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#1 Multilingual 

Multilingual | Français | [English]
Report of Ryzom Forge's meeting - monday, 30th of april 2015.

Tutorials about the base system : Datashhets and Primitives

YannK continue working on tutorials about the base system (meaning Datasheets and Primitives). He has posted recently on how the shops are created and managed in the Primitives. It is on the Khaganat wiki for now, because it was already hard enough for him to manage one wiki system.

Lyne translated it in English so it's ready for transfer on RF wiki as soon as someone knows how to do it.

For the ones who want to help with export: http://khaganat.net/tools/docu-export.php. You'll need to re-read, but it translates most of the dokuwiki tags into mediawiki (for page layout).

Pets

YannK is been working for some time on the pets (so the datasheets) and thinks it will be his next tutorial. It will be the chance to add mobs who follow us and who're not mektoubs.

The idea is to fill all the parameters, so that someone can create the datasheets a "simple" way afterwards.

YannK has never managed anything on the Ryzom Core wiki, but if someone want to transfer them there, he'll appreciate it.



Test server for Ryzom Forge

Mati continue working on how to install a test server for Ryzom Forge.

<Madi> Fist I spent hours to set up a server, recompile the services, set up the web apps... Then I had a problem, the server being on line, I decided to re-do a setup on VM at home for test to avoid making experiments on a server connected 24h a day on the net. And there, again, hours to compile, install... It's when I thought I was going the wrong way.

So I rewrote clearly the objectives:
-make available a test server for ryzom,
-allow everyone to have also at his disposal a test server to make his own tests.

This last point is important, YannK will be able to tell you more about it, he has at his disposal a test VM and it helped himd in this graphical objects tries

My error: I had a dev approach, spent hours setting up a machine by hand, lost again hours for a new machine just after.
How will the basic user do, he who just want to make a test but doesn't have the knowledge to re-edit a scenario of several hours to set up a server?

So I looked on a new paradigm in computer science which takes care of this problem. DevOps. These are tools which allow to automate the set up and installation of a server. First tools like Puppet / Chef / Ansible.
I chose Ansible, because it's the most approachable one to start.

So step 1: I've implemented a script which automate the set up for compiling a ryzom server. Now I can use it on a real server, or on a VM.

On the VM subject, I've used a second tool from the "DevOps" toolkit. It is "vagrant".. It allows with 3 command lignes, to create a VM and to start an ansible script for example on it to "set up" (it is called provisionning) a server. It works on Mac OSX, Windows, Linux.

I've also added to the whole a "Packer" script which allows to create also images of VM for vagrant (kvm, or virtuelbox).

So at this time of my testings: I've got a way to automate the set-up of a real server for Ryzomcome (compile actually) and I can also deploy it automatically on a VM at home.
But at this time, I realise that I've only postponed a problem: If I furnish automatically a ryzomcore server, it takes on a VM on my machine... 8h.

*Madi counts on his finger: take the sources, installe the tools, compile the server, etc... Even if it's automatic, it's easily reached by an average user.

That's when I understand my second error:
The idea of Ansible/Vagrant/packer is to automate the deployment of a server. It should take, say, 15 min... not a whole day.
The problem comes from compiling the sources. There no exist binary packpages for this server.
So I contacted Kervala, and I discussed with him on binary packets which affect the game client. We discussed, and we arrived to the conclusion that we need also binary packets for the server.
At this time, deploying a server, it's just 15 min, binaries to install, a set up script to execute.

As a conclusion: So I created a deposit for the debian/ubuntu binaries through the bintray site. I still have to provide all the scripts which I spoke about here: Patch the install for the binaries packets, ansible scripts, vagrant, packer. I'll try to make it shortly on github/bitbucker because the help of everyone is welcome.

Edited 2 times | Last edited by Tamarea (5 years ago)

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#2 Multilingual 

Multilingual | Français | [English]
Meeting's report - monday, 13th of april 2015:

Fighting stanzas
[Skeepy] Just for later note/ideas, i have found some entries in the FamilyId of fighting stanzas, probably there to develop some special powers related to grade 3 national weapons. There is room to create and develop new figthing skills to use ie fire on fyros weapons, poison on matis ones and so on. I have not checked yet if it is feasible technically speaking, if some commands can be used for such a use, but I think it could be interesting to let people know first, to see if it can be interesting on a LD/GP.basis
[Goki] such a thing is possible, but may need new code, things like vedice weapons have special code for it.
[Skeepy] There should need new .sbricks of course, but perhaps no new c++ development, I don't know. It could be only new skills, not new feature, if you see what I mean.
[Glorf] If you want to search in the stanzas: http://dsryzom.glorf.fr/liste.php

Test server
[Madi]  During the last meeting, I told you about the ongoing work to install a test server. Now, I've installed deposits to make this work accessible and allow everyone to join in:
1) https://bitbucket.org/maadi/packer. This is a template for building a minimal image of the Jessie. I uploaded an image of the virtual machine créated with this script to: https://atlas.hashicorp.com/madi/boxes/jessie-amd64. Note : you can gnerate a virtualbox or kvm virtual machine with this script.
 2) https://bitbucket.org/maadi/vagrant: This second repository hold a vagrant script to initialise et execute a virtual machine. The repository contain also an ansible script. This script automates the provisionning of a ryzomcore server. I.e: configure the packages, download the sources from bitbucket, compile the ryzom server, etc... The ansible playbook, can be used to provision a virtual machine for local test but can also used to configure a real server or a VPS.
 3) As I said during the last meeting, the aim of packer/vagrant/ansible is to automate the implementation of a virtual machine or a real server, let's say in a few minutes. Except that here, between the creation of the image of a debian, getting the sources from ryzomcore, compiling... it may take 1 day on my machine, so there's a problem. I had discussed with Kervala, and we had stated on the fact that we had to provide binary packets of the tools. Matter of fact, installing under linux is just a simple "apt-get install ryzomcore", "urpmi ..." "yum ..." (it all depends on the distribution). so keeping the same approach as before, but this time using binaries and having nothing to recompile. For this, I forked the sources of libwww, squish and ryzomcore in order to complete what was missing to generate the binaries packets. I've started to complete this on my deposits here (for debian jessie/wheezy):
https://bitbucket.org/maadi/ryzomcore
https://bitbucket.org/maadi/libwww
 https://bitbucket.org/maadi/squish
This will be used as deposit for the dev, then will be integrated in the official ryzomcore deposit.
And finally I also settled a binary deposit for these packets on bintray.com
For now, I've uploaded the binary packets (jessie/wheezy, i386/amd64) for libwww and squish (dependancies of ryzomcore): https://dl.bintray.com/ryzomforge/ryzomforge. You can of course register to join this deposit and help completing it.
(I've decided to work on linux, with a debian distribution, but the tools can be used on any OS (mac, windows, linux)).

Last edited by Tamarea (9 years ago)

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#3 Multilingual 

Multilingual | Français | [English]
Meeting's report - 27th of april 2015:

*YannK: Wiedii: if some Dev have time, RC needs people to help setting up / debugging Ryzom Core Studio. It's the tool used to edit the particle system and partly to work on the graphics.

*Wiedii: Does someone have an idea on the need mentionned by YannK: a Blender to NeL plugin ?
YannK: Wiedii: Kaetemi is the one on RC who knows best the pipeling, I believe, and he had proposed to check the feasibility already.  Kaetemi : did you had some time to study the feasability/time needed/ cost of a blender plugin to replace 3DSMax one ?
<Kaetemi> YannK: basic export functionality for static model with texture is half a week work. Add week or two for skeleton plus vertex weight. Add another week or two for a separate nel material editing tool. Then there's a bunch of additional features like multi-res meshes with LOD etc which probably will take about three weeks to get working and debugged etc. Then there's a shitload of support for animations, including material animations, which i cannot put an estimate on. At this point, still missing is static landscape meshes with lightmapping, clustering, and all that stuff.. but that will need a complete overhaul because it also uses 3dsmax as leveleditor currently.. So estimate 2 000 € / week to be safe. :) And you can calculate what it'd cost depending on what feature you need. :)
<Goki_ET> "to be safe" Safe from what?
<Kaetemi> from running out of time and getting a good dev.
<wiedii> Ok, we'll need to study all this, thanks Kaetemi.

<Goki_ET> There is some work by Ulukyn, that hopefully will allow full ai scripts to be applied to event groups without having to define them with primitives. no ETA on that yet, but combined with Ark, it will allow even more cool things :) ie, make a mob do X when its HP goes below Y. etc.

Last edited by Tamarea (9 years ago)

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#4 Multilingual 

Multilingual | Français | [English]
Meeting of may, the 11th

[Ulukyn] It will be quite short. Nothing really special on the dev side, except for some bug fixes, priority is to let the Level Design progress very soon.
 
[Tamarea] Crowdfunding : For the dev projects up to 1500-2000 €, WinchGate is proposing us not to start a crowdfunding, it will found these projects itself if it find them interesting for Ryzom. For each project, the dev will have to give to WG his detailed project with a price estimate for each task, WinchGate will decide then.
 We'd need for Kaetemi to prepare such a document for the "Blender" project (to get rid of 3DSMax).
 
 [Zatalyz] We found/created lots of documents and we need help to 1)translate 2)migrate it on the RF wiki. Lyne and Osquallo have already translated a lot, but help would be welcome, and there is really a lot of things. 
 Regarding the migration to the wiki: it requires no technical knowledge, only patience. I can teach you the little I know. If you are interested, ask me, we'll chose an evening for this (the group generates emulation). 
 For the interested ones who'd like to see this doc: a part is available in the RyzomCore sources, on how to create missions. I'm told that it looks a bit with the ARK options. Maybe it could help the ones working with it? French: https://khaganat.net/wikhan/fr:rcprimitivemissiondoc / English: https://khaganat.net/wikhan/en:rcprimitivemissiondoc
We also have lots of doc on the datasheets thanks to YannK, it's quite fresh. Here also we'd need help to translate it in English: https://khaganat.net/wikhan/fr:rcdssitem

[Zatalyz] We (Khaganat) are wondering a lot about the choice that Ryzom seems to be doing to work only with Ark to add missions and content, and not on primitives. It won't make the traffic between the server and the players heavier? While everything is in the primitives, most of the tasks are managed by the client? NH is already slow on some days; but how will it be if there are more things based on ARK ? The encyclopedy rites, everything supposed to last, wouldn't it be best in the primitves? Ark is the ideal tool for punctual events, but is it fit for permanent content? Especially on the bandwidth side.
=> [Ulukyn] Indeed, if we had to compare both, ARK takes much more bandwidth than the primitives. Now, if it was simple, fun, efficient to add missions with the primitives, I would have improved the system long ago. But I spent months on it... it's just very very clumsy. The 2 added rites took months, and they bug evey now and then. In addition of not working as expected for socres of reasons. The 2 marauder rites have beed added in 3 years by a very present dev. You cannot really compare. And between developping a not really fitted tool and not really extensible, or rent one more server for Ark, there's no contest. Moreover, new modules will decrease Ark lenghts. With less exchanges between server, client ark, and through the use of new commands.

