/

converting northrend soon..
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: Steff on August 28, 2012, 01:14:39 am
Dont vorget to also add an edito so we have a full working mmo engine if you are finished ;)
Great work man!
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: phucko1 on September 05, 2012, 04:19:19 pm
Awesome, what model types does it support?
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: relaxok on September 05, 2012, 11:32:54 pm
Quote from: "phucko1"
Awesome, what model types does it support?

Well, my model converter tool does use Asset Importer library, so technically I can convert anything it can import into my own format.  However of course there's tons of more specific data that is not in most formats that WoW uses.  I guess I'd say anything other than the actual WoW formats (wmo/wdl/m2/adt) the support is very low at the moment.   For example, no animation.

However of course I will change that so it can become a fully usable game creation engine..

If anyone has a complex model in some format that assimp imports - http://assimp.sourceforge.net/ (http://assimp.sourceforge.net/" onclick="window.open(this.href);return false;) - I can see how it works at the moment..
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: Shruik on September 11, 2012, 02:59:20 am
I spent the last 3,5 hours reading nearly all of your blog (i skipped some of the pure code parts as i understand as well as nothing of them) and i´ll be tired as fuck at work tomorrow but it was totally worth it. Great effort you put in this and great results as well. Keep it going!
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: venumfox on December 07, 2012, 06:30:55 am
Just read through most of the Blog and I must say i'm very impressed, Amazing Work. haha any tips for someone just learning c++?
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: Zim4ik on December 07, 2012, 08:33:49 am
relaxok, you're using Ogre engine for graphics?
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: stoneharry on December 07, 2012, 05:34:53 pm
What you're doing is really impressive.
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: relaxok on December 10, 2012, 01:43:51 am
Quote from: "venumfox"
Just read through most of the Blog and I must say i'm very impressed, Amazing Work. haha any tips for someone just learning c++?

Glad you enjoyed it.   I would say that the best way to learn is by doing.  A good amount of what I know about making a C++ project came from working on this.   You are forced to solve problems of various degrees of difficulty at every turn.

It also helps if you have experience in some other language, because many of the issues are conceptual rather than something specific to C++.
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: relaxok on December 10, 2012, 01:48:41 am
Quote from: "Zim4ik"
relaxok, you're using Ogre engine for graphics?

Hi there -- no, the graphics engine is all mine and I wrote it simultaneously with the client code.  

I used the client as a challenge to learn DirectX 9 and then later 11.. so the code only works with DX at the moment..

To be honest, most of the time has been spent on writing the graphics engine and converters, so the server and client themselves have much more work to be done.  They are a good framework though.

My goal is to make it available at some point in a 'skeleton' form that a developer could work from, removing anything WoW-related.   The WoW aspect is important though, as it has given me concrete goals and of course ideas about how to structure everything.
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: venumfox on December 10, 2012, 01:55:48 am
Quote from: "relaxok"
Quote from: "venumfox"
Just read through most of the Blog and I must say i'm very impressed, Amazing Work. haha any tips for someone just learning c++?

Glad you enjoyed it.   I would say that the best way to learn is by doing.  A good amount of what I know about making a C++ project came from working on this.   You are forced to solve problems of various degrees of difficulty at every turn.

It also helps if you have experience in some other language, because many of the issues are conceptual rather than something specific to C++.

Thanks, simply put you're a genius, Good luck with your project, don't ever quit (:
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: Zim4ik on December 10, 2012, 01:16:06 pm
relaxok, what is you doing.. it's just awesome)
Reminded me OpenMW
You're great codder)
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: relaxok on April 11, 2013, 03:13:06 am
Hi All - if you haven't been following along on the blog: I've been working steadily on the engine again.

Something interesting in the latest post:
http://relaxok.tumblr.com/post/47663283045/preparations-for-portability-release-april-10th

tl;dr I am interested in sometime soon having some trusted individuals of the community alpha test some aspects of the software now that I have the code base in a state where it can work on someone else's machine  :oops:

Respond here or PM me if interested.  Please note this is not for other developers to contribute to - but for people interested in possibly testing some aspects of the software suite, with an eye toward future use of it to create something new!  If you are just interested in modifying WoW, this may not be up your alley, but if you are interested in developing completely new worlds and games, with a strong similarity to WoW-style games, it may be!

People I communicate with regularly like Steff, gamh, Mjo (r.i.p.) - I would love your input.  Stoneharry also seems like a very serious designer as well.  I'm sure there are more of you.

Hope to hear from you - PM me a little about yourself if I don't know you.  :)

~rel
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: Gamh on April 12, 2013, 09:18:05 pm
Hi, count me in ;)
(sorry I'm a bit busy right now, will be back on IRC in a week)
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: relaxok on April 30, 2013, 05:22:48 pm
Hi all!  Work on the editor is moving along.  I've made a short video showing some progress.  Since the blog version is quite destroyed, I'll post a direct link here.  Warning for those with slow connections, it is about 380 mb.

http://bh.polpo.org/mmosdk_editor_test1.avi

(sorry for the watermark, I was on a machine without good capturing)

Thanks to all for your suggestions so far, if you gave me feedback on IRC.  I do plan to turn it into a multi-window application so that the rendering viewport can be large and/or moved to a different monitor.

I will be deploying a release exe version on github soon for anyone who has had me add their username on github so let me know your user by pm if you want access.  The repo is http://github.com/relaxok/mmosdk (http://github.com/relaxok/mmosdk" onclick="window.open(this.href);return false;)

Lately I've had the thought that I may give the ablity to export as ADT even though the primary use is for my format.. then it might have wider use for modders.

Terrain alpha drawing + vertex adjustment wlil be in soon.

UPDATE: sorry, it seems this shitty codec isn't plain old MPEG-1.. if it won't play for you you can get the codec here: http://www.bandicam.com/codec/
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: iindigo on May 01, 2013, 01:23:45 am
Great work, relaxok!

