Difference between revisions of "User:Faust Vollmar"

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(Yay, User Pages. Not like I need one but hey its handy if someone ever wants to know about something I do.)
 
m (Updating some info, messing with the layout.)
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==Projects==
==Projects==
I should probably create sub-pages for my projects with a bit more comprehensive information and less rambling, but that can come later.<br />
I should probably create sub-pages for my projects with a bit more comprehensive information and less rambling, but that can come later.<br />
Source code for the OpenSource Weapons project? I'm not entirely sure of complications the Contribution Agreement could have on the project.
* Should I post Source code for the OpenSource projects? I'm not sure of complications the Contribution Agreement could have on managing them.
 
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.
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.


====Nexus CS====
====Nexus CS====
* This is my pet project, an SLRPG framework, it taught me LSL as I've gone along since '08, and will teach me C# when we can use it in SL.
* 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>
*: Yes, 2 years have gone by and not a whole lot to show for it. This has been a rather on-and-off thing.
*: The design intent was to be non-profit and only split webserver costs between World Owners, without commercializing any part of the system.
* A Sim-by-Sim Configurable Race/Class/Powers based System in the vein of DCS2 and Osiris.
*:: This has the disadvantage that it would not gain funds to commission needed content such as Animations, Sounds or Particle Effects.
*: Currently designed to be non-leveled, with the stats you start with being the stats you always have, other than temp Buffs via Powers.
 
*:: Experience is still present, only used for acquiring new Powers for the character, if the Sim Owner configures them.
=====Features=====
* Unlike most, it is designed to support one Avatar having multiple different Characters in one Sim.
* A configurable Race/Class/Powers-based system in the vein of DCS2 and Osiris
* Worlds are independent from one another. Any number of Sims can be a part of the same World.
* 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.)
* There are no Character Levels, the stats you start with are the stats you always have, other than temp Buffs via Powers.
*: I never liked the whole seniority issue that happened with Level-based systems, it was always a source of drama.
*: Experience is still present, only used for acquiring new Powers for the character, if the Sim Owner configures them.
* Weapons use an OpenAPI to register with the CS itself, allowing it to control fairness while allowing freedom.
* Weapons use an OpenAPI to register with the CS itself, allowing it to control fairness while allowing freedom.
*: No enhanced damage model. All weapons by all creators are equal.
*: All weapons by all creators are equal. There will not be an 'enhancement' model.
=====Current Status=====
* Currently not available to the public, unless I reach a point where I need large-scale testing, or there is a sudden wave of interest.
* Always thinking about new Power Casting Mode/Types. If you have ideas and want the current list, IM me in-world.
* Someone to bump heads with regarding the Equipment spec and balance formulae would be nice, as well.
<br />
<br />
* Currently not available to the public, barring needs for large-scale testing or a sudden wave of interest.
* The Web Control Panel is currently incomplete. Not enough time to learn enough PHP (or other language) for it.
* Always thinking about new Power Casting Mode/Types. If you have ideas and want the current list, IM me in-world.
*: I have learned enough PHP to set up a basic Inworld-to-Database layer, but that's all.
* Someone to bump heads with regarding the Weaponry spec and balance formulae would be nice, as well.
<br />
<br />
* '''Possibly''' OpenSource in the future, simply because some parts (namely the Web Database Server) are beyond my ability.
* '''Possibly''' OpenSource in the future, simply because some parts (namely the Web Database Server) are beyond my ability.
*: Pro: Would lift the Database Server from my shoulders. (I had intended to split the Server cost among Sim Owners using the system.)
** Pro: Would lift the Database Server from my shoulders.
*: Pro: Far greater openness to contributions.
** Pro: Far greater openness to contributions.
*: Con: Would create usage hassles for Sim Owners (Setup, Security) Weapon Makers (APIs) and Players. (Versions, Websites+Passwords)
** Con: Would create usage hassles for Sim Owners (Setup, Security) Weapon Makers (APIs) and Players. (Versions, Websites+Passwords)
*: Alt: Form a team of interested volunteers that controls the Version and Database Server as a group?
** '''Alt:''' Form a team of interested volunteers that controls the Version and Database Server as a group?
<br />
=====Outstanding Issues=====
* '''Currently Incomplete'''
* Internal Bullets are too insecure due to only having 21 bits of an integer available for any validation mechanism.
*: The Web Control Panel. Not enough time to learn enough PHP (or other language) for it.
*: Would need to be able to: 1: Validate an object without requiring full perms. 2: Directly pass a string across Rez.
*: I have learned enough PHP to set up a basic Inworld-to-Database layer, but that's all.
*: Alternatively, Raycasting and the ability to cast a llSay to arbitrary locations (in reasonable distance) would also work.
* '''Unresolved Issues'''
* Intended design of allowing two Weapons wielded at once would require an unintuitive control scheme.
** Internal Bullets are too insecure due to only having 21 bits of an integer available for any validation mechanism.
*: Scripted access to CONTROL_ML_RBUTTON is the ideal solution I keep hoping for.
**: Would need to be able to: 1: Validate an object without requiring full perms. 2: Directly pass a string across Rez.
* HMAC Keys are Static. Is this even an issue?
**: Alternatively, Raycasting and the ability to cast a llSay to arbitrary locations (in reasonable distance) would also work.
*: This is due to the previously mentioned bullets problem. If needed, dynamic generation will be added when that is resolved.
** Intended design of allowing two Weapons wielded at once would require an unintuitive control scheme.
* 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.)
**: Scripted access to CONTROL_ML_RBUTTON would be the best solution.
*: 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.
** HMAC Keys are Static. Is this even an issue?
=====Design Considerations=====
**: Due to the previously mentioned bullets problem. If needed, dynamic generation will be added when that is resolved.
* Assuming Project remains ClosedSource; Direct access to Attacks/Powers Comms Protocol for Sim Owners?
** 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.)
** Allow Sim Owner to set their Sim's HMAC Key or set a one used to retrieve it via HTTP?
**: I don't know how to concatenate Base64, and if I did I would have to do alot of speed testing.
** Or just use the original method of closed-source items that check for GM/Owner Status before working?
* '''Remaining Design Questions:'''
* Capture RP Stuff?
** Assuming Project remains ClosedSource; Direct access to Attacks/Powers Comms Protocol for Sim Owners?
*: 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.
*** Allow Sim Owner to set their Sim's HMAC Key or set a one used to retrieve it via HTTP?
*** Or just use the original method of closed-source items that check for GM/Owner Status before working?
** Capture RP Stuff?
*** 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.


====OpenSource Weapons Systems====
====OpenSource Weapons Systems====
* One of those good ol' cases of taking something small and simple then running like hell was on your heels with it.
* This was a project born of wanting my own take on Melee weapon scripts that evolved over time into it's current state.
* Basically boils down to a project to make two base sets (One for Melee, one for all the Range fun) that can be used for whatever.
* 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.
* Intended for SLRPG weapons rather than the Weapon HUDs often seen in free-for-all combat.
* Intended for SLRPG weapons rather than the Weapon HUDs often seen in free-for-all combat.
* Theres really not much to say here. It does what it's meant to do and sometimes I add/fix something.
* Theres really not much to say here. It does what it's meant to do and sometimes I add/fix something.
*: And yes, I have had the "Lol LCK ripoff" IMs. It's still funny though so have at it. =D
*'''Two Phases:'''
*'''Two Phases:'''
** ''Melee Weapon Scriptset''
** ''Melee Weapon Scriptset''
**: Current Version: 2.3.6; updated 06.05.2010
**: Current Version: 2.3.7; updated 28.08.2010
**: Free on [https://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=1393929 XStreetSL] or just IM me in-world.
**: Free on [https://marketplace.secondlife.com/p/NI-Melee-Weapon-Scriptset/1274908 SL Marketplace] or just IM me in-world.
** ''Range Weapon Scriptset''
** ''Range Weapon Scriptset''
**: No Release: A lack of time to work on this sub-project.
**: No Release: A lack of time to work on this sub-project.
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====Communication Protocol/Channel Ranges====
====Communication Protocol/Channel Ranges====
Listed here for lack of notability for the Protocol Exchange.
Listed here for lack of notability for the Protocol Exchange.
; -1,409,xxx,xxx
: Channel numbers prefixed with 'x,' are in the -1,409,xxx,xxx range.
: '''000,xxx''' to '''009,xxx''' - Nexus CS
 
