Due to some reasons, ReX forked 1 year back from opensim and develop their
own release. Now we are in the process to re-unify both world and at the end
of this process, no difference should be left between the 2 world. For more,
look at http://forge.opensimulator.org/gf/project/modrex/

The CurrencyServer shouldn't be tight to any specific relase because of
above statement.

The efficient move for the CurrencyServer will be to abstract the actual
simulator's system.

We can talk on IRc about that ;)

SM



On Mon, Dec 15, 2008 at 10:26 AM, Mark Malewski <[email protected]>wrote:

> MasterJ Chaplin,
>
> You have given me the information that I was looking for.  That's exactly
> what I needed to know.  Now I'll just begin slowly working on something (as
> a "proof of concept") and I'll document my work as I go, and later use it to
> update the WIKI and write a tutorial.
>
> *you can have the money working but ONLY with OpenSim mode (for me Rex
> mode don't show me any money ammount or something with )*
>
> Ok, I'm a bit confused.  What exactly does this mean?  Does this mean that
> the realXtend server, and the real/native openSim (from the actual OpenSim
> website) are currently two incompatible "forks"?
>
> Can anyone from the *realXtend* crew please chime in here, and confirm
> this "known incompatibility" for me?  Is this true?
>
> Is this a "*known compatibility issue*" and is it currently being
> addressed?  How quickly could we move forward with getting the realXtend
> server build "compatible" with the OpenSim build?  (or at least get the
> currency and land functions working properly from within realXtend?)
>  I'm just getting my feet wet here, so if someone from the realXtend crew
> could please chime in on how we can get these known compatibility issues
> fixed/resolved (so at least I could begin to move forward with a proof of
> concept model for the currency/land sales demo & tutorial).
>
> It would be good just to try and get something up and running, so I can
> open it up to the community for "open season" on security vulnerability
> testing.
>
> At least let them "have at it" and mess with a simple beta test server, so
> at least we can later discuss the security implications and ways around
> them, and discuss ways to harden the system, and discuss "Standard Security
> Procedures" and "Standard Best Practices" so new grid owners/users at least
> have a good idea of the security implications, and ways to at least harden
> the system a bit.  Nothing will ever be 100% safe or secure, but we can at
> least try to make sure that it is as "secure as possible" using industry
> standard security practices.
>
> I would need to know more about the system, and at least get it up and
> running (and functioning) first, before i could even speculate on how secure
> it is, or how secure we could even make it.
>
> RealXtend crew, what is the timeline for making this happen?  Is this true
> that this functionality doesn't work on the realXtend version of the server?
>
> How quickly can something like this be implemented/fixed?  I do think this
> is a key area that we may need to address.  At least get the backend server
> side working, so we can move forward with the front side interfaces, and
> scripting, and security vulnerability testing.
>
> We'll need to some time to work on the front end of this, and we really
> can't do much without a working backend.  So we really need the server-side
> fixed first.
>
> How soon can we have the "money" working in rex server?
>
> I'm still a bit confused.  What is the difference between Opensim and Rex?
> Is Rex a reference to a modified "fork" of the original OpenSim project?  If
> that is so, how far apart are the two projects currently, and what is the
> timeline to get them integrated/inline again?  So that "Rex" is using a
> current/latest OpenSim build?
>
> How hard would it be to get the Money/Land portions of Rex Server working?
>
>       Mark
>
