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#16 Multilingüe 

Multilingüe | English | [Français]
14 decembre 2015

1 Amélioration de la sécurité
Grâce à VL,  https://secure.ryzom.com n'accepte plus désormais ni SSLv3 ni TLSv1.0, il a reçu la note A+ sur https://www.ssllabs.com/ssltest/analyze.html?d=secure.ryzom.com&a mp;hideResults=on

Ulukyn a mis à jour le certificat SSL sur RSYNC pour les joueurs Linux puissent à nouveau créer des comptes.

Les notifications du forum ne devraient plus aller dans le répertoire de Spam puisque VL a réparé l'enregistrement SPF pour ryzom.com.

2 Ryzom sur Steam
Comme il reste beaucoup de travail sur tous les fronts pour améliorer le jeu avant son arrivée sur Steam, Tamarea a demandé un report de la date d'entrée sur Steam, et ça a été accepté. La nouvelle date butoir est donc fin mars 2016, et non plus fin décembre 2015.

Kervala : Pour Steam, je suis en train de rajouter un lien "Configuration du jeu", qui lance le tout nouveau configurateur multiplateforme. C'est un contributeur de Ryzom Core qui l'avait fait. Il fonctionne sous Windows, OSX et Linux.

Là, je suis en train de travailler sur le système de patch. J'ai réussi à générer les .packed_sheets et à faire fonctionner le système de patches sous Linux. Il me reste à le tester. Pour l'instant, il n'y a que les exécutables Windows 32 bits, mais on prévoit de faire un fichier BNP spécifique aux clients de chaque plateforme (win32, win64, linux32, linux64 et OSX).

Voici ce que j'ai fait dans l'ancienne TODO list :
- Compilation des clients Windows sous Linux (processus d'automatisation) ;
- Finalisation de Ryzom Configuration (versions MFC et Qt 5) ;
- Régénérer .packed_sheets.

Le système de patch ne pourra pas être utilisé avec le client sur l'AppStore car Apple refuse le changement des applications sans leur validation. Il y aura, par contre, un package OS X à télécharger pour installer le client sans passer par l'AppStore et celui-ci aura le système de patch activé.

3 Un lanceur pour Ryzom
Kervala: J'ai réfléchi à différents problèmes de patchs sous OS X, Linux et Windows, et je me suis demandé si nous n'aurions pas besoin d'un petit lanceur avec des boutons pour lancer Ryzom, Ryzom Configuration, etc... Ça permettrait aussi de configurer des clients alternatifs comme Yubo, ou si vous voulez lancer plusieurs clients. 

Ça corrigera les problèmes actuels qui sont :

- Ryzom doit être lancé en tant qu'Admin sous Windows, ce qui n'est pas une bonne chose pour la sécurité. Des applications comme Chrome n'ont pas besoin de ça et elles se patchent. Ils ont choisi d'installer les fichiers dans AppData donc ils n'ont pas besoin des autorisations Admin. Le lanceur sera installé dans C:\Program Files et tounera comme un utilisateur normal. Il pourra télécharger les données nécessaires et les copier dans un répertoire en écriture.

- Sous OS X, c'est le même problème. Ryzom ne pourrait pas patcher des données si on l'installe dans /Applications parce qu'il a besoin d'autorisations root. Donc le "lanceur" pourrait mettre les données quelque part dans "Application Support".

- Sous Linux, même chose. Les packages sont installés avec l'utilisateur root et nous ne pouvons pas remplacer ces données. Avec un lanceur, le client pourra se mettre à jour en utilisant le système de patch IG. RSYNC pourra être abandonné puisque tous les clients (à part ceux de l'AppStore) utiliseront le système de patch IG. 

- Sous Ubuntu, nous n'aurons à mettre à jour que les packages Debian si le lanceur doit être mis à jour et parce qu'il sera compilé en statique, ce sera le même pour toutes les versions d'Ubuntu.

