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Messages - Galok

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1
General Discussion / Re: Friendship!
« on: August 01, 2013, 02:31:22 am »
The wiki page says:
The exchange of Friendship Day gifts like flowers, cards and wrist bands is a popular tradition of this occasion.

Perhaps a particular flower in PS could be nick-named: the flower of friendship

That flower would then be given to symbolise new and continuing friendships.

2
Server Status / Re: In-game web cam
« on: July 25, 2013, 02:10:08 am »
Yoreneve = Galok  :)

Other names I have gone by: psb154, Sibylla, Drako Danube, RatThing, logFarm.

Please accept my retrospective apologies for any moments-of-insanity I suffered while I was using these aliases.

3
Server Status / In-game web cam
« on: July 24, 2013, 08:01:00 am »
I was hosting the in-game web cam (and server) from my office.

I had to close down for financial reasons.

Unfortunately the PS web site is now pointing at a non-existent web page.

It would be a good idea to remove the link to the old web cam server (logfarm.co.uk) and replace it with a screen shot, with some text stating that the web cam is switched off (until someone comes up with an alternative).

Many have remarked (to me [over the years]): how they could do something similar with a simple script.

If anyone wants to have a go, I would be happy to offer advice or words of encouragement. You can find me on #planeshift

Galok's the name.

4
General Discussion / Re: PlaneShift Kickstarter idea
« on: March 20, 2013, 04:44:09 am »
Times change [1]

PlaneShift started out as a commercial product where it had goals and a vision specific to that commercial project.

Then, well over a decade ago, it changed to an almost polar opposite, into a free AND Open Source project with new goals and a new vision.

This new vision was possible because of a changing environment; the Internet, which meant an Open Source project could actually be distributed. Geographic location of software developers became irrelevant.

The 'PlaneShift Project Development Agreement' aside, the concept of Open Source has NEVER implied or stated that a project can not be commercial or charged for.

In fact the purpose of Open Source was to add a unique selling point by way of allowing the customer to modify a product's source code to better meet their needs. However the Open Source Agreement meant that those changes have to be given to the originator. Then if the originator appreciates them, she can add them to her product, where others who purchase it, would also benefit.

It is not immoral to sell an Open Source product.

IBM, Oracle, Google, Red Hat, to name but a few, make billions of euros from using and selling Open Source products.



Times change [2]

PlaneShift Developer Agreements that were written over a decade ago, WILL BE out of date now because of the nature of things technological.

If there is a concern that artists who donated art all that time ago, will not want their stuff included in a semi or fully commercial product, then replace that art.

I reckon if you contact these artists, they will be more than happy to allow their art to be used.

A new 'PlaneShift Project Development Agreement' is required for the development of a contemporary computer game.



Times change [3]

Talad, like Oliver Cromwell, will listen to his troops and appease them in order to keep their favour, for without their support how can he maintain his power?

However if he is not commanding and directing them for the greater good of PlaneShift, then he is just a figure head at the whim of his army.

The Internet, the nature of business and what constitutes a business has morphed considerably during PlaneShift's life time.

It is possible to maintain laudable development principles when developing software and make money.

The 'Donations' method has also changed and KickStarter is an example of that new method.

PlaneShift can not survive on players and developers alone, someone somewhere has to pay.



Times change [4]

What could PlaneShift charge for?

'Eternal Lands' offers decorative apparel. These items have no significance in game other than showing other players that they have supported the game by purchasing something for real money.

This wont make a lot but it might pay the annual costs of renting a server.

So what could KickStarter do?

It could fund: PlaneShift 2

PlaneShift Classic has a decade of legacy. PlaneShift Classic can continue on its path and vision but ...

PlaneShift 2 can start a-fresh and use contemporary (if not just alternative) technologies to power it; such as a different 3D engine for the PC and a Smart Phone version.

A KickStarter funded organisation would have focus, deadlines and dedicated full time staff.

Whether PlaneShift 2 is Open Source is irrelevant but it would not be a bad idea. Just ask: IBM, Oracle, Google and Red Hat.

5
General Discussion / Re: PlaneShift Kickstarter idea
« on: March 19, 2013, 02:49:49 pm »

I started playing PS in 2004 and used to be so passionate about the game, I would evangelise to anyone I could. I've written some wiki pages and I run the webcam (I wrote the cam software and host the server). I've taken time to enter bugs in the bug tracker where they were all marked as: not-a-bug-but-a-feature :-)

At least one of my ideas has made it into the project: PS devs hung out on my IRC channel #logFarm and helped me test something I was developing: 'logFarm Gossip', a chat program. Within a month or two PlaneShift introduced a new feature called .... Gossip :-)

Many of the bugs I recognise from 2004, seem to persist; strange colours appearing on surfaces and maps, transparency bugs, very low frame rates in some areas, character graphic bugs, etc.

