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#16 Multilingual 

Multilingual | [English] | Français
14th of december 2015 

1 Security improvements
Now thanks to vl, https://secure.ryzom.com doesn't accept SSLv3 and TLSv1.0 anymore, it got a A+ grade on https://www.ssllabs.com/ssltest/analyze.html?d=secure.ryzom.com&a mp;hideResults=on

Ulukyn updated SSL certificate on RSYNC so Linux players are again able to create accounts.

Forums notifications shouldn't go in Spam folder anymore since VL fixed SPF records for ryzom.com.

2 Ryzom on Steam
Since there still remains lot of work to do on every aspect to improve the game before it goes on Steam, Tamarea has asked for a delay in the date of addition on Steam, and it has been accepted. New deadline is so end of March 2016, and not end of December 2016 anymore.

Kervala: For Steam, I'm currently adding a link "Game setup", which starts the totally new "configurator" (?) for all platforms. It's a RyzomCore member who did it. It works with Windows, OSX and Linux.

For now, I'm working on the patch system. I succeeded in generated the .packed_sheets and have the patch system work under Linux. I still have to test it. For now, there are only Windows 32 bits executables, but we plan to create a specific BNP file for the clients of each platform (win32, win64, linux32, linux64 and OSX).

Here is what I've done from the old TODO list:
- Compiling the Windows clients under Linux (automation process);
- Ending Ryzom Configuration/Set-tup (MFC and Qt5 versions);
- Regenerating .packed_sheets.

The patch system can't be used with the AppStore client because Apple forbids changes in the applications without their validation. There will be, instead, an OS X package to download to install the client without going through the AppStore and this one will have the patch system activated.

3 A launcher for Ryzom
Kervala: I thought about different patch problems under OS X, Linux and Windows, and I wonder if we shouldn't need a small launcher with buttons to launch Ryzom, launch Ryzom Configuration, etc... It could also setup alternative Ryzom clients like Yubo or if you want to launch several clients.

It will fix current problems that are :

- Ryzom must be run as an Admin under Windows, that's not a good thing for security. Applications like Chrome don't need that and they are patching themselves. They choose to install files in AppData so they don't need Admin permissions. The launcher will be installed in C:\Program Files and run as a normal user, it'll be able to download needed data and copy them in a writable directory.

- Under OS X, that's the same problem. Ryzom couldn't patch data if installed in /Applications because it needs root permissions. So the "launcher" could put data somewhere in "Application Support".

- Under Linux, again the same case. Packages are installed with root user and we can't overwrite these data. With a launcher, client will be able to update itself using IG patch system. RSYNC could be abandonned since all clients (excepted AppStore one) will be using IG patch system.

- Under Ubuntu, we'll only have to update Debian packages if the launcher must be updated and since it'll be compiled in static, it'll be the same under all Ubuntu versions.

Launcher will be able to create links in Start menus or on Desktop for all clients. You'll still be able to start Ryzom directly without launching the launcher. Launcher will be mainly used to download initial data at the first launch.

There will be a small package (less than 50 MB) for each launcher to download on SF (or other sites). The related executables will be bundled in the package, but all data will be downloaded from a common file.

To summarize, launcher goal is to :

- download initial data (several GB)
- install the right executables (client + configuration)
- create links to executables
- copy all files in a writable location- make copies of client with different configurations (different server, different account, etc...)
- launch configurator
- it'll used for Windows, Linux and OS X, but won't be used for Steam (Steam manages itself patching and is acting like a launcher) or AppStore (Apple doesn't authorize to patch files)

For the case where critical data are corrupted, we'll use the ryzom_client_patcher utility that is a command-line tool very similar to the old ryzom_recover but that uses the same files as IG patch. It doesn't require any external files unlike client.

4 Fix of pipeline to create a new zone
Kervala: I have a good news: Kaetemi just told me that it'll be easy to create new 3D zones (lands) or modify existing ones. He fixed all build pipeline. The huge problem was we couldn't change existing files/create new ones. Everything has been tested now and is working fine. At least Kaetemi tested them.

Q: It's in the context of the tools made by Kaetemi? Or it's just some preliminary change? We still need 3DSMax for now?
A: You'll have to ask Kaetemi when he comes back.

5 Addition ingame of the tryker cities banners
Cities banners are ready to be added ingame but we have to wait until we can patch big files. This will be possible soon, when we will have the new client (the one that will be used for Steam, also available without using Steam) and patch progress. 

6 Documentation on datasheets
YannK:  I'd just want to say that I've put the sbricks study on stand-by to concentrate on the .creature, since it will probably be used earlier with the tools which Kaetemi is creating. But there is an awful amount of options (as you can guess from the complexity of Ryzom AI). So if ever you need a specific creature type, don't hesitate to let me know for me to concentrate on these points.

Same, I'm considering creating datasheets types, without legacy, but which have all the needed elements for a .creature kind, but only when I've documented everything. So if you have needs before that, once again, don't hesitate to ask.

A precision, for the ones who don't know much about the engine, the .creature concern all the elements which are displayed and managed dynamically by the server, be them a pole, a decorative banner, a mob or a NPC, it's managed with a datasheet of .creature type (even some buildings sometime).

Well, for the ones who'd like to have a general view of the system, I've written this text on our site: https://khaganat.net/wikhan/fr:tag:informatique:ryzom_core:start. At the end, there's a link towards the datasheets area, but there are only .sitem for now. I'm publishing in blocks, when I've made a coherent whole from my notes. Next one will be about .creature.

Q: But there's no one who found Nevrax documentation on this?
A: Doesn't seem to.

Q: Where's the page about .sitem?A: [i]https://khaganat.net/wikhan/fr:rcdssitem

[/i]

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

#17 Multilingual 

Multilingual | 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.

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

#18 Multilingual 

Multilingual | [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.

Edited 4 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

#19 Multilingual 

Multilingual | [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 Multilingual 

Multilingual | [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 Multilingual 

Multilingual | [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 Multilingual 

Multilingual | [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 Multilingual 

Multilingual | [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 Multilingual 

Multilingual | [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 Multilingual 

Multilingual | 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 Multilingual 

Multilingual | [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.

Last edited by Gaueko (8 years ago) | Reason: Fix on the translation.

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#27 Multilingual 

Multilingual | [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/

Last edited by Gaueko (8 years ago) | Reason: Fix the translation.

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


gaueko@ryzom.com

#28 Multilingual 

Multilingual | [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 Multilingual 

Multilingual | [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.

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

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#30 Multilingual 

Multilingual | [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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