Le lanceur pourra créer les liens dans le menu Démarrer ou sur le bureau de tous les clients. Vous pourrez toujours lancer Ryzom directement sans utiliser le lanceur. Le lanceur sera surtout utilisé pour le téléchargement des données d'origine au premier lancement.

Il y aura un petit package (moins de 50 MB) pour chaque lanceur à télécharger sur SF (ou d'autres sites). Les exécutables associés seront empaquetés dans le package, mais toutes les données seront téléchargées depuis un fichier commun. 

Pour résumer, le but du lanceur est de :     

- télécharger les données initiales (plusieurs GB) ;- installer les bons exécutables (client + configuration) ;
- créer les liens pour les exécutables ;
- copier tous les fichiers dans un emplacement inscriptible ;
- faire des copies du client avec différentes configurations (serveur différent, compte différent, etc...) ;
- lancer le configurateur ;
- il pourra être utilisé pour Windows, Linux et OS X, mais pas pour Steam (Steam gère lui-même les patchs et fonctionne comme un lanceur) ni AppStore (Apple n'autorise pas les fichiers de patch).

Pour le cas où des données critiques seraient corrompues, nous utiliserons l'utilitaire ryzom_client_patcher qui est un outil en ligne de commande très semblable au vieux ryzom_recover mais qui utilise les mêmes fichiers que le patch IG. Il ne nécessite pas de fichers externes, à l'inverse du client.

4 Correctif du pipeline pour créer une nouvelle zone
Kervala : J'ai de bonnes nouvelles : Kaetemi vient juste de me dire qu'il sera facile de créer de nouvelles zones 3D (pays) ou d'en modifier des existants. Il a corrigé toute la pipeline de création. L'énorme problème était que nous ne pouvions pas changer les fichiers existants / en créer de nouveaux. Tout a été testé maintenant et fonctionne bien. En tous cas, Kaetemi a testé.

Q : C'est dans le cadre des outils que Kaetemi développe ? Ou c'est juste une modification préalable ? Il faut toujours 3DSMax pour l'instant ?
R : Il faudra demander à Kaetemi à son retour.

5 Ajout en jeu des bannières de cités trykers
Les bannières des villes sont prêtes à être ajoutées en jeu mais nous devons attendre jusqu'à ce que nous puissions patcher de gros fichiers. Cela sera possible bientôt, quand nous aurons le nouveau client (celui qui sera utilisé pour Steam, également disponible sans utiliser Steam) et le nouveau système de patch.

6 Documentation sur les datasheets
YannK : Je voudrais juste indiquer que j'ai mis de côté l'étude des sbricks pour me focaliser sur les .creature, vu que ce sera sûrement utile plus tôt avec les outils que Kaetemi développe. Seulement il y a des quantités énormes d'options (comme vous pourriez vous en douter vue la complexité de l'IA de Ryzom). Donc si jamais vous avez besoin d'un type de créature particulier, n'hésitez pas à me le faire savoir pour que je me focalise sur ces points.

De même, j'envisage de faire des datasheets type, sans héritage, mais qui comportent tous les éléments nécessaires pour un genre de .creature, mais seulement quand j'aurai tout documenté. Donc si vous avez des besoins avant, encore une fois n'hésitez pas à me demander.

Pour précision, et pour ceux qui ne connaissent pas trop le moteur, les .creature concernent tous les éléments affichés et gérés dynamiquement par le serveur, que ce soit un poteau, une bannière décorative, un mob ou un PNJ, c'est géré par un datasheet de type .creature (voire certains bâtiments, parfois).

Enfin, pour ceux qui voudraient avoir une vue d'ensemble sur le système, j'ai fait un texte sur notre site : https://khaganat.net/wikhan/fr:tag:informatique:ryzom_core:start. Il y a à la fin un lien vers la zone des datasheets mais il ne s'y trouve que les .sitem pour l'instant. Je publie par blocs, quand j'ai fait un ensemble cohérent de mes notes. Le prochain sera donc sur les .creature.

Q : Il n'y a personne qui a retrouvé de la doc Nevrax là-dessus ?
R : Apparemment non.

