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Author Topic: [PROJECT]  MMOSDK (was WoW Factor)  (Read 64923 times)

relaxok

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #135 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!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Slevin

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #136 on: January 31, 2015, 10:07:56 pm »
mmosdk_cachedatabasebuild.exe always crashs on my win7   64x





kk no mysql sever... xD

so do i have to setup a mysql database or load sql file? to get this working
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

relaxok

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #137 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
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Ohai

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #138 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
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

relaxok

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #139 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Ohai

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #140 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
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

relaxok

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #141 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
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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My project blog: http://relaxok.tumblr.com/

medi4

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #142 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?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Mr. DK

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #143 on: January 26, 2017, 06:23:47 pm »
Masive necromancy is at work here....
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Skarn

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #144 on: January 26, 2017, 09:40:28 pm »
This is actually still alive, I think. Relaxok can be found on modcraft IRC channel.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »