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Topics - Migg

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1
I believe this will be an issue for anyone patching to the latest version, 0.7.15, if they have followed Talad's announcement and manually added the production server to PSUnreal/Config/serverlist.xml. In that case patching will fail with the error:
Quote
Error: Patching FAILED in default case -17712
To avoid this, revert changes to PSUnreal/Config/serverlist.xml before updating to the latest version. Failing to do that will most probably render your copy of PSU unusable. If that happens, you will need to reinstall. If anyone knows of a different solution (other than trying to manually fix things or reinstalling) please comment.

2
Complaint Department / Is it possible to register new account on Flyspray?
« on: November 28, 2021, 01:29:17 pm »
I have twice now tried to register a new account with Flyspray (Login -> Register). I enter the required details, including the e-mail I want to register with and press Send Code!. I am sent back to the main page where the following message is displayed in the banner:

Quote
Your confirmation code has been sent. Please follow the instructions contained in the message.

However I have yet to receive any e-mail, even though it's days since my first attempt at registering. What am I doing wrong?

3
As part of a recent RP, a simple book was collaboratively written and an attempt at producing translations in the languages of Yliakum was made. What was apparent by this effort is that most of the Language Projects in the PS Wiki are far from complete.

It is clear these projects have been started many years ago, and have not seen any attention since a very long time. What I feel is needed however is some work to bring these project to a level where basic texts can be translated, to facilitate better RP. I understand that aligning these projects to a state where a full dictionary, grammar and syntax guides are available for all is a daunting task. It could well be possible however to outline a basic set of rules and create a basic vocabulary that are both adequate for daily interactions, and also serve as guidelines to help players invent new words and phrases that will sound consistent, without requiring extensive knowledge of linguistics to do so.

I am not sure if any of the players who initiated these projects are still around in any capacity, and are willing to continue their efforts, but I would like, lacking the skills myself, to ask any players willing to help, to consider making any contribution, big or small, toward expanding these projects.

As a starting point, I will try to provide a rough outline of the current state of what is (and isn't) right now in the PSWiki as far as I could judge, only playing a Dermorian character and not having any linguistic expertise:
  • Right now, Enkien is fairly robustly represented with a dictionary, grammar, cardinal numbers table (but no ordinal numbers), a set of examples and a set of useful phrases. Pronunciation and writing are also covered, but the language project could still use some expansion (I personally found ordinals to be the greatest omission, but Migg does not really speak Enkien.)
  • Klyran has an extensive page thoroughly describing the language and providing rules on how to create various forms from a common root word, that greatly enhances its usability. Again Migg has not used the project much, but nominal as well as ordinal numbers are included. Pages include a fair vocabulary (which can be vastly extended using the rules set in the language page) and a couple of stub pages that have not been finished. I have seen the resource being used to achieve great results, and believe this could serve as the standard to compare other projects with.
  • Nolthir only contains a sparse page, but points to an Elven language resource detailing Quenya, which should prove ample for any translation effort. This could be considered adequate, or an effort to deviate from that external resource could be considered, if anyone feels up to it.
  • Pel Perrakithor (Stonebreaker) appears to be fairly well developed, with more than 12 pages devoted to its description. I have not used it in any capacity, but a translation to Pel Perrakithor is due, and that will gauge the project's usability.
  • Ylian is sparse, with only a short page and scarcely any words. The language needs to be worked on before even simple phrases can be uttered in it.
  • Gadermara (Dermorian) has only one page devoted to it that, while well written and very useful, is in need of great expansion before it becomes truly useful for anything but simple sentences used to spice normal RP. Again I found the lack of ordinal numbers especially limiting in the translation effort, but the vocabulary is also in need of expansion.
  • Ignf (Diaboli) is also limited in scope, and contains very few words, though the race is not available for new players and hardly any Diaboli exist in the game, so this may consequently limit its appeal as a project.
  • Lemur and Kran of course speak the common language, and therefore do not require much in the way of a language project, though I must note the Lemur have inherited a set of symbols used to write their language from the Xacha, but no mention is made on whether Kran use the same symbols or not.
Perhaps the players who did the Enkien and Klyran translations can post their own views on the subject, and their ideas on what is missing. Still, I hope this post helps spark some renewed interest in these PSWiki pages.

4
In-Game Roleplay Events / [Player Event] Hydlaa Bards Sessions
« on: August 07, 2018, 05:38:09 pm »
The Bards Association is proud to announce the first of the

Hydlaa Bards Sessions

Concert

featuring

Zakena Plip
and
Migg Ellorean

to be followed by an

Open Bards Session

Open participation
for
all musicians!