=====Nexus CS=====
:# [ User Input Channel ] : 9
:# [ User Input Channel ] : 9
:# [ Dialog Menu Channel ] : 99 (Positive to allow /99Menu to retrieve the Menu.)
:# [ Dialog Menu Channel ] : 99 (Positive to allow /99Menu to retrieve the Menu.)
:# [ Public Protocol ] : Usage will be documented if/when it becomes necessary.
:# [ Public Protocol ] : x,000,000 to x,004,999 - Usage will be documented if/when it becomes necessary.
:#: ''Channel;'' Weapon OpenAPI  = -1409000000
:#: ''Channel;'' Weapon OpenAPI  = -1409000000
:#: ''Channel;'' Status Display HUD = -1409000001 - (llAbs((integer)("0x"+llGetSubString((string)OwnerKey, 0, 7))) % 4998)
:#: ''Channel;'' Status Display HUD = -1409000001 - (llAbs((integer)("0x"+llGetSubString((string)OwnerKey, 0, 7))) % 4998)
:#: ''Header;'' = "NCS"
:#: ''Header;'' = "NCS"
:#: ''Payload;'' = Double-Pipe ("||") delimited, with Single-Pipe ("|") delimited sub-sets.
:#: ''Payload;'' = Double-Pipe ("||") delimited, with Single-Pipe ("|") delimited sub-sets.
:# [ Private Protocol ] : Not for Public Use; HMAC-Signed Data for Attacks or other System Comms.
:# [ Private Protocol ] : x,005,000 to x,009,999 - Not for Public Use; HMAC-Signed Data for Attacks or other System Comms.
:#: ''Channel;'' AoE Effects = -1409005000
:#: ''Channel;'' AoE Effects = -1409005000
:#: ''Channel;'' Target Effects = -1409005001 - (llAbs((integer)("0x"+llGetSubString((string)TargetKey, 0, 7))) % 4998)
:#: ''Channel;'' Target Effects = -1409005001 - (llAbs((integer)("0x"+llGetSubString((string)TargetKey, 0, 7))) % 4998)
:#: ''Header;'' = "NCS"
:#: ''Header;'' = "NCS"
:#: ''Payload;'' = Double-Pipe ("||") delimited, with Single-Pipe ("|") delimited sub-sets.
:#: ''Payload;'' = Double-Pipe ("||") delimited, with Single-Pipe ("|") delimited sub-sets.
 
=====OpenSource Weapons Systems=====
: '''010,xxx''' - OpenSource Weapons Systems
:# [ User Input Channel ] : 4 (Default, configurable to use any Channel > 0)
:# [ User Input Channel ] : 4 (Default, configurable to use any Channel > 0)
:# [ Dialog Menu Channel ] : -99 (Default, configurable to use any Channel)
:# [ Dialog Menu Channel ] : -99 (Default, configurable to use any Channel)
:# [ Public Protocol ] : Protocol not likely to be used, however messages crossing it are documented in Project's packages.
:# [ Public Protocol ] : x,010,000 to x,010,999 - Protocol not likely to be used, however messages are documented in the Project's packages.
:#: ''Channel;'' = -1409010000 - (llAbs((integer)("0x"+llGetSubString((string)OwnerKey, 0, 7))) % 999)
:#: ''Channel;'' = -1409010000 - (llAbs((integer)("0x"+llGetSubString((string)OwnerKey, 0, 7))) % 999)
:#: ''Header;'' = "OWS"
:#: ''Header;'' = "OWS"
:#: ''Payload;'' = Single-Pipe ("|") delimited.
:#: ''Payload;'' = Single-Pipe ("|") delimited.
:#: '''NOTE:''' Prior to v2.3.6, MWS sub-project comms did not have a Header and used channels -851000000 to -851999999.
:#: '''NOTE:''' Versions 2.3.5 and earlier, MWS sub-project comms did not have a Header and used channels -851000000 to -851999999.

Revision as of 22:13, 31 August 2010

About

An LSL scripter with a particular interest in SLRPG frameworks and weaponry.
Not a whole lot else to add really, no history or achievements to speak of.

View my JIRA Reports

Projects

I should probably create sub-pages for my projects with a bit more comprehensive information and less rambling, but that can come later.

  • Should I post Source code for the OpenSource projects? I'm not sure of complications the Contribution Agreement could have on managing them.

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.

Nexus CS

  • This is my pet project, an SLRPG framework, it taught me LSL as I've gone along since '08, and will teach me C# when we can use it in SL.
    The design intent was to be non-profit and only split webserver costs between World Owners, without commercializing any part of the system.
    This has the disadvantage that it would not gain funds to commission needed content such as Animations, Sounds or Particle Effects.
Features
  • A configurable Race/Class/Powers-based system in the vein of DCS2 and Osiris
  • Worlds are independent from one another. Any number of Sims can be a part of the same World.
  • 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.)
  • There are no Character Levels, the stats you start with are the stats you always have, other than temp Buffs via Powers.
    I never liked the whole seniority issue that happened with Level-based systems, it was always a source of drama.
    Experience is still present, only used for acquiring new Powers for the character, if the Sim Owner configures them.
  • Weapons use an OpenAPI to register with the CS itself, allowing it to control fairness while allowing freedom.
    All weapons by all creators are equal. There will not be an 'enhancement' model.
Current Status
  • Currently not available to the public, unless I reach a point where I need large-scale testing, or there is a sudden wave of interest.
  • Always thinking about new Power Casting Mode/Types. If you have ideas and want the current list, IM me in-world.
  • Someone to bump heads with regarding the Equipment spec and balance formulae would be nice, as well.


  • The Web Control Panel is currently incomplete. Not enough time to learn enough PHP (or other language) for it.
    I have learned enough PHP to set up a basic Inworld-to-Database layer, but that's all.


  • Possibly OpenSource in the future, simply because some parts (namely the Web Database Server) are beyond my ability.
    • Pro: Would lift the Database Server from my shoulders.
    • Pro: Far greater openness to contributions.
    • Con: Would create usage hassles for Sim Owners (Setup, Security) Weapon Makers (APIs) and Players. (Versions, Websites+Passwords)
    • Alt: Form a team of interested volunteers that controls the Version and Database Server as a group?
Outstanding Issues
  • Internal Bullets are too insecure due to only having 21 bits of an integer available for any validation mechanism.
    Would need to be able to: 1: Validate an object without requiring full perms. 2: Directly pass a string across Rez.
    Alternatively, Raycasting and the ability to cast a llSay to arbitrary locations (in reasonable distance) would also work.
  • Intended design of allowing two Weapons wielded at once would require an unintuitive control scheme.
    Scripted access to CONTROL_ML_RBUTTON is the ideal solution I keep hoping for.
  • HMAC Keys are Static. Is this even an issue?
    This is due to the previously mentioned bullets problem. If needed, dynamic generation will be added when that is resolved.
  • 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.)
    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.
Design Considerations
  • Assuming Project remains ClosedSource; Direct access to Attacks/Powers Comms Protocol for Sim Owners?
    • Allow Sim Owner to set their Sim's HMAC Key or set a one used to retrieve it via HTTP?
    • Or just use the original method of closed-source items that check for GM/Owner Status before working?
  • Capture RP Stuff?
    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.

OpenSource Weapons Systems

  • This was a project born of wanting my own take on Melee weapon scripts that evolved over time into it's current state.
  • 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.
  • Intended for SLRPG weapons rather than the Weapon HUDs often seen in free-for-all combat.
  • Theres really not much to say here. It does what it's meant to do and sometimes I add/fix something.
  • Two Phases:
    • Melee Weapon Scriptset
      Current Version: 2.3.7; updated 28.08.2010
      Free on SL Marketplace or just IM me in-world.
    • Range Weapon Scriptset
      No Release: A lack of time to work on this sub-project.

Communication Protocol/Channel Ranges

Listed here for lack of notability for the Protocol Exchange.

Channel numbers prefixed with 'x,' are in the -1,409,xxx,xxx range.
Nexus CS
  1. [ User Input Channel ] : 9
  2. [ Dialog Menu Channel ] : 99 (Positive to allow /99Menu to retrieve the Menu.)
  3. [ Public Protocol ] : x,000,000 to x,004,999 - Usage will be documented if/when it becomes necessary.
    Channel; Weapon OpenAPI = -1409000000
    Channel; Status Display HUD = -1409000001 - (llAbs((integer)("0x"+llGetSubString((string)OwnerKey, 0, 7))) % 4998)
    Header; = "NCS"
    Payload; = Double-Pipe ("||") delimited, with Single-Pipe ("|") delimited sub-sets.
  4. [ Private Protocol ] : x,005,000 to x,009,999 - Not for Public Use; HMAC-Signed Data for Attacks or other System Comms.
    Channel; AoE Effects = -1409005000
    Channel; Target Effects = -1409005001 - (llAbs((integer)("0x"+llGetSubString((string)TargetKey, 0, 7))) % 4998)
    Header; = "NCS"
    Payload; = Double-Pipe ("||") delimited, with Single-Pipe ("|") delimited sub-sets.
OpenSource Weapons Systems
  1. [ User Input Channel ] : 4 (Default, configurable to use any Channel > 0)
  2. [ Dialog Menu Channel ] : -99 (Default, configurable to use any Channel)
  3. [ Public Protocol ] : x,010,000 to x,010,999 - Protocol not likely to be used, however messages are documented in the Project's packages.
    Channel; = -1409010000 - (llAbs((integer)("0x"+llGetSubString((string)OwnerKey, 0, 7))) % 999)
    Header; = "OWS"
    Payload; = Single-Pipe ("|") delimited.
    NOTE: Versions 2.3.5 and earlier, MWS sub-project comms did not have a Header and used channels -851000000 to -851999999.