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file.em: ReadBinaryFile & WriteBinaryFile
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OldnGrey



Joined: 04 Feb 2006
Posts: 517

PostPosted: Mon Oct 08, 2007 8:15 am    Post subject: Reply with quote

Ah, we just got used to doing world building inside the game.

To me uoconvert is the bad step especially if you have a remote site. Those directories get pretty huge and you can't replace them when pol is runnning.

I know it's been talked about before, but we've done without freeze/melt in the core for so long that we've forgotten how useful it could be to make changes.

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Pierce



Joined: 02 Feb 2006
Posts: 256

PostPosted: Mon Oct 08, 2007 5:47 pm    Post subject: Reply with quote

Quote:
If you guys have a simpler way of static/map editing than that, please do share, lol.


There is no need to be condescending. It's just a wish. Noone said the devs have to do this. And yes i have a simpler way to do static/map editing. Even to convert maps to the new uokr format. But all that is an export from pol in another format and than running pearl scripts to do the mul (binary) stuff. That's way to complicated for most users. And because i like it simple i would like to do that in a one step customized way. Which i think is a lot easier. And you can customize it further in your own scripts or by changing existing scripts.
I don't know how much work this would be for the devs. I only know that such a binary reader/writer is part of the .net framework. Don't know what that means for the linux core.

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MontuZ
Distro Developer


Joined: 10 Feb 2006
Posts: 293
Location: Myrtle Beach, South Carolina

PostPosted: Mon Oct 08, 2007 11:41 pm    Post subject: Reply with quote

Sorry, wasn't trying to be.

I was just asking if your ways are simpler and if they are, can you share them...

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Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Wed Oct 10, 2007 12:38 am    Post subject: Reply with quote

I know what Pierce is talking about and to be honest I do like the idea of being able to do InGame statics editing. My daughter was working on a RunUO shard and she was explaining that she could do InGame worldbuilding and then the shard admin simply froze the changes to the map. To me this sounds like it would allow easier world building. Not only that but this would allow concurrent development on the map by several different people.

To be honest I have considered setting up a RunUO server just for this very purpose but I don't know exactly which utilities I'd need and frankly I don't want to learn a whole new set of emu commands.

So all that being said, this is a very nice idea. If there is some way to do it and maintain reasonable file security.

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Pierce



Joined: 02 Feb 2006
Posts: 256

PostPosted: Wed Oct 10, 2007 10:40 am    Post subject: Reply with quote

Quote:
To be honest I have considered setting up a RunUO server just for this very purpose but I don't know exactly which utilities I'd need and frankly I don't want to learn a whole new set of emu commands.


Yes that my problem too. But for simple things you can build normally on pol and use this

http://forums.polserver.com/ftopic817.php

converter to import an area from items.txt and then [freeze or [freezemap the area you want. But this can simply end up in a chaos, if more people work on a project for several obvious reasons Very Happy

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MontuZ
Distro Developer


Joined: 10 Feb 2006
Posts: 293
Location: Myrtle Beach, South Carolina

PostPosted: Thu Oct 11, 2007 6:48 am    Post subject: Reply with quote

Yukiko: If you already haven't seen this, http://www.aksdb.de/CentrED/
Check it out, might be useful.

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Mon Oct 15, 2007 10:09 pm    Post subject: Reply with quote

I have looked at the CentrEd server once. I think it was right after it was posted on Ryandor's site and if it does allow concurrent editing by staff that is a step in the right direction.

The main issue about using outside programs to edit maps is the learning curve. However if you can do InGame editing of static with the same commands you use to place dynamic items then there's no learning curve for staff.

And I do understand the argument that says "Why should we add that functionality to POL when there are other utilities with which to do it?" I really do understand but if we want to attract users to POL doesn't it make sense to have utilities that integrate these and other useful (and desired) functions with the emulator?

I don't understand why this idea is so easily discounted.

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OldnGrey



Joined: 04 Feb 2006
Posts: 517

PostPosted: Tue Oct 16, 2007 3:41 am    Post subject: Reply with quote

We just need to corner and bribe a POL core developer to get interested in the newer OSI features. With the RUNUO sourcecode and the POL sourcecode, what could be simpler? (/me looks for an emoticon to convey my ignorant optimism, but fails.)

With some alarming signs that core developers current and future may not necessarily all be beer drinkers, this may become more difficult.

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Pierce



Joined: 02 Feb 2006
Posts: 256

PostPosted: Tue Oct 16, 2007 12:17 pm    Post subject: Reply with quote

Quote:
We just need to corner and bribe a POL core developer


*starts to bribe*
I will give a box of beer if this feature gets in Very Happy Very Happy
And of course afterwards the scripts converted from pearl to pol97 for handling statics and the mapX.mul/staticX.mul to KR map conversion Smile

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Tue Oct 16, 2007 10:05 pm    Post subject: Reply with quote

OldNGrey what we need is to get Anthony Soprano to use POL and then we'd see some improvement.
*grins*

But seriously functionality like this among other things is why "that other emulator" gained such momentum. POL excels in its internal versatility from a scripting standpoint but it lacks some in the area of external versatility and utility.

Anyway, this will probvably not happen soon but it is something worth looking into I think.

Author Message
Pierce



Joined: 02 Feb 2006
Posts: 256

PostPosted: Tue Jun 10, 2008 8:01 pm    Post subject: Reply with quote

I personally don't like a push, but we have a new dev. Therefore he perhaps likes that idea Very Happy

*push*

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