Here's a much smaller (86MB) version of the video in MPEG-4 format. It should play on nearly anything.
https://mega.co.nz/#!BgBiULZa!HfSeXUnGm ... tZuD4obdbo (https://mega.co.nz/#!BgBiULZa!HfSeXUnGm5nB7VjLmU9DeUKIIVY6L0Cd9tZuD4obdbo" onclick="window.open(this.href);return false;)
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: Master674 on May 01, 2013, 10:20:32 am
Awesome as always! Keep it up. :)
How do you move the camera btw? Doesn't look smooth at the moment. Looks like you're moving forward with mouse wheel hehe :p
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: relaxok on May 01, 2013, 08:28:57 pm
Quote from: "Master674"
How do you move the camera btw? Doesn't look smooth at the moment. Looks like you're moving forward with mouse wheel hehe :p

Right I'm using mousewheel.. pretty ugly looking, i will be changing that soon =) (W and S are for finer adjustment currently)
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: Master674 on May 04, 2013, 01:12:28 pm
Quote from: "relaxok"
Quote from: "Master674"
How do you move the camera btw? Doesn't look smooth at the moment. Looks like you're moving forward with mouse wheel hehe :p

Right I'm using mousewheel.. pretty ugly looking, i will be changing that soon =) (W and S are for finer adjustment currently)

Hm it's not a bad idea to use mouse wheel but then you should add a small acceleration and it will look perfectly smooth :)
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: relaxok on June 04, 2013, 03:49:15 am
Currently I'm in a little bit of a standstill because my main computer was built in 2006 and the solution is getting QUITE large to manage in visual studio (15+ projects), among other performance problems with that box.    I'll likely get a new machine before continuing work - that should happen very soon! (pricing out a new machine now)
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: noc on June 04, 2013, 08:17:56 am
Thank you for your news, I hope you put a SSD in your new computer because it is a very quick and interresting component when you have  to loaded multiple applications and make compilations of all kinds.
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: samgartell on June 15, 2013, 04:54:23 am
Hi there, Relaxok.
Great stuff you're doing here, as a Games Development student, I must admit, this is one of the most interesting things I've read here. If you need anybody to test it for you, I'm more than willing. Granted, all you'd have to assume I'm trustable is my word for it.

If you have any knowledge on converting ADT to a UDK compatible format (FBX, PSK, ASE, or a more general format that could be exported as one of those) I could add it to my WoW in Unreal Engine tutorial (Here (http://modcraft.io/viewtopic.php?f=22&t=4873)) and I'd be sure to credit you. Thanks in advance.
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: relaxok on July 09, 2013, 10:52:22 pm
Hi samgartell, thanks..

Quote from: "samgartell"
If you have any knowledge on converting ADT to a UDK compatible format (FBX, PSK, ASE, or a more general format that could be exported as one of those) I could add it to my WoW in Unreal Engine tutorial (Here (http://modcraft.io/viewtopic.php?f=22&t=4873)) and I'd be sure to credit you. Thanks in advance.

I don't have much experience with e.g. FBX, however it wouldn't be too hard to convert ADT to pretty much anything given you realize you are losing a lot of the data from certain chunks.  Things that have no real use to a generic model.  

Does the current FBX SDK allow you to populate and export as FBX datastructures?  I recall looking at it a couple years ago and it wasn't clear to me that it allowed that... the SDK seemed more for importing FBXes.

I can try to give it a try when I have time, making an executable that does it (ADT->FBX).  My first priority is working more on this editor however..
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: relaxok on July 10, 2013, 01:15:18 am
No release yet, but If you are curious what I've been working on, here is a run-down since the last post:

http://relaxok.tumblr.com/post/55037109468/july-9th-2013-background-tasks
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: matija168 on July 10, 2013, 07:49:26 am
Glad to hear more news. I'm following this project with great interest.

Can't wait to see more.
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: samgartell on July 10, 2013, 06:09:11 pm
Quote from: "relaxok"
Does the current FBX SDK allow you to populate and export as FBX datastructures?  I recall looking at it a couple years ago and it wasn't clear to me that it allowed that... the SDK seemed more for importing FBXes.

I'm not sure it definitely can after skimming through the FBX SDK 2013 documentation. But it does look like it can.

Perhaps a terrain node using WoW's heightmaps and then manually painting the textures on would be simpler to do.
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: Hobbilis on August 11, 2013, 02:49:18 pm
Wow... if this thing goes live one day. It will most definitely be groundbreaking thing ever. Especially for this community. Relaxok, if I knew you in person I'd  shake your hand firmly and tap you on shoulder, nevertheless *tap on shoulder* should fix it... for now.

I do have a question though, when you release it, will we be able to edit WoW to the fullest? By that I mean, editing terrain, add/removing objects, textures, etc (all the stuff I've seen here)

http://31.media.tumblr.com/e9c5a66b469302b2a4d654f4e71ba843/tumblr_ml4vz3p9LC1rsifdno1_1280.png

Also, relaxok, you've mentioned you are working in game development. Any chance we can hear what is one project you've worked on that you are most proud of? (Question might be personal, so if you want feel free to avoid answering)

Once again, thanks for sharing your brilliant work here.
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: Kolakocide on August 11, 2013, 09:00:24 pm
Looks really good, Sounds like it's going to be amazing.  I might have to host a server for it!
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: relaxok on August 14, 2013, 10:50:16 pm
Thanks for your kind words..

Quote from: "Hobbilis"
I do have a question though, when you release it, will we be able to edit WoW to the fullest? By that I mean, editing terrain, add/removing objects, textures, etc (all the stuff I've seen here)

http://31.media.tumblr.com/e9c5a66b469302b2a4d654f4e71ba843/tumblr_ml4vz3p9LC1rsifdno1_1280.png

Well, you will be able to edit terrain, add/remove objects, draw textures, draw vertex colors, etc. yes.

One thing to clarify though.  This is not really for editing WoW, although you could convert WoW's data to my format and edit that (assuming you're not trying to use the normal client + trinity or something with the data) But, it's really for creating new worlds and games.

The closer I get to releasing the less I want it to be about WoW.  Also, I may release the converter for m2/wmo/adt/wdl to this community but it won't be part of the 'package' of the SDK.  It's just not legally a good idea.

Quote
Also, relaxok, you've mentioned you are working in game development. Any chance we can hear what is one project you've worked on that you are most proud of? (Question might be personal, so if you want feel free to avoid answering)

Once again, thanks for sharing your brilliant work here.

Sorry, yeah, I like to keep my IRL self private - especially because doing this sort of work is kind of on (or over) the borderline legally and I'd prefer not to attract any attention to myself in that way. :)
Title: Re: [PROJECT]  WoW Factor - a server and client wow facsimil
Post by: Hobbilis on August 15, 2013, 11:25:56 am
Thanks for replying, my good man.

Quote from: "relaxok"
Also, I may release the converter for m2/wmo/adt/wdl to this community but it won't be part of the 'package' of the SDK.  It's just not legally a good idea.

And please do this. I think I speak for this entire community when I say, we would be very grateful.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: fearless_wind on August 16, 2013, 07:07:15 pm
Relaxok, please make the converter for all these formats. Current users can start work on wow base and then convert it to MMOSDK.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Hobbilis on August 17, 2013, 11:13:18 pm
Latest update: http://relaxok.tumblr.com/post/58236208 ... er-a#notes (http://relaxok.tumblr.com/post/58236208826/august-14th-2013-editor-frenzy-well-after-a#notes" onclick="window.open(this.href);return false;)

Impressive work relaxok. Impressive work, indeed.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: phucko1 on August 31, 2013, 01:17:48 am
This might be an early question, but do you have any plans to have an heightmap import function? Like import raw8 or raw16 from WorldMachine or Terragen.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on August 31, 2013, 03:21:10 am
Quote from: "phucko1"
This might be an early question, but do you have any plans to have an heightmap import function? Like import raw8 or raw16 from WorldMachine or Terragen.

That's a great idea.. I'll definitely add something like that.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: TheBuG on September 01, 2013, 08:46:14 pm
You may or may not have mentioned it, but does this engine support a similiar system of maps as WoW does with ADTs? I wonder because it's really easy to add content by just adding ADTs in WoW whereas a lot of engines do not support this which makes it rather hard to add content to existing content.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: matija168 on September 02, 2013, 01:18:50 pm
Quote from: "TheBuG"
You may or may not have mentioned it, but does this engine support a similiar system of maps as WoW does with ADTs? I wonder because it's really easy to add content by just adding ADTs in WoW whereas a lot of engines do not support this which makes it rather hard to add content to existing content.

From what I remember all maps and models will be converted to the .m? format, one that he developed himself.
My guess is that the .m map chunks would work the same as the adt ones, but it's best if he answers it himself.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Steff on September 02, 2013, 01:36:48 pm
The only thing i would find great is that the engine should also use nagative values. So you can set maptile_0_0 as center and expand the map in all directions endless. Makes creating much easyer and give the possibillity for bigger maps. But then you have to think about some clustering and load balanzing system
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on September 03, 2013, 03:39:29 am
Quote from: "TheBuG"
You may or may not have mentioned it, but does this engine support a similiar system of maps as WoW does with ADTs? I wonder because it's really easy to add content by just adding ADTs in WoW whereas a lot of engines do not support this which makes it rather hard to add content to existing content.

Yes. that is the way it works right now.

Something like a WDT is nice since it deals with the 'water' borders of a continent. I haven't decided what to do about that yet.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on September 03, 2013, 03:41:37 am
Quote from: "Steff"
The only thing i would find great is that the engine should also use nagative values. So you can set maptile_0_0 as center and expand the map in all directions endless. Makes creating much easyer and give the possibillity for bigger maps. But then you have to think about some clustering and load balanzing system

I've thought about this, it's possible it will end up working that way.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Hobbilis on September 04, 2013, 02:35:15 pm
Any chance we can see more screenshots?
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Steff on September 04, 2013, 11:27:04 pm
AS i think now about such an framework for many Sears, i can give you many ideas :-)
Let's talk Nest time we See US online.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on September 05, 2013, 12:07:29 am
Quote from: "Hobbilis"
Any chance we can see more screenshots?

Screenshots of which, the editor?  What exactly do you want to see about it?

As we speak I'm working on tile edit tagging, map saving, creating new maps, etc.

I probably won't release even a pre-alpha version until there's some form of alpha painting for terrain.. without that, it's not very useful at all.

I'm thinking of putting up a feed of changelist descriptions though in case someone is curious what is being worked on or making progress.  Making a blog post about everything is not really feasible.

I'm also considering just releasing the current state almost everyday on the github, for tinkerers/interested parties.  I'm worried about someone coming by and complaining about stability or lack of features, or whatever though.. that's why i'm trying to limit the github access.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Hobbilis on September 05, 2013, 12:18:23 pm
Quote from: "relaxok"
Screenshots of which, the editor?  What exactly do you want to see about it?

Well if it's too much of a hassle don't do it. Better invest those precious minutes  (or should I say hours) into development than something else.

Quote from: "relaxok"
As we speak I'm working on tile edit tagging, map saving, creating new maps, etc.

I probably won't release even a pre-alpha version until there's some form of alpha painting for terrain.. without that, it's not very useful at all.

I'm thinking of putting up a feed of changelist descriptions though in case someone is curious what is being worked on or making progress.  Making a blog post about everything is not really feasible.

I'm also considering just releasing the current state almost everyday on the github, for tinkerers/interested parties.  I'm worried about someone coming by and complaining about stability or lack of features, or whatever though.. that's why i'm trying to limit the github access.

I hear you. Better not allow access to everyone on git. We'll just patiently await updates from you then. Good luck with development.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Vlad on September 07, 2013, 08:14:17 pm
Would love to see this blossom into something epic.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on September 09, 2013, 11:13:02 am
Hi all - I have deployed the first test installer build (build 10) to the project github, and am working on the wiki pages there as well.