Q : Où est la page sur les .sitem ?
R : [i]https://khaganat.net/wikhan/fr:rcdssitem[/i]

Última edición por Gaueko (8 años hace)

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Gaueko
Communications Manager Assistant - Translation Team Manager, Lore Team Member - ES/EN


gaueko@ryzom.com

#17 Multilingüe 

Multilingüe | Français | English
11h of january 2016 

1 Latest fixes and improvements 
Here is the list of the last fixes and improvements sent by Kervala:
- Complete removal of the Yubo chat.
- Use of optimmised models for the boots when wearing a mage dress.
- Fix of the bug of the red underwears at launch.
- Checking the video memory and using the adequate textures cache.
- Compiling the crash-report, ryzom_configuration_qt and the ryzom_client_patcher for all clients.
- Fixing several textures and generating the textures with the new tools.
- Fixing the dead keys on Linux. 
- Synchronous/Assynchronous launch of an application on all platforms.
- Using whole screan instead of windows mode when launching Ryzom if the screen is already in 1024x768.
- Upading the LZMA/7z code.
- Adding the textures_optimizer tool to detect the textures which can be optimised and optimsing them if needed (useless alpha channel, grey shaded images recorded in colors, etc).
- In the occupations, fixing the bug on the degree icons.

Reminder: the whole list for fixing and improvements can be found there:  https://bitbucket.org/ryzom/ryzomcore/commits/all and the simplified one is here: http://ryzom.kervala.net/clients/ryzom_changelog.txt.

Última edición por Gaueko (8 años hace)

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Gaueko
Communications Manager Assistant - Translation Team Manager, Lore Team Member - ES/EN


gaueko@ryzom.com

#18 Multilingüe 

Multilingüe | English | Français
25h of january 2016

1 Steam: Latest fixes and improvements

- fixed crash when launching Ryzom Configuration under OS X
- fixed all bugs related to Lua 5.3 and its numbers conversion
- fixed paths in .bank
- added functions to be able to use environment variables in paths defined in .cfg
- Ryzom looks for data in several locations depending on platform
- deleted hardcoded Windows paths in C++ code
- implemented a TODO of Guillaume PUZIN related to sheets to visual stot ID conversion speed optimization
- improvement of NLMISC::CCmdArgs tp manage command
-line arguments (display help, version, arguments checks, etc...)
- display native language name in IG configuration
- fixes for VC++ 2015
- added panoply_preview tool to have a preview of colors changes
- dynamic link to X11 to reduce dependencies and since API is stable
- fixed compilation without PCH- support for <base> tag in HTML
- fixed Windows icon for crash_report
- fixed a crash in ryzom_backup_service
- added methods to pack/unpack BNP files directly in NeL CBigFile
- adapted tga2dds, bnp_make and Ryzom client with CCmdArgs to manage command-lines parameters
- fixed "eszett" conversion to "s" using toLower (shouldn't be changed)
- display an error if a filename exists more than once in a BNP file while creating with bnp_make- keeps original translations characters case for emotes names
- replaced spaces by underscores in emote commands

2 RyzomCore
Someone converted some RyzomCore assets to blender: https://plus.google.com/102259963096294243979/posts/ZpoGJqhHeKV
This could be of help for artists who want to use it as a base for new things.

Editado 4 veces | Última edición por Gaueko (8 años hace)

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Gaueko
Communications Manager Assistant - Translation Team Manager, Lore Team Member - ES/EN


gaueko@ryzom.com

#19 Multilingüe 

Multilingüe | English | Français
01st of february 2016

The Dev group is still concentrated on Steam. To see the daily improvements: http://ryzom.kervala.net/clients/ryzom_changelog.txt

Q: Someone want to say something for this group?
A: Give a great bravo to the dev and their availability. Thanks.
Kervala: Thanks and you're welcome.

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Gaueko
Communications Manager Assistant - Translation Team Manager, Lore Team Member - ES/EN


gaueko@ryzom.com

#20 Multilingüe 

Multilingüe | English | Français

15th of february 2016

1 Steam
Kervala is going on with his dev work for Steam. This week, mostly bug fixing and beginning of implementation of IPv6.

