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Author Topic: [PROJECT]  MMOSDK (was WoW Factor)  (Read 64929 times)

matija168

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #60 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #61 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
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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relaxok

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #62 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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relaxok

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #63 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.
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Hobbilis

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #64 on: September 04, 2013, 02:35:15 pm »
Any chance we can see more screenshots?
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Steff

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #65 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Please mark as solved if solved.
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relaxok

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #66 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Hobbilis

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #67 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.
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Vlad

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #68 on: September 07, 2013, 08:14:17 pm »
Would love to see this blossom into something epic.
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relaxok

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #69 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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akspa420

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #70 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.
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Master674

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #71 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.
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relaxok

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #72 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Master674

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #73 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.
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akspa420

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #74 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

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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »