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| ==About==
| | AKA: [[User:Asbrandt_Resident|Asbrandt]]<br /> |
| An LSL scripter with a particular interest in SLRPG frameworks and weaponry.<br /> | | An LSL Scripter with a particular interest in SLRPG frameworks and Weaponry.<br /> |
| Not a whole lot else to add really, no history or achievements to speak of.
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| [https://jira.secondlife.com/secure/IssueNavigator.jspa?reset=true&reporterSelect=specificuser&reporter=Faust+Vollmar View my JIRA Reports]
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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.<br />
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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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| *: 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, unless I reach a point where I need large-scale testing, or there is a sudden wave of interest.
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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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| <br /> | | <br /> |
| * The Web Control Panel is currently incomplete. Not enough time to learn enough PHP (or other language) for it.
| | [https://jira.secondlife.com/secure/IssueNavigator.jspa?reset=true&reporterSelect=specificuser&reporter=Asbrandt View my JIRA Reports]<br /> |
| *: I have learned enough PHP to set up a basic Inworld-to-Database layer, but that's all.
| | [https://twitter.com/#!/Asbrandt Twitter] |
| <br />
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| * '''Possibly''' OpenSource in the future, simply because some parts (namely the Web Database Server) are beyond my ability.
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| ** Pro: Would lift the Database Server from my shoulders.
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| ** Pro: Far greater openness to contributions.
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| ** Con: Would create usage hassles for Sim Owners (Setup, Security) Weapon Makers (APIs) and Players. (Versions, Websites+Passwords)
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| ** '''Alt:''' Form a team of interested volunteers that controls the Version and Database Server as a group?
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| =====Outstanding Issues=====
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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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| *: Would need to be able to: 1: Validate an object without requiring full perms. 2: Directly pass a string across Rez.
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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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| * 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.
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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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| =====Design Considerations=====
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| * Assuming Project remains ClosedSource; Direct access to Attacks/Powers Comms Protocol for Sim Owners?
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| ** Allow Sim Owner to set their Sim's HMAC Key or set a one used to retrieve it via HTTP?
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| ** Or just use the original method of closed-source items that check for GM/Owner Status before working?
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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==== | |
| * 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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| *'''Two Phases:'''
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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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