Last edited by Tamarea (9 years ago)

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#5 Multilingual 

Multilingual | Français | [English]
25th of may 2015

Summary : http://app.ryzom.com/app_forum/index.php?page=topic/view/22636/.

Test server for RF
Madi has not news about server, he had problem IRL for a long time.

Tutorials about datasheets and primitives
Lyne translate, again and again. If someone can help her, welcome.
Zatalyz is waiting volunteers to transfer the tutorials on Ryzom Forge's wiki. Please contact her in PM.

Tutorial about pets
Yannk had a lot of things IRL, so he could not do to make it.

Create a tool to use Blender directly (without 3dsMax)
-Winchgate wait a answer by Kaetemi (or an other people), with the details of each task and the price asked by task. WG is okay for this project, it would be nice to don't wait 6 months to launch it. Especially with 1500€ max per month : it will take time to materialize the project.
 
-We need people who have 3dsmax and Nel's plugins to export that : http://app.ryzom.com/app_forum/index.php?page=topic/view/22961/.
 
[Wiedii] I have already tested, in the past, the export from 3DSMax to .shape.. So I knew how to do it, I may be able eventually to do it, if noone applies (but I already have a lot of things to do .) So I can, but as a last resort. 
I'm told that a tutorial would be needed... but it already exists.I've got a tutorial that I partly wrote, partly copied from somewhere I don't remember... and which had been translated in English. I'll export that, in both languages, during the evenint... I'm surprised it's not on the RF wiki.
And tutorial regarding the teddybear? http://forge.ryzom.com/wiki/EN_Teddybear
[Osquallo] It's especially missing what comes before. Just for getting a working plugin, it's kind of assault course. Or there's maybe Kaetemi's pdf: https://ryzomcore.atlassian.net/wiki/display/RC/Installing+the+Ma x+Plugins. But it's still a pain just to get the plugin
[YannK] There are stps to generate a clean .shape, with its lods, a nice texturing, etc, and that's what we're missing. Anarkia knew it but he had not time to give the informations.
[Wiedii] I've just created the page for the export from 3DS on the wiki, without any layont. There are images, but theay are hidden in the code of the page, so you'll have to wait for it to be cleaner (I've done it in 1 minute and I don't remember really about wikimedia): http://forge.ryzom.com/wiki/Exporter_depuis_3DSMax.

Documentation about datasheets
[YannK] I wanted to explain a bit what I started to upload on the wikhan, meaning documentation on all kind of datasheets. I started with the .sitem, i.e. all inventory objects:  https://ryzomcore.atlassian.net/wiki/display/RC/Installing+the+Ma x+Plugins.
For each kind of .sitem, I've listed all the possible characteristics and parameters (just missing two or three small details, but it's negligible) to be able to create such an objec: It includes weapons, hairstyles, teleportation pacts, pets management, foraging products... It has still to be translated in English, and move to the RF wiki, but it's already available in French.
So if you want to create an object, don't hesitate to read these pages. I expect to give precise and detailed examples from our game server once we have finished to install it.
I started the DS of the skills, but it will be a bit longer. There are hundreds of sheets done juste of the sitem, and it's quite simple in regard to the DS of the skills.
Textile > Mediawiki : http://forge.ryzom.com/wiki/Export_from_3DSMax

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#6 Multilingual 

Multilingual | Français | [English]
13th of May, 2015:

1 Payment system: replacement of PaySpan (PayByCash)

Payment system will be updated to allow "plugin" systems by accepting payments from others. This will work with Steam and Paypal. 
No deadline for the moment because it's a complex task. But it's the dev's priority.

Q: Will Steam card we buy in shops work to pay the subscription?
A: The Ryzom subscription done using Steam will be done on their platform and not on our website, so all the payment options accepted by Steam will be usable to sub to Ryzom.
  
Q: PayPal tells me something, but please What is Steam?
A: It's the gaming plateforme of Valve http://store.steampowered.com/

Q: So I can create an account on Steam and then pay Ryzom with it?
A: Not for the moment (Ryzom will be on Steam but is not yet). Nevertheless it's what is scheduled.


2 Ticket system: news about the creation of an internal ticket system

Uservoice (The Support tool for tickets, that stops to be free) will be slowly replaced by an in-house program. This one already works, only still to improve it to be more comfortable.

Q: It was replaced fast, isn't it ?
A: Yes, in two weeks the new tool was working, and we have been able to retrieve all data stored in Uservoice. Both tools are running in parallel for the moment, we will cut off Uservoice (still free, we profit on it) when the new tool will bemore improved. But if Uservoice became unfree tomorrow, we are ready to switch 100% on the new internal tool.


3 Creation of a Ryzom Name Generator

Daexin has created a Ryzom Name Generator: http://atys.wiki.ryzom.com/RyzomNameGenerator/ 
Be free to use it!

Q: Is it done for NPC names create or for the players?
A: It's for NPCs (and for events characters), but it's easy to use it for a player by taking only the first name.

Q: In the game, is the familly name written in first position or there is no strict rule ?
A: It depends on the nations : fist name + familly name for Fyros and Matis ; family name + first name for Trykers and Zoraïs.