As everything deployment-wise is in its very early stages and from the blog you can tell how much work is left to do, these installer commits are best for the truly curious and the hardcore tinkerers.  There's no way you'll be building any world with these early versions.

The main thing that could be of interest right now, is converting 3.3.5 client data and sandboxing with that. I will provide a wiki page describing how to do that soon.

Mostly I wanted to get a commit out to avoid putting it off forever.. so enjoy and I hope to talk in more detail to those of you that I've added to the github project.  Once again just pm me with your github user name to get access.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: akspa420 on September 10, 2013, 02:27:34 am
I find it quite amazing that the entirety of the engine/editor/data converters weigh in at under 32MB. Can't wait for the wiki instructions on how to convert the wow data for use in this project. Looks just mind-blowing, to be perfectly honest.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Master674 on September 11, 2013, 12:20:59 am
Hi! I played with it around today. First thing I did was set up the config files to match my sql server and execute the batch file in the SQL folder (successfully). But after I tried to run any of the applications they all crash and I clicked send crash to relaxok (I hope you got one then). The reason seems to be a invalid mutex which gets unlocked but I dont have the pdbs here to check.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on September 11, 2013, 12:58:20 am
Quote from: "Master674"
Hi! I played with it around today. First thing I did was set up the config files to match my sql server and execute the batch file in the SQL folder (successfully). But after I tried to run any of the applications they all crash and I clicked send crash to relaxok (I hope you got one then). The reason seems to be a invalid mutex which gets unlocked but I dont have the pdbs here to check.

Hi there -- so even the server exe crashes?

Keep in mind the editor/client are likely to crash if you haven't built WoW sandbox data yet (see the new Wiki page about doing that)

I actually didn't implement automatically sending the minidumps yet - forgot to remove that text.  In the mean-time, you can email dumps to relaxok at mmosdk dot com.

They are located in %APPDATA%LocalTemp

Also, it would be great if you would use the Issues section of github to report problems so I can keep track better than a thread here.

If the server crashed, that's quite bad.. if the others crashed, it's probably just lacking some data.  

Thanks a ton for your help.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Master674 on September 11, 2013, 02:26:01 am
Everything crashed. Even the server. Do you have skype?
puu.sh/4ofWU.png

cant post links so paste this into your browser url

edit: i found u on skype and you should have received my contact request

Edit2: I was able to make the server work now. I was missing the MMOSDK env variable. The other applications are still crashing though.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: akspa420 on September 12, 2013, 06:06:17 am
I cannot get the converter to work for the life of me. I had to edit the python file because I could not get the environment variables to work, so I'm pointing it directly to my MMOSDK folder. This got the script operating, but then mmosdk_converter crashes as soon as it begins processing the data.
Here's a dump file for ya: https://mega.co.nz/#!gApHGDzb!TaZhfEcLQ ... sElKRwoe1I (https://mega.co.nz/#!gApHGDzb!TaZhfEcLQ8FGH-IaafOjcUuDhcwWRkWhHsElKRwoe1I" onclick="window.open(this.href);return false;)

I followed the guide on the data conversion, and have setup mysql with the appropriate config files, so I know that's not the issue (or at least, it doesn't seem to be). I also converted all the Tileset blp's to 256x256 png's - I used xnview, which has support for blp files.

I'm running Windows 8.1 RTM, if that matters, with UAC disabled.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on September 12, 2013, 07:06:14 am
Quote from: "akspa420"
I cannot get the converter to work for the life of me. I had to edit the python file because I could not get the environment variables to work, so I'm pointing it directly to my MMOSDK folder. This got the script operating, but then mmosdk_converter crashes as soon as it begins processing the data.
Here's a dump file for ya: https://mega.co.nz/#!gApHGDzb!TaZhfEcLQ ... sElKRwoe1I (https://mega.co.nz/#!gApHGDzb!TaZhfEcLQ8FGH-IaafOjcUuDhcwWRkWhHsElKRwoe1I" onclick="window.open(this.href);return false;)

I followed the guide on the data conversion, and have setup mysql with the appropriate config files, so I know that's not the issue (or at least, it doesn't seem to be). I also converted all the Tileset blp's to 256x256 png's - I used xnview, which has support for blp files.

I'm running Windows 8.1 RTM, if that matters, with UAC disabled.

Thanks for the report!.. looks like you're using build 10 since the dump doesn't have the build number in the filename?   Try to keep the build updated since I'm changing a lot of stuff while people are reporting issues to me.  Specially, I pop up an error dialog on the crash you got there (i checked your dump) - it's missing the env variable.  if you don't go to a command prompt, type set, and see MMOSDK as an env variable.. something's weird..

I added a piece of info that's useful to the wiki today.. make sure the env variable name is MMOSDK and that the path you put as the value has no trailing backslash.. e.g.

Name: MMOSDK
Value: E:MMOSDK

Also feel free to email me the dump directly to relaxok at mmosdk dot com - that site is actually blocked by IT where I am right now so I had to get it from someone else.

I'm concerned about changing the py script too much.. see if you can install build 12, get the env variable to show up as valid in your environment (works for me as a system variable, not sure if that matters for you vs user) and run the py from the installer.  

Any further dumps, please email... also I PM'd you my skype as a little back and forth to get it going is probably better than this thread.  Master674 and I sorted out his issues earlier.

I've never used Windows 8 so there could be a possible issue but i'd like to think it's not..
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: akspa420 on September 12, 2013, 07:35:39 am
That new build and adding the environment variable in system properties seems to have resolved my issues. It's converting the data now :D
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on September 12, 2013, 07:44:04 am
Quote from: "akspa420"
That new build and adding the environment variable in system properties seems to have resolved my issues. It's converting the data now :D

Great!

Since you converted all of TILESET to 256x256 png already, when that conversion is done you'll want to edit the py to run on *.png instead of all the other extensions, and point the root to the TILESET folder.

After that, replace the few black files i mentioned in the wiki.  There's a couple more actually.. I'll try to make a complete list - i sometimes just have them pop up and never knew about them. tilesetgenericblack.blp is the most common one though - remember to replace them with the Black256.txr (but renamed obviously)

After ALL of that, running the editor should be good to go.   If you get a missing key error loading the config, it's probably because i added some settings since build 10 so make sure your conf includes them.

I'm adding graphics recommendations to the wiki now..
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: akspa420 on September 13, 2013, 01:22:39 am
It all seems to work quite well, at least through the editor. Do you have to run the databuild before the client/server will work appropriately? I created a player in the playerdb table, but once I try to log in to the client, nothing happens. I'm running databuild right now, to see if that 'fixes' the issue.

Also, when I load up the editor, it seems that occlusion isn't working properly - I can see models that should be obscured by the terrain data. Not sure if this is working as intended, or if something is up with my configuration. I also did no add the two GFX settings that were added in build 12 to my config yet, so that may be something to do with it. I'll email you all my dumps and an image of the occlusion graphical glitch I'm seeing.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on September 13, 2013, 02:02:15 am
Quote from: "akspa420"
It all seems to work quite well, at least through the editor. Do you have to run the databuild before the client/server will work appropriately? I created a player in the playerdb table, but once I try to log in to the client, nothing happens. I'm running databuild right now, to see if that 'fixes' the issue.

Also, when I load up the editor, it seems that occlusion isn't working properly - I can see models that should be obscured by the terrain data. Not sure if this is working as intended, or if something is up with my configuration. I also did no add the two GFX settings that were added in build 12 to my config yet, so that may be something to do with it. I'll email you all my dumps and an image of the occlusion graphical glitch I'm seeing.

Glad it's working better..!

You should kill the databuild -- that will actually make a giant arc data file like an MPQ (and probably will crash because it'll be too big or something). the datalib currently is hardcoded to work in local mode only.  I probably shouldn't actually include it yet.  It's meant to be more for distributing data with a game.

There's a few probs for me to fix:

- I just tested with the supplied base sql - There is a test player included but no test character, oops.  The client currently receives a numbered list of available characters but since the UI isn't set up to handle that yet it just chooses the first one.   In build 13 i'll include a test character in the base sql too, which it will auto login when you use the credentials test/test.

- ... however, i also discovered a problem that occurs when there's no example guilds and the test character isnt in that guild.  I fixed that too and will push build 13 tonight to fix that problem as well.  I just successfully used the client and server to login as test/test with the current base sql.  Thanks for finding this.

BTW make sure you built the client-side databases with clientdatabasebuild.

Havent received dumps/screenshots from you in email yet but will check them out when i do.

If there's a dump when exiting, I already know about that.  I'm going to temporarily disable loaded object cleanup on exit since it's really only for me to track leaks.

Definitely add the two GFX options in the editor and see if the problem you're talking about still exists.. I'm not sure what it sets those clip distances to if the config key fails.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: akspa420 on September 13, 2013, 02:49:48 am
Alright, first the good news: Adding the two graphics settings seems to have absolved the wacky occlusion issue I had.

The bad: The editor seems really unstable, sometimes it takes 2-3 launches to get it to load everything properly. Could this just be an issue with the speed of my drive while collecting all the resources to load? I'll send you the dumps from when it crashes during these first few attempts to load it, just so you can see what's going on.

Edit:
Mmm...
(http://i.imgur.com/1Ra1JQs.jpg)
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: fearless_wind on September 16, 2013, 10:02:01 am
Hello, relaxok. I want to participate in testing of your awesome game engine that I hope willl be finished latter. Is it possible?
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Hobbilis on September 17, 2013, 06:10:06 pm
I've just seen those videos... and I don't know what to say... Great is the word I'm looking for I guess :lol:
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: axel0099 on September 24, 2013, 10:36:57 pm
hey man,
This looks simply amazing.
I would like to as well start testing your great work.
If this at least is possible.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Blackplayer27 on October 17, 2013, 02:02:25 am
Hey relaxok,

very nice Work, can i try this nice Game Engine ?
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on November 16, 2013, 10:49:11 pm
axel/black, PM'd both of you (and everyone else up to this point)
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Dracbane on November 17, 2013, 02:31:02 am
Amazing work!  I cant wait to see where this goes :D
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Synric on November 18, 2013, 01:37:52 am
I would like to help test this, if you want me.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on November 21, 2013, 03:16:49 pm
Hi Guys.. just posted another vid showing progress on the terrain editing now.

This is all in build 19 if you are in the github group.

http://relaxok.tumblr.com/post/67658053222/november-21st-2013-huge-terrain-editing-build

I hope to work out last couple terrain editing snafus by the weekend.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Skullbot on November 26, 2013, 11:14:51 am
Already told ya on Tumblr but this thing is definitely AWESOME.
Can't wait for it to be released (or at least Beta and somehow usable :p)

Oh BTW, is the editor the only part made yet or is the Client/Server part also started ?
(I mean basic client/server logging and wandering around ingame, stuff like that.)

Anyway, ready for testing if you still need some, and to push the engine to its limits :D
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: thehsvdude on January 03, 2014, 09:07:49 pm
When can we All get a fork of this Delicious Code.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on January 07, 2014, 07:17:54 am
Quote from: "thehsvdude"
When can we All get a fork of this Delicious Code.

I'm unlikely to release the entire codebase, at least not for a very long time.  However, I am looking toward preparations to release the libraries and headers once the system is in better shape. I imagine it will not be too long before I do that.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Skullbot on January 07, 2014, 11:37:48 am
Nice to see you're back on this amazing thing o/

Keep up the good work, and good luck !
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: thehsvdude on January 08, 2014, 10:15:37 am
Quote from: "relaxok"
Quote from: "thehsvdude"
When can we All get a fork of this Delicious Code.

I'm unlikely to release the entire codebase, at least not for a very long time.  However, I am looking toward preparations to release the libraries and headers once the system is in better shape. I imagine it will not be too long before I do that.
In that case i might aswell Finish my Heavily modified version of Quake 3 engine. and make a fps game.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: thehsvdude on January 19, 2014, 12:49:27 am
I Really need this Source code im Very experianced with LUA side of the code I am Really interested in making a MMORPG But Torque 3d Is too buggy for my needs
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on January 19, 2014, 03:54:58 am
Quote from: "thehsvdude"
I Really need this Source code im Very experianced with LUA side of the code I am Really interested in making a MMORPG But Torque 3d Is too buggy for my needs

Oh don't worry, my stuff is WAY buggier than Torque ;)
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: thehsvdude on February 27, 2014, 11:14:27 am
I like the new screenshots with cata and mop Data running
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Putte08 on April 16, 2014, 11:12:58 am
Having our own "WoW engine" is like the best thing possible. Is the view/render distance locked in your engine to a certain distance, or can you change it to whatever you want? (Until your computer explodes etc).
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Hanfer on April 16, 2014, 03:35:22 pm
Quote from: "Putte08"
Having our own "WoW engine" is like the best thing possible. Is the view/render distance locked in your engine to a certain distance, or can you change it to whatever you want? (Until your computer explodes etc).
it his code. he can change anything.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Putte08 on April 16, 2014, 03:49:15 pm
Quote from: "Hanfer"
Quote from: "Putte08"
Having our own "WoW engine" is like the best thing possible. Is the view/render distance locked in your engine to a certain distance, or can you change it to whatever you want? (Until your computer explodes etc).
it his code. he can change anything.
Haha, great! I know he wanted to work on this as a learning experience, but are people still helping him out? I feel that this engine would mean so much to a lot of people.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on April 16, 2014, 10:04:52 pm
Quote from: "Putte08"
Quote from: "Hanfer"
Quote from: "Putte08"
Having our own "WoW engine" is like the best thing possible. Is the view/render distance locked in your engine to a certain distance, or can you change it to whatever you want? (Until your computer explodes etc).
it his code. he can change anything.
Haha, great! I know he wanted to work on this as a learning experience, but are people still helping him out? I feel that this engine would mean so much to a lot of people.

A lot of people enjoyed trying it out, but actual beta testing is real work, which most people are too lazy to do.. at least for free. ;)

It's understandable..
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Skullbot on April 16, 2014, 10:14:26 pm
I always get bugs that no one else can get so I would gladly try it out for free :D
I also have some basic C++ knowledge if it can help needed :)
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Jøk3r on April 16, 2014, 11:27:15 pm
Reaxlok i want to help. You just recomented to wait until next build and thats what I am doing right now ;)
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on April 22, 2014, 11:22:56 pm
Sorry for the huge delay guys.. I just checked in build 29 with MoP support, to github.

I've neglected the actual editing functionality for months now getting all that stuff working better, so build 30 will be coming very soon with much improved editing (e.g. actually useful).

If you talked to me about testing and I said to wait until the next build.. this is it.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Lord1nsan2 on April 28, 2014, 08:47:12 pm
Epic work, i would be interested to download this tool, where can i get it?
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Jøk3r on April 28, 2014, 09:07:59 pm
Get over to his blog, there is a faq.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: akspa420 on May 18, 2014, 08:40:22 pm
I dumped the WoD assets in, just to see if anything would convert over properly. Sure enough, MMOSDK currently supports WoD models!
(http://i.imgur.com/LrpVKEK.png)

Now, for some reason, the data converter isn't processing the DBC's, so I have no WoW assets (maps) in the editor, but at least I can select and place models from WoW 3.3.5 thru 6.0.1, which is awesome.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on May 19, 2014, 08:24:17 pm
Quote from: "akspa420"
I dumped the WoD assets in, just to see if anything would convert over properly. Sure enough, MMOSDK currently supports WoD models!
(http://i.imgur.com/LrpVKEK.png)

Now, for some reason, the data converter isn't processing the DBC's, so I have no WoW assets (maps) in the editor, but at least I can select and place models from WoW 3.3.5 thru 6.0.1, which is awesome.

Yep, WoD is pretty much supported at the moment.

If you want the newest maps sql file etc (as well as lighting) that has all the WoD stuff, it's here:

https://github.com/relaxok/mmosdk/tree/master/sandbox

As for dbcs, I've never mentioned it in documentation but the converter does convert some .dbc files.. if you do mmosdk_converter map.dbc map.csv it makes a csv that could be imported to a database.  I have another tool that pulls csvs into the sql databases.  Two reasons I haven't published info about dbc conversion are that it only supports a limited number that I've specifically worked on (since the dbc format doesn't self-specify fields etc.), and also because even the resulting csvs do not necessarily match the format of the tables i've created.  I think the map one does, but the link above has WoD maps already if you want it.  Same with lighting.

As for converting WoD maps, running the converter with --buildmaps will already do it.. you only need the map database and poi (linked above) to have WoD map locations.

P.S. glad to see you are alive :)
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: dobidoberman1 on June 03, 2014, 03:06:19 pm
Any news on this? Also, do you take donations?
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on June 08, 2014, 04:54:39 am
Quote from: "dobidoberman1"
Any news on this? Also, do you take donations?

It's still going.. still working on it.  Been doing a bunch of things lately.. a lot of UI work supporting xml/lua, and also some Wildstar conversion work as well.

IRL work is really busy so the next couple months might be lighter on releases than usual but I'll be back to heavy work on it after that.

As for donations, not at the moment.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Skullbot on June 08, 2014, 05:00:21 am
Glad it's still on rails !

By the way, what are the steps to get the repo access for testing ?
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on June 16, 2014, 09:48:46 pm
Quote from: "Skullbot"
Glad it's still on rails !

By the way, what are the steps to get the repo access for testing ?

