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From: John G. <jok...@ya...> - 2007-02-06 02:46:51
|
Also... I have used easyway game engine... works quite well and is based off of lwjgl. Its on sourceforge... easyway.sourceforge.net Miguel Angel Blanch Lardin <mig...@ho...> wrote: Hi all, I have been reading that LWJGL reached the 1.0 version ( http://www.lwjgl.org/index.php ) I think it could be a good think to move Stendhal to OpenGL using LWJGL as we would get a faster drawing tool, less CPU usage and we would be enforced to do the GUI ( as I think Swing doesn't work there ). The drawback is that if you don't have OpenGL you can't run Stendhal and that we would depend on a new library. Opinions? _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ------------------------------------------------------------------------- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier. Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 _______________________________________________ Arianne-devel mailing list Ari...@li... https://lists.sourceforge.net/lists/listinfo/arianne-devel --------------------------------- No need to miss a message. Get email on-the-go with Yahoo! Mail for Mobile. Get started. |
From: John G. <jok...@ya...> - 2007-02-06 02:43:49
|
I believe there is opengl built into lwjgl cause I dont have opengl and use lwjgl all the time. Miguel Angel Blanch Lardin <mig...@ho...> wrote: Hi all, I have been reading that LWJGL reached the 1.0 version ( http://www.lwjgl.org/index.php ) I think it could be a good think to move Stendhal to OpenGL using LWJGL as we would get a faster drawing tool, less CPU usage and we would be enforced to do the GUI ( as I think Swing doesn't work there ). The drawback is that if you don't have OpenGL you can't run Stendhal and that we would depend on a new library. Opinions? _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ------------------------------------------------------------------------- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier. Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 _______________________________________________ Arianne-devel mailing list Ari...@li... https://lists.sourceforge.net/lists/listinfo/arianne-devel --------------------------------- Get your own web address. Have a HUGE year through Yahoo! Small Business. |
From: Miguel A. B. L. <mig...@ho...> - 2007-02-05 22:51:40
|
Hi all, I have been reading that LWJGL reached the 1.0 version ( http://www.lwjgl.org/index.php ) I think it could be a good think to move Stendhal to OpenGL using LWJGL as we would get a faster drawing tool, less CPU usage and we would be enforced to do the GUI ( as I think Swing doesn't work there ). The drawback is that if you don't have OpenGL you can't run Stendhal and that we would depend on a new library. Opinions? _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ |
From: Miguel A. B. L. <mig...@ho...> - 2007-02-05 22:36:46
|
Hi Hendrik, This last week I have speed up development on Marauroa 2.0 and I think I will be able to reach it soon this week or at worst the next one. At first, I am going to add only RPEvent. RPEvent is a class that has: - name: String - value: String A RPEvent is associated with a RPObject, so RPObject: - events: List<RPEvent> I want RPEvent to represent all those attributes that we are adding and removing on the next turn now, for example: chat, damage, heal, ... The best would be that we can have several events per turn, so we could recieve two chat messages on the same turn, we could damage several objects on the same turn ( allowing us area spells damage for example ). At a later stage, as soon as Stendhal is ported to 2.0, I will add the RPLink feature in such a way that it is useful for Sheep-like relations and for PersonalChest ( bank )-like relations. Regards, Miguel _________________________________________________________________ FREE pop-up blocking with the new MSN Toolbar - get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ |
From: Steve I. <ste...@gm...> - 2006-12-11 12:54:07
|
im for removing UDP steve On 12/11/06, Miguel Angel Blanch Lardin <mig...@ho...> wrote: > > Hi all, > > During this last summer, Hendrik added TCP support to Stendhal in order to > have it working with a hardware firewall that can't process the amount of > UDP packets stendhal uses, so since that the default client uses TCP > stream. > > My question is if we should drop UDP support and recode things to be > optimized for a TCP stream instead of a bunch of UDP packets. > > IMHO, we should remove UDP. > > Regards, > Miguel > > _________________________________________________________________ > FREE pop-up blocking with the new MSN Toolbar - get it now! > http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share > your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Arianne-devel mailing list > Ari...@li... > https://lists.sourceforge.net/lists/listinfo/arianne-devel > |
From: Miguel A. B. L. <mig...@ho...> - 2006-12-11 12:23:38
|
Hi all, During this last summer, Hendrik added TCP support to Stendhal in order to have it working with a hardware firewall that can't process the amount of UDP packets stendhal uses, so since that the default client uses TCP stream. My question is if we should drop UDP support and recode things to be optimized for a TCP stream instead of a bunch of UDP packets. IMHO, we should remove UDP. Regards, Miguel _________________________________________________________________ FREE pop-up blocking with the new MSN Toolbar - get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ |
From: Hanno B. <h....@gm...> - 2006-11-28 23:22:02
|
Hi Matthias, Matthias wrote: > Well, this is a special case which is somewhat unclear, as the text says > (he may use it in his (private) LAN w/o problems, but not really in the > (not so private) internet). Well, the GPL has some more room here, so > imho Aaron can use this part to use his closed scripts in the nearly > private internet. Just a question of perspective :) > Aaron, keep up posted what you think and are going to do. I don't think the license is unclear in this case. If I read the FAQ right it is clearly not necessary for him to release the source, even if he runs the modified version on a public server. Look at this (from the FAQ): > The GPL permits anyone to make a modified version and use it without > ever distributing it to others. What this company is doing is a > special case of that. Therefore, the company does not have to release > the modified sources. According to this, he doesn't have to release anything. Then, the answer continues: > It is essential for people to have the freedom to make modifications > and use them privately, without ever publishing those modifications. > However, putting the program on a server machine for the public to > talk to is hardly "private" use, so it would be legitimate to require > release of the source code in that special case. We are thinking about > doing something like this in GPL version 3, but we don't have precise > wording in mind yet. If I'm not completely mistaken, this part is NOT about the conditions of the GPL, but about FSF's opinion on that matter. They say it WOULD be legitimate, not that it is, and finally state that they're thinking about making it a requirement for GPLv3. I think paragraph 2b) of the GPL is the key part here: > b) You must cause any work that you distribute or publish, that in > whole or in part contains or is derived from the Program or any > part thereof, to be licensed as a whole at no charge to all third > parties under the terms of this License. There are no restrictions imposed if I don't distribute or publish it, and that clearly isn't the case if just run it on my server. But I'm not a lawyer, and will I'm fairly certain that I'm right here, there is a possibility of a mistake on my part (of course, there always is ;) ). > Thanks anyway. It's scaring how complicate such a short license can be. Right, and that's one reason why I prefer BSD-style licenses. But I don't think we should start that discussion again :) Regards, Hanno |
From: Matthias T. <mt...@gm...> - 2006-11-28 19:35:17
|