4 Call to the Devs: project of nel plugins to support Blender instead of 3dsMax only (payed work)

Ryzom Forge's artists have difficulties because of the obligation to use 3dsMax (a very expensive tool). They need to be able to use a free one like Blender. Winch Gate will pay a dev to create this plugin. Please send your project to tamarea@ryzom.com, or tell your dev friends about this!

Q: What is needed is well described somewhere?
A: Here: https://semestriel.framapad.org/p/blender_nel_2015


5 Ubuntu logitheque and client update

Despite of many requery, Kervala didn't get a reply from Canonical (the fact that the person who takes care of Ryzom has gone does not help).
Kervala as compiled the new versions on the 27th of june: https://launchpad.net/~ryzom-isv/+archive/ubuntu/ppa. It's not the same visibility but it's better than nothing.
The page on Ryzom Forge Wiki has been updated: http://forge.ryzom.com/wiki/Linux_FAQ_EN and also http://doc.ubuntu-fr.org/ryzom.

6 Dev document about mission

Here is a new document for Dev / LD: http://forge.ryzom.com/wiki/Documentation_sur_les_missions
It's documentation about different options usable in missions. It covers a very wild field (for example what we can dig, where... etc). At the begining, it's made to be used in primitives (a complex thing) but it could be useful also for those who use ARK : the same functions are called.
You will need to adapt the syntax to ARK, but it may gives ideas about what is possible in the game.
Documentation in English: http://khaganat.net/wikhan/en:rcprimitivemissiondoc

Q: Does proposing a mission imply to code it myself with ARK?
A: No. First, the mission has to be complete, not just a idea. Then, after validation, you can if you wish participate to it's encoding in ARK, but the Ark team, with specialists as Goki, is faster to do it. The workflow is about to be revealed, all the informations are in it.

Last edited by Tamarea (9 years ago)

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#7 Multilingual 

Multilingual | Français | [English]
27th of july 2015:

Dev group

1 Payment system: addition of Paypal payment option
The addition of Paypal payment option is nearly over and in test phase.

2 Ticket system: news about the creation of an internal ticket system
Uservoice will close very soon, but the new system is 100% ready.

Edited 3 times | Last edited by Gaueko (9 years ago)

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


gaueko@ryzom.com

#8 Multilingual 

Multilingual | Français | [English]
7th of september 2015:

1 Fixing of the recent instability on the "Yubo" test server
A RAID hard-drive broke, which explains the test server big instability in the last time. It should be replaced by OVH next week. Replace of the HDD is done last week, now the raid must be repaired  himself that would need round 6/7 days from today.

Q: Embarrassing question: how many raid discs have broken? The problem is when you've got 2 at the same time...
A: It doesn't seem to be the case. But resynchronizartion is very slow. So we'll have to wait.


2 : Dev project allowing to use any 3D tool without using 3DSmax
Kaetemi's project has been validated by Winch Gate, an agreement remains to be found with him on the prices.

Q: Is there anything new regarding the new zone?
A: YannK: It's a bit late for me but I can answer you during day hours, if you want.

3 Call of YannK:
i'd have a call to launch:  We'd need people knowing how to prepare Linux packts. Nimetu is making already a lot of them, but we're missing someone to make .deb for Debian Sid (it's for me, I've got to admit). So if people knowing how to create packages want to help, it would be to allow an easiest access to Ryzom Core tools (RC Studio especially).

Last edited by Beesjy (9 years ago)

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#9 Multilingual 

Multilingual | Français | [English]
21th of september 2015

1 Reinstallation of Yubo
After the problems with the RAID disks and the lots of persistent errors during the resynchronization, the Yubo server had to be reinstalled totaly, a backup allowed to save the data. It's open again, we still have to check that it's working fine. Please let us know about any problem you may encounter!

2 Ark
Yubo being back, Ulukyn will also be able to continue improving Ark, especially for opening it to the players. An error message has just been received: it seems that there isn't anymore free space on the disk for Ark, Ulukyn is informed. It's the reason for the big slows around 16h/17h CEST today on Yubo. Ulukyn has immediatly done some cleaning to fix it

Q: Would it be possible to discuss with the guy who reinstalled the server? It would help us to create a public procedure, especially if it's based on the last versions of Ryzom Core/
A by Kaetemi: Most of the web stuff is private, afaik, so you can't set up a ingame web app-style ryzom server yourself. WG uses ghetto copy paste server cfg files i think, not the automated install procedure. the "get it to work, and then don't touch it" way . 

3 Documentation on .sbricks
YannK: Documentation on the .sbricks takes more time than excepted because of IRL but also because writing clear explanations is more complexe than for the. .sitem. I'll see to write from now some tutorials on the way to make crafting, fighting.. skills, on a more detailed way than what I did for the .sitem (so it will take some time). I'll work on the .creature next (which will be used to place objects in the world, since we'll have the wonderful tool on which Kaetemi is working to create .shape easily)

4 Kaetemi's project
http://dl.kaetemi.be/nel/blenderexporting.png

Kaetemi:
I still have to add the UV channels and then it's usable for basic textured models.The long term approach is:
1- create a Mesh Editor, which essentially opens your .blend file and is used to adjust nel material and export options - the output from this is (a) accessories/actors that go straight into game, and (b) construction models which are used in ...
2- create a Zone Editor, which essentially assembles the construction models and allows creation of landscape patches.And all the output from these tools the pipes into the World Editor which assembles the zones from zone editor, and where you place the actors that come straight from mesh editor.The main issue with RC studio is that it depends on build output data to work... Mut we're working with the build input data: mesh editor and zone editor will directly open .blend etc, without requiring any output data, straight from your asset database, convert it into nel format in memory.

