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From: Gita T. <avi...@ho...> - 2006-08-29 18:09:13
|
Hi, Goo u d news for you. =20 PHA s RMAC s Y di c rectl s y from the ma m nuf c actur w er, E m cono d mize u w p to 60 c % wi w th us http://heranrtionketer.com , r=20 , l=20 , q=20 No, revenge was a dead end. If not vengeance-what then? The time had come for a little evening up, a little sorting out of the record. I had been taken in completely by the poisonous con job. |
From: Simon T. <sim...@gm...> - 2006-03-13 16:44:24
|
Hi! I realy like your ambitious plans and would love to participate in programming. I can do logic programing in c or c++. Sadly i am currently qute busy, but during summer i could invest some more effort in this project. Hope for the best. Is there a source for server anywhere i 'd love to test current product, bu= t the server is down... Simon |
From: <jsa...@gm...> - 2006-02-09 16:05:57
|
there should be character generation scripts or plugins avalible.......then i can have it all in max |
From: Fleurentdidier M. A. <sad...@ne...> - 2006-02-08 20:33:55
|
Le mercredi 08 f=E9vrier 2006 =E0 22:07 +0200, J=FCrgen Sarapik a = =E9crit : >=20 >=20 > i took a look at the optimization tools with max and they are > crap.......the mesh gets completely destroyed and is unusable.....i= ll > see if i can find anything similar to makehuman on the web...someth= ing > that is more for games...a solution like this would be very handy= =20 tips: try to use blender and then to pass the file into 3dmax one (al= l you need would be the wireframe no need to texture it with blender) finding another solution for 3ds will surely force you to work with a non free software and we wont be able to use it... Anyway if you find a ready to use opensource soft then no problem... |
From: <jsa...@gm...> - 2006-02-08 20:07:37
|
i took a look at the optimization tools with max and they are crap.......th= e mesh gets completely destroyed and is unusable.....ill see if i can find anything similar to makehuman on the web...something that is more for games...a solution like this would be very handy |
From: <jsa...@gm...> - 2006-02-07 17:59:29
|
very good, but im a 3ds max user:P.....no use for me with this again....but ill scan around max abit and see if i can come up with something.. |
From: Fleurentdidier M. A. <sad...@ne...> - 2006-02-06 20:32:40
|
Le dimanche 05 f=E9vrier 2006 =E0 13:40 +0200, J=FCrgen Sarapik a = =E9crit : > make human is a a very interesting find.....but im afraid it has no > use to us....i took a look at it and all was well except that it > creates very high poly meshes and i found no way to make lowpoly > stuff.....and we have to be absolute idiots to stick 20k character > meshes into a realtime engine:P=20 quote from http://www.blender.org/cms/Modifier_System.681.0.html Decimate Modifier Fig. 9 The Decimate Modifier (Fig. 9) is a quick and easy way of reducing th= e poly count of a mesh non-destructively. This is a great demonstration= of the advantages of a mesh modifier system because it shows how an operation which is normally permanent and destroys original mesh data can be done interactively and safely using a modifier. Unlike the majority of existing modifiers, the Decimate Modifier does not allow = you to visualize your changes in edit mode. Thierry used it for the dwarf... Another question ? |
From: Fleurentdidier M. A. <sad...@ne...> - 2006-02-05 11:58:07
|
Le dimanche 05 f=E9vrier 2006 =E0 13:40 +0200, J=FCrgen Sarapik a = =E9crit : > make human is a a very interesting find.....but im afraid it has no > use to us....i took a look at it and all was well except that it > creates very high poly meshes and i found no way to make lowpoly > stuff.....and we have to be absolute idiots to stick 20k character > meshes into a realtime engine:P=20 I dunno how he did but a developper success in making a 3000faces dwa= rf thanks to makehuman (maybe does he reduce the number of polymanually = but i dunno (ill ask him)) |
From: <jsa...@gm...> - 2006-02-05 11:40:39
|
make human is a a very interesting find.....but im afraid it has no use to us....i took a look at it and all was well except that it creates very high poly meshes and i found no way to make lowpoly stuff.....and we have to be absolute idiots to stick 20k character meshes into a realtime engine:P |
From: Fleurentdidier M. A. <sad...@ne...> - 2006-02-04 11:57:26
|
