And yes - clear case of senior moment - rtfm does miracles and in the worst
case just run start-server.bat

http://www.realxtend.org/doxygen/runningnaali.html shows it all

Cheers and happy weekend
Pedro

On Fri, Feb 11, 2011 at 6:05 PM, Peter Steinlechner <[email protected]
> wrote:

> Hi Toni
>
> thanks for the answers. It looks like Tundra will be the way to go!
>
> Just another question came up, of which I think you allready thought about.
>
>
> How will the scenes be stored persistent on the tundra server, so in case
> of a crash or restart the right scenes start up again?
> I thought maybe there could be a way to store the datas referencing the
> assets in a database or a folder with set of scene files and their positions
> and have them loading on start of the tundra server. (I wouldn't be
> surprised if it allready is there and I just need to go through the
> documentation....)
>
> Cheers and a happy weekend to all
> Pedro
>
>
>
>
> On Fri, Feb 11, 2011 at 4:48 PM, Toni Alatalo <[email protected]> wrote:
>
>> Hi all,
>>
>> we talked about Tundra with Peter/Pedro, he tested the demos and sent in
>> some comments and questions. We agreed to continue here -- I'll quote enough
>> so that you see the nice comments too:
>>
>> On Feb 10, 2011, at 11:02 PM, Peter Steinlechner wrote:
>>
>> this is brilliant and I start to grasp and embrace the whole tundra idea.
>> Certainly I have to tinker around with it a bit more, but I think this
>> will
>> really become the firefox and apache for virtual worlds! To make the
>> GUI a part of the application, rather then having it in the viewer is a
>> rock solid feature that opens some new horizons.
>>
>>
>> Yep, and not only the GUI but basically all functionality .. like whether
>> a client connection gets an avatar or something else etc.
>>
>> There is not much missing to make the opensim based taiga server very
>> soon obsolete :-)
>>
>>
>> We'll see, Opensim has nice aspects too, I'm not surprised if both stay
>> around and develop for different purposes. But it seems to be that many
>> applications don't need the Opensim featureset (like grids), and indeed that
>> we can easily enough port the basics like chat and avatars to Tundra as
>> application level scripts.
>>
>> One point I'd like to clarify: the customizability of the client, loading
>> code from the net as a part of the service for custom GUIs etc., is there
>> always in Naali. It doesn't basically matter if you use a Tundra or Taiga
>> server, the EC system and the API for adding keybindings and menu entries
>> from e.g. EC_Script Javascripts loaded with http can work similarily. So you
>> can make also opensim+modrex worlds so that the service/app there defines
>> the GUI.
>>
>> The difference currently is that Naali releases have the default UiModule
>> always enabled, whereas in the builds from the Tundra branch it is disabled.
>> But we could for example make it so that for Taiga worlds the default UI is
>> shown only if modrex tells so (and when logging to vanilla opensim have it
>> automatically on). Also, the new Asset API and the current EC_Script
>> implementation that handles code loaded from the net are in the Tundra
>> branch only so not in the 0.4 release. We may later get the things merged so
>> that have the current things for all usages, discussed it in the meeting
>> today, but that's to be seen and also depends on what people actually need.
>>
>> But there sure are unique points in Tundra usage, like: 1) ease of
>> authoring of e.g. meshes on a local standalone app, which automatically
>> updates textures in the 3d view when they change on disk and 2) network game
>> dev where it makes sense to run same code partially both in the server &
>> client 3) custom messaging for advanced feats.
>>
>> Just to note that the ECs and client side Javascript works against Taiga
>> as well, can be useful if someone has made e.g. a complex app as an Opensim
>> region module and wants a custom GUI for it.
>>
>> - Would it be possible to attach an alternative collision mesh to objects?
>>   This might be helpfull in case of adding ramps to stair meshes for
>> example.
>>   Similar it was in rexviewer 0.42
>>
>>
>> Yes I think that already works, EC_RigidBody (which is how we communicate
>> things to Bullet) supports putting a collision mesh ref IIRC. I think we
>> should make the dotscene pipeline support that (or did someone do that
>> already?) so that you can define the collisions meshes in your modelling app
>> too.
>>
>> - Poking around a bit in the ogre website I stumbled over hydrax water,
>> which
>>   looks quite neat - but didnt got further into the details and wonder if
>> this
>>   would be very difficult to add or if you folks allready have something
>> more
>>   stunning in mind ?
>>
>>
>> Ali tested SkyX and Hydrax already a year ago or so, was it so that either
>> is even in somehow as a compile time option? He's been waiting for the guy
>> to make a release so could look at using them again. I think with Hydrax
>> there was problems with using it for large waters, was too heavy?
>>
>> - The terrains resemble about the same size like in opensim but could I
>> asume that
>>   it would allow easy for bigger spaces or loading a few terrain tiles,
>> without using
>>   meshes ? I could think of more then just a few use cases where
>> possibility of
>>   using bigger, real world elevation data based terrains would be welcome.
>>
>>
>>
>> Yes the EC_Terrains can be of any size and you can add as many as you
>> want. For the client side that works even against Taiga, we had an extra
>> terrain on world.realxtend.org:9000 earlier as a test, flying on the sky
>> :)
>>
>> But on the Tundra server it really works for collisions, EC_Terrain just
>> has a EC_RigidBody of type Heightmap.
>>
>> Indeed a good demo would be to make a large area with real world elevation