Q:  It's a tool in command line of a RC Studio plugin?
A: It's a command line utility, just drag drop the file on the app and the exported files appear.  RC studio is too slow and bulky, i do not believe it's the correct approach to put everything in one large app.

Q:  What langage do you use for this tool, btw ?
A: C++.

Edited 3 times | Last edited by Gaueko (8 years ago)

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


gaueko@ryzom.com

#10 Multilingual 

Multilingual | [English] | Français
05th of October 2015

1 Maintenance on Atys server
Atys game server will be closed on wednesday 7th october for some hours (less than one day if everything goes well) for maintenance. Indeed, a hard disk is showing some signs of weakness and will be changed to be on the safe side before all the game server is affected as well. We prefer to act now instead of waiting that what happens on Yubo test server also happens on the game server (Yubo was unavailable for one month). The problem with Yubo started exactly the same way. A technician of OVH will act. The official announcement: http://app.ryzom.com/app_forum/index.php?page=topic/view/23782/

2 Paypal as payment option
  • Paypal app has been closed for two days to fix a problem: when a player payed for several months of playing Ryzom, only the first one was automatically given. The other ones needed to be given manually. This is fixed now.
  • Paypal as payment option has been added on secure.ryzom.com. For the moment it is available for free trial accounts moving to payed one only. It is still to add it for payed accounts wanted to move from WorldPay to Paypal.
Prices reminder using Paypal:
  • 1-month subscription: €8.95 /month = €8.95
  • 3-month subscription: €8.50 /month = €25.50 
  • 6-month subscription: €7.95 /month = €47.70
  • 1-year subscription: €7.50 /month = €90.00

Zakkk: But when the account is not subscribed anymore, it's not possible to use the IG application.

Gaueko: If it was subscribed, then is the same situation as in the already subbed ones that want to change from WorlPay to PayPal.
talkIRC: if you want to pay via paypal and are already unsubscribed you can log in to app.ryzom.com and access the paypal via WebIG to make a payment on an accountFor any other issue with the payment, contact support@ryzom.com please. 

3 Few fixes
  • The payment with credit card for new players is working again.- When registering new account, a player sings now for the current Code of Conduct and not for the old one.
  • Photo Contest has been removed from Ryzom's facebook page.
  • Longer titles are available on the forum posts now, so we are able to use longer ones for multilingual posts. Thank you Nimetu. Also added a way to handle long titles easier if title is over 100 characters. This is visible after you press preview or on edit.

Edited 3 times | Last edited by Gaueko (8 years ago)

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


gaueko@ryzom.com

#11 Multilingual 

Multilingual | [English] | Français
19th of October 2015

1 Paypal payment option
Paypal application has been fixed:
- The missing PayPal button has been added again (under 180 days);
- "Donate" is moved to the right and not to the left;
- Account page: PayPal option is now visible by all the players from their account page;
- Known bug: Paypal via billing account for a resubscription comes with an error message (invalid order). The Dev is working on it.

2 Assessment of the recent maintenance on Atys server
All gone well. Maintenance last for 12 hours, we changed 2 RAID disks and resynchronise them. Game server seems more flowing with less lags.

3 small fixes
- Ryzom registration" on secure.ryzom.com has been updated (There was an outdate text talking about "Klients").
- Bibit has been changed into WorldPay in the payment pages.

4 Current tasks
- Finish virtual items;
- Fix marauder OP plan giver;
- Fix marauder appartment and guild hall NPC;
- Change primitives to set hardcode texmple NPCs to autospwan (Tryker+Zoraï);
- Move some Marauder TPs to better position (there are flying ones, others in the middle of aggro mobs...);
- Definitively move Pyr NH to Cerakos Gate. (For the moment it's moved manually after each reboot);
- Secret work for the next Zoraï long sequence.

5 Coming patch

Riasan: 
"We will start with the stuff that will be 100% ready for next server patch:
1.Move NH definitively near the east gate of Pyr (Cerakos Gate);
2. Change primitives to set hardcode temple NPCs to autospwan (Tryker+Zoraï);
3.Fix marauder OP plan giver.Other stuff that will be added in the patch if finished in time:
- Move marauder TPs: we need more tests and to find a good position for the TPs that are into an aggro zone, so we have to check during the 4 seasons to be sure they will be safe.
- Fix the marauder appartement NPC : some tests of this fix are still running on Yubo but now we see more problems or other important question ...so it will need more time to find a better/good solution."

Last edited by Gaueko (8 years ago)

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


gaueko@ryzom.com

#12 Multilingual 

Multilingual | [English] | Français
2nd of November 2015 

1 2nd of november's patch

Reminder: patch's content: http://app.ryzom.com/app_forum/index.php?page=topic/view/23944/ 

Q: Are there marauder drills now?
A: No, only NPCs to buy and repair OP Tools.

Q: Can everyone learn the plans?
A: Yes, no fame request is possible.

Last edited by Beesjy (8 years ago) | Reason: Fix of multil-lingual

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


gaueko@ryzom.com

#13 Multilingual 

Multilingual | [English] | Français
16th of November 2015

1 Ryzom on Steam (dev part)
Kervala: I've found a fix for NVidia graphic cards with Optimus, so people using these cards shouldn't have any trouble anymore. Basically, those are the laptops with an NVidia card and Intel: it uses the Intel card by default and NVidia only for the declared games. In Ryzom case, it uses the Intel card which has a lot of graphic bugs. That's why I've changed something in the client so that the driver gives priority to NVidia card.

