Author Topic: Foundation  (Read 5702 times)

Legacy_henesua

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« Reply #30 on: February 15, 2013, 09:26:13 pm »


               Oh, Rolo, I am in full agreement on that.

I see these projects as having two phases.

Phase One. The team gets together, formulates a plan/vision, and implements it.
Phase Two: The project is out in public, and once it is the tight team that got things rolling gradually gives way to the community.
               
               

               
            

Legacy_painofdungeoneternal

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« Reply #31 on: February 15, 2013, 09:37:04 pm »


               Just want to mention that the name of "foundation" and some starting work was started by Grinning Fool ( who developed the 1.23 downloader ) and was using his PW Khaladine as a test case for this. ( it included NWNx plugins, toolset plugins, additional tools for DMs, etc. but was aimed as a foundation for new PWs which allowed a new admin to start off with a well built base which is easy to modify ) Really more than just a community, but a way to make launching a PW no harder than doing a single player module.

What you are doing is entirely within the scope of his prior project, even if not exactly the same, and could really be part of the same project, but yours aimed at NWN1 instead of NWN2. I'd hate to have the NWN2 work resume and have it be perceived as misappropriating the name, but also think eventually merging work so it's available for those using both versions.

Quite a few of the more advanced ideas though, really hinge upon better content management, and some ability to recreate or mod the toolset, at least they do if you want to get the admin busy creating new content, areas and stories, instead of just spending all their time learning how to be a PW admin.

Some of what I am developing for Never Launcher, is designed to eventually support these ideas. Making it so a central set of rules can be set up, governing 2da content, so that all members have certain shared characteristics which allow transferring characters, and know all PW's have certain shared content, images, files, 2da cell entries, and tlk entries, but that each PW can also add on top of this their own customizations. And further all players could connect to a foundation world and have an easy method of installing everything needed to play there. Quite a vit of this is done manually in NWN2 via close cooperation ( many NWN2 role play worlds use the same exact haks and 2da files i set up for my PVP server ( like my monster pack ), and I use their modifications, my aim has been a way to get these updates to easily sync, yet be something more modular and not as unwieldy as a terabyte sized CEP for NWN2 larger than many users hardrives. )

Translation, server vault sharing ( vaultster ), dynamic bic adjustment, and even providing a PW the ability to provide template characters for new players is going to require more than a team approach and closer to the entire community coming together for a common cause, who knows perhaps players can even jump between NWN1 and NWN2 if they so desire.
               
               

               


                     Modifié par painofdungeoneternal, 15 février 2013 - 09:51 .
                     
                  


            

Legacy_henesua

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« Reply #32 on: February 15, 2013, 09:58:32 pm »


               

painofdungeoneternal wrote...

Just want to mention that the name of "foundation" and some starting work was started by Grinning Fool ( who developed the 1.23 downloader ) and was using his PW Khaladine as a test case for this. ...

What you are doing is entirely within the scope of his prior project, even if not exactly the same, and could really be part of the same project, but yours aimed at NWN1 instead of NWN2. I'd hate to have the NWN2 work resume and have it be perceived as misappropriating the name...


Ooops. *looks at Rolo* The name was his idea. *pointing*

Its a good name for this, but I can come up with something else if need be. Is Grinning Fool still around? If so, we should talk with him.

painofdungeoneternal wrote...
Quite a few of the more advanced ideas though, really hinge upon better content management, and some ability to recreate or mod the toolset, at least they do if you want to get the admin busy creating new content, areas and stories, instead of just spending all their time learning how to be a PW admin.


I'm not sure this is necessary. But even so this is not on my list of things to take on. Someone else would have to step up. My thought is that these kinds of improvements are not a high priority need, certainly not as high as the work you are doing:

painofdungeoneternal wrote...
Some of what I am developing for Never Launcher, is designed to eventually support these ideas. Making it so a central set of rules can be set up, governing 2da content, so that all members have certain shared characteristics which allow transferring characters, and know all PW's have certain shared content, images, files, 2da cell entries, and tlk entries, but that each PW can also add on top of this their own customizations. And further all players could connect to a foundation world and have an easy method of installing everything needed to play there.


Yes, I think your work is critical. And I've been hinting around that something like what you are talking about could make its way into our world.

painofdungeoneternal wrote...
Translation, local vault, dynamic bic adjustment, and even providing PW the ability to provide template characters for new players is going to require a team approach, who knows perhaps players can even jump between NWN1 and NWN2 if they so desire. A lot of this gets technical, and


Yes. This stuff is on the horizon. Character translation first and we'll see where it goes from there. Much of this will require people with more technical knowledge about NWN than I care to acquire.

And this speaks more to my desire to open source this project as soon as it is ready. I'm happy to give it the spark it needs to get moving, but there are many community members with far more competence than I at implementing the solutions you hint at. You are certainly one of those people, Pain, and I eagerly anticipate the work you are doing on the launcher. I use OS X to play the game, and appreciate that you haven't forgotten the red headed step child of NWN clients. 

Meanwhile I am getting MintPPC to run on an old PPC machine, and still working on Ubuntu on the AMD box Rolo gave/lent me.

Back to work for me.
               
               

               
            

Legacy_painofdungeoneternal

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« Reply #33 on: February 15, 2013, 11:35:06 pm »


               I don't think he'd mind your using the name, he is semi retired ( lurks still in NWN2CR irc chat ) and NWN2 tends to have projects mirroring those of NWN1. Really I can't see another name you would want to use, and it was always just planned and pieces, I think actually working on the games development and finding out his work on 1.24 would not be used kind of hurt things, he had a lot of good ideas.

I never had time to really focus on this, and really just want to reserve the ability to do something in this vein for NWN2, perhaps even porting what you have done, and porting what he has already done back to yours.

I'll be keeping an eye on this, and I will adjust features I am developing to support what you are trying to achieve of course. While quite a bit different on the surface, well my program actually is my set of tools for managing my NWN2 PW, and help the players thereof, so under the surface there is a lot of synergy with what you are doing, and I think we'll be collaborating quite a bit in the future.
               
               

               
            

Legacy_henesua

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« Reply #34 on: February 15, 2013, 11:52:04 pm »


               OK. thanks for the encouragement, Pain. The thought that you'd be happy to collaborate is encouraging to say the least.

What I am most excited about is your work on the autoloading of dependencies for a module. If we could get something like that in NWN 1, the whole question of "to CEP or not to CEP" would be moot, and free the community from being anchored to old content. AND it would enable me to focus my efforts on organizing a custom content package that would work for multiple worlds. Things that move around with the character for example: phenotype, heads, clothing, equipment, skills, feats, spells, etc.... I'd like to just focus on a way to organize how these elements could interoperate across multiple servers with different design choices - rather than spend my time creating a better CEP with all the tilesets, placeables, creatures, visual effects etc.... that every world might want.

Instead of foucsing on one over all package it would be also easier to create themed packages that don't compete with one another. Sci-fi, modern, renaissance, high fantasy, low medieval, classical, prehistoric... etc...

Which leads me to the next thought: we need to work with the folks at WSI I think. They did some great work on their HAK set up. I do prefer what I did on Arnheim, but that content is focused for Arnheim. The beauty of WSI is that it spans multiple themes.
               
               

               


                     Modifié par henesua, 15 février 2013 - 11:56 .
                     
                  


            

Legacy_Rolo Kipp

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« Reply #35 on: February 16, 2013, 03:36:23 pm »


               <feeding two birds...>

henesua wrote...

painofdungeoneternal wrote...

Just want to mention that the name of "foundation" and some starting work was started by Grinning Fool ( who developed the 1.23 downloader ) and was using his PW Khaladine as a test case for this. ...

What you are doing is entirely within the scope of his prior project, even if not exactly the same, and could really be part of the same project, but yours aimed at NWN1 instead of NWN2. I'd hate to have the NWN2 work resume and have it be perceived as misappropriating the name...


Ooops. *looks at Rolo* The name was his idea. *pointing*

Its a good name for this, but I can come up with something else if need be. Is Grinning Fool still around? If so, we should talk with him

painofdungeoneternal wrote...
I don't think he'd mind your using the name, he is semi retired ( lurks still in NWN2CR irc chat ) and NWN2 tends to have projects mirroring those of NWN1. Really I can't see another name you would want to use, and it was always just planned and pieces, I think actually working on the games development and finding out his work on 1.24 would not be used kind of hurt things, he had a lot of good ideas.

One Grinning Fool to another :-) I'll try PMing him. If you have contact info, I'd like to bend his ear a bit :-)

I actually was thinking of Asimov's Foundation series when I thought of that, but it works on so many levels that I *don't* really think there's a better name. Still, I'd like to avoid stepping on toes, if I can.

painofdungeoneternal wrote...
Quite a few of the more advanced ideas though, really hinge upon better content management, and some ability to recreate or mod the toolset, at least they do if you want to get the admin busy creating new content, areas and stories, instead of just spending all their time learning how to be a PW admin.


I'm not sure this is necessary. But even so this is not on my list of things to take on. Someone else would have to step up. My thought is that these kinds of improvements are not a high priority need, certainly not as high as the work you are doing:

To some extent, that *is* the work he is doing - content management. It starts with a builder choosing what to include in the mod he's building. Those choices need to cascade elegantly to the player using that mod (and that custom content) down the line. It also involves the use of third-party tools to merge disparate content at the 2DA/.set/.are level. Which opens up the use of third-party tools to *generate* content (My old project NP-See would develop entire chains of NPCs with relationships and history and was planned to interface with NwN... except they wouldn't give me a REXX port :-P )

painofdungeoneternal wrote...
Translation, local vault, dynamic bic adjustment, and even providing PW the ability to provide template characters for new players is going to require a team approach, who knows perhaps players can even jump between NWN1 and NWN2 if they so desire. A lot of this gets technical, and


Yes. This stuff is on the horizon. Character translation first and we'll see where it goes from there. Much of this will require people with more technical knowledge about NWN than I care to acquire.

I'm liking all of this :-)

And this speaks more to my desire to open source this project as soon as it is ready. I'm happy to give it the spark it needs to get moving, but there are many community members with far more competence than I at implementing the solutions you hint at. You are certainly one of those people, Pain, and I eagerly anticipate the work you are doing on the launcher. I use OS X to play the game, and appreciate that you haven't forgotten the red headed step child of NWN clients.

Red-heads... Mmmmm... 

Meanwhile I am getting MintPPC to run on an old PPC machine, and still working on Ubuntu on the AMD box Rolo gave/lent me.

Gave.
With the intention to piggyback my NwN community interests on it :-) I've got Mini-vault sitting right here... ;-)
Some for me, some for you :-)

<...with one bag of seeds>
               
               

               
            

Legacy_omen_shepperd

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« Reply #36 on: February 16, 2013, 05:47:19 pm »


               I am highly interested in this project, I have one question
however. Could the PRC be used with this project? I for one would like to
include the PRC into the PW I am Building and after looking at the discussion I
think the PRC could offer a few things you are looking for. It has a subrace
system built in; however it does require NWNX to work properly.

I would like to offer my assistance in any way that I can
help.  I have some skill in building,
minor scripting ability, some knowhow of putting things together.

'<img'>
               
               

               
            

Legacy_henesua

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« Reply #37 on: February 16, 2013, 07:03:53 pm »


               Omen, I am excited that you are interested in helping out. Please do. The more the merrier. We need a team to work on this.

I'd have to look at the PRC closely to determine whether it would work. My gut instinct however is that no the PRC will not be compatible without a great deal of work.

The overarching vision behind Foundation is to enable servers to easily link to one another. A framework for Skills, Feats, Spells, Item Properties etc... will need to be designed specifically for Foundation. Given that the PRC forces our hand on a number of these character related 2das, it would dominate the design, forcing us to essentially accommodate the PRC to the detriment of the project, and that is something that I am not willing to accept at this point.

That is not to say that PRC or portions of it could not be made compatible and released as an add on to the Foundation.

I'm sorry that we aren't fully engaged yet. I need to get a server up and running with NWNX first, and I am using some old hardware for the purpose which appears to be having trouble with Ubuntu 12.04 desktop. Its gonna take me some time to get that sorted.
               
               

               
            

Legacy_Shadooow

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« Reply #38 on: February 17, 2013, 10:30:00 pm »


               Okay, I read the whole thread. And I see a lot of talking about module related content such as script systems, persistency but nothing about custom content in haks and how this will work to avoid issues with CEP.

Im especially interested exactly in the way to distribute the haks to the players and what will be in the haks.

Autodownloader isnt everything. If this should be same for multiple PWs and you want to allow linking PWs together, many of the custom content must be same on all PWs.

- character parts, head especially so the character's appearance wouldnt change between PWs
- item appearances, same as above though less important
- custom feats, spells - this is important, if the player get a custom feat and then join a module without the feat in its feat.2da (that would be the hakless entry module), he would lose that feat (no matter ELC is off) (not sure about custom skills and classes, these might not be removed, but certainly will not work and might cause crash)

The best would be to make the haks modular somehow. So there will be multiple haks speficially designed for this project (I doubt that it will be possible to use any CCC month hak and just go ':unsure:') and builder choose which he will want so his module will not be bloated with unused stuff. However, it might not be always possible to combine it together as all the stuff must be in 2das anyway otherwise a custom top hak would be needed.

btw:

henesua wrote...

I'm just throwing these out there for discussion. The top two I figured might be controversial so I wanted to raise that now. ShaDoOoW's spell system and the DMFI chat system are things which need to be considered at the beginning because they are fundamentally integrated with the module.

Extracting the spellscripts from the CP and adding them into base PW module would be against a CP rules - unless the CP wouldnt be installed on that server. It would also be very unfiendly to the builders having a ton of scripts inside a module. I could consider to allow to use the spell system externally and redistribute it, but I think it is not neccessary really, CP should be great start for a newstart module and redistributing all the CP files is allowed as long as it stays in BIF structure. Otherwise to avoid the bloating module with script other solutions have to be used: but add scripts into hak is very bad idea so only override would work. Or the solution that uses HR Base would work althought thats a bit unfortunate solution as well. Having all spells integrated in one script has certainly lot of advantages, but also many disadvantages...

Now, some suggestion about module script systems. There is a extremelly usefull framework in PRC called event-based scripting and I think this project would need something like this. It works similarly to the tag-based scripting except of its not based on tag. But the scripts looks similarly its divided on multiple events. It works the way that scripts must be "registered" with a function "AddScriptToEvent" and unregistered.

Module, creature, area, door, placeable then use a set of basic scripts that executes all the registered scripts.

it has a disadvantage that its not very efficient, but this disadvantage can be taken care of via nwnx if the part that loop all registered scripts and executes them will be moved into low-level nwnx engine. Which I should be able to manage.

This system would allowed modularity.
               
               

               
            

Legacy_Shadooow

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« Reply #39 on: February 17, 2013, 10:38:15 pm »


               

omen_shepperd wrote...



I am highly interested in this project, I have one question
however. Could the PRC be used with this project? I for one would like to
include the PRC into the PW I am Building and after looking at the discussion I
think the PRC could offer a few things you are looking for. It has a subrace
system built in; however it does require NWNX to work properly.

I would like to offer my assistance in any way that I can
help.  I have some skill in building,
minor scripting ability, some knowhow of putting things together.

'<img'>

PRC became too large, too overhooked with various workaround to make things work and last time I tried it was totally bugged. But NWNX might changed this its some time I playing with it so it my info might be outdated.

At any way, the latest PRC contains so many spellsword classes that there is absolutely no point of playing a regular sword class if a five base classes gives you the same + spells. Those imbalanced dragon-related classes and psionic are also off. But there is inside a lot of incredible stuff and I always liked many classes and spells and overally the new possibilities, I always liked the PRC and have nothing against them - just its not really workable for a PW. I have taken some of the best classes out and rescripted them from scratch using a new "technologies". If this project would want something like a PRClite Im offering my help with creating this. I think that Archmage become much of the standard '<img'> really.
               
               

               


                     Modifié par ShaDoOoW, 17 février 2013 - 10:40 .
                     
                  


            

Legacy_henesua

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« Reply #40 on: February 17, 2013, 10:46:32 pm »


               Since I blew up the computer that Rolo gifted to me, I'm behind schedule to say the least. In my defense, it had some severe problems anyway. That damn CD drive would nly read the Ubuntu live CD 1 out of 20 times. It actually only read it once. And I tried another 19 fruitless times. '<img'>

Anyway, that'll be solved, but I'm not going to be using NWNX very soon. So.... I decided to spend my time getting the FOUNDATION Group together, and organizing the project. More in depth conversations will migrate to the website when that is ready. But for now lets use the Group.

Since I can't work on the translator right now I am hoping someone else can jump on that. When I have NWNX working I'll gladly join in with you.

Once I get some other things off my plate I am going to begin working on a common HAK for character appearances - armor parts, heads etc... Due to the size of these files, and all of the phenos we'll be working with this could result in a few HAKs. I'll need to dig in more before I discuss specifics, and I want to speak with the folks at Realms of Mythology as they did some very nice work on this.
               