The modellers do a superb job; the character graphics and the buildings are beautiful but many of the grounds, fields, etc, are circa 1995.

Chessire, even after the best part of ten years, I still don't get it. You are right.

Chessire, you imply that PlaneShift earning money is bad, yet you were more than happy to accept my donation of fifty dollars a few years ago. I don't understand why it is better to hold out a begging-bowl, rather than actually make a product that can pay for it's self?

Well think of KickStarter as a really big begging-bowl.

PlaneShift gives a lot to us players but it takes a lot too. As a fan, pouring ideas and effort into PlaneShift really feels like a waste, because no matter the effort us old-timers put in, a low ceiling and the-developer-knows-best attitude, always puts us in our place.

6
General Discussion / PlaneShift Kickstarter idea
« on: March 19, 2013, 06:31:08 am »
I would like to suggest it is time for PlaneShift to move to a new phase in it's development:
- KickStarter :: http://www.kickstarter.com/ :: Kickstarter is a funding platform for creative projects.

http://howto.wired.com/wiki/Fund_Your_Dream_With_the_Perfect_Kickstarter_Pitch

What would any of us have to lose if the PS community put their heads together and come up with a KickStarter pitch to:

- Fund a release version of PlaneShift.
- Fund servers (hosting) and hardware for development.
- Fund permanent employment for a development team.
- Fund marketing.
- Fund production and sales of merchandise.
- Fund a business not just producing PlaneShift but other games too. You clearly have the skills.

PlaneShift can remain free if you like or free with premium but a full blown gaming development company could be formed, based on Talad's team's expertise.

This opportunity is new, because of KickStarter.

Galok


7
General Discussion / Re: Kids playing PlaneShift
« on: March 06, 2012, 12:06:18 pm »
Instruct children to never tell ANYONE:

- Their age.
- Their real name.
- Any other on-line network name, including their e-mail address/es.
- Their address, their country or state.
- Their telephone numbers, land-line and mobile.

When registering to play on PlaneShift, an e-mail address is required but since this is not used by PlaneShift for any purpose other than confirming your registration and retrieving your password when you forget it, you can use: a 'disposable e-mail account'

Disposable e-mail accounts are free and designed for exactly this purpose.

http://www.mailinator.com/

is an example.

---

My experience when I first joined PlaneShift in 2004 was not a good one. A player started a role play conversation with me but then sent me a private message which was a URL to a porn site.

That player is still active in PlaneShift and on PlaneShift's IRC channel.

Other times players have positioned themselves so that the are sitting with their heads between other player's legs, simulating a sexual position.

It happens when a character is busy crafting so stationary, the sexual predator will use that opportunity to get their jollies.

---

The fact is, if someone is a sexual predator in real life then they will be a sexual predator in-game. This is why your children should not let on they are children or any of the other details I mention above.

There is a log file kept for each character on their computer that shows exactly what has been said to them and by them so it will be worth locating that file from time to time to review what has been going on.

8
Elvi,

PlaneShift could set up their own IRC server for this purpose. The advantages:

- Less, maybe no chance of nick conflicts.

- Zero chance of channel name conflicts.

- Freenode is an excellent service but a PlaneShift owned IRC server would be controlled and used by PlaneShift only so no breaking any freenode rules.

- PlaneShifters would simply connect to the PlaneShift IRC server instead of the Freenode server with their usual IRC client so no need to develop an external application.

IRC servers are free, easy to install and low bandwidth. It could reside on the PlaneShift server without worries of resource hogging. A new port number would need to be opened on the server.

Development: Pipe chat-data to and from the Gossip channels, to and from the IRC service.

This solution is the most straight forward so far I think, nice one.

      +-----------+    +---------+
        Gossip    |----    PS    |
        channel/s |      Clients |
      +-----------+    +---------+
           |
           |-- Chat-data
           |
      +-----------+
       PlaneShift |
       IRC Server |
      +-----------+
           /\
          /  \
         /    \
+---------+  +---------+
 Standard |   Standard |
   IRC    |     IRC    |
  Client  |    Client  |
+---------+  +---------+


P.S.

novacadian, I respect your point of view.

This reply and thread is/was not designed to inflame RP or game-immersion arguments.

9
Gilrond, if your question was address to me:

The reason I suggested Java and Tomcat is because I had already created a similar project.

My original idea naively assumed that in-game chat text was saved to a database but I am now of the opinion it isn't, which takes my architecture idea off the table.