Hanno Braun schrieb: > Hi. > > I think what Matthias said is basically right, but he leaves out a > detail that is highly relevant for a software like Marauroa. > The GPL is all about distributing software, and if someone doesn't > distribute a GPLed program he modified, he isn't bound by the GPL. Thus, > someone can make any changes he likes, as long as he only uses them on > his own server, he doesn't have to release them. > > Here is the important part from the GPL FAQ: > http://www.gnu.org/licenses/gpl-faq.html#UnreleasedMods Well, this is a special case which is somewhat unclear, as the text says (he may use it in his (private) LAN w/o problems, but not really in the (not so private) internet). Well, the GPL has some more room here, so imho Aaron can use this part to use his closed scripts in the nearly private internet. Just a question of perspective :) Aaron, keep up posted what you think and are going to do. > By the way, I'm not an Arianne developer or copyright holder. I just > wanted to point out how the GPL works (or doesn't work) in such a case. Thanks anyway. It's scaring how complicate such a short license can be. Regards Matthias > Regards, > Hanno > > > > On Mon, 2006-11-27 at 21:21 +0100, Matthias Totz wrote: >> Hi Aaron, >> >> well, it's not easy. It depends on what you want to use. >> >> - Arianne: >> This is the protocol description, which is not protected under any >> license, as far as I know. This does not include any code, so you have >> to implement the protocol yourself. >> >> - Marauroa: >> This is the reference implementation of the arianne protocol, plugin >> based. It's GPL'ed and therefore, if you're writing a plugin for >> Marauroa, you have to release the plugin under the GPL. >> http://www.gnu.org/licenses/gpl-faq.html#GPLAndPlugins >> >> We might consider changing the license for this package but all >> copyright owners (all past and current developers and contributers) must >> okay it, so it's nearly impossible. >> >> - Stendhal: >> This is the RPG-Plugin for Marauroa. Here things are going to be >> complicated. The code is GPL, the graphics/maps/sounds are not. They are >> either public domain or permitted to be used by the arianne project. The >> scripts are 'plugins', so using them (even your own) you must release >> them under the GPL. >> >> So, to sum up: >> -You may create your own closed arianne implementation. >> -You may not modify Marauroa without releasing source. >> -You may create your own GPL'ed Marauroa plugin. >> -You may not create your own closed Marauroa plugin. >> -You may not modify Stendhal without releasing source. >> -You may not branch Marauroa or Stendhal and change the license as >> you're not the copyright owner. >> -You may not modify/add Stendhals scripts without releasing them. >> -You may or may not use the graphics/sounds/maps (these are 'data' and >> therefore licensed separately). Most of them are public domain and >> therefore free for use, you could ask the copyright owner (or >> CVS-comitter) for permission. >> -You may create you own Flash based Client to Stendhal (as you're only >> using the protocol). As the maps are the only data send to the client >> you still have to think about the graphics/sounds issue. >> -You may use Marauroa and Stendhal and make cash with it as long as you >> make the source freely available. You need to do it yourself, not just >> link to this project (there were some judgements concerning linux >> distros lately). Of course you must check the graphics/sounds/maps issues. >> -You may sell the binaries, take a client usage fee and stuff as long as >> the source is free of charge and available on your own servers. >> >> These are the constraints of the GPL, as I understand it. You may want >> to read the GPL-Faq in case I got something wrong: >> http://www.gnu.org/licenses/gpl-faq.html >> >> >> My 2 cents concerning cheats: >> If you're using stendhal as a base, you don't have to hide the game >> logic (security by obscurity is baaad). It is designed in such a way >> that the server does hold all game data and processes every singe change >> in the word. The client sends an action (request to the server to change >> something) and the server decides if it executes the action or denies >> it. Cheating is based on flaws on the server (which you can and should >> fix) or modifying client data which is senseless in this scenario. >> Of course, this 'client security' has a price. Your server should be a >> fatass machine and you will never ever have tens of thousands of players >> on your server the same time. >> >> So this is a go for using arianne and its implemtations (marauroa and/or >> stendhal) and making money with it, a go for a closed flash client, a >> maybe go for the data (graphics/maps/sounds) and a no-go for closed >> serverside stuff. >> >> Well, mostly bad news. I hope you haven't lost interest in Arianne when >> you have to release your source. I'd really like to see your flash client. >> >> Regards >> Matthias >> >> >> Aaron Caswell schrieb: >>> Thanks a lot Miguel, >>> I am just playing around with the server code now to explore possible >>> uses. If I find I have something to offer, I would be most happy to make >>> some contribution to your project. If anyone else has some comments >>> regarding the license, and/or making cash with Arianne, please let me know. >>> Regards, >>> Aaron >>> >>> Miguel Angel Blanch Lardin wrote: >>>> Hi Aaron, >>>> >>>> I follow your question to our developers mailing list for discussion. >>>> As you see the code is GPL, so if you *use* it your code must be GPL, >>>> but if you develop your own client in Flash by following our protocol >>>> you don't have to release it under the GPL, although it would be a >>>> nice extra. >>>> >>>> About server logic, I think you want to mean scripts that create >>>> quests, maps, etc..., we are actually releasing them, but I agree with >>>> the fact that you don't release them. I would request you to release >>>> though any changes you do to the server code itself and any helpful >>>> class you create that is not the logic itself. >>>> >>>> We could in fact consider LGPL or a BSD like license for the >>>> Interfaces that need to be used by server logic ( just too classes ). >>>> [>>>Mailing list<<<] What do you think about? >>>> >>>> >>>> Anyway... I have no problem ( and I can't have even ) in anyone making >>>> money with arianne based software, you are free to charge for anything >>>> related with Arianne. >>>> >>>> Regards, >>>> Miguel >>>> >>>> >>>>> From: Aaron Caswell <aa...@an...> >>>>> To: ari...@us... >>>>> Subject: commercial status of arianne >>>>> Date: Fri, 24 Nov 2006 18:56:41 -0800 >>>>> >>>>> Hi Arianne, >>>>> I am wondering if there are any commercial limitations on the use of >>>>> Arianne/ Marauroa as a game server? Suppose I create my own scripts >>>>> for the game logic, etc, and even create my own game client that runs >>>>> in flash that utilizes the arianne client tools (obviously by some >>>>> circuitous tricks), or something? How much of it is GPLed? Ie. how >>>>> much of my work would I have to release as open source - are the game >>>>> logic scripts considered derived works? I would consider making mods >>>>> to the arianne code itself, which I understand and am prepared to >>>>> release as open source; however, for the game logic itself, I would >>>>> prefer not to release the code. In other words, I am most concerned >>>>> about the scripts defining the logic. Secondly, I am concerned about >>>>> the integrity of the client to prevent cheats as much as possible; >>>>> therefore, I would also prefer to release as little of this code as >>>>> possible. >>>>> Sorry for the un-open source nature of my enquiry, and please don't >>>>> get me wrong as I actually am a big fan and supporter of open source, >>>>> but for the project I am researching, releasing the source would >>>>> simply not be an option. >>>>> >>>>> Thank you very much for your info, >>>>> Aaron Caswell >>>> _________________________________________________________________ >>>> Express yourself instantly with MSN Messenger! Download today it's >>>> FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ >>> ------------------------------------------------------------------------- >>> Take Surveys. Earn Cash. Influence the Future of IT >>> Join SourceForge.net's Techsay panel and you'll get the chance to share your >>> opinions on IT & business topics through brief surveys - and earn cash >>> http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV >>> _______________________________________________ >>> Arianne-devel mailing list >>> Ari...@li... >>> https://lists.sourceforge.net/lists/listinfo/arianne-devel >> >> ------------------------------------------------------------------------- >> Take Surveys. Earn Cash. Influence the Future of IT >> Join SourceForge.net's Techsay panel and you'll get the chance to share your >> opinions on IT & business topics through brief surveys - and earn cash >> http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV >> _______________________________________________ >> Arianne-devel mailing list >> Ari...@li... >> https://lists.sourceforge.net/lists/listinfo/arianne-devel > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Arianne-devel mailing list > Ari...@li... > https://lists.sourceforge.net/lists/listinfo/arianne-devel |
From: Miguel A. B. L. <mig...@ho...> - 2006-11-27 22:58:53
|
>I think what Matthias said is basically right, but he leaves out a >detail that is highly relevant for a software like Marauroa. >The GPL is all about distributing software, and if someone doesn't >distribute a GPLed program he modified, he isn't bound by the GPL. Thus, >someone can make any changes he likes, as long as he only uses them on >his own server, he doesn't have to release them. > >Here is the important part from the GPL FAQ: >http://www.gnu.org/licenses/gpl-faq.html#UnreleasedMods If this path is followed we can easily make the server code to send clients a small script ( code ) to execute it and send the server a reply. This in fact means that the server and the client are really using parts of code of the each other and so the GPL bounds you to release the modified code of your server. :) Personally I think it is a waste of time to code such things but... Anyway, as I am coding now Marauroa 2.0 we should consider if we should allow closed source server side scripts or not. Personally I don't care, I just understand that the game scripts should sometime be hidden to make the game fun... for example the seven cherubs quests :), but if someone takes the pain to get CVS, browse source and find the spots perhaps he is near converting into an arianne contributor :) Regards, Miguel _________________________________________________________________ FREE pop-up blocking with the new MSN Toolbar - get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ |
From: Hanno B. <h....@gm...> - 2006-11-27 20:49:34
|
Hi. I think what Matthias said is basically right, but he leaves out a detail that is highly relevant for a software like Marauroa. The GPL is all about distributing software, and if someone doesn't distribute a GPLed program he modified, he isn't bound by the GPL. Thus, someone can make any changes he likes, as long as he only uses them on his own server, he doesn't have to release them. Here is the important part from the GPL FAQ: http://www.gnu.org/licenses/gpl-faq.html#UnreleasedMods By the way, I'm not an Arianne developer or copyright holder. I just wanted to point out how the GPL works (or doesn't work) in such a case. Regards, Hanno On Mon, 2006-11-27 at 21:21 +0100, Matthias Totz wrote: > Hi Aaron, > > well, it's not easy. It depends on what you want to use. > > - Arianne: > This is the protocol description, which is not protected under any > license, as far as I know. This does not include any code, so you have > to implement the protocol yourself. > > - Marauroa: > This is the reference implementation of the arianne protocol, plugin > based. It's GPL'ed and therefore, if you're writing a plugin for > Marauroa, you have to release the plugin under the GPL. > http://www.gnu.org/licenses/gpl-faq.html#GPLAndPlugins > > We might consider changing the license for this package but all > copyright owners (all past and current developers and contributers) must > okay it, so it's nearly impossible. > > - Stendhal: > This is the RPG-Plugin for Marauroa. Here things are going to be > complicated. The code is GPL, the graphics/maps/sounds are not. They are > either public domain or permitted to be used by the arianne project. The > scripts are 'plugins', so using them (even your own) you must release > them under the GPL. > > So, to sum up: > -You may create your own closed arianne implementation. > -You may not modify Marauroa without releasing source. > -You may create your own GPL'ed Marauroa plugin. > -You may not create your own closed Marauroa plugin. > -You may not modify Stendhal without releasing source. > -You may not branch Marauroa or Stendhal and change the license as > you're not the copyright owner. > -You may not modify/add Stendhals scripts without releasing them. > -You may or may not use the graphics/sounds/maps (these are 'data' and > therefore licensed separately). Most of them are public domain and > therefore free for use, you could ask the copyright owner (or > CVS-comitter) for permission. > -You may create you own Flash based Client to Stendhal (as you're only > using the protocol). As the maps are the only data send to the client > you still have to think about the graphics/sounds issue. > -You may use Marauroa and Stendhal and make cash with it as long as you > make the source freely available. You need to do it yourself, not just > link to this project (there were some judgements concerning linux > distros lately). Of course you must check the graphics/sounds/maps issues. > -You may sell the binaries, take a client usage fee and stuff as long as > the source is free of charge and available on your own servers. > > These are the constraints of the GPL, as I understand it. You may want > to read the GPL-Faq in case I got something wrong: > http://www.gnu.org/licenses/gpl-faq.html > > > My 2 cents concerning cheats: > If you're using stendhal as a base, you don't have to hide the game > logic (security by obscurity is baaad). It is designed in such a way > that the server does hold all game data and processes every singe change > in the word. The client sends an action (request to the server to change > something) and the server decides if it executes the action or denies > it. Cheating is based on flaws on the server (which you can and should > fix) or modifying client data which is senseless in this scenario. > Of course, this 'client security' has a price. Your server should be a > fatass machine and you will never ever have tens of thousands of players > on your server the same time. > > So this is a go for using arianne and its implemtations (marauroa and/or > stendhal) and making money with it, a go for a closed flash client, a > maybe go for the data (graphics/maps/sounds) and a no-go for closed > serverside stuff. > > Well, mostly bad news. I hope you haven't lost interest in Arianne when > you have to release your source. I'd really like to see your flash client. > > Regards > Matthias > > > Aaron Caswell schrieb: > > Thanks a lot Miguel, > > I am just playing around with the server code now to explore possible > > uses. If I find I have something to offer, I would be most happy to make > > some contribution to your project. If anyone else has some comments > > regarding the license, and/or making cash with Arianne, please let me know. > > Regards, > > Aaron > > > > Miguel Angel Blanch Lardin wrote: > >> Hi Aaron, > >> > >> I follow your question to our developers mailing list for discussion. > >> As you see the code is GPL, so if you *use* it your code must be GPL, > >> but if you develop your own client in Flash by following our protocol > >> you don't have to release it under the GPL, although it would be a > >> nice extra. > >> > >> About server logic, I think you want to mean scripts that create > >> quests, maps, etc..., we are actually releasing them, but I agree with > >> the fact that you don't release them. I would request you to release > >> though any changes you do to the server code itself and any helpful > >> class you create that is not the logic itself. > >> > >> We could in fact consider LGPL or a BSD like license for the > >> Interfaces that need to be used by server logic ( just too classes ). > >> [>>>Mailing list<<<] What do you think about? > >> > >> > >> Anyway... I have no problem ( and I can't have even ) in anyone making > >> money with arianne based software, you are free to charge for anything > >> related with Arianne. > >> > >> Regards, > >> Miguel > >> > >> > >>> From: Aaron Caswell <aa...@an...> > >>> To: ari...@us... > >>> Subject: commercial status of arianne > >>> Date: Fri, 24 Nov 2006 18:56:41 -0800 > >>> > >>> Hi Arianne, > >>> I am wondering if there are any commercial limitations on the use of > >>> Arianne/ Marauroa as a game server? Suppose I create my own scripts > >>> for the game logic, etc, and even create my own game client that runs > >>> in flash that utilizes the arianne client tools (obviously by some > >>> circuitous tricks), or something? How much of it is GPLed? Ie. how > >>> much of my work would I have to release as open source - are the game > >>> logic scripts considered derived works? I would consider making mods > >>> to the arianne code itself, which I understand and am prepared to > >>> release as open source; however, for the game logic itself, I would > >>> prefer not to release the code. In other words, I am most concerned > >>> about the scripts defining the logic. Secondly, I am concerned about > >>> the integrity of the client to prevent cheats as much as possible; > >>> therefore, I would also prefer to release as little of this code as > >>> possible. > >>> Sorry for the un-open source nature of my enquiry, and please don't > >>> get me wrong as I actually am a big fan and supporter of open source, > >>> but for the project I am researching, releasing the source would > >>> simply not be an option. > >>> > >>> Thank you very much for your info, > >>> Aaron Caswell > >> _________________________________________________________________ > >> Express yourself instantly with MSN Messenger! Download today it's > >> FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ > > > > ------------------------------------------------------------------------- > > Take Surveys. Earn Cash. Influence the Future of IT > > Join SourceForge.net's Techsay panel and you'll get the chance to share your > > opinions on IT & business topics through brief surveys - and earn cash > > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > > _______________________________________________ > > Arianne-devel mailing list > > Ari...@li... > > https://lists.sourceforge.net/lists/listinfo/arianne-devel > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Arianne-devel mailing list > Ari...@li... > https://lists.sourceforge.net/lists/listinfo/arianne-devel |
From: Matthias T. <mt...@gm...> - 2006-11-27 20:21:24
|
Hi Aaron, well, it's not easy. It depends on what you want to use. - Arianne: This is the protocol description, which is not protected under any license, as far as I know. This does not include any code, so you have to implement the protocol yourself. - Marauroa: This is the reference implementation of the arianne protocol, plugin based. It's GPL'ed and therefore, if you're writing a plugin for Marauroa, you have to release the plugin under the GPL. http://www.gnu.org/licenses/gpl-faq.html#GPLAndPlugins We might consider changing the license for this package but all copyright owners (all past and current developers and contributers) must okay it, so it's nearly impossible. - Stendhal: This is the RPG-Plugin for Marauroa. Here things are going to be complicated. The code is GPL, the graphics/maps/sounds are not. They are either public domain or permitted to be used by the arianne project. The scripts are 'plugins', so using them (even your own) you must release them under the GPL. So, to sum up: -You may create your own closed arianne implementation. -You may not modify Marauroa without releasing source. -You may create your own GPL'ed Marauroa plugin. -You may not create your own closed Marauroa plugin. -You may not modify Stendhal without releasing source. -You may not branch Marauroa or Stendhal and change the license as you're not the copyright owner. -You may not modify/add Stendhals scripts without releasing them. -You may or may not use the graphics/sounds/maps (these are 'data' and therefore licensed separately). Most of them are public domain and therefore free for use, you could ask the copyright owner (or CVS-comitter) for permission. -You may create you own Flash based Client to Stendhal (as you're only using the protocol). As the maps are the only data send to the client you still have to think about the graphics/sounds issue. -You may use Marauroa and Stendhal and make cash with it as long as you make the source freely available. You need to do it yourself, not just link to this project (there were some judgements concerning linux distros lately). Of course you must check the graphics/sounds/maps issues. -You may sell the binaries, take a client usage fee and stuff as long as the source is free of charge and available on your own servers. These are the constraints of the GPL, as I understand it. You may want to read the GPL-Faq in case I got something wrong: http://www.gnu.org/licenses/gpl-faq.html My 2 cents concerning cheats: If you're using stendhal as a base, you don't have to hide the game logic (security by obscurity is baaad). It is designed in such a way that the server does hold all game data and processes every singe change in the word. The client sends an action (request to the server to change something) and the server decides if it executes the action or denies it. Cheating is based on flaws on the server (which you can and should fix) or modifying client data which is senseless in this scenario. Of course, this 'client security' has a price. Your server should be a fatass machine and you will never ever have tens of thousands of players on your server the same time. So this is a go for using arianne and its implemtations (marauroa and/or stendhal) and making money with it, a go for a closed flash client, a maybe go for the data (graphics/maps/sounds) and a no-go for closed serverside stuff. Well, mostly bad news. I hope you haven't lost interest in Arianne when you have to release your source. I'd really like to see your flash client. Regards Matthias Aaron Caswell schrieb: > Thanks a lot Miguel, > I am just playing around with the server code now to explore possible > uses. If I find I have something to offer, I would be most happy to make > some contribution to your project. If anyone else has some comments > regarding the license, and/or making cash with Arianne, please let me know. > Regards, > Aaron > > Miguel Angel Blanch Lardin wrote: >> Hi Aaron, >> >> I follow your question to our developers mailing list for discussion. >> As you see the code is GPL, so if you *use* it your code must be GPL, >> but if you develop your own client in Flash by following our protocol >> you don't have to release it under the GPL, although it would be a >> nice extra. >> >> About server logic, I think you want to mean scripts that create >> quests, maps, etc..., we are actually releasing them, but I agree with >> the fact that you don't release them. I would request you to release >> though any changes you do to the server code itself and any helpful >> class you create that is not the logic itself. >> >> We could in fact consider LGPL or a BSD like license for the >> Interfaces that need to be used by server logic ( just too classes ). >> [>>>Mailing list<<<] What do you think about? >> >> >> Anyway... I have no problem ( and I can't have even ) in anyone making >> money with arianne based software, you are free to charge for anything >> related with Arianne. >> >> Regards, >> Miguel >> >> >>> From: Aaron Caswell <aa...@an...> >>> To: ari...@us... >>> Subject: commercial status of arianne >>> Date: Fri, 24 Nov 2006 18:56:41 -0800 >>> >>> Hi Arianne, >>> I am wondering if there are any commercial limitations on the use of >>> Arianne/ Marauroa as a game server? Suppose I create my own scripts >>> for the game logic, etc, and even create my own game client that runs >>> in flash that utilizes the arianne client tools (obviously by some >>> circuitous tricks), or something? How much of it is GPLed? Ie. how >>> much of my work would I have to release as open source - are the game >>> logic scripts considered derived works? I would consider making mods >>> to the arianne code itself, which I understand and am prepared to >>> release as open source; however, for the game logic itself, I would >>> prefer not to release the code. In other words, I am most concerned >>> about the scripts defining the logic. Secondly, I am concerned about >>> the integrity of the client to prevent cheats as much as possible; >>> therefore, I would also prefer to release as little of this code as >>> possible. >>> Sorry for the un-open source nature of my enquiry, and please don't >>> get me wrong as I actually am a big fan and supporter of open source, >>> but for the project I am researching, releasing the source would >>> simply not be an option. >>> >>> Thank you very much for your info, >>> Aaron Caswell >> _________________________________________________________________ >> Express yourself instantly with MSN Messenger! Download today it's >> FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Arianne-devel mailing list > Ari...@li... > https://lists.sourceforge.net/lists/listinfo/arianne-devel |
From: Aaron C. <aa...@an...> - 2006-11-26 20:34:39
|
Thanks a lot Miguel, I am just playing around with the server code now to explore possible uses. If I find I have something to offer, I would be most happy to make some contribution to your project. If anyone else has some comments regarding the license, and/or making cash with Arianne, please let me know. Regards, Aaron Miguel Angel Blanch Lardin wrote: > Hi Aaron, > > I follow your question to our developers mailing list for discussion. > As you see the code is GPL, so if you *use* it your code must be GPL, > but if you develop your own client in Flash by following our protocol > you don't have to release it under the GPL, although it would be a > nice extra. > > About server logic, I think you want to mean scripts that create > quests, maps, etc..., we are actually releasing them, but I agree with > the fact that you don't release them. I would request you to release > though any changes you do to the server code itself and any helpful > class you create that is not the logic itself. > > We could in fact consider LGPL or a BSD like license for the > Interfaces that need to be used by server logic ( just too classes ). > [>>>Mailing list<<<] What do you think about? > > > Anyway... I have no problem ( and I can't have even ) in anyone making > money with arianne based software, you are free to charge for anything > related with Arianne. > > Regards, > Miguel > > >> From: Aaron Caswell <aa...@an...> >> To: ari...@us... >> Subject: commercial status of arianne >> Date: Fri, 24 Nov 2006 18:56:41 -0800 >> >> Hi Arianne, >> I am wondering if there are any commercial limitations on the use of >> Arianne/ Marauroa as a game server? Suppose I create my own scripts >> for the game logic, etc, and even create my own game client that runs >> in flash that utilizes the arianne client tools (obviously by some >> circuitous tricks), or something? How much of it is GPLed? Ie. how >> much of my work would I have to release as open source - are the game >> logic scripts considered derived works? I would consider making mods >> to the arianne code itself, which I understand and am prepared to >> release as open source; however, for the game logic itself, I would >> prefer not to release the code. In other words, I am most concerned >> about the scripts defining the logic. Secondly, I am concerned about >> the integrity of the client to prevent cheats as much as possible; >> therefore, I would also prefer to release as little of this code as >> possible. >> Sorry for the un-open source nature of my enquiry, and please don't >> get me wrong as I actually am a big fan and supporter of open source, >> but for the project I am researching, releasing the source would >> simply not be an option. >> >> Thank you very much for your info, >> Aaron Caswell > > _________________________________________________________________ > Express yourself instantly with MSN Messenger! Download today it's > FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ |
From: Miguel A. B. L. <mig...@ho...> - 2006-11-26 20:12:53
|
