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Messages - apalazzi

Pages: [1]
1
PlaneShift Mods / PS tools
« on: September 08, 2013, 06:52:20 pm »
Hi,

are the various ps tools - eedit, pawseditor, ccheck, etc. - still up-to-date and used, or are they outdated and no longer maintained?

So far I could run eedit, ccheck and in some measure navgen; pawseditor seems to crash on some missing file; I haven't tried other tools yet... what's the situation?

Bye
Andrea

Bye
Andrea

2
PlaneShift Mods / Export animations in Blender
« on: July 26, 2013, 03:41:52 pm »
Hi,

can someone give me hints on exporting animations from Blender in Cal3D ? The exporter seems to work but I can't understand how to setup the blender model to make it export multiple animations...

Bye
Andrea

3
Development Deliberation / Re: Has anyone compiled a static client?
« on: July 10, 2013, 12:03:30 pm »
Seriously folks how can you compile a client and get it to run on another system that has not done a full up install of crystalspace?
I have been trying to come up with some ways to just include libraries but no joy so far. :(

You can ship all the libraries (.so) in your client package and then add the library path to LD_LIBRARY_PATH.

Let's say that the client extracts all of its files under a directory PSCLIENT; you put all the required libraries (including CS dependancies) in $PSCLIENT/lib , then provide a pslaunch.sh that looks like this:
Code: [Select]
#!/bin/sh

# set the variable PSCLIENT to the current directory
export PSCLIENT=$(pwd)
export LD_LIBRARY_PATH=$PSCLIENT/lib:$LD_LIBRARY_PATH
./pslaunch

This in theory; in practice I haven't tried it.

EDIT: just a little cleanup to make the launcher script more clear.

Bye
Andrea

4
Development Deliberation / Re: Has anyone compiled a static client?
« on: July 08, 2013, 10:03:21 am »
I am out of ideas on this, what am I missing?
---------------------------------------
./out/linux/optimize/src/plugins/database/mysql/static/dbmysql_dal.o ./out/linux/optimize/src/plugins/database/_dbmysql_static_reg.o

...failed Archive ./out/linux/optimize/libs/libplaneshift_database_staticplugins-0.5.a ...
...skipped psclient_static for lack of planeshift_database_staticplugins...
----------------------------------------
I thought it was mysql but you can see with the last couple of lines of the compile has done that (or at least some of it).
Any ideas appreciated.

Which command are you using to compile the client? jam client_static doesn't seem to do anything...

Bye
Andrea

5
PlaneShift Mods / Re: Adding new assets to a server
« on: June 18, 2013, 12:31:58 pm »
Hi,

LigH, thanks for the hints :)

In fact it's not mandatory to store the data in binary format, the text .xml wil also work.
There's not even the need to zip all the files together in world.zip, meshes.zip etc.: you can put all the files in a directory and then change the vfs.cfg file to point to that directory instead of the zip file; the .zip file and the binary formats give better performance while loading the contents, but at the moment we're using text formats and directories for easier testing and modifications.

Regarding the "public" concept, I can understand that the PS team wants to prevent others to put up clones of their shard and encourage people to join PS, however I don't see problems if someone creates a new and different world using the same engine; in fact this would be beneficial also for PS as there will be more people working on the code, and bug fixes could be shared.

Chetty: even if the file format is not documented one can figure out thing by looking at the code... I know that a good documentation is more convenient, however the "open" license requires only to share the code and not to document it, and if the developers aren't willing to document something there's nothing we can do (except to document it ourselves).

Back to my original question: the various xml files are updated by hand when a new content is added? Also other operations are done by hand or there's a helper tool for this?

Bye
Andrea

PS: chetty, maybe we can somehow cooperate? Is there a site about your effort to setup a PS world? Or maybe you can send me an email? My address should be visible on my profile.

6
PlaneShift Mods / Re: Adding new assets to a server
« on: May 20, 2013, 11:43:57 am »
Hi,

hi apalazzi,
I'm the PS rules department developer. For adding new assets to the server we mainly use SQL instructions and we load them in the database. If you look at SVN you will find a wealth of examples on how to do things, including spells, weapons and such.
You mean the folder src/server/database/mysql/ ? Well it has some data, but it's not always obvious what's the meaning of the various fields in the tables...

Moreover it's not only the database: e.g. when I add a sector, I also need to update the zoneinfo.xml, and maybe also soundlib.xml and a bunch of other files around; if I add a new race for the players, besides the database there are at least  data/races/descriptions.xml and quickpaths.xml... do you update all these files by hand, or you have some helper tool for the task? Is there a document describing the procedure for each kind of content added? The available documentation explains many things, but many others are not documented and it's not always easy to find out what's missing when things doesn't work as expected...

Thanks
Andrea

7
PlaneShift Mods / Re: Adding new assets to a server
« on: May 19, 2013, 07:39:54 pm »
I believe the kernel of the question is handling the database, knowing where to register meshes, textures etc. to make "items".

Thanks LigH, you are right: the core of the question is how to register meshes, sectors, music, effects, materials not only in the database but also in the varios xml files around.
However also the other part of the question is important, especially with the 3dsmax exporter: the exporter is said to work with 3ds V5 or V6, but the current version is 2013, ant thus my curiosity to know the tools (and versions) used to actually make the contents in PS.

Bye
Andrea

8
PlaneShift Mods / Re: Adding new assets to a server
« on: May 19, 2013, 07:33:50 pm »
Why not simply join the PS Developpers? Better one big community, than two small ones...

Hi,

I understand your point of view and we also discussed about joining the PS effort, however our project has enough differences with Planeshift to make us choose to setup a new server.
This however will not prevent us to contribute to Planeshift with testing, debugging, maybe some documentations and maybe other tasks.

Bye
Andrea

9
PlaneShift Mods / Adding new assets to a server
« on: May 18, 2013, 05:30:09 pm »
Hi,

first a little presentation: we are an italian team who already runs two shards based on nwn1 and nwn2, you can see our site at http://www.ladiun.it .

However the nwn2 shard has a bunch of problems, so we would like to setup a new world using the Planeshift engine.

So far we managed to compile everything under Linux and the server and client run fine; however the other tools have some issues, but we didn't dig into this yet.

We're also having some trouble in adding new assets to the server, the documentation (we're mainly looking at the wiki) doesn't explain deeply what needs to be done and which files or tables in the database need to be updated and how when you add some new asset... is there maybe some tool that takes care of doing all the needed changes when a new content is added?
Also, which programs (and which version) are you using to create new assets?

Thanks
Andrea

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