PM me your github name
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Mbites on July 05, 2014, 02:29:43 pm
Very cool Project , I wish you luck with all things you're doing.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on September 19, 2014, 10:11:01 pm
I'm now back on this after a couple months of IRL work hell.

Working on tying the frontend to in-game for the client, basically still working a lot in xml/lua UI land.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Magnus on October 05, 2014, 06:29:31 pm
Why you are working alone on this project ?

Could be interesting for a lot of people to learn different things from scratch and may also to give input from advanced people to you.

Recommend to make a public Open Source project.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Steff on October 06, 2014, 06:56:38 am
Why do you work alone: most time other people never finish jobs and you wast tons of time to get them up for start before.

advanced people to you: he and all the other guys with skills are in a chat together.


Open source is just wast of time in wow modding scene.  Look what Incredible stuff has happend with noggit since it is  open source....  Nothing

It is my personal point.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: iindigo on October 06, 2014, 09:30:26 am
I think the problems with getting people to contribute to Noggit's development are primarily that the codebase is anything but clean and organized (not accessible) and that only a tiny fraction of those interested in WoW modding are capable of working with OpenGL. Tools that can be built easily has been done 50x times over while anything moderately difficult and above has barely been touched.

So it's not that open source doesn't work in the WoW modding community, it's more that developers with the necessary skills and interest in the game are hard to come by period. That said, there are definitely benefits to having a smaller closed development circle until the software has matured to a reasonable point.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Magnus on October 06, 2014, 11:23:02 am
I see that in contrary. Looking into the past that was exactly why most private projects died after 1-2 years.

The idea of making an universal game client/server project isn't new. Atm there is also a thread in TC forum and I have seen so a lot gone in the past.

Without public code review and feedback I bet this project will stay not longer than 2 years. Personally I don't work anymore in closed source projects, that's waste of time over the years. And I think that's also the reason why some projects don't get support of skilled people. To get skilled people you must attract them.

However I wish you good luck.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Steff on October 06, 2014, 06:37:34 pm
What skilled people :) The one dont understand noggit codebase. I am a c++ idiot and findmy way in.
I dont think he will stop this as he works now very long on it.
And if he will open what he did. I am sure.

Soif youwant help all. TEST his stuff :)
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Cromon on October 06, 2014, 09:17:55 pm
Quote from: "Magnus"
Without public code review and feedback I bet this project will stay not longer than 2 years. .

First postings in his blog are more than 6 years ago and there he already worked for quite some time on the project. So i guess you just lost a bet!
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on October 06, 2014, 09:25:26 pm
@Magnus

I thank you for your input but I'm happy with the way things are right now.

I still share everything I learn with other developers,, I just don't release the codebase.

The goals of the project are not the goals of the community.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Magnus on October 07, 2014, 12:10:23 am
Ok, I accept I may lost a bet. But I'm happy about that.

But now we can see another problem of such projects. They need too much time to come into a productive release. Software (and especialy game software) is part of a quite dynamic industry. And the developing people working with enthusasm unfortuntely also doesn't get younger. And an additional risk is that competitors are faster than you and you have lost years of work.

@relaxok
Nice to hear you still have fun in this and are satisfied. That's the most important thing.

@steff
No, I will not test it. The reasons I wrote already. Unfortunately my time is too much limited to test private codebase projects without any learning effect for me. Such a project is especially interesting if you are entering it from the beginning. You can see f.ex. at Trinity, how difficult it is to go into such a monster software after years of development. And it is also a good example how difficult it is to get devs even for public projects.

As for Noggit, 2 weeks ago I even didn't know that it is Open Source and you are looking for help. But if I google for Noggit I also can't find a project page.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: schlumpf on October 07, 2014, 12:47:43 am
Quote from: "Magnus"
As for Noggit, 2 weeks ago I even didn't know that it is Open Source and you are looking for help. But if I google for Noggit I also can't find a project page.
This forum kind of is. Well, the Noggit sub forum. We never did marketing, yes.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: phantomx on October 07, 2014, 01:17:29 am
Quote from: "Magnus"
Ok, I accept I may lost a bet. But I'm happy about that.

But now we can see another problem of such projects. They need too much time to come into a productive release. Software (and especialy game software) is part of a quite dynamic industry. And the developing people working with enthusasm unfortuntely also doesn't get younger. And an additional risk is that competitors are faster than you and you have lost years of work.

I would just like to point out that this is his personal project to create a powerful MMO Engine to be able to create mmo's with ease compared to standard engines.

From my point of view Relaxok doesn't have to make his project open source, mainly because  it's his project and his time he has  put into it which is over 2 years if I'm not mistaken and sometimes it's better to work on a project by yourself or in a small group, basically the less people involved the better the results tend to be and if you don't like that then you can make your own game engine.

Relaxok is only using wow as a base since wow has so many resources and has been the most successful mmo ever released, it's not going to be a wow custom engine but as you can clearly see it has enough potential to one day be used to create a wow clone so one can set their own values and pretty much copy wow or any mmo as long as you have the assets and build your mmo with those assets.

Any who I hope you understand what I'm trying to say it's his work and if you don't like that it's a private project then well make your own engine as it's very time consuming.

The knowledge is out there you just need to have the determination to look for it.

P.S

I'm not trying to single you out, there are many people that this is meant for.

I know I'm very redundant silly rant is silly.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: ratfer on October 10, 2014, 12:03:58 pm
Hello. I can not find where to download MMOSDK
in relaxok no repository ...
Share'd like to try to make a map on the MOP.
Noggit not support.  :(
Sorry for my English.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: devil1234 on October 10, 2014, 12:23:29 pm
the mmosdk is private for now. Only time will decide when relaxok will release it or not.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: ratfer on October 10, 2014, 12:35:25 pm
clear thanks ((
even an old version to take anywhere that supports MOP ((
I was late ...
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on November 18, 2014, 07:42:31 am
Hi all.

Now that I have support for most of a WOW-style UI frontend and backend API, I thought I would put together a small video of the login => ingame flow in action.