Hello, After some discussions (emails, irc, msn, aso...), we concluded that working on a complete world does not seem to be a good idea. Our objectives must be progressive. So the new deal is the following: we should work on a tinier world. Today, there is no need to work on the complete island but only on Rotmar and on the character main functions. Then, Our final goal is to finish Rotmar as quick as it is possible (of course the result has to be good...). It means that: 3D ARTISTS: - Artists should principaly work on houses. Look for the Rotmar subject on the forum ( http://forum.oncemmorpg.com/index.php?showtopic=44 ). I think the map will change once again (the changes will only concern the exit places (because of a memory issue). Look at the description i have done and give me some ideas to make it more complete if you have any ones. But houses arent everything, models for the street are welcome 2D ARTISTS: - I think the textures could be updated : Arutha/PJ already changed it a little. I think ROUGHCAST texture could be really amazing for houses walls for example. - Thanks to the help of thierry linette ( tlinet at free dot fr ), we have been informed of the existence of make human ( http://www.dedalo-3d.com/index.php ), a free GNU/GPL software that help developpers to create humanoid model. But we need textures for the models. PROGRAMMERS: - I think a 1km2 map is too much especially because we can't put all the city in memory together. I am not sure how you wanna do but my advice is the following: 1) zoom must be limited : minimum and maximum limits especially because i think the entrance of the villages will follow the portal model. For example to enter in the Dwarves village youll have to use a lift then there is no need to put the Dwarves village in memory when you arent on the top of the mountain where they live. Concerning Rotmar (to come back to the subject) there will be 3 entrances and houses will hide the rest of the world (where there will be nothing while you are in the village. But a totaly free camera view like in planeshift would let people see that there is nothing around the village while they are inside. Then I think the camera should be blocked before people are able to notice it. 2) inventory, and every character main functions should be done in priority. 3) Ill try to find time to work on the character moves / emotes. But it takes time and its really hard calculs... ADDITIONAL SUPPORTS: - I think people in he team should waste less time to speak with newbie programmers by creating main easy-to-read tutorials. I know its more human to speak with each other but the problem is that the most of the time people come and goes back before creating anything... - I asked a music devs to be part of the team... Lets see what he will do. Greetings, fken |
From: Cirilo B. <be...@tp...> - 2005-09-29 05:17:23
|
yes - as far as I know there has been no effort to move the wiki off that site yet. how soon will it expire? - Cirilo Thomi Richards wrote: > The once.net.nz domain is about to expire. Do you guys want me to renew it? If > you want to continue to use the wiki at that address I'll have to... > > > please let me know ASAP.. |
From: Jon 'R. D. <re...@gm...> - 2005-09-29 05:15:19
|
Thomi!1!!!1!shift+1!! Anyways. I really dont think its needed - we can move the wiki easy enough. Though its up to you in the end. Thomi Richards wrote: >The once.net.nz domain is about to expire. Do you guys want me to renew it? If >you want to continue to use the wiki at that address I'll have to... > > >please let me know ASAP.. > > -- -Jon 'ResQuad' Davis Server Owner - Usless Once MMORPG www.oncemmorpg.com |
From: Thomi R. <th...@on...> - 2005-09-29 05:08:42
|
The once.net.nz domain is about to expire. Do you guys want me to renew it? If you want to continue to use the wiki at that address I'll have to... please let me know ASAP.. -- Thomi Richards th...@on... http://www.once.net.nz |
From: Kayvan G. <kay...@ho...> - 2005-07-23 01:28:06
|
Finally, our 0.1 release is out! You can still do very little at the moment, here is the list of available features: -Display of your character and other players characters -3D world with day/night cycle and a little test village -Chat and social interactions like Private Messages, Contact list -Basic inventory and interactions with objects -Graphical GUI Here's the link to the Sourceforge download page where you can find the client for Windows and Linux: https://sourceforge.net/project/showfiles.php?group_id=71341 Here are the useful controls for now: http://oncemmorpg.com/node/80 Try it and give us your opinions! _________________________________________________________________ Vidéoconférence plein écran avec MSN Messenger http://g.msn.fr/FR1001/866 |
From: Manuel A. F. M. <man...@gm...> - 2005-07-22 23:33:27
|
I think that it's more important the first one, for what I've read (CVS version and wiki) the skill system explanation is more clear now. Qui, 2005-07-21 às 08:36 -0700, Thomi Richards escreveu: > Hi guys, > > > my work load is easing a bit, and I have a few hours each week spare (mostly > over the weekends). So, I wanted to ask you which of the following tasks is > most needed for me to do: > > * Finish design docs (spell check and publish) > * Finish skill tree examples and explanations on the wiki. > * something else you might like to nominate? > > > Thanks, > -- Manuel A. Fernandez Montecelo <man...@gm...> |
From: <jsa...@gm...> - 2005-07-21 08:12:02
|
excellent......i think that you should get the skill trees done.....we could make good use of them in the near future |
From: Thomi R. <th...@on...> - 2005-07-20 20:36:37
|
Hi guys, my work load is easing a bit, and I have a few hours each week spare (mostly over the weekends). So, I wanted to ask you which of the following tasks is most needed for me to do: * Finish design docs (spell check and publish) * Finish skill tree examples and explanations on the wiki. * something else you might like to nominate? Thanks, -- Thomi Richards th...@on... http://www.once.net.nz |
