Re: [vos-d] What do we want in the 0.24 release?

2007-07-08 Thread Reed Hedges

I thought of another thing: fix up the blender export script.  At this 
point it's a crucial key to making 3D worlds that you can use in 
Interreality, and probably will be in the future as well.  (Though, 
anyone tried out the ASE converter recently?)

Some things it needs to be update for are:
  * Get meshes' properties (part of the "game engine logic" stuff) and 
make them into vos properties
  * Maybe output vobjects for "Empty" Blender objects (and follow their 
parent-child relations)
  * Needs an actual UI where you can select options, rather than just 
the menu subitems

Anyone tried this script recently? Have any problems that need to be 
fixed or missing features added?

In a little while I'll consolidate possible tasks for 0.24 and we can 
prioritize them (we probably won't be able to do all of them, we ought 
to release 0.24 pretty soon).

Reed



Reed Hedges wrote:
> Are there any bugs or real defects in Ter'Angreal or VOS?  I know of two, 
> don't
> know if we should fix them:
> 
>  * Avatar settings (model/skin) aren't saved (really just an unimplemented
>feature)
>  * Objects aren't always removed from the world
> 
> Something to test is whether all A3DL property/object changes are properly
> reflected in Ter'Angreal.  May not be worth fixing all of them, but maybe some
> of them if people think they need to use that feature.
> 
> Others?
> 
> What is the state of the Python interface?
> 
> Other things we could do are
>  * Update the manual with VIP documentation.
>  * Make some new worlds. I'm working on a little demo of objects flying 
> around.
>  * Is the IRC bridge working properly now?
>  * Do all the Visual C projects work?
>  * What else?
> 
> Then we need to do some test release builds and make sure they work.
> 
> During and after the release I might write some short tutorials that focus on 
> how to do
> specific things, probably starting with going through how to make something in
> blender, export it, and load it into a server.  Other ideas are at
> http://interreality.org/wiki/HowTos
> 
> Reed
> 
> 
> 
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Re: [vos-d] What do we want in the 0.24 release?

2007-06-29 Thread Peter Amstutz
Yea, we should probably have a "minimum z value" or invisible bounding 
box or something that prevents users from wandering out and falling off 
the edge of the world.  It's a silly, trivial feature we keep putting 
off...

On Fri, Jun 29, 2007 at 01:09:24PM -0600, S Mattison wrote:
> I mean in the Pyramid World. Outside the pyramid, there's only a
> little bit of room to run around before you fall of the edge. Perhaps
> at a certain depth, the player should respawn on the land, or inside
> the pyramid?
> 
> On 6/29/07, Reed Hedges <[EMAIL PROTECTED]> wrote:
> > On Fri, Jun 29, 2007 at 08:05:37AM -0600, S Mattison wrote:
> > > I can fall through the map. =P
> >
> >
> > Well maybe you need a floor! :)
> >
> > > Well, it's not difficult when there are no invisible bounding boxes
> > > holding me on.
> >
> > Actually it's several things
> >
> >  1. Bounds in the world that terangreal can check, plus maybe an option to 
> > turn
> > bounds checking off
> >  2. Option to turn gravity off/on
> >  3. Option to turn collision detection off/on
> >  4. A fly mode that is initiated by fly keys that turn off gravity while 
> > you're
> > flying, then a key that turns it back on.
> >
> > 1. is pretty trivial, 2 and 3 are trivial, 4 is not too hard but would take 
> > a
> > bit of work.
> 
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-- 
[   Peter Amstutz  ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey:  pgpkeys.mit.edu  18C21DF7 ]



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Re: [vos-d] What do we want in the 0.24 release?

2007-06-29 Thread S Mattison
I mean in the Pyramid World. Outside the pyramid, there's only a
little bit of room to run around before you fall of the edge. Perhaps
at a certain depth, the player should respawn on the land, or inside
the pyramid?

On 6/29/07, Reed Hedges <[EMAIL PROTECTED]> wrote:
> On Fri, Jun 29, 2007 at 08:05:37AM -0600, S Mattison wrote:
> > I can fall through the map. =P
>
>
> Well maybe you need a floor! :)
>
> > Well, it's not difficult when there are no invisible bounding boxes
> > holding me on.
>
> Actually it's several things
>
>  1. Bounds in the world that terangreal can check, plus maybe an option to 
> turn
> bounds checking off
>  2. Option to turn gravity off/on
>  3. Option to turn collision detection off/on
>  4. A fly mode that is initiated by fly keys that turn off gravity while 
> you're
> flying, then a key that turns it back on.
>
> 1. is pretty trivial, 2 and 3 are trivial, 4 is not too hard but would take a
> bit of work.