> On Sun, Dec 14, 2008 at 2:42 PM, MasterJ <[email protected]> wrote:
>
>>
>> Actually if you add into OpenSim.ini this :
>> [Economy]
>> ; These economy values get used in the BetaGridLikeMoneyModule.  -
>> This module is for demonstration only -
>> ; In grid mode, use this currency XMLRPC server.  Leave blank for
>> normal functionality
>> CurrencyServer = ""
>> ; "http://192.168.1.127/currency.php";
>>
>> ; In grid mode, this is the land XMLRPC server. Leave blank for normal
>> functionality
>> LandServer = ""
>> ;"http://192.168.1.127/landtool.php";
>>
>> ; 45000 is the highest value that the sim could possibly report
>> because of protocol constraints
>> ObjectCapacity = 45000
>>
>> ; Money Unit fee to upload textures, animations etc
>> PriceUpload = 0
>>
>> ; Money Unit fee to create groups
>> PriceGroupCreate = 0
>>
>> ; This is the account Money goes to for fees.  Remember, economy
>> requires that money circulates somewhere... even if it's an upload fee
>> EconomyBaseAccount = 00000000-0000-0000-0000-000000000000
>>
>> ; This is the type of user that will pay fees.
>> ; Set this to 2 for users, estate managers and Estate Owners
>> ; Set this to 1 for Users and Estate Managers
>> ; Set this to 0 for Users only.
>> ; -1 disables
>> UserLevelPaysFees = -1
>>
>> ; Amount to give to user as a stipend
>> UserStipend = 1000
>>
>> ; When a user gets low on money units and logs off, then logs back on,
>> issue a new stipend if they have less money units then this
>> ; amount. Be aware that the account money isn't stored anywhere so
>> users will get a stipend if you restart the simulator
>> IssueStipendWhenClientIsBelowAmount = 10
>>
>> ; If this is true, the simulator will remember account balances until
>> the simulator is shutdown or restarted.
>> KeepMoneyAcrossLogins = true
>>
>> ; We don't really know what the rest of these values do.  These get
>> sent to the client
>> ; These taken from Agni at a Public Telehub.  Change at your own risk.
>> ObjectCount = 0
>> PriceEnergyUnit = 100
>> PriceObjectClaim = 10
>> PricePublicObjectDecay = 4
>> PricePublicObjectDelete = 4
>> PriceParcelClaim = 1
>> PriceParcelClaimFactor = 1
>>
>> PriceRentLight = 5
>> TeleportMinPrice = 2
>> TeleportPriceExponent = 2
>> EnergyEfficiency = 1
>> PriceObjectRent = 1
>> PriceObjectScaleFactor = 10
>> PriceParcelRent = 1
>>
>> you can have the money working but ONLY with OpenSim mode (for me Rex
>> mode don't show me any money ammount or something with )
>>
>> MasterJ Chaplin
>>
>> On Dec 14, 3:34 pm, Peter Quirk <[email protected]> wrote:
>> > The opensim currency will not include a currency broker. It will be up
>> > to others to create the payment systems that meet the regulatory
>> > requirements.
>> > Linden Lab will presumably strive to offer its services to the open
>> > grid.
>> > -- Peter
>> >
>> > On Dec 14, 9:21 am, Lc <[email protected]> wrote:
>> >
>> >
>> >
>> > > but the main issue with currencies is liabilities. Don't forget we can
>> > > HyperJump to any grids. That means the currencies should have the same
>> value
>> > > across the metaverses.
>> > > Who will be the "Metaverse Central Bank" ?
>> > > What will be the admissions fees for the grids ?
>> >
>> > > lot of questions and not so many answers...
>> >
>> > > Sacha
>> >
>> > > On Sun, Dec 14, 2008 at 2:48 PM, Peter Quirk <[email protected]
>> >wrote:
>> >
>> > > > The underlying opnesim platform is developing an in-world currency
>> > > > system. The proposal is covered inhttp://
>> opensimulator.org/wiki/Money.
>> > > > Search the opensim-dev archives and inspect the code to see what has
>> > > > been done so far and what still needs to be done.
>> > > > -- Peter
>> >
>> > > > On Dec 14, 4:21 am, Mark Malewski <[email protected]> wrote:
>> > > > > Is there currently an "in-world currency" system with realXtend?
>>  Is
>> > > > > this being worked on, or is there a viable solution to this at the
>> > > > > current time?
>> >
>> > > > > Also, is there any way to create an "in-world Karma" system?
>> >
>> > > > > These are my thoughts on such a system.
>> >
>> > > > > 1) Users are given a specific default Karma (maybe 100 pts by
>> > > > > default).  Then their Karma goes up or down based on in-world
>> > > > > behavior.
>> >
>> > > > > For example, an avatar uses a gun, and shoots/kills another avatar
>> > > > > (this in turn would result in a hearing/trial/conviction) and the
>> > > > > avatar's Karma points would be deducted/reduced.
>> >
>> > > > > Some events could be done automatically.  For example a user hits
>> > > > > another user with a baseball bat (assault), and this could result
>> in
>> > > > > an automatic 20 point Karma reduction (for the user committing the
>> > > > > crime).
>> >
>> > > > > Also a user driving a vehicle could strike objects (thus reducing
>> his
>> > > > > Karma by maybe 5 points for every object hit) and if the user
>> struck
>> > > > > or hit (or "killed") another user (hit them with their vehicle)
>> then
>> > > > > this would result in a "murder" and therefore the user's Karma
>> would
>> > > > > be reduced by 50 points.
>> >
>> > > > > I would like to have 2 different systems.  I would like an "in
>> world
>> > > > > currency" and also an "in world Karma" system.
>> >
>> > > > > Any ideas as to how this could be done, or implemented from within
>> > > > > realXtend?
>> >
>> > > > > I believe it would help make the Virtual Worlds more accurate
>> > > > > (especially with gaming and rating users) as each user would have
>> a
>> > > > > "Karma" ranking.
>> >
>> > > > > The owner of the world could give certain organizations (such as
>> > > > > churches) maybe 1,000,000 Karma points, and then these churches
>> could
>> > > > > give out the Karma points (to virtual users) like maybe give them
>> 10
>> > > > > Karma points for attending a Virtual church service on Sunday, and
>> > > > > users can accrue Karma points (for good behavior).
>> >
>> > > > > Some users may help with public building, or help with "peace
>> keeping"
>> > > > > of the virtual world (and be assigned/given additional Karma
>> points).
>> >
>> > > > > It would be similar to like a "Positive Feedback" system that you
>> see
>> > > > > on E-bay.
>> >
>> > > > > You purchase something from someone, and the seller could give the
>> > > > > buyer a Karma point (for a good transaction).
>> >
>> > > > > I supposed the "Karma points" could be given to one another (as
>> > > > > tokens?) similar to a currency.  Not to be confused with currency,
>> > > > > because in-world currency would be completely different, but this
>> > > > > "Karma" system would just be a way to gauge people's in-world
>> behavior
>> > > > > (as good vs. bad).
>> >
>> > > > > So users that use foul language, or are disruptive, or participate
>> in
>> > > > > fraudulent business practices they could be given "bad Karma"
>> > > > > rankings, so that other users see that these users have a LOW
>> Karma
>> > > > > ranking (or even a NEGATIVE Karma number).  So they know to be
>> > > > > cautious, and stay clear of some of these "bad users".
>> >
>> > > > > We have "good people" and "bad people" in life.  Such is life.
>>  But
>> > > > > how do we rank users in a Virtual world?
>> >
>> > > > > I believe a "Karma points" system would at least help
>> differentiate
>> > > > > some of the good/better citizens from the not-so-good citizens.
>>  Just
>> > > > > as online feedback is used to rate products, or rate sellers, or
>> even
>> > > > > rate buyers... I believe an "In-world Karma" system, could be used
>> to
>> > > > > rate citizens.
>> >
>> > > > > Any ideas as to how I could implement such a system from within
>> > > > > realXtend?
>> >
>> > > > > I'd like to implement both a in-world currency system, and an
>> in-world
>> > > > > Karma system.  (That could be used later for gaming, trading, and
>> > > > > various other things in-world).
>> >
>> > > > > For example in gaming, if you run over, or strike an object
>> (possibly
>> > > > > give all objects a "bump value"), so if you strike an object, then
>> you
>> > > > > get a certain number of Karma points deducted.
>> >
>> > > > > Like if you hit someone (punch, hit, or hit with a baseball bat,
>> or
>> > > > > shoot with a gun, etc.) then each object you hit, would subtract
>> Karma
>> > > > > points (based on the "bump object properties").  For example, if a
>> car
>> > > > > was given a "bump object value of 20 karma points" and you hit the
>> car
>> > > > > with a baseball bat (a sound effect could be played upon bump),
>> and
>> > > > > also visible damage could be displayed (upon bump) and also 20
>> karma
>> > > > > points could be deducted from the user's score/Karma point
>> rankings
>> > > > > (for damaging a vehicle).
>> >
>> > > > > This could be applied to guns, baseball bats, or various other in-
>> > > > > world weapons (even fist fighting, punching, kicking, etc.).
>> >
>> > > > > Like maybe there would need to be two different fields, a "bump
>> value"
>> > > > > and also a "lethal value".  So a fist would have a much less
>> "lethal
>> > > > > value" than a gun, or a baseball bat.  But also certain objects
>> like a
>> > > > > car would have a much higher "bump value" than somelike like a
>> garbage
>> > > > > can (less valuable).
>> >
>> > > > > So that way if you kick a garbage can, you may only lose 1 Karma
>> point
>> > > > > (very little damage to the garbage can, and the garbage can is of
>> very
>> > > > > little value).  But if you kick a car, then you cause a little bit
>> of
>> > > > > damage to the car, but the bump value of the car/vehicle is much
>> > > > > higher than a garbage can (car is more valuable), so it would
>> affect
>> > > > > your Karma ranking more.  So maybe kicking a car would result in 2
>> > > > > Karma point reduction.
>> >
>> > > > > A baseball bat would have a much more "lethal value" thus if you
>> > > > > strike a garbage can with a baseball bat, it would display more
>> > > > > damage, and it would also subtract 2 Karma points (instead of 1
>> Karma
>> > > > > point) because you have used a much more lethal force (higher
>> "lethal
>> > > > > value" based on the weapon).
>> >
>> > > > > So basically every object, and every weapon in the world could be
>> > > > > assigned a "bump value" and a "lethal value" (for weapons).
>> >
>> > > > > Standard weapons such as foot, kick, punch, hit, slap would all be
>> > > > > assigned a "lethal value" of 1.
>> >
>> > > > > But using various weapons would have a much higher "lethal
>> > > > > value" (assigned to each of the weapons).
>> >
>> > > > > So in-world "gun shops" could actually sell weapons to citizens.
>>  Good
>> > > > > honest citizens could actually tote a weapon around (responsibly).
>> >
>> > > > > But if that weapon were used to shoot a Garbage can then they
>> would
>> > > > > lose 1 Karma point.  If the weapon were used to shoot a car, then
>> the
>> > > > > person would lose maybe 10 Karma points.  If the weapon were used
>> to
>> > > > > shoot a person, then the person would lose maybe 50 Karma points.
>>  If
>> > > > > the weapon were used to shoot a police officer, then the person
>> would
>> > > > > lose maybe 100 Karma points.
>> >
>> > > > > Do you understand what I am saying?
>> >
>> > > > > Is there any way to implement some form or "Karma System" (for in-
>> > > > > world behavior) and also an in-world currency system?
>> >
>> > > > > So that way users could give each other in-world currency, (which
>> > > > > could be used to purchase things like a car, or furniture), and
>> also
>> > > > > an in-world Karma system (which could be used to reward users for
>> good
>> > > > > behavior and punish users for in-world bad behavior).
>> >
>> > > > > Any ideas on how such a system could be implemented?
>> >
>> > > > >            Thanks,
>> >
>> > > > >               Mark- Hide quoted text -
>> >
>> > > - Show quoted text -
>> >>
>>

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