ECT (GMT+2) Paris, France

On Mon, Dec 15, 2008 at 11:47 AM, Mark Malewski <[email protected]>wrote:

> *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. *
>
> This ultimately would be the best for both sides.  it's best to work
> together in a collaborative effort, and not work against each other (as
> seperate incompatible forks).
>
>
> *> The CurrencyServer shouldn't be tight to any specific relase because of
> above statement.*
> I agree.  The currency and land server functionality should be working on
> both platforms/forks, we need to unify the two forks and draw the two forks
> closer together.
>
> *> We can talk on IRc about that ;)
> *
> Yes, IRC would be good.  Let me get a little bit of sleep, and we'll chat
> in the morning.
>
> What time zone are you?  I'm gmt/zulu -6 hours. (CST)
>
> It's almost 5am, I need a bit of sleep.  ;-)
>
>    Mark
>
>
> On Mon, Dec 15, 2008 at 3:35 AM, Lc <[email protected]> wrote:
>
>> 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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