*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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