Please ignore the various obvious glitches in models/etc as some things are still in limbo with graphics - I just wanted to give an example of the UI support.

Sound support (zone music and ambiences and some sfx) is also new.

The link below is an mpeg4 compressed avi.

http://bh.polpo.org/ui_show_out.avi (http://bh.polpo.org/ui_show_out.avi)
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: thehsvdude on November 18, 2014, 01:18:20 pm
when will it be released :O
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on November 18, 2014, 01:22:00 pm
Quote from: "thehsvdude"
when will it be released :O

This version, soon(tm)
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: thehsvdude on November 18, 2014, 01:37:58 pm
Will it be open source? if so what licence will it be????
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on November 18, 2014, 01:41:42 pm
Quote from: "thehsvdude"
Will it be open source? if so what licence will it be????

Not like you're thinking, and I'm not sure (respectively)
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: thehsvdude on November 18, 2014, 02:12:06 pm
:(
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on November 18, 2014, 08:43:57 pm
Followup..

My tumblr has a video up in the latest entry in case that video didn't work for some reaosn:

(link is in my sig)
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Big Bad Bot on November 23, 2014, 06:19:06 pm
I really support the way that this project is taking and the idea of put free the source code could be a double-edged movement. As moders and server admins, we only need the app already done I think; at least if it have editors to spells, scripts, items, creatures, quest and such things. If the project will have all of this, we can't ask for more :/
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on January 14, 2015, 02:03:54 pm
[cross posting my blog entry]

January 14th, 2015 - Busting through the new build barrier!

It’s been an awfully long time since I posted a build, I apologize.  The more work I did the more of a pain in the ass I knew it would be to get an actual release ready so I just kept putting it off.

Anyway, it’s finally done.. I’m pasting the commit msg below.  As usual, contact me (see FAQ) if you’re interested in testing.



build 32 - committed - 64-bit - plus UI API - REQUIRES FULL CONVERSION

Too many changes to describe fully.

-- Make sure to uninstall any previous version

-- 64-bit only now, sorry!

-- UI library is IN! You can make an xml/lua UI just like WoW.  Most
features are supported.  If you sandbox with MoP, a fair amount of the
UI works if you set up the confs to use it.

-- Character rendering is in! (that includes NPCs that use Character
models).  HD soon.

-- Frontend/Glue is in!  You can bypass it with TEST_LOGIN=1 in the
client conf (which I have in the default conf).  This logs in with
test/test and chooses realm 1 character 1.

-- You probably don't need to literally do full game conversions
anymore, now that the converter can crawl map tiles -- unless you want
to, anyway.  If you want mob spawns and character rendering and stuff to
work you'll convert some other things though.

-- I will be updating the wiki over the next several days, with a bunch
of new information.

-- mmosdk_sandbox.sql is a complete database for testing MoP data.  May
or may not work with latest WoD.

-- CHANGES has everything, cl by cl.. about 400 changelists, or 25% of
the entire project up to the previous build changelist.  Needless to say
I have been hard at work

-- This is such a massive change that there is almost guaranteed going
to be a follow-up build fixing some major thing.  Hopefully some people
that are testing will give it a go and I can get to the bottom of any
major issues quickly.

Glad to be back.. and more soon!
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Slevin on January 31, 2015, 10:07:56 pm
mmosdk_cachedatabasebuild.exe always crashs on my win7   64x


(http://www.s404894495.online.de/pictures/crash.jpg)


kk no mysql sever... xD

so do i have to setup a mysql database or load sql file? to get this working
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on February 03, 2015, 01:44:18 am
Quote from: "Slevin"
so do i have to setup a mysql database or load sql file? to get this working

Yes..

Even if you're not sandboxing with WoW data you need to do that.. if you are, you should be following this page:

https://github.com/relaxok/mmosdk/wiki/Sandbox
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Ohai on February 11, 2015, 01:01:04 am
This seems nice, what does the Quests tab in editor do? List avaliable ingame quests that you attach to a npc or something else?

And which tool in their current stage development phase :b would be a better option overall for making a wow server, this one or Neo? I mean I realize theyre different in sense Neo is exclusivly WoW and Trinity and keanu reeves and this is aiming more towards some universal mmo editor
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on February 11, 2015, 02:39:27 am
Quote from: "Ohai"
This seems nice, what does the Quests tab in editor do? List avaliable ingame quests that you attach to a npc or something else?

It's basically empty at the moment but yes it will be for that.  I basically have to do my own version of something like trinitycore to have the server side complete.

Quote
And which tool in their current stage development phase :b would be a better option overall for making a wow server, this one or Neo? I mean I realize theyre different in sense Neo is exclusivly WoW and Trinity and keanu reeves and this is aiming more towards some universal mmo editor

My tools are not really for editing WoW or modding WoW, although in a sandbox sense you can.  The Neo project or Noggit are meant for doing that so of course they are the most appropriate.
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Ohai on February 11, 2015, 03:12:13 am
Yea and my apologies I mean it does seem nice but also enormous work, best luck with your project
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: relaxok on February 20, 2015, 11:33:25 pm
Working on some new features lately.. full accounting of all types of shaders, clouds, emissive lighting and liquids.

Some works in progress:

http://relaxok.tumblr.com/post/111598083061/february-20th-2015-new-features-part-2-old
http://relaxok.tumblr.com/post/111597936581/february-20th-2015-taking-care-of-more-missing
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: medi4 on January 25, 2017, 08:44:03 pm
This is absolutely incredible. Is it still alive? I hope so. THIS CANNOT DIE! Keep working on it, I believe in you man!

Is there still a chance to support you in anyway? Testing or contributing code wise?
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Mr. DK on January 26, 2017, 06:23:47 pm
Masive necromancy is at work here....
Title: Re: [PROJECT]  MMOSDK (was WoW Factor)
Post by: Skarn on January 26, 2017, 09:40:28 pm
This is actually still alive, I think. Relaxok can be found on modcraft IRC channel.