Nexus Book: Needs to be added somewhere, perhaps in an alcove of sorts on one of the viewers stands.
Arena: The arena needs to have walkways leading from the playing field to the viewer stands, to literally make life easier for viewers instead of having to line up blocks to jump over to them.
Instancing is reduced to two forms, public and private.
The Cleft (including descent), D’ni Ae’gura (Roof tops, Baron’s office, Kadish Gallery, Watchers Sanctuary, Guild Pubs and The Great Zero) and D’ni City Proper (Ashem’en, Kirel, Neighbourhoods) locations would all be public instances.
It was the location that Ti’ana started a new life after the fall of D’ni, it was the birthplace and childhood home of Atrus, it was where one of the 2 openings to the tunnels leading to the D’ni cavern was situated.
It made sense for the players to start there, feeling “the call” to the middle of the desert to begin on a mysterious journey, picking up their Relto book and meeting Jeff Zandi. It all aided the beginnings set up by the DRC site and by Zandi’s ARG games, it all aided to the mystery that Uru ABM/Live was.
Finally getting back into Age development. After trying to get PyPRP2 to work, I reverted back to 1 for now. I want to be able to make Ages and, while I’d like all the nice features of 2, I’d rather have a working plugin. So, here’s a shot of what I’m working on:
Although PyPRP2 has been out for a while, and topics have been made explaining how to use it, no one said how to actually install it. To install PyPRP2:
- First, get the latest version of Blender here.
- Then get PyPRP2 here.
- Extract the file, and read the readme text file. It will tell you where to move the files.
- Load Blender.
- Under User Preferences/Add-ons/Import-Export, activate Plasma Development Environment.
That should set up PyPRP2 in your Blender install. Switch to a new document, then hit File/Save User Settings to prevent Blender from resetting to factory settings when you next load it.
You can learn about the many features of PyPRP2 here.
It’s been a long time.
Hello, how are you?
I’ve been really busy, remembering how I’m a terrible dirty hacker who hates Uru and wants to ruin it for everyone.
It’s been a long time… albeit not as long as some people, who have been asking similar questions for far longer.
I’m tired of this. I’ve spent 7 years watching squabbles and arguments back and forth on every possible issue, and that’s not what I’m here for.
I’m here to develop, to create, to take ideas and turn them into something more. These past few years have really served to convince me that the Uru community is not the place to do that.
Open Source and the GoW’s efforts to finally bring fan Ages to MOUL servers has given me enough incentive to get back to work on Ages. While the poll I conducted showed that most people wanted 2-3 small to medium Ages, I have instead been working mostly on a new area in Fens (dubbed Fens II because that’s such a clever name). Fens was always intended to be an evolving Age, and this expansion will reflect that. Right now it’s early in the development process so there are really only a few basic meshes and some plans (depending on how hard/easy it is, I might include a cinematic scene!).
The biggest issue with any open-source project is making it accessible to developers. I think OpenURU has failed spectacularly here. They still require developers to sign up to get code access, have no system in place to show active development branches, use an overly-complicated issue tracking system, and have no clearly-defined path for contributions to be accepted. These are the exact same issues they’ve had for the past three weeks, and though I’ve seen some activity on their forums towards getting these things resolved, I still don’t have much confidence in their team. The other big issue is that their core development team isn’t regularly contributing. I don’t know whether that’s due to lack of interest, lack of time, or lack of the knowledge needed to actively work on CWE. None of those are conditions you want from your code maintainers, though.
Compare this to the GoW: We immediately setup the code in a publicly-accessible area, with a simple bug tracking system. We quickly fixed the code and build system so it would be compatible with modern versions of visual studio, and at this point have even fixed it for Express editions – this is a major win for making the code accessible to a wider array of developers. We have documentation on how to build the code, and even a video tutorial available. GitHub makes it easy to see who’s actively working on the code, and its integrated pull request system makes it easy for developers to request their changes be included in our main development tree. And of course, our core development team is actively working on CWE.
Had OpenURU been ready, the GoW leadership would have happily worked with them. But the fact that after three weeks there has been no major progress on any of the issues I and others have raised, shows that the GoW development fork was definitely the right decision.
Another heads up regarding lovely textures to add to your growing library. This time the offering comes from Designer’s Terminal, who posted a nice selection of metallic textures for your viewing (and modeling) pleasure.
Head on over and check it out.