- Feedback from a tester: the Optimus card under Linux is better managed on Steam. It's very important for all the players with this type of configuration, because they can finally see the water on Ryzom.
- Kaetemi has fixed a bug with the XAudio2 audio driver (Windows default one).
- Kervala has fixed the problem with decimals for numbers in UI for almost all clients (the OS X client is being recompiled right now).
- Kervala updates on a daily basis the client files with the fixes and the missing translations provided by the Translation Team. The whole of it is integrated in Steam data.

Small call by the way, even if it relates to the translation/correction team: The proofreaders are trying to fix the whole of the client (interface text and system info) along with all the NPC texts before Ryzom is released on Steam, which means they have about 2500 pages to proofread in each language in about one month. Some files only have one or two pages, some others have a few tens, and others a few hundreds.So I'm calling to all good proofreaders (DE, EN, EF, FR, FU) to lend them a hand. If you're interested, please contact either Gaueko (gaueko@ryzom.com) or Tamarea (tamarea@ryzom.com).

Q: Why "one month" to fix everything?
A: In order to finish at the same time as the other groups which are working on Steam (Dev and Communication) and so not to delay the release of Ryzom on Steam. But if needed, i'll ask for some extra time. For me it's better to wait a little more and provide an IG text cleaned of its mistakes.

2 Graphic tools
YannK: Two small things regarding the arrival of the graphic tools: 
Q: Which news can you give regarding the availability of the export tool from NeL for the static objects?
A: The tool is under writing, first step is done, second step is ongoing. Kaetemi could tell more about it.

YannK: I'm asking because, and it's my second point, I've temporary given up the study and documentation for the datasheets of .sbricks datasheets and for the.creature because they are the ones which will be the more needed to add objects in game. My goal is to document everything as I did for the .sitem, so that we can add easily everything we want once the tool is ready. But since the .sitem were the simplest ones, with only a hundred of parameters to study, it may be a bit longer this time.

Last edited by Gaueko (8 years ago)

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


gaueko@ryzom.com

#14 Multilingual 

Multilingual | English | [Français]
23 novembre 2015

Ryzom sur Steam (partie dev)

Kervala : Tout d'abord, je vais expliquer ce qu'est Steam pour ceux qui ne connaissent 
pas : c'est un logiciel et un site permettant d'acheter et installer un très grand nombre de 
jeux. Même si la majorité des jeux concerne Windows, il supporte également Linux et OS X. Publier Ryzom sur Steam peut donc nous apporter une grande visibilité avec un minimum de travail. Surtout qu'il a été "greenlighté", il a été approuvé par la communauté Steam. 
Pour l'instant, tous les clients sont prêts sur Steam, il y a Linux 32 et 64 bits, Windows 32 et 64 bits et OS X (64 bits). Nous avons corrigé les bugs les plus importants (il en reste 1) et avons amélioré la qualité visuelle du jeu pour que le jeu plaise dès le premier lancement. Nous sommes donc en phase de test et de correction des derniers bugs, il nous reste aussi à terminer la page du store.

Q : Vous dites que vous avez corrigé les bugs les plus importants, y a-t-il une liste quelque part ?
R : Oui, la liste est publique : https://bitbucket.org/ryzom/ryzomcore/commits/ Pour Steam, nous utiliserons uniquement du code public pour le client Ryzom, au contraire du client Windows actuel qui est partiellement fermé. Tous les clients seront régulièrement mis à jour avec les nouveautés de Ryzom Core.

Q : Je n'y connais rien à l'informatique et ne sais pas ce qu'est le client.
R : Quand vous lancez Ryzom, en fait vous lancez le client de Ryzom. Les MMORPG ont deux parties : le client et le serveur.

Q : Est-ce que le bug lors de la téléportation avec le mode musique activé sera un jour corrigé sur Mac ?
R : Le nouveau client OS X est déjà plus stable que les précédents.
Tgwaste: Mais cela corrige-t-il le bug ?
Kervala: Le dernier bug restant à corriger est celui-ci. J'ai réussi à le reproduire.

Q : Comment se procurer ces nouveaux clients si on n'a pas de compte Steam (et qu'on n'en veut pas ouvrir un) ?
R : Comme les clients sont compilés depuis le code open-source, je vais créer une page où on pourra télécharger les même clients que ceux de Steam. Il n'y a pas du tout de DRM avec les clients de Steam et ils peuvent être lancés sans Steam, mais le système de patch est désactivé parce que nous utilisons les mises à jour de Steam.

Q : Quelles sont les améliorations visuelles ?
R : 128Mo de RAM par défaut et détection de la résolution de l'écran pour le plein écran et quelque corrections et améliorations que nous avons faites quelques mois ou années plus tôt.

Q : Avez vous envisagé de modifier les restrictions des comptes free ou des comptes payants , de facon temporaire pour le lancement Steam ou même de facon plus définitive?
R : Nous sommes des bénévoles, nous ne décidons pas de ça.

