LC,
Looks good, thanks for the tutorial! I may use it as a "starting point" and
maybe we can slowly work together on updating the "Beneath the Sea" region
for ModRex. I really liked the demo that RealXtend did for "Beneath the
Sea", and it would be good to go back and remake the "Beneath the Sea" demo
for ModRex. This way people can use it as a starting point/demo for
learning.
Eventually I'd like to eventually do several demos (an airport, a naval
base, a railroad, etc.). Then make the demos available for download. This
way people can download one of the ReX demo's, and see how we did the
building for a particular region (with cars, aircraft, ships, vehicles,
etc.).
Mark
On Mon, Feb 16, 2009 at 8:16 AM, Lc <[email protected]> wrote:
> i made this tuts in order to recreate some part of "under the sea"
>
> http://www.rexdeveloper.org/wiki/index.php?title=Tutorial_%22the_Atoll%22_based_on_%22under_the_sea%22
>
> As far as i know, hte volumedetection won't work atm
>
> Sacha
>
>
> On Mon, Feb 16, 2009 at 3:09 PM, Mark Malewski <[email protected]>wrote:
>
>> Ryan/Peter,
>>
>> *> compatibility. That means that the "Beneath the Sea" in 0.4 will
>> > likely never run on ModreX unmodified.
>> *
>> Sounds like an interesting project. So it would be possible to "modify"
>> it to work with RexMod? I might give this one a shot though. Just because
>> I was really impressed by the hard work that the RealXtend/Ludocraft crew
>> did on "Beneath the Sea". I may try to give it a shot, and see if I can get
>> the current "Beneath the Sea" working with the new ModRex. It would be a
>> good "learning experience" for me. How hard would it be to modify "Beneath
>> the Sea" to work with ModRex? I hate to see "Beneath the Sea" get wasted,
>> so maybe I'll work on updating it for the new ModRex. (I may need a bit of
>> a hand with this project, if anyone is good with building/coding/scripting).
>>
>> *> We are doing our best to improve the quality, but like any renovation,
>> > it requires a period of demolition.
>> *
>> Yes, I understand. I certainly do look forward to the new RealXtend
>> browser (reX-NG Viewer). Now the new reX-NG viewer will remain 100%
>> compatible with OpenSim, and ModRex correct?
>>
>> *>1. Is there a list of areas known to be not implemented? Several of us
>> >are filing bug reports against modrex without knowing whether
>> >we are investigating known areas of unimplemented functionality.
>> *
>> Yes, this is a very good question. It would probably be good to continue
>> filing the bug reports, just so the developers are aware of the problems
>> (and may be able to eventually post some "work arounds" for the
>> incompatibility issues and at least all the areas of "unimplemented
>> functionality" are documented).
>>
>> *> 2. Is there a target release date?
>> *
>> Another very good question. I hate to bother asking, but yes is there any
>> type of scheduled "target" release date for ModRex? Just so we have an
>> idea? Also what Viewer do you suggest we use in the interim with the new
>> ModRex? Will the current 0.4 RealXtend Viewer work with ModRex? Does Hippo
>> work with ModRex? Also will the new Viewer by Kirsten Lee (r16? or r17?)
>> work with the new ModRex? Any ideas on an expected release date for that
>> new viewer from Kirsten Lee?
>>
>> Mark
>>
>>
>> On Sun, Feb 15, 2009 at 8:29 PM, Peter Quirk <[email protected]>wrote:
>>
>>>
>>> A couple of questions about modrex:
>>>
>>> 1. Is there a list of areas known to be not implemented? Several of us
>>> are filing bug reports against modrex without knowing whether
>>> we are investigating known areas of unimplemented functionality.
>>>
>>> 2. Is there a target release date?
>>>
>>> Thanks,
>>> -- Peter
>>>
>>>
>>> On Feb 13, 2:06 am, Ryan McDougall <[email protected]> wrote:
>>> > We are definitely interested in clarifying release numbering and
>>> > compatibility with OpenSim. However our work is still very much
>>> > on-going, and ModreX is simply not yet ready for general release.
>>> >
>>> > One of the problems with making an all in one at this time is the
>>> > ModreX has regressions compared to the old forked version of OpenSim
>>> > used in 0.4 that would require many awkward hacks to replicate in the
>>> > cleaner ModreX. It was felt that with reX-NG viewer coming it would be
>>> > better to focus on keeping ModreX clean, and fixing the underlying
>>> > problems instead of making hacks for the sake of backwards
>>> > compatibility. That means that the "Beneath the Sea" in 0.4 will
>>> > likely never run on ModreX unmodified.