Free food and drinks for all!                                                                                                                                                                      Free music scores to all participating musicians!

Kravaan 31, 12:00
[August 18, 18:00 GMT]
Hydlaa Plaza

5
In-Game Roleplay Events / Jessamine's Labors
« on: April 19, 2018, 03:01:40 pm »
Her belly had grown enormous. She felt it pulling her to the ground, as she tried to resist the weight that seemed to be always on the verge of making her topple over. And all that constant kicking and turning that almost never ceased! The baby was certainly eager to come out to the world of Yliakum. It had been two long cycles of uncertainty and doubt, but at the same time of immense happiness and expectancy for both of them! She was certainly glad the childbirth was imminent, and eager to hold her baby in her arms! She smiled as she beheld her figure in the long mirror in their bedroom, and saw her reflection tenderly hug the figure faintly outlined against the skin of her swollen belly. The baby was certainly moving lower down these last few days!

A sudden pang of fear overtook her, as she wondered if she really should be standing in front of the mirror. She took a deep breath and slowly calmed herself: This was a benign, simple mirror, Migg had insisted. Her husband had stored the other, sinister looking mirror at Willam's storage, and only brought home this golden mirror, reflecting its surroundings and nothing else on its highly polished surface. The tales Migg had told her of what some mages could do with the smoky mirrors they had created made her shudder. Her thoughts shifted back to the baby, and the imminent birth. She wondered when the labors would begin, and if she would have enough time before the baby came. Migg was never too far away from home or gone for too long these days, still she would like him to be with her when it would start. And Fesara, she had not been too regular in her visits lately. Would she be near at hand? Sacho and Anysu had promised to help too, still she felt uneasy.

This had been a new thing to both of them, Jess and Migg. Young Dermorians away from home, without their parents near them to help and guide them, explain what they should be expecting. This would be an unfamiliar process for both them and their healers. Migg's mother, Senorea, had been a healer, and quite skilled at delivering both Dermorian and Lemur babies back in the Lemur village where Migg was born. Despite his best efforts however, Migg had never managed to communicate with them and receive a reply to his letters from either his parents or sister. This was a subject that always frustrated her husband, and caused Migg a lot of anguish. She wished he would find his family one day, but as the time grew near, she also felt how reassuring his mother's presence during birth would have been to both of them.

She slowly turned to approach the bed. She was getting tired so easily lately. Just a walk to the marketplace the day before yesterday, a task that should have been of no concern mere months ago, had been so tiring she had to sleep the rest of the day. And now she felt so tired again! Perhaps she should lie down, while waiting for Migg to come back with the day's shopping.

It certainly wouldn't be long, the baby would be coming any time now, she thought as she fell asleep...

6
Epic has announced it is making $12,000,000 of Paragon assets available for free to UnrealEngine4 developers through the Unreal Engine Marketplace. Assets include characters as well as environment components. Ars has an article covering the news here.

I am not familiar with the details of what access to the Unreal Engine Marketplace entails, but I have a feeling this could help boost the port of PlaneShift to UE, at least to some extent, since it would certainly provide a starting point for developers and animators to test new content with a set of professional quality assets, and improve their knowledge of the platform and design principles of its assets and their use. Even if the assets can not be directly used in PS, they can hopefully accelerate some parts of its progression towards using the new engine.



7
In-Game Roleplay Events / [Player Event] The Third Season Concert
« on: October 02, 2017, 04:28:28 pm »
The Third Season Concert

Yesterday, Azhord 3, the Amdeneir Theater hosted a well-received musical event that caused quite a stir among Yliakum's music circles:


The Bard's Association and Friends' Third Season Concert!

The patrons were greeted at the entrance by the helpful staff consisting of Archmonidus Dekalb at the ticket tent, also serving at the bar, and Aiena Gurzab, serving as guard for the venue. Once admitted, they were shown into the Amdeneir Theater, professionally decorated and lit under the direction of Igesal Sahel. The impressive, well-lit setup helped create an imposing atmosphere that greatly enhanced the experience for all attending the concert.


The program consisted of a great selection of Zakena Plip's musical compositions and a composition by Grindulf Sanadin, who was unfortunately unable to attend.

The songs were expertly performed by Zakena herself and Igesal. Special guest Damola Etedi graced the event with her dancing performance of "A Dance for two". Xola Eceni participated in a trio performance of the "Ad Libertatem" hymn, while Migg Ellorean joined in a trio performance of the "Chaaran Order" hymn.