From: Jorrit T. <jor...@uz...> - 2005-07-14 06:23:52
|
Jon 'ResQuad' Davis wrote: > I know all the lists have generally slowed down to a standstill - but > I'm back and attempting to kick content design back into gear. One > problem is - I dont know what we can and can't design. So to the > Active developers - What kind of restrictions are there from the > programming side? Few example questions below: > > Are we still talking about the entire country side being one big > continus zone (at least from the users POV)? > Are the cities going to be in their own zones? > Can we install instance zones? (For dungeuns and the like) > Can we put teleports/warps in? > What kind of trigger control do/will we have? (If you cross a > cerntain point, something will happen - or - You read a "book" and you > will get a quest pop) You should take a look at the quest manager in CEL. This property class is now documented and it works with triggers and things like that. I think this might be useful for you and since Once is already using CEL it makes sense to use it. Let me know if you need more information (that is not in the documentation). Greetings, > |
From: Bryan J D. <duf...@um...> - 2005-07-13 20:31:41
|
Well, Manuel may be able to give a bit better status than me; still, as far as I can see: 1. We *must* fix the server stability issues - right now the development server enjoys crashing a lot. 2. I'd like to try and finish the Inventory by the deadline - so you can actually do something in the game besides walk around. Besides those 2 things, if those can be completed relatively quickly, maybe we can get some creatures or an npc's in the game. Possibly even very basic combat. But only after the first 2 issues are resolved. I'm sure there are others, but that is all I can think of at the moment. -Bryan On 13 Jul 2005, Francisco Roman wrote: > Er.... can someone who's active in the development > give a little recap on things? Like what's been done, > what're we planning to do etc. The wiki's kinda > getting confusing. > > --- Jon 'ResQuad' Davis <re...@gm...> wrote: > > > Hi All - > > Just a friendly notice to everyone that on > > 08/01/2005 - We _will_ be > > releasing Once 0.1 - If you want anything to make it > > into the release - > > please have it checked in by the end of the 29th so > > we can test > > everything out for a day before we release. > > > > I know that Once has never had a deadline before, > > and most open source > > projects dont (and I'm not a fan of them either) - > > but we've been > > dragging out feet for a long damned time. The feet > > dragging has got to > > stop - we have to move on and pick up some speed. > > We've gotten alot > > farther than many open source projects do - so lets > > keep up the good > > work. Most everyone has done great stuffs and has > > lead to a great > > client so far. > > > > If you have any questions - please direct them to > > the lists or to > > directly to me. > > > > -- > > > > -Jon 'ResQuad' Davis > > Content Design Lead > > Once MMORPG > > www.oncemmorpg.com > > > > > > > > > ------------------------------------------------------- > > This SF.Net email is sponsored by the 'Do More With > > Dual!' webinar happening > > July 14 at 8am PDT/11am EDT. We invite you to > > explore the latest in dual > > core and dual graphics technology at this free one > > hour event hosted by HP, > > AMD, and NVIDIA. To register visit > > http://www.hp.com/go/dualwebinar > > _______________________________________________ > > Once-development mailing list > > Onc...@li... > > > https://lists.sourceforge.net/lists/listinfo/once-development > > > > > __________________________________________________ > Do You Yahoo!? > Tired of spam? Yahoo! Mail has the best spam protection around > http://mail.yahoo.com > > > ------------------------------------------------------- > This SF.Net email is sponsored by the 'Do More With Dual!' webinar happening > July 14 at 8am PDT/11am EDT. We invite you to explore the latest in dual > core and dual graphics technology at this free one hour event hosted by HP, > AMD, and NVIDIA. To register visit http://www.hp.com/go/dualwebinar > _______________________________________________ > Once-development mailing list > Onc...@li... > https://lists.sourceforge.net/lists/listinfo/once-development > |
From: Francisco R. <son...@ya...> - 2005-07-13 18:02:35
|
Er.... can someone who's active in the development give a little recap on things? Like what's been done, what're we planning to do etc. The wiki's kinda getting confusing. --- Jon 'ResQuad' Davis <re...@gm...> wrote: > Hi All - > Just a friendly notice to everyone that on > 08/01/2005 - We _will_ be > releasing Once 0.1 - If you want anything to make it > into the release - > please have it checked in by the end of the 29th so > we can test > everything out for a day before we release. > > I know that Once has never had a deadline before, > and most open source > projects dont (and I'm not a fan of them either) - > but we've been > dragging out feet for a long damned time. The feet > dragging has got to > stop - we have to move on and pick up some speed. > We've gotten alot > farther than many open source projects do - so lets > keep up the good > work. Most everyone has done great stuffs and has > lead to a great > client so far. > > If you have any questions - please direct them to > the lists or to > directly to me. > > -- > > -Jon 'ResQuad' Davis > Content Design Lead > Once MMORPG > www.oncemmorpg.com > > > > ------------------------------------------------------- > This SF.Net email is sponsored by the 'Do More With > Dual!' webinar happening > July 14 at 8am PDT/11am EDT. We invite you to > explore the latest in dual > core and dual graphics technology at this free one > hour event hosted by HP, > AMD, and NVIDIA. To register visit > http://www.hp.com/go/dualwebinar > _______________________________________________ > Once-development mailing list > Onc...@li... > https://lists.sourceforge.net/lists/listinfo/once-development > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com |
From: Jon 'R. D. <re...@gm...> - 2005-07-12 02:41:06
|
Hi All - Just a friendly notice to everyone that on 08/01/2005 - We _will_ be releasing Once 0.1 - If you want anything to make it into the release - please have it checked in by the end of the 29th so we can test everything out for a day before we release. I know that Once has never had a deadline before, and most open source projects dont (and I'm not a fan of them either) - but we've been dragging out feet for a long damned time. The feet dragging has got to stop - we have to move on and pick up some speed. We've gotten alot farther than many open source projects do - so lets keep up the good work. Most everyone has done great stuffs and has lead to a great client so far. If you have any questions - please direct them to the lists or to directly to me. -- -Jon 'ResQuad' Davis Content Design Lead Once MMORPG www.oncemmorpg.com |
From: Jon 'R. D. <re...@gm...> - 2005-07-11 00:52:01
|
Hey Everyone - Long time, no spam. For thoes that havent been to the project page recenetly, or generally misse the anouncement - it goes as follows. We have a new website - This is ment to a be a useable frontpage for any visitors & it includes some wiki like functions, a forum, screen shots, and all sorts of goodies. Our old wiki is still in place - but thats ment for dev stuff. The new website can be found at: http://www.oncemmorpg.com I strongly encourage anyone that reads this message to stop by, sign up, and say hi. -Jon 'ResQuad' Davis Content Design Lead Once MMORPG www.oncemmorpg.com |
From: Jon 'R. D. <re...@gm...> - 2005-07-06 23:25:28
|
#1 - Meh - Doesnt much matter to me , I just figure out how it should look - the art department gets the hard part. #2 - I'd agree. I think a few of the ctities in feld should be their own zone at least. Highwalls and gates makes sense for what time this is set in. #3 - This isnt for a server things - its for a player thing. I'd like players to be able to walk into a smaller dark dungeon and have to fight their way to point X for item Y. If it isnt instanced (1 instance per group) then its going to be easy because there will be 1k people flooding through that same area through the day - everything will already be dead. #4 - Good #5 - I dont know if we're restricted on this, but I belive that we will need triggers. For example it would be really good if a static NPC merchant would call out to you if you passed by his stall (certain conditions apply of course) #6 - Well - Consider it in the design docs ^_^ #7 - Yes, most NPC's should be imobile or at least on a very small track - but to put some intrest into the game we should be able to make some more inteligent. -Jon 'ResQuad' Davis Cirilo Bernardo wrote: > Jon 'ResQuad' Davis wrote: > >> I know all the lists have generally slowed down to a standstill - but >> I'm back and attempting to kick content design back into gear. One >> problem is - I dont know what we can and can't design. So to the >> Active developers - What kind of restrictions are there from the >> programming side? Few example questions below: >> >> #1Are we still talking about the entire country side being one big >> continus zone (at least from the users POV)? > > Not sure - ideally we should try to break it up into smaller sectors > for loading, but you have to be sure that the edge has the same height > + materials as the adjacent sector or else you will end up with a tear > in the terrain. > >> #2Are the cities going to be in their own zones? > > We can easily do this for cities with gates or at least with limited > entry points - I prefer high walls and gates in this case. > >> #3Can we install instance zones? (For dungeuns and the like) > > This is not in the specs and not currently in the plans. When doing > instancing it is better to have multiple servers, but Once is a > single-server design at the moment. > >> #4Can we put teleports/warps in? > > Yes, no problem at all with that - if it is a permanent teleporter, > just make a portal. > >> #5What kind of trigger control do/will we have? (If you cross a >> cerntain