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KI and Wave Emote source released!
Posted: Tue Apr 13, 2010 11:37 am
by Mystler
Re: KI and Wave Emote source released!
Posted: Tue Apr 13, 2010 11:39 am
by BAD
Excellent.

Re: KI and Wave Emote source released!
Posted: Tue Apr 13, 2010 11:59 am
by Aloys
Source new overload!
Ki source & avatar biped this is great news!
Yet...
Chogon wrote:I don't know the answer to this and I am looking for suggestions. Obviously, Cyan doesn't have the staff to look at *tons* of changes (such as for the KI, etc.) and apply them to MOULagain. So, fan help is needed!
I think that some kind of peer review of changes (peers as in other fans) might work and then the best stuff is what is submitted for inclusion into the next build of MOULa.
why do I feel that this is what we been wanting for years and yet we are not prepared and cannot give a proper answer?..
Seriously, this subject has been discussed for litteraly years, now that Cyan is asking us: what is the consensus? Have we reached one?
Re: KI and Wave Emote source released!
Posted: Tue Apr 13, 2010 12:24 pm
by Branan
I posted a small writeup of my content-pipeline view on the MOUL forum. copypasta'd here:
n most open source projects, new contributors post patches to a mailing list, and the experienced group looks for any issues. If none are found, the patch is accepted. After enough good patches, the new person gets direct commit access; they're trusted at that point to make good decisions and write good code. This "trust" decision is made either by the group or a Benevolent Dictator.
We don't technically have an "old guard" of MOULa coders yet. What we do have are the GoW and GoMa. The people in those groups have been... "adjusting" the offline Uru game for years. They understand what's good, what's broken, what's safe to change. They have the technical know-how to teach new coders and artists how the Plasma engine works. And let's face it... Plasma is wonky.
I would propose a two-tiered system. First, working with the GoW to flesh out an idea, get the code working, and general beta testing. Then, when you think it's ready, pass it on to the GoMa for validation and community discussion. This same process works for Ages, animations, KI mods, and whatever else.
An important point here: BOTH of those stages need to take place in the open. GoW conversations currently take place on an open forum and on IRC, so that's no problem. Whatever GoMa validation system is put in place needs to be clear and open. No secret meetings. Community members should be able to come in and comment on validation discussions BEFORE a decision is reached. These modifications affect everyone, and everyone should have their say. The GoMa already has a forum. Whether that's the right place for final mod validation is something that needs to be decided upon.
Re: KI and Wave Emote source released!
Posted: Tue Apr 13, 2010 12:48 pm
by Tsar Hoikas
The max files are more useful than the python code at this point...
Re: KI and Wave Emote source released!
Posted: Tue Apr 13, 2010 1:02 pm
by D'Lanor
Especially since the Python code was already "out there". But at least it is cool to see the comments now.
Re: KI and Wave Emote source released!
Posted: Tue Apr 13, 2010 1:31 pm
by Jojon
Oooh, biped!
...and here /me just asked about that in another thread. :D
So, anyone who feels like Blenderifying it could expect a kudos shower. :9
Niftools route perhaps, or something...? (not that Blender will export them, atm...)
Re: KI and Wave Emote source released!
Posted: Tue Apr 13, 2010 2:15 pm
by Trylon
Well, whaddyaknow, the textures included are those of the old KI. Can't open the max file unfortunately.
Haftasay, I kinda like the steampunty feeling of the old KI.
Re: KI and Wave Emote source released!
Posted: Tue Apr 13, 2010 2:16 pm
by Aloys
Trylon wrote:Well, whaddyaknow, the textures included are those of the old KI. Can't open the max file unfortunately.
Haftasay, I kinda like the steampunty feeling of the old KI.
That was fun to see.. 'not sure how this ended up in the released file.. :p
[edit]
just realising something unrelated: in the emote file there is the biped, but there doesn't seem to be a mesh.. That means we don't have the mesh rigging infos, which means the file is useless. Is that correct?
Re: KI and Wave Emote source released!
Posted: Tue Apr 13, 2010 2:33 pm
by Trylon
Well, a second try did open the xKIGUI.max file, but it is missing a LOT of textures.
I posted a list of them in chogon's thread on the MOUL forums