This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Menu

Author Topic: [PROJECT]  MMOSDK (was WoW Factor)  (Read 64943 times)

relaxok

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 74
    • View Profile
Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #75 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

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

My project blog: http://relaxok.tumblr.com/

akspa420

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 65
    • View Profile
Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #76 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
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

relaxok

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 74
    • View Profile
Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #77 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..
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
----------------------------------------------------------------------------------------------------------------------------

My project blog: http://relaxok.tumblr.com/

akspa420

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 65
    • View Profile
Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #78 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

relaxok

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 74
    • View Profile
Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #79 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
----------------------------------------------------------------------------------------------------------------------------

My project blog: http://relaxok.tumblr.com/

akspa420

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 65
    • View Profile
Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #80 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...
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

fearless_wind

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 349
    • View Profile
    • http://modcraft-rus.ucoz.ru
Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #81 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?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Hobbilis

  • Registred Member
  • LUA Script Tinker
  • *****
  • Posts: 44
    • View Profile
Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #82 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:
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

axel0099

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 577
    • View Profile
Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #83 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Blackplayer27

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 52
    • View Profile
    • http://home.pf-control.de/
Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #84 on: October 17, 2013, 02:02:25 am »
Hey relaxok,

very nice Work, can i try this nice Game Engine ?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

relaxok

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 74
    • View Profile
Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #85 on: November 16, 2013, 10:49:11 pm »
axel/black, PM'd both of you (and everyone else up to this point)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
----------------------------------------------------------------------------------------------------------------------------

My project blog: http://relaxok.tumblr.com/

Dracbane

  • Registred Member
  • Loreweaver
  • *****
  • Posts: 105
    • View Profile
Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #86 on: November 17, 2013, 02:31:02 am »
Amazing work!  I cant wait to see where this goes :D
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Synric

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 57
    • View Profile
Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #87 on: November 18, 2013, 01:37:52 am »
I would like to help test this, if you want me.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

relaxok

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 74
    • View Profile
Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #88 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
----------------------------------------------------------------------------------------------------------------------------

My project blog: http://relaxok.tumblr.com/

Skullbot

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 54
    • View Profile
Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #89 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
« Last Edit: January 01, 1970, 01:00:00 am by Admin »