----------------------------------------------------------

Kaetemi : Je travaille sur le code de Ryzom depuis longtemps et je suis très content que toutes les modifications que nous avons faites soient enfin mises dans le client publié. j'ai participé à l' open beta, à la beta fermée, Ryzom ring alpha, etc, et j'ai travaillé aussi sur le moteur NeL avant que le code de Ryzom ne devienne accessible. Côté son, on a travaillé pour remplacer le driver propriétaire et obsolète FMOD, et pour pour toutes les plateformes, il y a le support OpenAl et pour Windows en plus un nouveau moteur son basé sur XAudio2. Concrètement, ça signifie : le bouton EAX dans la configuration est maintenant actif. Graphiques, beaucoup d'optimisation sur OpenGL, le plus important étant : Vertex buffer streaming (terme technique) est beaucoup plus rapide - c'est-à-dire qu'être bombardé de sorts ne fera plus autant laguer le client. Côté nouvelles fonctionalités, le pipeline de post-processing et du programme de gpu a été nettoyé pour permettre ... de surprenants et magnifiques FXAA anti-aliasing, qui rend la visibilité vraiment douce, plus de crénelage pixels. peut-être un peu exagéré, mais ça rend bien. Ça permettra aussi d'implémenter un rendu VR ... plus tard. (J'ai joué sur un Oculus, ça marche). 
Et finalement, et c'est peut-être le plus intéressant pour certains d'entre vous, je suis maintenant en train de travailler sur les outils de création de contenu. Il y a maintenant un outil qui exporte les fichiers Blender en ficioers au format Nel, compatible avec Ryzom. (Il supporte en fait un grand nombre de formats d'entrée). Ceci sera encore plus amélioré par l'addition d'outils pour modifier et prévisualiser les effets de matière des modèles 3D en temps réel (ainsi que d'autres paramètres d'exportation spécifiques et variés). Tout cela devrait nous permettre de nous passerde certains programmes propriétaires pour créer de nouvelles zones , et de fournir un moyen simplifié de préparer du nouveau contenu 3D pour le jeu.

Q : On commence à ce faire vieux ! Cela serait-il possible d'augmenter la taille de la police ?
R : Toutes les polices ? il est possible de changer la taille de la police dans les fichiers xml de l'interface, mais il n'existe pas de paramètre global pour mettre à l'échelle les polices, à ce que je sais. Mais je pense que ça casserait quelques tailles d'interfaces, le texte serait hors des fenêtres. 
Q : Au minimun le chat ?
R : Pour changer la taille de la police dans le chat : U / Interface / Chat / Taille de la police (en bas de la fenêtre).

Q : Vus les "veuillez patientez" aléatoires et horaires, peut-on craindre que le nouveau contenu et l'afflux de joueurs détériore encore les choses ?
R : Les changements sont côté client. Je ne suis pas impliqué dans le shard Atys, je ne sais pas quel est le matériel sur lequel ça tourne. Mais j'ai mon propre shard, et je peux dire que c'est très facile de l'agrandir en ajoutant des machines physiques si nécessaire. En 2004, un shard tournait sur une douzaine de serveurs dual core si je me rappelle bien. Je pense qu'Atys tourne sur un serveur mais je ne sais pas.
Cyndalia : Oui après le merge on a vu des veuillez patienter, mais ça va mieux.

Q : Pour être sûr d'avoir bien compris, le nouveau contenu 3D c'est pas seulement pour les appartements cette fois ? De nouveaux bâtiments par exemple ?
R : Je ne travaille pas moi-même sur le contenu, je travaille sur les outils qui permettront le contenu 3D, mais ça sera possible si quelqu'un le fait. Importer des bâtiments implique l'ajout de briques de terrain et la reconstruction des ombrages. Nous voulons beaucoup de contenu 3D pour faire nos tests d'outils d'export.
Aileya : Oui, il sera possible d'ajouter des bâtiments, des armures, des armes ou autres choses avec un outil fonctionnel permettant d'exporter depuis des programmes 3D comme Blender vers le moteur NEL du jeu. Mais nous, du groupe Infographie, sommes très peu nombreux pour le moment. Donc quiconque pouvant et voulant nous aider à créer des éléments 2D ou 3D est plus que bienvenue pour nous aider à ajouter du nouveau contenu.


Q : où est Winch Gate là-dedans ? Il ne devrait pas être responsable de ça et décider des stratégies ? Êtes-vous aidés d'une manière ou d'une autre ?
R : Le nouvel outil d'export a été fait à la demande de WG.
Kervala: C'est WG qui a demandé à aller sur Steam et fait la page greenlight. Et je pense que c'est une bonne décision. Steam n'était pas adapté aux MMORPG, mais il y en a de plus en plus.
Yenno : Mais pour le contenu, est-ce que WG a une équipe dédiée ?
Kervala : C'est le but de Ryzom Forge.
Yenno : Ce que j'espère c'est que WG ait des locaux et des salariés... Ne compter que sur les bénévoles n'est pas suffisant...
Tamarea : Winch Gate décide des stratégies (ex : ajouter Ryzom sur Steam) et valide les intégrations en jeu (ex : les modifications dev de Ryzom Core, les ajouts de contenu de Ryzom Forge). Winch Gate aide aussi au maximum Ryzom Forge, par exemple en demandant la création d'un outil qui permettra aux infographistes de créer du contenu depuis un outil libre, et donc sans devoir passer par un outil payant (et cher). L'année 2015 a permis la création des outils indispensables à la création de contenu. Maintenant que ces fondations sont posées, 2016 pourra se concentrer sur la création de contenu visible en jeu. Plus Ryzom aura d'abonnés et plus Winch Gate sera en mesure de rénvestir pour payer de nouveaux employés (notamment dev).

Q : l'exporteur est-il prêt ? Il demande quel OS et quel environnement ? est-il côté serveur ? S'il est prêt, peut-on le télécharger ?
R : Il devrait compiler sur toutes les plateformes. Vous devrez le compiler vous-même pour le moment, il a besoin de modèles 3D de tests pour être validé : https://bitbucket.org/ryzom/ryzomcore/commits/all.

Q : Vous avez parlé de nouvelles tenues, elle seront craftables ?
R : Quelqu'un doit les modéliser d'abord. 
Kiwalie : Mais c'est dans le projets ? avec de nouveaux items à crafter ?
Aileya: Oui certains seront craftables. Mais pour l'instant ça va prendre son temps avant d'être en jeu.
Kaetemi : Sérieusement : apprenez à utiliser des outils de modelage 3D et aidez, c'est facile.

Q : Est qu'il y a une date fixée pour la sortie de Ryzom sur Steam ?
R : Pas encore, nous travaillons dur pour améliorer le jeu avant sa sortie sur Steam : mise à jour des 3 clients, résolution de bugs, mais aussi correction de tout le texte en jeu. Il reste aussi à finir de préparer la page de Ryzom sur Steam, ce qui inclut d'ajouter du texte (traduit et corrigé en DE, EN, ES, FR, RU), des screenshots et des vidéos bien choisis. Nous sommes pressés de sortir Ryzom sur Steam, mais se précipiter serait une erreur. Mieux vaut que tout soit prêt avant !

Q : Je ne vois pas trop le lien entre Steam et les outils dont parle Kaetemi... L'espoir, c'est de voir affluer de nouveaux dev, modeleurs ou créateurs de contenus ?
R : Oui, Steam est une très bonne vitrine. Cela devrait nous permettre d'avoir plus de joueurs, et donc plus d'abonnés, et donc plus de moyens pour ajouter du contenu.
Kaetemi : L'un des obstacles à la création de contenu a été toutes les étapes nécessaires pour transférer les nouvelles créations des artistes de leurs ordinateurs dans les vôtres. Donc une partie consiste à récupérer les données de l'artiste au bon format, et la seconde partie est la logistique pour la distribution aux joueurs - il faut qu'il y ait un responsable pour l'étape finale de test et de distribution, ou tout cela n'arrivera jamais. Ainsi pour la première partie, NeL utilisait 3DS Max qui coûte à peu près 5000€, ce que ne peuvent pas s'offrir la plupart des gens qui veulent aider - donc en permettant d'utiliser des outils libres comme Blender, ça élimine un problème bloquant. Pour la deuxième partie, il y avait des problèmes avec la distribution des patchs et l'app store d'Apple avant, ainsi le système originel de Ryzom pour les patchs avait été abandonné à un moment et on a introduit le système de patchlet... Mais le système de patchlet ne peut pas être utilisé pour ajouter de nouveaux paysages. Parce que c'est très inefficace. Donc Steam permet une approche bien plus standardisée pour y récupérer la dernière version du jeu.

Edited 2 times | Last edited by Tamarea (8 years ago)

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


gaueko@ryzom.com

#15 Multilingual 

Multilingual | [English] | Français
7th of december 2015

1 Ryzom on Steam

Kervala: 
Changes done since 23 of november in Ryzom Core:
- Complete suppression of Yubo chat.
- Fix of crash within OpenGL driver (patch by Kishan)
- Fix of weather diffireces among all the OS (patch by Kaetemi)
- Temporary disabling of CFixedSizeAllocator which made crash the client (must be corrected)
- Fix of the icon in Linux dock (for steam)
- Adding of RC files for DLLs and client under Windows to get exact version number.
- Update of translations.
- Improving configuration detection with CMake.
- Suppress of revision.h generation to avoid having to recompile client each time.
- Using of CMake timestamp instead of system commands.
- Fix of mesh_export compilation under Linux.
- Fix of client compilation under Debian Squeeze.
- Dispaly of virtual reality page only if compiled with Occulus Rift SDK.
- Several ergonomic improvement of configuration pages.
- Adding of anisotrop filtering among options (graphics => special effects, just above Bloom)
- Implement of new HTML tags (H1, H2, ...) (by Nimetu)
- Implement of links with anchor (by Nimetu)
- Style for <del> <u> <em> <strong> <small> and <dl> tags (by Nimetu)
- Compiling of crash_report, message_box_qt et words_dic_qt with Qt 5

In progress/to do:
- Compilation of windows client under Linux (automatic process)
- Finalization of Ryzom configuration (MFC and Qt5 versions).
- Suppress of too verbose messages in logs.
- Final fix of the crash with those CFixedSizeAllocator.
- Implenting launching of apps from OS X client
- Updating of game data and fixing textures' bugs (by Kaetemi).
- Updating game credits ( + adding the contributors ).
- New manuals.
- New FAQ.
- Fix crash after reselecting a toon.
- Bad mapping of keys for shortcuts under OS X.
- Recreate NSIS package for windows official client and upload it on SourceForge.
- Create PKG package of OS X and upload on SourceForge.
- Update linux client on sourceforge.
- Fix the bug of univers channel that does'nt close.
- Put a new SSL certificate on RSYNC (Ulukyn).
- Recompile server with weather code (Ulukyn).
- Regenerate .packed_sheets.
-Improve graphic of downloading page of beta client.

Q: Is it possible to have the complet list of changes regarding html, list of tags and new attributes implemented? Or at least a link where we could keep informed.
A: There is a changelog: [i]http://ryzom.kervala.net/clients/ryzom_changelog.txt[/i].
Nimetu: I will compile a list of changes I have made to ingame browser.


2 New Encyclopedia
The dev group goes on creating missing Arkmodules for rites, following arkitects needs.

Q: Is Ulukyn still mainly working on Ark?
A: Yes, his main task is to work on Ark.

Edited 3 times | Last edited by Gaueko (8 years ago)

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com
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