>>> >
>>> > Please keep in mind the very alpha nature of realXtend at this point.
>>> > We are doing our best to improve the quality, but like any renovation,
>>> > it requires a period of demolition.
>>> >
>>> > Cheers,
>>> >
>>> >
>>> >
>>> > On Fri, Feb 13, 2009 at 6:51 AM, Mark Malewski <
>>> [email protected]> wrote:
>>> > > Also, would it be possible to begin using RealXtend server release
>>> numbers,
>>> > > that are in-line with the current OpenSim release numbers? For
>>> example
>>> > > create a RealXtend Server 0.62, that is using the current/latest
>>> OpenSim
>>> > > 0.62 Server build, and using the latest ModRex build, and also please
>>> > > include the database from the RealXtend 0.4 Beneath the Sea database
>>> build?
>>> > > This way the realXtend Server release numbers are in-line with the
>>> OpenSim
>>> > > Server release numbers?
>>> >
>>> > > This way users could just download one single server file from the
>>> RealXtend
>>> > > website, install it and be running the latest OpenSim 0.62 release
>>> with the
>>> > > latest ModRex, and have the "Beneath the Sea" database already up and
>>> > > running?
>>> > > As bugs are fixed, we could always have different build numbers for
>>> example
>>> > > RealXtend 0.62 - Build ####, as necessary, this way as bugs are fixed
>>> we
>>> > > could post updated build numbers to the realXtend site.
>>> >
>>> > > This way we could keep the realXtend 0.62 Server "all in one"
>>> download setup
>>> > > a very simple and easy to use setup that will get the latest OpenSim
>>> 0.62
>>> > > release installed with the latest ModRex, and the "Under the Sea"
>>> database
>>> > > all running without users having to do their own binary compiles or
>>> builds?
>>> >
>>> > > Mark
>>> >
>>> > > On Thu, Feb 12, 2009 at 9:51 PM, Mark Malewski <
>>> [email protected]>
>>> > > wrote:
>>> >
>>> > >> Could someone post a compiled binary of the latest Modrex to the
>>> realXtend
>>> > >> website for Windows?
>>> >
>>> > >> Like just compile the current ModRex binary, and call it "ModRex
>>> 0.62 -
>>> > >> Build ####" (in relation to the current OpenSimulator 0.62 current
>>> release).
>>> >
>>> > >> This way people could just download the latest ModRex
>>> download/zip/binary
>>> > >> and get up and running fairly quickly?
>>> >
>>> > >> Thanks,
>>> >
>>> > >> Mark
>>> >
>>> > >> On Thu, Feb 12, 2009 at 2:16 PM, Gustavo Alberto Navarro Bilbao
>>> > >> <[email protected]> wrote:
>>> >
>>> > >>> Hello Mark:
>>> >
>>> > >>> You can find a guide to compile Modrex here:
>>> > >>>http://opensimulator.org/wiki/ModRex
>>> >
>>> > >>> I'm tryng to make a test this
>>> >
>>> > >>> Good Luck/Suerte ;-)
>>> >
>>> > >>> ========================================================
>>> >
>>> > >>> 2009/2/12 Mark Malewski <[email protected]>:
>>> > >>> > What is the Status of ModRex, and also how do I run ModRex?
>>> >
>>> > >>> > I was previously using RealXtend Server 0.4, but I've downloaded
>>> the
>>> > >>> > latest
>>> > >>> > OpenSim 6.2 build and I'm just trying to figure out what the
>>> difference
>>> > >>> > between OpenSim 6.2 is, and how do I get OpenSim 6.2 working with
>>> > >>> > RealXtend?
>>> >
>>> > >>> > What exactly is ModRex? Is that a module, and if so where can I
>>> > >>> > download
>>> > >>> > it, and how do I install it in OpenSim 6.2?
>>> >
>>> > >>> > Are there any tutorials on how to use ModRex with OpenSim 6.2?
>>> Also,
>>> > >>> > will
>>> > >>> > ModRex give me the ability to use the current RealXtend
>>> standalone
>>> > >>> > Avatar
>>> > >>> > Storage, and the standalone Authentication Server?
>>> >
>>> > >>> > Thank-you,
>>> >
>>> > >>> > Mark- Hide quoted text -
>>> >
>>> > - Show quoted text -
>>>
>>>
>
> >
>
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