*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 - >>> >> > > > > --~--~---------~--~----~------------~-------~--~----~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~----------~----~----~----~------~----~------~--~---