               

               


                     Modifié par henesua, 17 février 2013 - 10:49 .
                     
                  


            

Legacy_henesua

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« Reply #41 on: February 17, 2013, 10:59:30 pm »


               ShaDoOoW,
Yeah, since I don't have a rig for NWNX yet, I'm shifting to the HAK design. I'm hoping someone else can start work on the character translator.

Regarding the Community Patch, I brought it up because we need to decide as a group how to make use of it. Do we require a PW have it installed? Do we make it optional? Etc.... I am not advocating for ripping stuff out of the CP and then redistributing it. The point is that it can be very useful, and we should consider how to take advantage of it.

Regarding the Custom Content, an auto downloader will take care of a great deal. So we don't by any means need to approach the CC portion like CEP did. However you are right that to enable a PC to jump between worlds we need to have a framework for the things that are connected to the character file.

Before we approach a design for how skills, feats etc... work however we need to understand how these characters will be translated. I don't know how much control NWNX will give us to completely recreate a characters skills, feats etc.... Assuming none, we would need common skills and feats. Assuming full control, we can create a template for how these 2das are put together for each world. Example - indexes up to 1500 are common. Indexes over that amount are world specific. Or whatever, many ways to approach it.

So with regards to PRC lite. I think that is a great idea. BUT before work begins on that we should have a translator working. The character translator is the core feature. I really need to get into this ASAP, but hope that someone starts immediately since its going to be some weeks before I can hit this.
               
               

               
            

Legacy_Squatting Monk

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« Reply #42 on: February 17, 2013, 11:17:04 pm »


               Just for the record: do we want the character translation to be done by the lobby module, or by the receiving server OnClientEnter?
               
               

               
            

Legacy_henesua

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« Reply #43 on: February 17, 2013, 11:34:22 pm »


               By the receiving server is my thought.

Example:
Server A - sending server
Server B - receiving server

each server has its own server vault.

Transition point at Server A to Server B when used by a PC, initiates communication with Server B. Server A thus receives name and a short description of Server B, and how translation will proceed in this case. Character is given this information, and the option to transition, or not.

Server B should be given the option to reject a specific player or character. (but lets deal with that later)

Given that transition occurs:
Server A - records whatever data it needs for the PC, and then lets them go.
On arrival at Server B there are two possibilities: First time arrival for this PC, or the PC already has a character in the server vault of B.

In either case, a copy of the PC bic from Server A will probably need to be sent.
This will then either be a full translation of the PC, or a reconcilation between the PCs current status, and the character on file with Server B.

Sorry for the sloppy description. Intention is to outline my thoughts on this.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #44 on: February 17, 2013, 11:40:41 pm »


               <setting up transits...>

My take on translation (and this is based on 2 years of work, back when :-P) is to establish baselines for translation and then server-specific "methods" that act on them.

So Alpha-world has a certain adjustment they make for their characters. Beta-world is slightly different. And Gamma-world - Hoo-Boy! crazy-different Warhammer 40K-on-shrooms-ish ;-)

So character translates from Alpha to Beta, Alpha baselines character (with *Alpha* requirements stored!), sends bic to Beta. Beta adjusts baseline to their requirements.

Player yawns and decides to take the plunge (into utter madness) and translates to Gamma-world. Beta baselines the character and transfers bic. Gamma warps it beyond recognition.
Player faints.
Comes-to and frantically retreats to safe and sane Alpha. Gamma restores baseline, transfers bic. Alpha finds character still exists on their server vault. Gives player choice of reverting to last saved bic or updating server vault. Player decides to keep the stuff he's gained, so he updates. baseline from Gamma is adjusted to Alpha standards.

Note: the baseline adjustments include things like XP, gold, magic item value, etc. Gamma gives 1,000,000 xp for each RoUS the player hacks apart, but Alpha is capped at level 10 non-prestige characters. XP is scaled to baseline and then to server. Gold, ditto.

This means all *translate-able* items must be based on a shared baseline of blueprints and scripts. Non-translate-able items/skills/feats/races are stored for return and otherwise ignored.

At least, that's what we were working on :-P

Edit: You're quick, Magus :-)

<...and laying down baselines>
               
               

               


                     Modifié par Rolo Kipp, 17 février 2013 - 11:42 .