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Re: [vos-d] What do we want in the 0.24 release?

2007-06-29 Thread Ken Taylor
Reed Hedges wrote:
>
> Are there any bugs or real defects in Ter'Angreal or VOS?  I know of two,
don't
> know if we should fix them:
>
>  * Avatar settings (model/skin) aren't saved (really just an unimplemented
>feature)
>  * Objects aren't always removed from the world
>
> Something to test is whether all A3DL property/object changes are properly
> reflected in Ter'Angreal.  May not be worth fixing all of them, but maybe
some
> of them if people think they need to use that feature.
>
> Others?

* It seems that when you leave one sector to go to another, the old sector
isn't actually unloaded. Try going back and forth between sectors and watch
your memory usage creep up!
* If an object moves between the time you initiate a download and you finish
the download and populate your local VOS objects, but then stops moving,
you'll see it at the old location until it makes a move. (This probably goes
for all changes, but it's most obvious with avatar moves)
* In general, Ter'Angreal has pretty poor error handling (network
disconnections and such) and sometimes crashes, though I havne't reproduced
a specific case
* Someone removed the code I put in to Ter'Angreal to make sure "grabbed"
objects didn't get interpolated ;)

Nothing show-stopping, really. But fixing these would add some "polish."

>
> What is the state of the Python interface?
>
> Other things we could do are
>  * Update the manual with VIP documentation.
>  * Make some new worlds. I'm working on a little demo of objects flying
around.
>  * Is the IRC bridge working properly now?
>  * Do all the Visual C projects work?
>  * What else?

* Being able to turn off gravity/physics, even if you don't have write
permission to the sector (basically, change the properties on the collider
in the a3dl plugin)
* I think a rudimentary portals implementation would be really neat,
especially if they could be "opened" dynamically. Of course this may require
some a3dl plugin overhaul to support multiple loaded sectors simultaneously.

Unfortunately, I haven't had much time to work on VOS in a while, and it
doesn't look like i'll have much anytime soon. But I can volunteer to do a
bit of bug testing now and again :)

>
> Then we need to do some test release builds and make sure they work.
>
> During and after the release I might write some short tutorials that focus
on how to do
> specific things, probably starting with going through how to make
something in
> blender, export it, and load it into a server.  Other ideas are at
> http://interreality.org/wiki/HowTos
>
> Reed
>
>


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Re: [vos-d] What do we want in the 0.24 release?

2007-06-29 Thread Reed Hedges
On Fri, Jun 29, 2007 at 08:05:37AM -0600, S Mattison wrote:
> I can fall through the map. =P


Well maybe you need a floor! :)

> Well, it's not difficult when there are no invisible bounding boxes
> holding me on.

Actually it's several things

 1. Bounds in the world that terangreal can check, plus maybe an option to turn
bounds checking off
 2. Option to turn gravity off/on
 3. Option to turn collision detection off/on
 4. A fly mode that is initiated by fly keys that turn off gravity while you're
flying, then a key that turns it back on.

1. is pretty trivial, 2 and 3 are trivial, 4 is not too hard but would take a
bit of work.



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Re: [vos-d] What do we want in the 0.24 release?

2007-06-29 Thread S Mattison
I can fall through the map. =P
Well, it's not difficult when there are no invisible bounding boxes
holding me on.

On 6/29/07, Reed Hedges <[EMAIL PROTECTED]> wrote:
>
> Are there any bugs or real defects in Ter'Angreal or VOS?  I know of two, 
> don't
> know if we should fix them:
>
>  * Avatar settings (model/skin) aren't saved (really just an unimplemented
>feature)
>  * Objects aren't always removed from the world

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[vos-d] What do we want in the 0.24 release?

2007-06-29 Thread Reed Hedges

Are there any bugs or real defects in Ter'Angreal or VOS?  I know of two, don't
know if we should fix them:

 * Avatar settings (model/skin) aren't saved (really just an unimplemented
   feature)
 * Objects aren't always removed from the world

Something to test is whether all A3DL property/object changes are properly
reflected in Ter'Angreal.  May not be worth fixing all of them, but maybe some
of them if people think they need to use that feature.

Others?

What is the state of the Python interface?

Other things we could do are
 * Update the manual with VIP documentation.
 * Make some new worlds. I'm working on a little demo of objects flying around.
 * Is the IRC bridge working properly now?
 * Do all the Visual C projects work?
 * What else?

Then we need to do some test release builds and make sure they work.

During and after the release I might write some short tutorials that focus on 
how to do
specific things, probably starting with going through how to make something in
blender, export it, and load it into a server.  Other ideas are at
http://interreality.org/wiki/HowTos

Reed



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