point, something will happen - or - You read a "book" and >> you will get a quest pop) > > That hasn't been decided yet, and it needs a lot of thought. > >> #6 Do/can/will we have some way of creating ingame cutscenes? (In >> otherwords locking the controls for a time - and controlling the camera) > > No reason this can't be done - it's just not in the design docs. > >> #7 Is there any limitations on what NPC's can say/do? (Can we give >> the NPC's different responses based on if a certain quest is >> active/completed/etc - Will they be able to walk around? Will they >> be able to follow you - provided certain conditions are met?) > > There is no NPC intelligence whatsoever yet. I imagine we start out > with immobile NPCs for quests and as the intelligence system is > developed etc, then we can do whatever we like. Most quest NPCs > should be immobile. > > > - pinniped > > > ------------------------------------------------------- > SF.Net email is sponsored by: Discover Easy Linux Migration Strategies > from IBM. Find simple to follow Roadmaps, straightforward articles, > informative Webcasts and more! Get everything you need to get up to > speed, fast. http://ads.osdn.com/?ad_id=7477&alloc_id=16492&op=click > _______________________________________________ > Once-development mailing list > Onc...@li... > https://lists.sourceforge.net/lists/listinfo/once-development > |
From: Cirilo B. <be...@tp...> - 2005-07-06 23:10:08
|
Jon 'ResQuad' Davis wrote: > I know all the lists have generally slowed down to a standstill - but > I'm back and attempting to kick content design back into gear. One > problem is - I dont know what we can and can't design. So to the Active > developers - What kind of restrictions are there from the programming > side? Few example questions below: > > Are we still talking about the entire country side being one big > continus zone (at least from the users POV)? Not sure - ideally we should try to break it up into smaller sectors for loading, but you have to be sure that the edge has the same height + materials as the adjacent sector or else you will end up with a tear in the terrain. > Are the cities going to be in their own zones? We can easily do this for cities with gates or at least with limited entry points - I prefer high walls and gates in this case. > Can we install instance zones? (For dungeuns and the like) This is not in the specs and not currently in the plans. When doing instancing it is better to have multiple servers, but Once is a single-server design at the moment. > Can we put teleports/warps in? Yes, no problem at all with that - if it is a permanent teleporter, just make a portal. > What kind of trigger control do/will we have? (If you cross a cerntain > point, something will happen - or - You read a "book" and you will get a > quest pop) That hasn't been decided yet, and it needs a lot of thought. > Do/can/will we have some way of creating ingame cutscenes? (In > otherwords locking the controls for a time - and controlling the camera) No reason this can't be done - it's just not in the design docs. > Is there any limitations on what NPC's can say/do? (Can we give the > NPC's different responses based on if a certain quest is > active/completed/etc - Will they be able to walk around? Will they be > able to follow you - provided certain conditions are met?) There is no NPC intelligence whatsoever yet. I imagine we start out with immobile NPCs for quests and as the intelligence system is developed etc, then we can do whatever we like. Most quest NPCs should be immobile. - pinniped |
From: Jon 'R. D. <re...@gm...> - 2005-07-06 17:57:10
|
I know all the lists have generally slowed down to a standstill - but I'm back and attempting to kick content design back into gear. One problem is - I dont know what we can and can't design. So to the Active developers - What kind of restrictions are there from the programming side? Few example questions below: Are we still talking about the entire country side being one big continus zone (at least from the users POV)? Are the cities going to be in their own zones? Can we install instance zones? (For dungeuns and the like) Can we put teleports/warps in? What kind of trigger control do/will we have? (If you cross a cerntain point, something will happen - or - You read a "book" and you will get a quest pop) Do/can/will we have some way of creating ingame cutscenes? (In otherwords locking the controls for a time - and controlling the camera) Is there any limitations on what NPC's can say/do? (Can we give the NPC's different responses based on if a certain quest is active/completed/etc - Will they be able to walk around? Will they be able to follow you - provided certain conditions are met?) I'm well aware that we're only looking at release 0.1 right now - what we can realistically do at this point is rather limited - but I need to look ahead at what we will be able to do in the future - so content can be designed accordingly. Also - In case you haven't seen it - we have a "Content Sugestion Box" - I'd love to see some feedback from our dev's: http://oncemmorpg.com/contentbox/ -Jon 'ResQuad' Davis Lead Content Design. |