Hi Diva, Thanks for chipping in to the conversation. I'm willing to take on the job of hacking out a bot that can do the following: Follow a set of scripted/programmed instructions which effectively calls a list of functions making the bot stand, walk, sit, turn, talk, do an animation or sit on a specfied poseball etc
My problem which I keep repeating is that though I could code up more than the stubs as currently exist in the code I don't know the details of how to get the NPCModule working! i.e. I can see that the module is there and can read the code but at runtime I can't get anything to happen and don't know how to. Being able to test that what I'm doing works is chicken and egg critical to getting going. If I can get some pointers on that them I'm more than delighted to share my efforts as opensource. Once I have gotten the ball rolling I suspect that others will chip in their efforts and this module will take on a life of it's own, but I just need to be able to get started and there's absolutely NOTHING out there telling you how to do it. On Thu, Sep 16, 2010 at 1:01 PM, <[email protected]> wrote: > I agree. Our current NPCs, however, are a bit challenging to program and > control. This is one thing that could really use someone's love and > attention, and I'd love to hear concrete proposals on how to make this > better -- not just opinions but actual code proposals. > > bodzette Coignet wrote: > >> Thanks for the tip Gwyneth. Didn't I see you in an ancient greek themed >> party in SL the other week? >> >> Anyways, what I'm looking for is not quite so ambitious. I can see that >> the stubs for the code are there in the following folder of the source code: >> \Region\OptionalModules\World\NPC >> >> It also looks like that particular code does the basics: i.e. walk the >> bot, make it appear, make it disappear, make it talk etc and given that it >> shows you which module to code against to make the avatar move it shouldn't >> be too complicated to extend and I've already learned how to compile a >> viewer through sweat and tears so I ought to be able to compile opensim with >> some effort. >> >> My problem is more basic than that: how do you load the NPC module from >> the console when opensim is actually running or else how do you make it >> start firing the events that create the NPCs etc? I don't know where to >> start with that and since documentation is so scarce I'm hoping one of the >> devs can enlighten us how to get it going at least and then I can take it >> from there. >> >> If I manage to get it more robust with a better feature set I will release >> the code open source. >> >> Personally speaking I reckon that server side NPCs is the killer app that >> will take opensim into the mainstream and we need this to be open sourced >> because who knows what the future of opensim is going to be if SL keeps >> losing paying merchants. >> >> Though it's not intially designed to be a gamin platform ONLY, gaming >> certainly is within the remit as games are simulations and look at the RPG >> usage. My take is that the SL and opensim RPGs are boring for precisely the >> reason that they lack NPCs unlike the other commerical RPGs. >> >> There are thousands of kids out there on the net who all want to be game >> programmers. We should enable them, with opensim as the opensource platform. >> >> My 2c. >> >> On Thu, Sep 16, 2010 at 3:51 AM, Gwyneth Llewelyn < >> [email protected] <mailto: >> [email protected]>> wrote: >> >> I'm working on something like that — general-purpose, AI-driven >> 'bots to be used in SL and OpenSim — but it'll be at least three >> years until something works. Also, it won't be a "server module" but >> run completely independent from the OpenSim server. >> >> Daden Limited UK has already a working, commercial solution, which >> has been tested for several SL/OpenSim projects. Perhaps you might >> be interested in contacting them! >> >> - Gwyn >> >> -- >> >> "I'm not building a game. I'm building a new country." >> >> -- Philip "Linden" Rosedale, interview to Wired, 2004-05-08 >> >> >> >> >> _______________________________________________ >> Opensim-users mailing list >> [email protected] <mailto:[email protected]> >> >> https://lists.berlios.de/mailman/listinfo/opensim-users >> >> >> >> ------------------------------------------------------------------------ >> >> >> _______________________________________________ >> Opensim-users mailing list >> [email protected] >> https://lists.berlios.de/mailman/listinfo/opensim-users >> > _______________________________________________ > Opensim-users mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-users >
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