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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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| Source code for the OpenSource Weapons project? I'm not entirely sure of complications the Contribution Agreement could have on the project.
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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, and will teach me C# when we can use it in SL.
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| *: Yes, 2 years have gone by and not a whole lot to show for it. This has been a rather on-and-off thing.
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| * A Sim-by-Sim Configurable Race/Class/Powers based System in the vein of DCS2 and Osiris.
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| *: Currently designed to be non-leveled, with the stats you start with being the stats you always have, other than temp Buffs via Powers.
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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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| * Unlike most, it is designed to support one Avatar having multiple different Characters in one Sim.
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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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| *: No enhanced damage model. All weapons by all creators are equal.
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| <br /> | | <br /> |
| * Currently not available to the public, barring needs for large-scale testing or a sudden wave of interest.
| | [https://jira.secondlife.com/secure/IssueNavigator.jspa?reset=true&reporterSelect=specificuser&reporter=Asbrandt View my JIRA Reports]<br /> |
| * Always thinking about new Power Casting Mode/Types. If you have ideas and want the current list, IM me in-world.
| | [https://twitter.com/#!/Asbrandt Twitter] |
| * Someone to bump heads with regarding the Weaponry spec and balance formulae would be nice, as well.
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| <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. (I had intended to split the Server cost among Sim Owners using the system.)
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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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| <br />
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| * '''Currently Incomplete'''
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| *: The Web Control Panel. 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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| * '''Unresolved 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 would be the best solution.
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| ** HMAC Keys are Static. Is this even an issue?
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| **: 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 alot of speed testing.
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| * '''Remaining Design Questions:'''
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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====
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| * One of those good ol' cases of taking something small and simple then running like hell was on your heels with it.
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| * 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.
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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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| *: And yes, I have had the "Lol LCK ripoff" IMs. It's still funny though so have at it. =D
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| *'''Two Phases:'''
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| ** ''Melee Weapon Scriptset''
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| **: Current Version: 2.3.6; updated 06.05.2010
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| **: Free on [https://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=1393929 XStreetSL] 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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| ; -1,409,xxx,xxx
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| : '''000,xxx''' to '''009,xxx''' - 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 ] : 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 ] : 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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| : '''010,xxx''' - 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 ] : Protocol not likely to be used, however messages crossing it are documented in 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:''' Prior to v2.3.6, MWS sub-project comms did not have a Header and used channels -851000000 to -851999999.
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