The dazzling Weruun Wello presented the program and impressed the patrons with his deep music knowledge and witty repartee.

The audience was entertained well into the night, as drinks and food were served from the bar set up within the theater. The program was well received, and the audience applauded and cheered for the artists at the end of the concert, requesting an encore.

A specially crafted gift was handed out to all participants, in the shape of a cunningly made miniature lute which, thanks to some embedded mechanism, would play a small tune when pressed

The concert made a very good impression, and left everyone in eager anticipation of the next event!


The event was organized by Zakena, who should rightfully have made this post. I eagerly await more posts and screenshots to enhance my (mostly indirect, as I did not help set up any of this) account of the event, and correct any mistakes I may have inadvertently made.
I would like to thank everyone who worked for this event, and not least of all Uadjet, who assisted with the technical aspects of the event and devised the cute and original reward to be handed out to everyone at the event. And a big thank you to everyone who participated and helped me pass one more enjoyable RP evening in PS!

8
Guides and Tutorials / Importing Sketches to the Map Editor
« on: November 21, 2016, 04:50:31 pm »
We all know that trying to create a map, a poster or a drawing is not an easy task in PlaneShift. The in-game editor lacks some basic features, such as rotation, grouping or alignment. But don't despair, creating content with some outside tool and converting it to a format that the game can import is not impossible!

The process is rather straightforward:
  • Create a drawing using simple elements available for use in the integrated editor: straight lines and two-point bezier curves.
  • Export the drawing to Scalable Vector Format, or SVG.
  • Use a tool to convert the SVG file to XML the PS Editor can parse.
  • Load your new XML file to PS.
  • Edit the drawing to add text or icons, modify line colors etc.
  • Finish editing, and save your masterpiece!
Now you can give your new drawing or map to other characters in-game, post it on message boards, or do anything else your character desires with it!

For the first step, I use an open source diagram editing program, DIA. You can download DIA from here.

After you are done installing, it is time to open the program and create your first drawing. To be able to import your drawing to PlaneShift, you should only use two tools from the tool palette: Line (shortcut: "L") and Bezierline (shortcut: "C"). These two will appear familiar to anyone who has tried creating drawings in the PS map editor. For best results, set the line width to minimum (select the thinner line or enter "0" as the line width in properties.) DIA offers a set of tools such as grid and object snapping, grouping, copy/paste and zooming.

One more thing to note is the blue lines defining page borders in your drawing. For best results, try to start your drawing into the first page, the one with (0,0) as upper-left corner coordinates, and remain within pages with positive coordinates.

Once you are done drawing, it may be a good idea to save the document in the native format, to be able to make modifications later on as needed. So select "File" -> "Save" and save your image with a .dia extension.

Now you need to export your drawing to SVG format. Go to the menu and select "File" -> "Export". In the export dialog make sure you select "Cairo Scalable vector graphics (*.svg)" in the "Determine file type:" drop down within "Export Options".

Step 3 requires the use of a tool to convert the SVG to XML that can be imported by the PlaneShift Map editor. You need to download the tool from here.

To run this tool, you need a BASH shell. Windows 10 is supposed to provide a BASH compatible shell. Older versions of Windows could support a BASH shell through Cygwin. Most Linux distributions also provide BASH by default. On a MAC, MacOS should also provide a BASH compatible shell.

In addition, you need to have SED installed and available in your BASH PATH. With everything but Windows 10 embedded BASH shell, you need to find and install an appropriate package for SED. Note that most Linux distributions will have SED installed by default. If not, you will need to search on the internet for instructions on how to install SED and include it in your path.

Once you have everything set up, you can save the tool in the same directory as your SVG drawing. Open a terminal, and use the command line to change to the directory containing the script and the SVG. Then run a command like the following:

Code: [Select]
./transform_svg.sh diagram.svg > diagram.xml
Copy diagram.xml to the sketches local PlaneShift directory (~/.PlaneShift/sketches under Linux). Then fire up PlaneShift, open a map, edit it and import diagram.xml. You may need to adjust the map size by dragging at the handle on its lower right corner.

As a final note: If the diagram needs to be scaled, open the original document again in DIA, go to File -> Page Setup, and in Scaling select Scale and change the scaling percentage to adjust the size of the output drawing. Increase the scaling to make the drawing larger, decrease to make it smaller. Re-export the drawing to SVG and repeat the process until you are satisfied with the results.

For an alternative method of converting SVG to Map XML, you can also read this thread.

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