Hi Aaron, I follow your question to our developers mailing list for discussion. As you see the code is GPL, so if you *use* it your code must be GPL, but if you develop your own client in Flash by following our protocol you don't have to release it under the GPL, although it would be a nice extra. About server logic, I think you want to mean scripts that create quests, maps, etc..., we are actually releasing them, but I agree with the fact that you don't release them. I would request you to release though any changes you do to the server code itself and any helpful class you create that is not the logic itself. We could in fact consider LGPL or a BSD like license for the Interfaces that need to be used by server logic ( just too classes ). [>>>Mailing list<<<] What do you think about? Anyway... I have no problem ( and I can't have even ) in anyone making money with arianne based software, you are free to charge for anything related with Arianne. Regards, Miguel >From: Aaron Caswell <aa...@an...> >To: ari...@us... >Subject: commercial status of arianne >Date: Fri, 24 Nov 2006 18:56:41 -0800 > >Hi Arianne, >I am wondering if there are any commercial limitations on the use of >Arianne/ Marauroa as a game server? Suppose I create my own scripts for the >game logic, etc, and even create my own game client that runs in flash that >utilizes the arianne client tools (obviously by some circuitous tricks), or >something? How much of it is GPLed? Ie. how much of my work would I have to >release as open source - are the game logic scripts considered derived >works? I would consider making mods to the arianne code itself, which I >understand and am prepared to release as open source; however, for the game >logic itself, I would prefer not to release the code. In other words, I am >most concerned about the scripts defining the logic. Secondly, I am >concerned about the integrity of the client to prevent cheats as much as >possible; therefore, I would also prefer to release as little of this code >as possible. >Sorry for the un-open source nature of my enquiry, and please don't get me >wrong as I actually am a big fan and supporter of open source, but for the >project I am researching, releasing the source would simply not be an >option. > >Thank you very much for your info, >Aaron Caswell _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ |
From: Miguel A. B. L. <mig...@ho...> - 2006-10-19 21:00:53
|
Hi all, I wanted to share with you that changes to come on Marauroa, just in case any new idea can be added now that coding is to start yet. RPWorld. - It is going to be a singleton. - It will be the first step on a multiserver approach. Attributes. - Very similar to 1.x - Perhaps it will be speed up by storing primitive types instead of just Strings. (PRE: Measure improvement) RPClass - Many changes. - An RPClass will be associated to each type of object. - It will have: * scope PUBLIC, the object is sent on the perception PRIVATE, the object is omitted. * name * attributes - name - type - visibility * slots - name - size - visibility * link - name - visibility * events - name - type - visibility - The additions are related to two new classes: RPLink and RPEvent. I explain it later. Also it is added support for hidden objects. RPObject - Again, similar. - Just added support for Events and Links. RPEvent - The star of 2.x. - It is in the form of name=value or name=[value,...,value] - The purpouse of the new class is to allow to notify objects of dinamic events like being damaged, being attacked, being poisoned that right now was done using a flag and a int value. The limitation of the actual way is that you can't damage two entities simultaneously ( disabling us to implemnent cool damage area magical spells ). Also think about chat, right now you can't get two private messages at the same time... - I will work hard to get this to work the first. - Of course, this feature is going to need changes from Stendhal, but it will benefict the code quality and simplicity. -It will have: * name * value: String[] RPLink - Also appears as a necessity of Stendhal. This will solve the bank chests problems. It is similar to an slot, but the object (only 1) contained there don't belong to the player, so it can be a chest, a house, an animal, etc... -It will have: * name * linked object The last think to change is Perception. Right now Perception delivers just one full zone, the change for Marauroa 2.x ( x >5 ) is to make it deliver several zones that are less that one full zone, saving bandwidth and allowing memory savings on client and less information exposed. This change will be transparent to client so no modifications will be needed. On the recoding/refactoring I will also split PlayerDatabase and will make it run apart of GameServerManager to make simpler on the future to split the server in three independient parts: * Login Server * Game Server * Storage Server Anything I may miss? Any feature that is important that you want to remark? BTW Position system of Stendhal will also change, so x,y will be GLOBAL ( to world ), so that we can finally make NPC cross zones... Regards, Miguel _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ |
From: Miguel A. B. L. <mig...@ho...> - 2006-10-09 15:00:43
|
Thanks a lot Joao. I will link to it as soon as possible. Regards, Miguel >From: "João Pinto" <lam...@gm...> >To: ari...@us... >Subject: Stendhal package for Ubuntu Dapper >Date: Sun, 8 Oct 2006 11:36:25 +0100 > >Hello, >I have created a .deb package for your software. >This package was built for Ubuntu Linux 6.06 (Dapper) and can be easily >installed by just clicking the link from the browser. > >Please feel free to link or to copy it: >http://www.getdeb.net/app.php?name=stendhal > >-- >João Pinto >GetDeb Packager >http://www.getdeb.net |
From: Hendrik B. <nh...@ne...> - 2006-09-26 19:19:45
|
Hi Clemens, you have this line in your marauroa.ini: marauroa_DATABASE=games.stendhal.server.StendhalPlayerDatabase But games.stendhal.server.StendhalPlayerDatabase is not on your classpath. That class ist part of stendhal-server-0.xx.jar. If you want to write your own game, you'll should have a look at the class in the Stendhal CVS module to see how stendhal "does it". Hendrik Miguel Angel Blanch Lardin wrote: > I forward your email to arianne devel. > I will try to give it a look anyway later ( no time right now ). > > Regards, > Miguel > > >>From: Clemens Tolboom <cto...@ho...> >>To: ari...@us... >>Subject: Problems with marauroa >>Date: Mon, 25 Sep 2006 17:08:32 +0200 >> >>Dear ?, >> >>On http://arianne.sourceforge.net/?arianne_url=content/contact you say >>it's ok to email ;-) >> >>I'm trying to run the marauroa server. >> >>With >>http://arianne.sourceforge.net/wiki/index.php?title=InitialStepsWithMarauroa >>i get a database but not a running server. >> >>What's wrong? >> >>I added a discussion at >>http://arianne.sourceforge.net/wiki/index.php?title=Talk:InitialStepsWithMarauroa >> >>Hope you can help. >> >>Thanks, >> >>Clemens >> >>Running the server gives: >> >>clemens@earth:~/dev/np3/adger$ java -cp ./ -classpath >>marauroa-1.33.jar:mysql-connector.jar:log4j.jar >>marauroa.server.marauroad -c marauroa.ini -l >>Marauroa - arianne's open source multiplayer online framework for game >>development - >>Running on version 1.12 >>(C) 1999-2005 Miguel Angel Blanch Lardin >> >>This program is free software; you can redistribute it and/or modify >>it under the terms of the GNU General Public License as published by >>the Free Software Foundation; either version 2 of the License, or >>(at your option) any later version. >> >>This program is distributed in the hope that it will be useful, >>but WITHOUT ANY WARRANTY; without even the implied warranty of >>MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the >>GNU General Public License for more details. >> >>You should have received a copy of the GNU General Public License >>along with this program; if not, write to the Free Software >>Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 >>USA >>Configuring Log4J using marauroa/server/log4j.properties >>3 ERROR marauroa.server.game.PlayerDatabaseFactory - cannot get >>player database >>java.lang.ClassNotFoundException: >>games.stendhal.server.StendhalPlayerDatabase >> at java.net.URLClassLoader$1.run(URLClassLoader.java:200) >> at java.security.AccessController.doPrivileged(Native Method) >> at java.net.URLClassLoader.findClass(URLClassLoader.java:188) >> at java.lang.ClassLoader.loadClass(ClassLoader.java:306) >> at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:268) >> at java.lang.ClassLoader.loadClass(ClassLoader.java:251) >> at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:319) >> at java.lang.Class.forName0(Native Method) >> at java.lang.Class.forName(Class.java:164) >> at >>marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:59) >> at >>marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:38) >> at >>marauroa.server.game.PlayerEntryContainer.<init>(PlayerEntryContainer.java:234) >> at >>marauroa.server.game.PlayerEntryContainer.getContainer(PlayerEntryContainer.java:249) >> at >>marauroa.server.game.RPServerManager.<init>(RPServerManager.java:93) >> at marauroa.server.marauroad.init(marauroad.java:188) >> at marauroa.server.marauroad.run(marauroad.java:135) >>9 WARN marauroa.server.game.PlayerEntryContainer - ABORT: marauroad >>can't allocate database >>10 WARN marauroa.server.game.RPServerManager - ABORT: Unable to >>create RPZone, RPRuleProcessor or RPAIManager instances >>marauroa.server.game.NoDatabaseConfException: Database configuration >>file not found. >> at >>marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:41) >> at >>marauroa.server.game.PlayerEntryContainer.