Plans for MOOSE

General debates and discussion about the Guild of Writers and Age creation

Plans for MOOSE

Postby Grogyan » Fri Dec 19, 2008 2:22 am

It had been rolling in my head, and I thin k that there is going to be some issues that need to be resolved before or after a stable version of the content
Assuming that the GoW will maintain an active presence in maintaining code for server, client and plugin


Issues I believe will or might need to be resolved

1) Upgrade the current PyPrp or just completely finish PyPrp 2 to handle new features we will need
- Particles, GUIs and poseable animations (some are sightly working with hacking)
2) Upgrade the server code to handle uploading of Ages for both a test server and play server
3) Upgrade the client code to handle a general interface for accessing books (I vote for the Nexus, thats what its there for)
4) Fix the current Ages
5) Fix the marker pickup in subworlds bug
6) I hope, really hope that the code can be modified in a way that a local copy of marker games can be made, and uploaded
- Eg Sudre's insane Minkata marker game would have been best to save it locally and share that, can use a KI interface to do so, same as Jalak, in text format line by line
/savelocalmarkergame, /loadlocalmarkergame
7) A number of friends remarked on the difficulty in game to KI chat, hopefully that can be fixed
8) My personal wish to have every book that you link through be a public instanced one
9) Alter the code for the above suggestion so that when you click on the share book the KI icon would glow showig that the book is available under your persnal links that you
can share bu KI invite
10) A method that allows us to have a "fake" server so that we can develop Ages on local machines or tie in Uru CC insome way to do the same thing
11) Bug tacking program - BugZilla? Maintainers have one for Ages perhaps we should have one too for Client, plugin and Server bugs?

I'm sure there is things i've missed

Distro Example
Distro.png
Distro.png (76.21 KiB) Viewed 4309 times


The next question is where and how will it be moderated, SVN?
I think SVN control is far better than any thing else
Last edited by Grogyan on Fri Dec 19, 2008 2:30 pm, edited 2 times in total.
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Re: Plans for MOOSE

Postby Dot » Fri Dec 19, 2008 2:45 am

There's a good discussion on VCS happening over on the MOUL forum at the moment: http://www.mystonline.com/forums/viewtopic.php?t=16735
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Re: Plans for MOOSE

Postby Grogyan » Fri Dec 19, 2008 1:25 pm

Reading it now, I completely missed it.

I skimmed over the topics and forgot that VCS mean't Version Control System.

It still stands though that we will need a repository as well

Eg once a Tag is done the changes done get sent to Cyan where they verify those changes and add it to the main repository.

'll draw and post a flow diagram which I feel may be easier to control
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Re: Plans for MOOSE

Postby TomahnaGuy » Fri Dec 19, 2008 3:08 pm

For a bug tracking system I'd suggest Mantis. It's similiar to the system Cyan used and goes quite in depth with responses. It's free from their website. ;)
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Re: Plans for MOOSE

Postby Paradox » Fri Dec 19, 2008 4:19 pm

Chogon has mentioned both Launchpad and Googlecode in the past while, and both appear to be good systems.

Launchpad is used for a number of projects, including the Ubuntu Linux system. It has its own bug tracker and uses Bazaar for its repositories (Bazaar is a Distributed Versioning Control System)

Googlecode is used for a few small open-source projects, including my pidgin-cyanchat plugin. It has its own bug tracker and uses Subversion for its repositories (Subversion is a Central Versioning Control System).

Overall, I think Launchpad is the better answer, and a Distributed Versioning Control System looks much more appropriate than a Central one.
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Re: Plans for MOOSE

Postby Dot » Sat Dec 20, 2008 12:53 am

If people are interested, some in-depth discussions, including issues related to Grogyan's original post, are happening over on the Open Uru forums (http://forums.openuru.org/index.php).

One of the project forums is for 'System Concepts', with the tagline 'Focusing On "Big Picture" Technical Practicalities To Get Open Uru [aka MOOSE] Online'. There are some good people contributing over there. Do feel free to join in, if you would like to. :)
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Re: Plans for MOOSE

Postby Grogyan » Sat Dec 20, 2008 1:29 am

Been reading some of them too, somehow they are thinking that fixing all the problems will happen in under a month.

When my account there is unlocked i'll post.

Still i'd like to know what the Guilds' preliminary plan is to get it up and running, and whether any work will be done to restructure the game for user created content.

The first hurdle is sorting out Version control, the favourite thus far is SVN, cause its easy and cross platform for development, though there is strong pressure to select a dynamic version control like LaunchPad, which until today I never heard of.

Minkata is bugged, as are marker games, book sharing, instancing, and generally a whole lot of core issues that really need to be planned for fixing.

Or are there no preliminary plans immediately (ie 2-3 weeks) after release of it all?
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Re: Plans for MOOSE

Postby Dot » Sat Dec 20, 2008 2:52 am

Grogyan wrote:Been reading some of them too, somehow they are thinking that fixing all the problems will happen in under a month.

I don't think so, Grogyan. In fact one of the concerns I've seen expressed in several pms is how to manage expectations among the wider Uru community. They know as well as you do that it's going to take time to get things sorted out. :)
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Re: Plans for MOOSE

Postby greendragoon » Sat Dec 20, 2008 7:45 am

As for managing expectations, once we come up with a solid plan, it might be worth doing up an article for the GoMe Newsletter explaining the plan and reasonable expectations for completion. You know, a press release.

As far as getting it up though, would it not be better to get Uru running as best we can with what Cyan gives us and then worry about the bugs. I figure if Until Uru taught us anything, a buggy Uru is better than no Uru at all. Or will having the server active make it that much harder to fix the bugs.

Anyway, just some of my thoughts. I suppose we won't know until we can see what state Uru is in.
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Re: Plans for MOOSE

Postby Szark » Sat Dec 20, 2008 8:17 am

greendragoon wrote:As for managing expectations, once we come up with a solid plan, it might be worth doing up an article for the GoMe Newsletter explaining the plan and reasonable expectations for completion. You know, a press release.
What a fine Idea. We will be there ready just gives us a nudge and we will come a running.
In addition to an article we can post something across the Forums around the world. This is something that we did for the RAD. Plus we have the RSS Feed which could also help.
This way we are sure to get a majority of the community.

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