So now:

+-------------+         +------------+        +------------+
  In game chat|- Socket-   PS Server |-Socket-|  Other PS
  facility    |                      |        |  Clients
+-------------+         +------------+        +------------+
                              |
                             -|- Same Socket
                              |
                        +------------+
                           External
                         chat program
                        +------------+


I am guessing that the PS Client and Server open a socket (ip:portNumber) and they push chat-data back and forth to each other, via this socket.

I don't believe we can do 'that' with javascript since it can't use InputStreams for security reasons (right?).

So we'd need a bridge to transfer chat-data to and from the openChatProtocol service.

+-------------+         +------------+        +------------+
  In game chat|- Socket-   PS Server |-Socket-|  Other PS
  facility    |                      |        |  Clients
+-------------+         +------------+        +------------+
                              |
                             -|- Bridge to and from
                              |  Jabber or what-not.
                              |
                        +------------+
                           External
                         chat program
                        +------------+

I am still an advocate of saving chat text to the PS database though. Once in the database there are endless possibilities for using it.

For me this is where Tomcat Application Server would be useful, it would separate the web space from the database.

I'm wedged at the database idea.

As Earowo points out, mobile devices need to be considered so an all-browser facility would cover all users.

10
Possibly but the prospect does scare me:
  • I've worked on the project for a few years solo.
  • I'm afraid of discouraging comments from other coders.
  • Would I still own the code?
  • Would this mean I'd be part of a team associated with the applet? Team is good.
  • Would I be able to keep a closed version for my own web site and an open version for PS?

The Servlets would be open because you need too see what SQL commands are being issued.

11
I was in the Court House Developer meeting yesterday. I asked if there would be any interest in a separate application for users who are not logged into PS to communicate with those in-game, via the Gossip channels. The idea was not slammed (if I understood the responses correctly) so here is my proposal.

Chat applet :: An external program for chatting directly to people in-game using PS Gossip channels.

Architecture
  • PS MySQL server.
  • Apache Tomcat Application Server giving access to Servlets which get and set Gossip channel text on the PS MySQL server,
  • A Java applet, the external chat program, embedded on the PS web page.

An example of the applet is here and uses this architecture: http://78.105.176.34/logFarm/infoPage_227.html

Based on this example, work required:
  • Create Servlets for getting and setting Gossip chat text.

To determine when new chat text has arrived the applet uses date time. It's possible the data and time of new Gossip chat text is not recorded on the PS MySQL server. This applet does all the getting and setting of text so dates and times are necessary.

  • A MySQL user will need to be set up with limited access to the PS MySQL database, for use by Tomcat.
  • An extra port would be opened (8084 or some such) so the applet can access Tomcat.
  • Small amount of configuration on Tomcat. Basically unzip Tomcat somewhere (with access to PS MySQL) and adjust some configuration files.
  • Java is required for Tomcat to work, either OpenJDK or Oracle Java.

Considerations:
  • Nothing is sent to my servers. All data transacts via the applet and the PS servers. The applet would reside on the PS Web server.
  • The example applet above shows a list of users. I assume a similar list is accessible from the PS MySQL server. For example: who is logged into Gossip channel/s
  • Would people be required to log in or like guests on the IRC channel, would they be allocated a temporary guest name.

Currently the applet allocates a temporary user name but the user can register and log in.

It's still possible to moderate temporary user names because the applet uses IP address (in addition to user names) to silence, kick and ban.

The applet retrieves the user's IP address for moderation purposes and writes various IP information to: ips

Field   Type      Null   Key   Default   Extra
ipStuff   varchar(100)   NO    PRI         Unknown


So this table would need to be created.

And a table called: bans

Field         Type       Null   Key   Default   Extra
userName      varchar(50)   NO       Unknown
channelName   varchar(50)   NO      NULL
banReason      varchar(250)   NO      Channel privacy has been switched on.
invitedUser      tinyint(1)   NO      0
canObserve      tinyint(1)   NO      0
userIP         varchar(50)   NO      Unknown
dateBanStarted   datetime   NO      NULL
id         int(11)      NO   PRI   NULL         auto_increment


  • When users start the chat applet their logged-on status is recorded: appletGossipUsers.

Field      Type       Null   Key   Default   Extra
userName   varchar(50)   NO   PRI    NULL
loggedIn   tinyint(1)   NO      0
pingTime   datetime   NO      NULL


When a user starts to use the applet their user name would be added here. When the user stops using the applet their user name is removed from this list.

The pingTime field is updated periodically by the applet. If that date-time exceeds a certain period, they are considered a Zombie, meaning the applet has not cleaned up properly. On my server I run a separate application: a Zombie manager

  • For each user there will be a bandwidth cost of around 0.3kb/second.
  • The applet allows /join so temporary channels can be created. Should these temporary channels also be available in game. PS allows other Gossip channels to be created right? The /join command could be limited to creating other PS Gossip channels.



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