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#21 Multilingüe 

Multilingüe | English | Français
29th of february 2016

Kervala: I'm glad to announce that patch system is working on all platforms now. I enabled it by default for all my static clients (with "static" in their filename) so please try them and report any problem you could notice during patch.

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Gaueko
Communications Manager Assistant - Translation Team Manager, Lore Team Member - ES/EN


gaueko@ryzom.com

#22 Multilingüe 

Multilingüe | English | Français
21st of march 2016 

Kervala submitted today the Steam version for validation, now we just have to wait.

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Gaueko
Communications Manager Assistant - Translation Team Manager, Lore Team Member - ES/EN


gaueko@ryzom.com

#23 Multilingüe 

Multilingüe | English | Français
4th of april 2016 

Ryzom Forge would like to see Pipeline for Blender and Ryzom Core Studio improved.

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Gaueko
Communications Manager Assistant - Translation Team Manager, Lore Team Member - ES/EN


gaueko@ryzom.com

#24 Multilingüe 

Multilingüe | English | Français
18th of april 2016

1 Bug: account creation with Mac OSX client
It was impossible to create an account with OS X client. In fact, certificate was already under OS X, this leads to OpenSSL returning an error saying that we were trying to add it twice. It's fixed.

2 Ryzom forge testing server
Ryzon Forge really needs is own testing server, this will give him more possibilities that with only Yubo. This is a call for dev group, both internal and Ryzom Forge side.
Having an accessible Ryzom shard could allow us to go deeply in our work, more test, more fix (like unimplemented weapon) etc.

3 "Blender Exporting" tool

Q: I didn't follow for real those last few weeks : what is the situation of the new graphic tools?
A: Tamarea: I need to contact Kaetemi to know how it is going. Steam took a lot of my time. Kaetemi still needs designer or 3D artist to try his tool to see what needs to be improved. The first feedback i got is, we should add to this tool an user manual. The tool has been created, its manual is still missing (should be written by Kaetemi) and a maximum of testers to allow him to improve this tool.

Q: Which tool? 
A: Creation of the free (cc-by-SA) tool "Blender Exporting"
This tool, usable on all platforms, aims at allowing computer graphics designers to do without 3DsMax (paid software) by exporting directly their graphic productions from Blender and other software to NeL, Ryzom's free engine.
Blender Exporting development was funded by Winch Gate, the company that owns Ryzom.

The first phase, under trial, is the exporting tool itself. It converts Blender models to the NeL format without needed too much interaction with the artists.

The second phase, in progress, consists in creating a properties and mesh editor, to allow the artists to specify advanced effects for the mesh (like reflections on models, the wind on trees, etc).

The third phase will consist in creating the Zone editor.
While awaiting for the end of the tests, it can be compiled there: https://bitbucket.org/ryzom/ryzomcore/commits/all ). It can also be downloaded through ryzom_tools_static_*.zip on this page http://ryzom.kervala.net/clients/.

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Gaueko
Communications Manager Assistant - Translation Team Manager, Lore Team Member - ES/EN


gaueko@ryzom.com

#25 Multilingüe 

Multilingüe | Français | English
9th of may 2016

The Dev team has spent the last three days working with these unavoidable bug fixes following all the changes made in the client, in addition to the usual monitoring:

- No slowdown of the game server has been noticed
- Megacorp had to be temporarily closed because it was using too much CPU, causing timeouts when many simultaneous creations of accounts occured.

Bugs:

- Problem with the subscrition system, which bugs and doesn't run. That's why we decided to open free game server to everybody during a week, the time for the Dev team fix the issue.
So, for a week, the unsubscribed accounts can connect without having to resubscribe and accounts already subscribed have their subscription extended for 7 days.
- Error 62 (AVG antivirus blocking Ryzom). Kervala (Dev) fixed the error and has just updated the Steam client. A patch notes is being written, as other patches have been incorporated into this update.

Improvements and fixes:

- Improvement of the tool restoring the characters in order to shorten the working time facing the influx of restoration requests.
- Fix of Error 62 when connecting to the server (AVG antivirus blocking Ryzom). The Steam client update has just been made.
- Fix of missing textures when some boots were worn with a mage robe
- Other small fixes, added to this update of the Steam client.

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Gaueko
Communications Manager Assistant - Translation Team Manager, Lore Team Member - ES/EN


gaueko@ryzom.com

#26 Multilingüe 

Multilingüe | English | Français

23th of may


1 Recruitment
- Looking for a PHP dev: Ulukyn searches a PHP dev volunteer to work with him on Ark. If you are interested (e), please apply to volunteer@ryzom.com please.
- We have 2 candidates for C ++ development that are offering help on Ryzom Core.

2 Please wait lag between 00:00 UTC et 00:40 UTC
Fixed lags at 0:40 UTC and 00:00 UTC done it a few days ago. The fix should greatly reduce (almost cancel) these lags. An official announcement will be made if it is confirmed that the fix works (we have not yet had any players back saying it was better.)

3 Ryzom Core
- To see for the next time: with Ryzom Core could we improve the setting of the interface to make it adjustable in size?
- Ryzom Core began working in debugging and improving Ryzom Ring to make it usable again. Is this project still underway?

Q: As far as i know, pocket world will replace Ring?
A: Yes it is always expected. But he must first release ARK to players.

4 Gold spammers
Gold Spammers arrived on Atys since Ryzom is on Steam. The dev team installed a new tool allowing us to be much more responsive to kick them out of the game server.

5 Study: unsubscribed players free to play
A study is underway to see if it would be possible to allow unsubscribed players to continue to play, but with temporary limitations of the free trial (blocking levels and bricks to 125, etc). Characters regain their original level to resubscribe.

6 Ark
Opening Ark to players is almost ready to go into beta mode. It is currently only accessable to Ryzom Forge testers before fully opening to the players. The Ark interface will be improved over the beta.

Última edición por Gaueko (8 años hace) | Razón: Fix on the translation.

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#27 Multilingüe 

Multilingüe | English | Français
3oth of may 2016

1 Recruitment:

Looking for a PHP dev: Ulukyn searches a PHP dev volunteer to work with him on Ark. If you are interested, please apply to volunteer@ryzom.com please.

2 Cross-platform live Ryzom chat translator:

Siela: I have started working on a cross-platform live Ryzom chat translator, using the chatlog... it's only in pre-alpha state, but for those wanting to take a look: https://gitlab.com/SIELA1915/rift-translation/tree/master or https://gitlab.com/SIELA1915/rift-translation/

Última edición por Gaueko (8 años hace) | Razón: Fix the translation.

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Gaueko
Communications Manager Assistant - Translation Team Manager, Lore Team Member - ES/EN


gaueko@ryzom.com

#28 Multilingüe 

Multilingüe | English | Français
27th of june 2015

Q Nuts : Is there training tasks for integration/introduction to source coding or the new helpers are let go into the deep aimlessly?
A Tamarea: I don't know but I can find out. On the other hand, it could be part of the project that I will discuss next week.
Nuts: I want more information on it then. Because I can possibly have time for this kind of thing, but I have no desire to engage in the unknown without a guide etc.

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#29 Multilingüe 

Multilingüe | English | Français

11th of july 2016


1 Gameplay change to make impossible kings stealing

We are testing a system "locking" the king by the first team pulling him or his guard. The goal is to not allow king stealing anymore.

2 Font fix
Dev group fixed the font issue which was truncating the higher and lower part of the text... as an example '_'. There is more space now.

3  dev group ( RT + RC ) organisation
- Reminder : provide me ( Tamarea ) your e-mail if you want access to Ryzom Core's Slack. You can reach me at tamarea@ryzom.com , or IG mail or private message on IRC. ( same if you want to join Ryzom Forge's Slack)
Kervala created a new wiki : http://core.ryzom.com . At the moment it's just a copy of Ryzom Forge's wiki, we need volunteers to change the logo by RC logo, removing datas deeply related to RF and start to put online Ryzom dev docs.

Editado 2 veces | Última edición por Tamarea (8 años hace)

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#30 Multilingüe 

Multilingüe | English | Français
12th of september 2016 

1. v3 clients

Kervala: v3 client is done since a while now. We added some new features recently:

- Nimetu improved the mp3 player, we're now able to use it on all platforms, we don't have a file selector anymore. We just need to create a "music" directory a put our mp3, ogg, etc... files inside. I'll make a readme.txt for v3 full version with comments. But it should be a temporary solution before an ingame file selector is implemented.

- Thanks to SIELA1915 I fixed a little bug: all downloaded files on OS X were flagged as "quarantine" so OS X asked the confirmation to open files downloaded by Ryzom such as a new client just patched.

- Translations were updated recently too (only small fixes).

- Ulukyn detected a problem with generated .bat files for patch under Windows. that are now fixed.

The last changes/tests we did were about Ryzom Installer, a little program to migrate/install Ryzom. Installer is done, I think I fixed last bugs. I'll do new full tests tomorrow or this week from a 2.1 client. If you have question on
Installer, don't hesitate to ask them Ryzom Installer can be downloaded from : http://ryzom.kervala.net/clients/ There are some 7z files with installer alone. If you put it somewhere and you run it, it'll propose you to download files
and copy them from an existing installation. If you put it in the same directory as Ryzom, it'll ask you to migrate your current client to new structure, that's really the last step before making the v3 client available via the next official patch. All players will finally be able to use a v3 client.

The exedll.bnp from next patch won't contain Ryzom client but installer renamed client_ryzom_rd.exe, it'll download all exedll_*.bnp for each platform (linux, os x, windows) (from the technical side is a "A" not the same as a "a" and you have a lot more possibility to creat more/new commands). Once the patch is done, it'll close the client and launch client_ryzom_rd.exe that'll be the launcher. So the installer is very simple it'll display a wizard wheere you just need to click on Continue. It'll copy data and client in a location where use can write (in C:\Users\<login>\AppData\Local\Ryzom\ryzom_live by default)and all user files (logs, client.cfg, screenshots, etc...) in C:\Users\<login>\AppData\Roaming\Ryzom\0 (0 is the default profile) that'll allow to have several profiles with different settings, different accounts, etc... But with only one copy of data.

The new client won't require UAC anymore since it can write in its new directory. it's a security improvement :) because it's run as an administrator. To summarize, we needed to create an installer for next patch because : we
need to move files in a writable directory and we need to be aware of new BNP with platform specific clients the same installer will be downloadable from official site (it should take less than 10 MB) and will download data and
right client from SF this installer will be available in Ubuntu Software Center too and don't worry if I only talk about Windows version, but it works in the same way under Linux and OS X, Windows client has just more contraints :s

The replacement of the existing 2.1 client by 3.0 client (the same than the one on Steam), via a patch, is imminent (scheduled for next week if all goes well).

Q: We will have to be reinstalle V3 with this install or we can keep it installed already?
A: everything will be transparent to all players. There will be just one click "continue" / "Continue" after the patch and the client will run as before ; will ask even if you want to uninstall the old client.
Shaliss: it will not crush our file save it? (Or should we copy the adhesive patch somewhere before?)
Kervala: Install will manage itself the Add / Remove Program ; in principle, it will only copy the files; if you have files in it, you can say you want to keep the old version. it's just because the patch system is not currently designed to handle multiple platforms in the BNP.

Q: So it is testable from now?
A: Yes but there still have some bugs. We will do tests as it is anyway critical.

Q: There is an interface to select the user profile (C: \ Users \ <login> \ AppData \ Roaming \ Ryzom \ <N>)?
A: There is an interface to select the user profile (C: \ Users \ <login> \ AppData \ Roaming \ Ryzom \ <N>). then by default, it automatically creates a profile "0", but yes there is an interface; can even select a different client.

Q Kervala: Do you like the font change? The lines of text are more spaced and characters are not trucated.

The other projects (Rites, missions, additions of graphic designs by RF) were waiting for the v3. So everything is going to start again soon!


2. Reversibility of paying mode

The move of Ryzom to Free to Play/Freemium mode has just been announced on the forums: http://app.ryzom.com/app_forum/index.php?page=topic/view/25770/
Ryzom was not a true F2P since a subscriber account could no more access the game after unsubscription and we were criticized about that, especially on Steam.
This change, scheduled for late September if the tests are correct, will give unsubscribed accounts continued access to the game server but with the restrictions of a Free to Play account. 

Tariffs and service offered will remain the same

Tests are underway on Yubo.


3. Opening of ARK to the players

It is planned for October if all goes well.

Q: That means that it will pass in free license or that it's premises for "pocket worlds"?
A: It's premises for "pocket worlds". The tool will be used by the players themselves, as was the Ring. The players scenarios may be open to their guild, to guests or be validated officially, on request, to be open to all.
Riasan: For ARK we used the Old Ring Maps (its look like a copy of the Ring but it isn't) and yes it will work with Poket Worlds. Ulukyn added a new AIS for ARK so if player make some bad stuff we don't crash Atys. We are working every day to fix bugs and add new stuff.

Q: So there will be some way for players to possibly use ARK to make pocket worlds, something similar to the ring? that their guild and allowed people, can play?
A: Sure! But its a bit harder as with the ring.
Someone_: This is amazing!! how soon? ah i see october! i have to go tell everyone i know.
Riasan: If all is going well, soon as Tamarea say (but its not finish, we working every day!)

Q: Since one AI instance will be available, only one guild/equip will be allowed to run its Ark event?
A: As i understand: you can creat your owne PoketWord and invite everyone you want , also you can used everything.
Depyraken: and two guilds/equips can run the event at the same time?
Tamarea: Two teams doing the same pocket word scenario should be separated (same than when we all go in the "same" appartment, we do not see the other ones). But still to be verified. Is what is scheduled but I don't know more for the moment.

Q: So there will have "instances"?
A: The pocket worlds are actually apartments or guild hall (which is actually the same thing).
Instances, then. They may be as much as there are different players. The instance is created once a player access there and destroyed when the last player leaves. A scenario can therefore be run X times by X different people.

Q: We will be able to bring with us on the continent, the things that we get during the event?
A : And you can join a scenario the same way you would enter someone's apartment (except for selection window of the apartment).
Regarding items in pocket worlds each pocket world will be set. With or without DP, with or without pvp, etc ...
Currently there is no parameter on items, but nothing prevents to add one.

Q: In an instance, we can have trees, lakes, mounds, ...? Does the designer of the event decide of that?
A: We used the old Ring Maps so no change on the 3D Land , you can spwan every stuff what we ryzom can spwan.
Ulukyn: There are two types of entities in a powo. The entities managed by the AI (which collisions) and Entities to static (or shapes) that are not linked to the AI. Managed entities will be limited. But no limit for the shapes. And the shapes allow you to put everything you want. On the contrary, they have currently no collisions (but I'm working on it). The shapes are exactly the same as items in apartment.


4. Opening of Silan
It's planned for October too if all goes well.


5. The new race app
Riasan: I build the whole Race App new (build with PHP and Lua). The system is nearly the same than the old one but i try to give more options (like a race have more Parts Triathlon) and the highest priority is to improve the anti cheat. I build also that you can connect ARK with the Race App (give auto rewards, check status of a race etc)

Q: Could a player setup a race? or is it just limited to Event Managers?
A: At the moment I only create it that Event Team can manage Races, I think you ask because PoWos?
Depyraken: I was not thinking about PoWos. But, you've answerd to my question, thanks.

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Gaueko
Communications Manager Assistant - Translation Team Manager, Lore Team Member - ES/EN


gaueko@ryzom.com
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Last visit lunes 3 junio 10:53:10 UTC
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