>> data. I think should work ok 'cause Ogre does decent visibility culling, so
>> rendering shouldn't be too heavy. Otherwise people have for long made
>> advanced scene managers and terrain systems with Ogre for large worlds,
>> someone was making a spherical system for earth scale planet etc., but I
>> think with the current simple EC_Terrain system we can already do a lot.
>>
>> Pedro
>>
>>
>> ~Toni
>>
>> 2011/2/9 Toni Alatalo <[email protected]>
>>
>>> part 2/2
>>>
>>> note: in bird game you fly with arrow keys, but in fishgame currently
>>> the same rightclick-drag to rotate as in av movement (i should remove
>>> the need for that mousepressing and just use mousemove directly)
>>>
>>>
>>> ---------- Forwarded message ----------
>>> From: Toni Alatalo <[email protected]>
>>> To: [email protected]
>>> Date: Wed, 19 Jan 2011 19:33:37 +0200
>>> Subject: Re: tundra demo scene with minigames
>>> On Jan 19, 2011, at 1:13 PM, Toni Alatalo wrote:
>>>
>>> http://dl.dropbox.com/u/3589640/Tundra-1.0-demo.exe has a recent build
>>> from the Tundra branch of Naali, with
>>>
>>> (...)
>>>
>>>  I will send another mail later this afternoon with a link to a bundle of
>>> the demo content and instructions on how to get it started locally.
>>>
>>>
>>> Ok it's now up at http://www.realxtend.org/download/lvm_20110119.zip
>>>
>>> The basic instructions for Tundra usage are at
>>> http://www.realxtend.org/doxygen/tundradocumentfiles.html . All that
>>> applies for this document/scene as well.
>>>
>>> So after installing that Tundra demo, which is just a new version of the
>>> Naali with the server included, you can open the demo scenes just by
>>> clicking on them in windows explorer. This opens the scene in a server,
>>> which is basically Naali running in standalone mode. It has a free camera
>>> script loaded by default, so you can move around in the scene etc. To get
>>> more things, you need to load the so-called plugins to the server. This is
>>> best done now by using the scene structure window which you can open from
>>> the menu. You can either drag&drop e.g. plugins/animals_LVM.txml and
>>> optionally the fish and osprey games to that window, or do right-click ->
>>> import scene in scenestruct. If you drag&drop to the 3d view, it places the
>>> sceneparts in the place of the drop, which can be confusing with these
>>> plugins. The other plugins like day&night are included already by default in
>>> the main lvm.txml.
>>>
>>> When you load the animals plugin, you should immediately get some deers
>>> running (or floating due to a bug) near the small river. This you see on the
>>> server as well.
>>>
>>> To get to move as an avatar, and to play the work-in-progress crude
>>> minigames, you need to connect with a client. You do this by running
>>> viewer.exe, but it needs to be configured so that it knows where you have
>>> your local copy of the demo assets. This is easiest done by right-clicking
>>> in windows explorer in the LVM scene folder, the one where you have
>>> lvm.txml, and choosing 'open tundra viewer in this directory'. There is a
>>> screenshot of this in the doc linked above. By default a minimal little
>>> connecting form is used now, there type: localhost (defaults to port 2345
>>> like the server too) and put any *single word* as username, password is not
>>> needed. If you put "firstname lastname" it tries to connect with LLUDP to
>>> opensim, and "something@something" would be using a reX account.
>>>
>>> Once connected you should get an avatar. This demo scene actually has an
>>> old version of the avatar application which doesn't have flying and such --
>>> the current version is included in the tundra installer itself.
>>>
>>> Then on a client, after you have loaded the Osprey game, a statue of that
>>> eagle like bird should appear by the beach near where the avatar first
>>> landed. If you click that statue, it starts the game where you fly as such a
>>> bird, and can try catching some red bass from the bay to bring to the two
>>> nests. If you load the fish game, a table appears floating over the air :)
>>> and you can click that to get to swim as an tiny anchovy fish .. which must
>>> eat some plankton and avoid a big bass fish that eats the anchovy. The fish
>>> game has no GUI graphics for info screens yet (apart from a work-in-progress
>>> radar for which the image ref is broken for you now so it shows as an empty
>>> white box), it just prints score in the console when you succeed in eating.
>>> And ands when you get eaten by the big fish, when you return to your avatar.
>>>
>>> Hopefully you get somewhere with this info!
>>>
>>> Some basic Tundra info for authoring, from a discussion with a modelling
>>> & texturing artist :)
>>> 18:30 <antont> and the awesome thing for authoring is
>>> 18:30 <antont> that you can just edit the content, and it updates
>>> automagically
>>> 18:30 <antont> for example if you open a scene like that with some object
>>> that has a texture
>>> 18:31 <antont> you can then paint that texture in photoshop
>>> 18:31 <antont> and just save the file
>>> 18:31 <antont> and it immediately refreshes in the naali/tundra view
>>> automatically
>>> 18:31 <borisrrrr> great!
>>> 18:31 <borisrrrr> that's brilliant!
>>> 18:31 <antont> same for materials and qt ui files and js game logic code
>>> etc
>>> 18:32 <antont> and you can just drag&drop a .mesh or .scene file from
>>> your desktop and it shows
>>> 18:36 <antont> this article i've written explains the EC idea etc
>>>
>>> https://github.com/realXtend/doc/raw/master/arch_article/simple.pdf
>>> 18:36 <antont> also documents one of the examples, the avatar
>>> application, in some detail
>>>
>>> on behalf of the realXtend project,
>>> Toni Alatalo (+358407198759)
>>> Playsign Oy
>>>
>>>
>>> same.
>>>
>>>
>>>
>>
>>  --
>> http://groups.google.com/group/realxtend
>> http://www.realxtend.org
>
>
>

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