<init>(PlayerEntryContainer.java:234) >> at >>marauroa.server.game.PlayerEntryContainer.getContainer(PlayerEntryContainer.java:249) >> at >>marauroa.server.game.RPServerManager.<init>(RPServerManager.java:93) >> at marauroa.server.marauroad.init(marauroad.java:188) >> at marauroa.server.marauroad.run(marauroad.java:135) >>Caused by: marauroa.server.game.NoDatabaseConfException: Database >>configuration file not found. >> at >>marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:65) >> at >>marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:38) >> ... 5 more >>Caused by: java.lang.ClassNotFoundException: >>games.stendhal.server.StendhalPlayerDatabase >> at java.net.URLClassLoader$1.run(URLClassLoader.java:200) >> at java.security.AccessController.doPrivileged(Native Method) >> at java.net.URLClassLoader.findClass(URLClassLoader.java:188) >> at java.lang.ClassLoader.loadClass(ClassLoader.java:306) >> at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:268) >> at java.lang.ClassLoader.loadClass(ClassLoader.java:251) >> at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:319) >> at java.lang.Class.forName0(Native Method) >> at java.lang.Class.forName(Class.java:164) >> at >>marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:59) >> ... 6 more >>82 FATAL marauroa.server.marauroad - Marauroa can't create >>RPServerManager. >>Reasons: >>- You haven't specified a valid configuration file >>- You haven't correctly filled the values related to game configuration. >>Use generateini application to create a valid configuration file. >>- There may be an error in the Game startup method. >> >>marauroa.server.game.NoDatabaseConfException: Database configuration >>file not found. >> at >>marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:41) >> at >>marauroa.server.game.PlayerEntryContainer.<init>(PlayerEntryContainer.java:234) >> at >>marauroa.server.game.PlayerEntryContainer.getContainer(PlayerEntryContainer.java:249) >> at >>marauroa.server.game.RPServerManager.<init>(RPServerManager.java:93) >> at marauroa.server.marauroad.init(marauroad.java:188) >> at marauroa.server.marauroad.run(marauroad.java:135) >>Caused by: marauroa.server.game.NoDatabaseConfException: Database >>configuration file not found. >> at >>marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:65) >> at >>marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:38) >> ... 5 more >>Caused by: java.lang.ClassNotFoundException: >>games.stendhal.server.StendhalPlayerDatabase >> at java.net.URLClassLoader$1.run(URLClassLoader.java:200) >> at java.security.AccessController.doPrivileged(Native Method) >> at java.net.URLClassLoader.findClass(URLClassLoader.java:188) >> at java.lang.ClassLoader.loadClass(ClassLoader.java:306) >> at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:268) >> at java.lang.ClassLoader.loadClass(ClassLoader.java:251) >> at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:319) >> at java.lang.Class.forName0(Native Method) >> at java.lang.Class.forName(Class.java:164) >> at >>marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:59) >> ... 6 more >> > > > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys -- and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Arianne-devel mailing list > Ari...@li... > https://lists.sourceforge.net/lists/listinfo/arianne-devel > |
From: Miguel A. B. L. <mig...@ho...> - 2006-09-26 17:31:08
|
I forward your email to arianne devel. I will try to give it a look anyway later ( no time right now ). Regards, Miguel >From: Clemens Tolboom <cto...@ho...> >To: ari...@us... >Subject: Problems with marauroa >Date: Mon, 25 Sep 2006 17:08:32 +0200 > >Dear ?, > >On http://arianne.sourceforge.net/?arianne_url=content/contact you say >it's ok to email ;-) > >I'm trying to run the marauroa server. > >With >http://arianne.sourceforge.net/wiki/index.php?title=InitialStepsWithMarauroa >i get a database but not a running server. > >What's wrong? > >I added a discussion at >http://arianne.sourceforge.net/wiki/index.php?title=Talk:InitialStepsWithMarauroa > >Hope you can help. > >Thanks, > >Clemens > >Running the server gives: > >clemens@earth:~/dev/np3/adger$ java -cp ./ -classpath >marauroa-1.33.jar:mysql-connector.jar:log4j.jar >marauroa.server.marauroad -c marauroa.ini -l >Marauroa - arianne's open source multiplayer online framework for game >development - >Running on version 1.12 >(C) 1999-2005 Miguel Angel Blanch Lardin > >This program is free software; you can redistribute it and/or modify >it under the terms of the GNU General Public License as published by >the Free Software Foundation; either version 2 of the License, or >(at your option) any later version. > >This program is distributed in the hope that it will be useful, >but WITHOUT ANY WARRANTY; without even the implied warranty of >MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the >GNU General Public License for more details. > >You should have received a copy of the GNU General Public License >along with this program; if not, write to the Free Software >Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 >USA >Configuring Log4J using marauroa/server/log4j.properties >3 ERROR marauroa.server.game.PlayerDatabaseFactory - cannot get >player database >java.lang.ClassNotFoundException: >games.stendhal.server.StendhalPlayerDatabase > at java.net.URLClassLoader$1.run(URLClassLoader.java:200) > at java.security.AccessController.doPrivileged(Native Method) > at java.net.URLClassLoader.findClass(URLClassLoader.java:188) > at java.lang.ClassLoader.loadClass(ClassLoader.java:306) > at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:268) > at java.lang.ClassLoader.loadClass(ClassLoader.java:251) > at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:319) > at java.lang.Class.forName0(Native Method) > at java.lang.Class.forName(Class.java:164) > at >marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:59) > at >marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:38) > at >marauroa.server.game.PlayerEntryContainer.<init>(PlayerEntryContainer.java:234) > at >marauroa.server.game.PlayerEntryContainer.getContainer(PlayerEntryContainer.java:249) > at >marauroa.server.game.RPServerManager.<init>(RPServerManager.java:93) > at marauroa.server.marauroad.init(marauroad.java:188) > at marauroa.server.marauroad.run(marauroad.java:135) >9 WARN marauroa.server.game.PlayerEntryContainer - ABORT: marauroad >can't allocate database >10 WARN marauroa.server.game.RPServerManager - ABORT: Unable to >create RPZone, RPRuleProcessor or RPAIManager instances >marauroa.server.game.NoDatabaseConfException: Database configuration >file not found. > at >marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:41) > at >marauroa.server.game.PlayerEntryContainer.<init>(PlayerEntryContainer.java:234) > at >marauroa.server.game.PlayerEntryContainer.getContainer(PlayerEntryContainer.java:249) > at >marauroa.server.game.RPServerManager.<init>(RPServerManager.java:93) > at marauroa.server.marauroad.init(marauroad.java:188) > at marauroa.server.marauroad.run(marauroad.java:135) >Caused by: marauroa.server.game.NoDatabaseConfException: Database >configuration file not found. > at >marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:65) > at >marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:38) > ... 5 more >Caused by: java.lang.ClassNotFoundException: >games.stendhal.server.StendhalPlayerDatabase > at java.net.URLClassLoader$1.run(URLClassLoader.java:200) > at java.security.AccessController.doPrivileged(Native Method) > at java.net.URLClassLoader.findClass(URLClassLoader.java:188) > at java.lang.ClassLoader.loadClass(ClassLoader.java:306) > at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:268) > at java.lang.ClassLoader.loadClass(ClassLoader.java:251) > at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:319) > at java.lang.Class.forName0(Native Method) > at java.lang.Class.forName(Class.java:164) > at >marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:59) > ... 6 more >82 FATAL marauroa.server.marauroad - Marauroa can't create >RPServerManager. >Reasons: >- You haven't specified a valid configuration file >- You haven't correctly filled the values related to game configuration. >Use generateini application to create a valid configuration file. >- There may be an error in the Game startup method. > >marauroa.server.game.NoDatabaseConfException: Database configuration >file not found. > at >marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:41) > at >marauroa.server.game.PlayerEntryContainer.<init>(PlayerEntryContainer.java:234) > at >marauroa.server.game.PlayerEntryContainer.getContainer(PlayerEntryContainer.java:249) > at >marauroa.server.game.RPServerManager.<init>(RPServerManager.java:93) > at marauroa.server.marauroad.init(marauroad.java:188) > at marauroa.server.marauroad.run(marauroad.java:135) >Caused by: marauroa.server.game.NoDatabaseConfException: Database >configuration file not found. > at >marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:65) > at >marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:38) > ... 5 more >Caused by: java.lang.ClassNotFoundException: >games.stendhal.server.StendhalPlayerDatabase > at java.net.URLClassLoader$1.run(URLClassLoader.java:200) > at java.security.AccessController.doPrivileged(Native Method) > at java.net.URLClassLoader.findClass(URLClassLoader.java:188) > at java.lang.ClassLoader.loadClass(ClassLoader.java:306) > at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:268) > at java.lang.ClassLoader.loadClass(ClassLoader.java:251) > at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:319) > at java.lang.Class.forName0(Native Method) > at java.lang.Class.forName(Class.java:164) > at >marauroa.server.game.PlayerDatabaseFactory.getDatabase(PlayerDatabaseFactory.java:59) > ... 6 more > |
