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

Jøk3r

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #105 on: April 28, 2014, 09:07:59 pm »
Get over to his blog, there is a faq.
« 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 #106 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!


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.
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relaxok

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #107 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!


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 :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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dobidoberman1

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #108 on: June 03, 2014, 03:06:19 pm »
Any news on this? Also, do you take donations?
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relaxok

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #109 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.
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Skullbot

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #110 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 ?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

relaxok

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #111 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
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Mbites

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #112 on: July 05, 2014, 02:29:43 pm »
Very cool Project , I wish you luck with all things you're doing.
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relaxok

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #113 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.
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Magnus

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #114 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.
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Steff

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #115 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.
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iindigo

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #116 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.
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Magnus

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #117 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.
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Steff

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #118 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 :)
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Cromon

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #119 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!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »