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Re: Cyan's Updated Forum Policies
Posted: Tue May 04, 2010 1:19 pm
by andylegate
That would work Dox, at least in theory: use the MOUL server code to run a local "server" on your computer, and then run the Urulauncher, but patched to where it looks for your local "Server"
Of course that means having the MOUL:a server code.....
Can anyone remember how to capture the MOUL python and sdl's after you've logged on? I seem to remember Dustin explained it to me, but that was
A Long Time Ago, In A Younger Brain Far, Far Away......
Re: Cyan's Updated Forum Policies
Posted: Wed May 05, 2010 10:04 am
by ddb174
(I've got a copy of all the Python and SDL files from Moul/Moulagain. (Also, the Python and SDL from MQO.) There are several different ways to do it, but don't worry, they are had ;) All the "Secure Download Queue" does is slow down game startup by a minute ;) Cyan is clueless when it comes to any kind of security.
Yes, a Moul-compatible server is pretty straightforward, since all the conceptually difficult parts are already known and present in Alcugs. (I started to implement one a long time ago, but lost interest.) One could be made, if need be, but without the client source, Moul is worse than Pots in most ways, so why bother? Alcugs servers are better than Cyan's Moul server, so why bother? Again, if we had the Moul client source, that would make it worth it. Creating a replacement for scratch for the Moul client is not difficult per-se, but it would have to reproduce all the corner cases and particular behavior, so it could be near-impossible to do well. And again, it would only be marginally better than the situation with Pots/Alcugs, so meh. A local mode for single player is no problem. Indeed, that was one of the original ideas for Drizzle.
I can make Drizzle convert Pots->Moul, but I don't see much of a point until (if!) we switch codebases.
Re: Cyan's Updated Forum Policies
Posted: Wed May 05, 2010 11:02 am
by andylegate
Could we have a copy of the MOUL:a python Dustin? I don't think it's going to upset anyone with the new rules. Or could you tell us how to capture them?
I agree with many of your points too. For me the Cyan Plugin is a thousand times easier to use than the GoW Plugin because it's all point and click. But then again I HATE Max when it comes to modeling.
What I wish for (besides a pony, a million dollars and free beer for the rest of my life) is a GoW Plugin who's UI is like theirs.
Drizzle converts everything just fine.....except for the sub worlds. We're all scratching our heads over what to do about that.
Re: Cyan's Updated Forum Policies
Posted: Wed May 05, 2010 12:01 pm
by ddb174
I haven't read all the forums yet, so I hadn't heard about the subworlds thing. None of the Moul Ages used them apparently, so it is not really addressed by Drizzle yet. Hopefully it is nothing *too* difficult. Perhaps someone could whip up a simple test Age with a subworld and send it to me at ddbernardAtSasktelDotNet?
Oh, and great work on all the tutorials! I'll add a link to them on the wiki.
Edit: I forgot the Python and SDL files. Please remind me later, and I'll post them somewhere.
Re: Cyan's Updated Forum Policies
Posted: Wed May 05, 2010 12:17 pm
by ddb174
And... here they are: [snipped by Dustin] Enjoy!
Edit: It's probably better not to post this like this. Anyone who might want to take a gander, feel free to let me know!
Re: Cyan's Updated Forum Policies
Posted: Wed May 05, 2010 12:18 pm
by Nadnerb
The point is actually that Moul doesn't have "subworlds" per se, but it still does something which produces roughly the same effect, and that is not yet correctly converted from Moul -> PotS, (either by generating a havok subworld from the moul representation or otherwise) so it's impossible to tell if an age created with the Max Plugin creates a working Subworld equivalent thing, because even if it did, it wouldn't convert properly, and is therefore non-testable.
Re: Cyan's Updated Forum Policies
Posted: Wed May 05, 2010 12:23 pm
by ddb174
Ahnonay has a subworld; and Fero noticed that it references another object. Perhaps I'll just take a look at that then.
Re: Cyan's Updated Forum Policies
Posted: Wed May 05, 2010 12:35 pm
by diafero
Yes, there is that "subworld" reference for each PhysX physical - or at least, Drizzle calls it that way, and libHSPlasma, too. I disabled writing it to the POTS file (it writes a null reference instead), which fixed a crash when loading the converted Ahnonay.
This is my patch doing this change.
However this was not based on any deeper understanding, I just tried to patch some things that were special for Ahnonay, and this one did it.
Re: Cyan's Updated Forum Policies
Posted: Wed May 05, 2010 2:50 pm
by andylegate
Sorry, was gone this afternoon repairing my step sister's HVAC unit for her.
The plugin has the plasma components to set up Enter and Exit regions for Sub Worlds. But I don't think anyone of us have found a way to apply Sub World to like a empty or dummy. Infact, in the MOUL files, that one thing goes away it seems.
What about Jalak? I've never imported Jalak, nor taken a look at it with PrpShop. It's definately a MOUL Age, and it's moving the avie about. Or did they somehow do it in a way I've never heard of before?

Re: Cyan's Updated Forum Policies
Posted: Wed May 05, 2010 2:53 pm
by Paradox
They added a new class for those pillars, and redesigned a great deal of the internal Avatar movement code.