From: Miguel A. B. L. <mig...@ho...> - 2006-09-25 16:13:10
|
>From: "Jesse Harris" <don...@ho...> >To: ari...@us... >Subject: Arianne RPG >Date: Wed, 20 Sep 2006 10:44:48 -0800 > >Hello, > >I was browsing the web and came across your page on Arianne. >I am interested in helping out as a programmer. >I have 4 years of college programming and will have a bachelors soon in >Computer Science. >I also work full time as the web portal programmer for GCI, a telecom >company in Alaska. >Let me if you have any work for me as I am looking for a project to work on >in my spare time. > >Thank you, > >Jesse Harris > |
From: <pao...@ti...> - 2006-09-14 09:41:32
|
Hi, >[...] (is it really called >crossfading music?, I thought it was simply called a "possition jump"... >crossfading I thought was when you fade-out one song then fade-in another >one just like a DJ on a danceclub does when beatmatching two songs...) yes, that's true. "Crossfading" is not the right term. Actually we can say that 1622 ms is the "overlapping" time between repetitions (whitout any fade). Paolo AKA Demiurgo Naviga e telefona senza limiti con Tiscali Scopri le promozioni Tiscali adsl: navighi e telefoni senza canone Telecom http://abbonati.tiscali.it/adsl/ |
From: Anders A. <and...@ho...> - 2006-09-12 17:51:01
|
>Paolo Wrote >My 2 cents about associating music with maps: it is fine as default to >have a single music over a map, but having music changing as events >occurs (as suggested by Oslsachem) it's important, imho. This is >because some players stay a lot of time on the same map, i see :-), and >probably you will have the same music over many maps. Ahh yes!! offcourse, I totally forgot about the dynamic part, however, I belive this is still possible to define somewhat easerly with that properties file. We just need to add a line that says something like this: bgm.battle = battlemusic.ogg With this we could fade to the defined battle music whenever we see a red attack square close to us (just when it's close to us thou, since we actually can see the entire map we are on, and if someone is fighting a monster on the other side of the map, we would get battle music, even if nothing hapens near us) >Miguel wrote >Not a bad idea, but right now sound fx is just client side only. >We would need to transfer this data from server, so it is my "insistence" >in using either a RPObject ( create a class Music.java in maps and define >an object per zone ) or in storing this info in Tiled ( we would need to >edit all maps to add the info as propierties). Yes, and I think it's still possible to keep it at client side (no need to generate unnecesary network traffic), just that the client should be smart enought and understand when to use different sounds at different times (attack sound when you get an attack message, defend sound when you get a defend message, it's already used for the miss/defend/damage icons we have). Unless we truely implement a limit to how far away you can see monsters and other players on the map you are on, togheter with a monster hearing limit (how far from the monster you have to go before you stop hearing it), and the hearing have to be longer then the vision limit, othervise the vision limit can be used instead (this things would be way to complex for this game I belive thou, atleast before we have the skill system... and I wonder how much this stuff really would give to the gameplay anyway?) One thing that an RPObject can be used for thou is to overide the currently defined music, so that we either can change the default music on maps server wise (no need to release a new client to get the newly defined music on maps) or to tell the player's client that he/she is currently fighting a boss monster (or a town raid is going on) change the music to boss battle music instead of normal battle music (we don't have any places that I know of, that specifies that the monster is a boss monster, well we don't have any real boss monsters yet either thou... even if a few of them probably could be counted as boss monsters, creatures.xml could still be used for that thou) Placing the music info in the maps, I personally belive is a bad idea, since we literally need to change every map we have, I don't think editing this properties file would be any hard either (it's way easyer then editing java code!) especially if we put some usefull coments at top of the file, just like we have in both items.xml and creatures.xml. It's easyer then to use a script aswell I belive... cause a script that writes this info in the maps would have to be configured aswell. Leading to a form of properties file anyway, but this time... in the form of a script... Well, I think that covers most of the ideas... but please keep your ideas running, so we can define a good "final way" already at the start. >Paolo Wrote >Just to tell that "A New Homeland" loops correctly without >crossfading, but you can try 1622ms of crossfade time between to avoid >the short pause. Hmm, come to think of it... we probably should use this file to define the ms value we use when crossfading music aswell (is it really called crossfading music?, I thought it was simply called a "possition jump"... crossfading I thought was when you fade-out one song then fade-in another one just like a DJ on a danceclub does when beatmatching two songs...) Maybe an own define should be used for the songs that uses crossfading (or possition jump), something like this: ANewHomeland.ogg = 1622 At the top of the file.. or might this be hard to detect? it dosnt use the bgm.* value at the beginning after all... Regards Anders Asplund aka danter @ irc.freenode.net #arianne _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ |
From: <pao...@ti...> - 2006-09-12 15:01:29
|
Hi. Just to tell that "A New Homeland" loops correctly without crossfading, but you can try 1622ms of crossfade time between to avoid the short pause. My 2 cents about associating music with maps: it is fine as default to have a single music over a map, but having music changing as events occurs (as suggested by Oslsachem) it's important, imho. This is because some players stay a lot of time on the same map, i see :-), and probably you will have the same music over many maps. Paolo (aka Demiurgo) Naviga e telefona senza limiti con Tiscali Scopri le promozioni Tiscali adsl: navighi e telefoni senza canone Telecom http://abbonati.tiscali.it/adsl/ |
From: Oslsachem <os...@ya...> - 2006-09-12 13:57:41
|
I just want to suggest considering the possibility that the music isn't associated just to a certain position in space but also to a certain moment in time. What I mean is that if there's a monster raid in Semos it would be interesting overriding the usually quiet town music with an "under attack" music. This way maybe the RPObject option, though more complex to use, would be more flexible? __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com |
From: Steve I. <ste...@gm...> - 2006-09-12 08:17:37
|
my 2 cents is to add them to the map for simplicity, and to make it easier for non java devs to define these things wont be too hard to add the properties to existing maps using a script or something steve On 9/12/06, Miguel Angel Blanch Lardin <mig...@ho...> wrote: > > Hi, > > Not a bad idea, but right now sound fx is just client side only. > > We would need to transfer this data from server, so it is my "insistence" > in > using either a RPObject ( create a class Music.java in maps and define an > object per zone ) or in storing this info in Tiled ( we would need to edit > all maps to add the info as propierties). > > Anyway, I like the idea of heritance of music. > > Regards, > Miguel > > > >From: "Anders Asplund" <and...@ho...> > >Reply-To: ari...@li... > >To: ari...@li... > >Subject: Re: [Arianne-devel] Music for stendhal > >Date: Mon, 11 Sep 2006 20:05:17 +0200 > > > >Well, I was looking on how the sounds work, and there we have a > >*.properties > >file. I was wondering if we want a similar way with the music?, or do we > >want some other way? In any case I think it's best if we have a similar > way > >to specify both sounds and music for our game so it won't be any > confusion, > >or new ways to specify things, that you need to learn. > > > >An idea I had if we make a similar way as we have with the sound fx is: > > > > > >musicbase = data/music/stenmusic.jar > > > >bgm.default = name_of_song_0.ogg > >bgm.0 = name_of_song_1.ogg > >bgm.0.semos = name_of_song_2.ogg > >bgm.0.semos.city = name_of_song_3.ogg > > > > > >(bgm stands for (B)ack(G)round(M)usic for those who wondered) > > > >Now the special about this is that at first it plays the default song for > >all maps in the entire world (so if we forget to set the music for a map, > >it > >will play this song on that map) the next step is that it will overide > the > >song for all the maps in the folder "level 0" (or well, the maps that > >starts > >with a 0 in the name for the *.xstend maps) next step is overiding all > maps > >that has "semos" as second value in the name and lastly it will overide > the > >map named "city" in the semos folder. > > > >The good thing about this system is that we can easerly define "level -1 > >dungeon music" ( bgm.-1 = name_of_song.ogg ) or music that is played on > the > >surface with a single line. We still have the power to define the exact > >music on a seperate map thou, ie a city map that should have more > >"townlike" > >music, but the music on the nearby field outside town still has it's own > >music. > > > >This is just an idea, tell me what you think about it and we go from > there. > > > > > >Regards > >Anders Asplund aka danter @ irc.freenode.net #arianne > > > > > > > >So, how shall we specify the music name for each map? Add a > server-side > > > >XML file, add a "music" property to RPZone, and use it to send the > >music > > > >name to the client? > > > > > >If hendrik and you don't have inconvenients, I want to start changing > > >Marauroa to add some of the features posted on Bugs tracker: > > >- static members for RPClass. > > >- enum values > > >- Multivalue variables ( two values at the same time, useful for > chatting > > >or > > >damage for example ). > > > > > >We could code that info into a new RPObject that would represent the > Map, > > >this way we take advantage of what is already done. Another alternative > > >could be to send it as a Tiled layer with the maps... > > > > > >What do you think? > > > >_________________________________________________________________ > >Express yourself instantly with MSN Messenger! Download today it's FREE! > >http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ > > > > > >------------------------------------------------------------------------- > >Using Tomcat but need to do more? Need to support web services, security? > >Get stuff done quickly with pre-integrated technology to make your job > >easier > >Download IBM WebSphere Application Server v.1.0.1 based on Apache > Geronimo > >http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 > >_______________________________________________ > >Arianne-devel mailing list > >Ari...@li... > >https://lists.sourceforge.net/lists/listinfo/arianne-devel > > > > ------------------------------------------------------------------------- > Using Tomcat but need to do more? Need to support web services, security? > Get stuff done quickly with pre-integrated technology to make your job > easier > Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo > http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 > _______________________________________________ > Arianne-devel mailing list > Ari...@li... > https://lists.sourceforge.net/lists/listinfo/arianne-devel > |
From: Miguel A. B. L. <mig...@ho...> - 2006-09-12 07:48:06
|
Hi, Not a bad idea, but right now sound fx is just client side only. We would need to transfer this data from server, so it is my "insistence" in using either a RPObject ( create a class Music.java in maps and define an object per zone ) or in storing this info in Tiled ( we would need to edit all maps to add the info as propierties). Anyway, I like the idea of heritance of music. Regards, Miguel >From: "Anders Asplund" <and...@ho...> >Reply-To: ari...@li... >To: ari...@li... >Subject: Re: [Arianne-devel] Music for stendhal >Date: Mon, 11 Sep 2006 20:05:17 +0200 > >Well, I was looking on how the sounds work, and there we have a >*.properties >file. I was wondering if we want a similar way with the music?, or do we >want some other way? In any case I think it's best if we have a similar way >to specify both sounds and music for our game so it won't be any confusion, >or new ways to specify things, that you need to learn. > >An idea I had if we make a similar way as we have with the sound fx is: > > >musicbase = data/music/stenmusic.jar > >bgm.default = name_of_song_0.ogg >bgm.0 = name_of_song_1.ogg >bgm.0.semos = name_of_song_2.ogg >bgm.0.semos.city = name_of_song_3.ogg > > >(bgm stands for (B)ack(G)round(M)usic for those who wondered) > >Now the special about this is that at first it plays the default song for >all maps in the entire world (so if we forget to set the music for a map, >it >will play this song on that map) the next step is that it will overide the >song for all the maps in the folder "level 0" (or well, the maps that >starts >with a 0 in the name for the *.xstend maps) next step is overiding all maps >that has "semos" as second value in the name and lastly it will overide the >map named "city" in the semos folder. > >The good thing about this system is that we can easerly define "level -1 >dungeon music" ( bgm.-1 = name_of_song.ogg ) or music that is played on the >surface with a single line. We still have the power to define the exact >music on a seperate map thou, ie a city map that should have more >"townlike" >music, but the music on the nearby field outside town still has it's own >music. > >This is just an idea, tell me what you think about it and we go from there. > > >Regards >Anders Asplund aka danter @ irc.freenode.net #arianne > > > > >So, how shall we specify the music name for each map? Add a server-side > > >XML file, add a "music" property to RPZone, and use it to send the >music > > >name to the client? > > > >If hendrik and you don't have inconvenients, I want to start changing > >Marauroa to add some of the features posted on Bugs tracker: > >- static members for RPClass. > >- enum values > >- Multivalue variables ( two values at the same time, useful for chatting > >or > >damage for example ). > > > >We could code that info into a new RPObject that would represent the Map, > >this way we take advantage of what is already done. Another alternative > >could be to send it as a Tiled layer with the maps... > > > >What do you think? > >_________________________________________________________________ >Express yourself instantly with MSN Messenger! Download today it's FREE! >http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ > > >------------------------------------------------------------------------- >Using Tomcat but need to do more? Need to support web services, security? >Get stuff done quickly with pre-integrated technology to make your job >easier >Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo >http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 >_______________________________________________ >Arianne-devel mailing list >Ari...@li... >https://lists.sourceforge.net/lists/listinfo/arianne-devel |
From: Anders A. <and...@ho...> - 2006-09-11 18:05:25
|
Well, I was looking on how the sounds work, and there we have a *.properties file. I was wondering if we want a similar way with the music?, or do we want some other way? In any case I think it's best if we have a similar way to specify both sounds and music for our game so it won't be any confusion, or new ways to specify things, that you need to learn. An idea I had if we make a similar way as we have with the sound fx is: musicbase = data/music/stenmusic.jar bgm.default = name_of_song_0.ogg bgm.0 = name_of_song_1.ogg bgm.0.semos = name_of_song_2.ogg bgm.0.semos.city = name_of_song_3.ogg (bgm stands for (B)ack(G)round(M)usic for those who wondered) Now the special about this is that at first it plays the default song for all maps in the entire world (so if we forget to set the music for a map, it will play this song on that map) the next step is that it will overide the song for all the maps in the folder "level 0" (or well, the maps that starts with a 0 in the name for the *.xstend maps) next step is overiding all maps that has "semos" as second value in the name and lastly it will overide the map named "city" in the semos folder. The good thing about this system is that we can easerly define "level -1 dungeon music" ( bgm.-1 = name_of_song.ogg ) or music that is played on the surface with a single line. We still have the power to define the exact music on a seperate map thou, ie a city map that should have more "townlike" music, but the music on the nearby field outside town still has it's own music. This is just an idea, tell me what you think about it and we go from there. Regards Anders Asplund aka danter @ irc.freenode.net #arianne > >So, how shall we specify the music name for each map? Add a server-side > >XML file, add a "music" property to RPZone, and use it to send the music > >name to the client? > >If hendrik and you don't have inconvenients, I want to start changing >Marauroa to add some of the features posted on Bugs tracker: >- static members for RPClass. >- enum values >- Multivalue variables ( two values at the same time, useful for chatting >or >damage for example ). > >We could code that info into a new RPObject that would represent the Map, >this way we take advantage of what is already done. Another alternative >could be to send it as a Tiled layer with the maps... > >What do you think? _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ |