Difference between revisions of "User:Faust Vollmar"

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==About==
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AKA: [[User:Asbrandt_Resident|Asbrandt]]<br />
An LSL [and a minor bit of PHP] scripter with a particular interest in SLRPG frameworks and weaponry.<br />
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An LSL Scripter with a particular interest in SLRPG frameworks and Weaponry.<br />
Not a whole lot else to add really, no history nor achievements to speak of.
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<br />
 
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[https://jira.secondlife.com/secure/IssueNavigator.jspa?reset=true&reporterSelect=specificuser&reporter=Asbrandt View my JIRA Reports]<br />
[https://jira.secondlife.com/secure/IssueNavigator.jspa?reset=true&reporterSelect=specificuser&reporter=Faust+Vollmar View my JIRA Reports]
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[https://twitter.com/#!/Asbrandt Twitter]
 
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==Projects==
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I should probably create sub-pages for my projects with a bit more comprehensive information and less rambling, but that can come later.
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: Should I post Source code for the OpenSource projects? I'm not sure of complications the Contribution Agreement could have on managing them.
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The project sections sound like advertising; I didn't mean it that way but that's kinda how my attempts to jot down what I do turned out.
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===Nexus CS===
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* This is my pet project, an SLRPG framework, it taught me LSL as I've gone along since '08, <strike>and will teach me C# when we can use it in SL.</strike>
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*: The design intent was to be non-profit and only split webserver costs between World Owners, without commercializing any part of the system.
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*:: This has the disadvantage that it would not gain funds to commission needed content such as Animations, Sounds or Particle Effects.
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====Features====
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* A configurable Race/Class/Powers-based system in the vein of DCS2 and Osiris
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* Worlds are independent from one another. Any number of Sims can be a part of the same World.
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* One Avatar can have up to 12 separate Characters per World, instead of only one. (An Experience Share mechanic would be a World Owner option.)
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* There are no Character Levels, the stats you start with are the stats you always have, other than temp Buffs via Powers.
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*: I never liked the whole seniority issue that happened with Level-based systems, it was always a source of drama.
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*: Experience is still present, only used for acquiring new Powers for the character, if the Sim Owner configures them.
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* Weapons use an OpenAPI to register with the CS itself, allowing it to control fairness while allowing freedom.
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*: Some statistics are creator-defined, (within reason) others are calculated by the system to create a balanced result.
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*: All weapons by all creators are equal. There will not be an 'enhancement' model.
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====Current Status====
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* Currently not available to the public, attributing to the Outstanding Issues below.
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*: I sometimes make exceptions to this. Case-by-case thing.
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====Outstanding Issues====
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* The Web Control Panel is currently incomplete. Not enough time to learn enough PHP (or other language) for it.
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*: I have learned enough PHP to set up a basic Inworld-to-Database layer, but that's all.
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* Internal Bullets are too insecure due to only having 21 bits of an integer available for any validation mechanism.
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*: This is a raw, unfortunate fact of features missing from LSL;
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*:# Validate an object without requiring full perms. [http://jira.secondlife.com/browse/SVC-5345 llGetInventoryHash]
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*:# Directly pass a string across Rez. [http://jira.secondlife.com/browse/SVC-5716 llGetDataParameter + Others]
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*: Alternatively, Raycasting and the ability to cast a llSay to arbitrary locations (in reasonable distance) would also work.
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*:* Since there is a beta test of Raycasting in-progress (as of 04 Sept 2010), this is the more likely result.
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*:* (Could not find an existing JIRA for a llSayAt-type function request.)
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* Intended design of allowing two weapons wielded at once would require an unintuitive control scheme.
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*: Scripted access to CONTROL_ML_RBUTTON is the ideal solution I keep hoping for. [http://jira.secondlife.com/browse/SVC-2566 Add CONTROL_ML_RBUTTON to llTakeControls]
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* HMAC Keys are Static. Is this even an issue?
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*: This is due to the previously mentioned bullets problem. If needed, dynamic generation will be added when that is resolved.
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* Using a fake HMAC with the pads in Base64 form fed to the native utf-8 llSHA1String. (Database Server has a PHP function to match.)
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*: I don't know how to concatenate Base64, and if I did I would have to do serious speed testing on Strife's Base64_SHA1 compared to the current method.
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*: (Could not find an existing JIRA for a native HMAC function request.)
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====Design Considerations====
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* Always thinking about new Power Casting Mode/Types. If you have ideas and want the current list, IM me in-world.
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*: Someone to bump heads with regarding the Equipment spec and balance formulae would be nice, as well.
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* Direct access to Attacks/Powers Comms Protocol for Sim Owners?
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*: Allow Sim Owner to set their World's HMAC Key? (Or some other method.)
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* Capture RP Stuff?
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*: I am not an animator and will not be able to create animations for Powers let alone this, so there is very little to gain from it.
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===OpenSource Weapons Systems===
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* This was a project born of wanting my own take on Melee weapon scripts that evolved over time into it's current state.
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* Basically boils down to a project to make two base sets (One for Melee, one for all the Range) that can be used for whatever.
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* Intended for SLRPG weapons rather than the Weapon HUDs often seen in free-for-all combat.
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* Theres really not much to say here. It does what it's meant to do and sometimes I add/fix something.
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====Melee Weapon Scriptset====
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* Current Version: 2.3.7; updated 28.08.2010
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* Free on [https://marketplace.secondlife.com/p/NI-Melee-Weapon-Scriptset/1274908 SL Marketplace] or just IM me in-world.
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====Range Weapon Scriptset====
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* No Release: A lack of time to work on this sub-project.
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===Communication Protocol/Channel Ranges===
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Listed here for lack of notability for the Protocol Exchange.
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: Channel numbers prefixed with 'x,' are in the -1,409,xxx,xxx range.
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====Nexus CS====
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# [ User Input Channel ] : 9
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# [ Dialog Menu Channel ] : 99 (Positive to allow /99Menu to retrieve the Menu.)
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# [ Public Protocol ] : x,000,000 to x,004,999 - Usage will be documented if/when it becomes necessary.
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#: ''Channel;'' Weapon OpenAPI  = -1409000000
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#: ''Channel;'' Status Display HUD = -1409000001 - (llAbs((integer)("0x"+llGetSubString((string)OwnerKey, 0, 7))) % 4998)
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#: ''Header;'' = "NCS"
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#: ''Payload;'' = Double-Pipe ("||") delimited, with Single-Pipe ("|") delimited sub-sets.
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# [ Private Protocol ] : x,005,000 to x,009,999 - Not for Public Use; HMAC-Signed Data for Attacks or other System Comms.
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#: ''Channel;'' AoE Effects = -1409005000
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#: ''Channel;'' Target Effects = -1409005001 - (llAbs((integer)("0x"+llGetSubString((string)TargetKey, 0, 7))) % 4998)
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#: ''Header;'' = "NCS"
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#: ''Payload;'' = Double-Pipe ("||") delimited, with Single-Pipe ("|") delimited sub-sets.
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====OpenSource Weapons Systems====
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# [ User Input Channel ] : 4 (Default, configurable to use any Channel > 0)
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# [ Dialog Menu Channel ] : -99 (Default, configurable to use any Channel)
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# [ Public Protocol ] : x,010,000 to x,010,999 - Protocol not likely to be used, however messages are documented in the Project's packages.
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#: ''Channel;'' = -1409010000 - (llAbs((integer)("0x"+llGetSubString((string)OwnerKey, 0, 7))) % 999)
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#: ''Header;'' = "OWS"
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#: ''Payload;'' = Single-Pipe ("|") delimited.
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#: NOTE: Versions 2.3.5 and earlier, MWS sub-project comms did not have a Header and used channels -851000000 to -851999999.
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Latest revision as of 10:53, 28 April 2012

AKA: Asbrandt
An LSL Scripter with a particular interest in SLRPG frameworks and Weaponry.

View my JIRA Reports
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