Difference between revisions of "User:Faust Vollmar"
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(NexusCS and OWS Protocol Update. llRegionSayTo does the Key targeting first, so using a spread of channels to reduce processing is no longer necessary.) |
(Additional Protocol and Misc. Info Update) |
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==About== | ==About== | ||
An LSL | 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. | Not a whole lot else to add really, no history nor achievements to speak of. | ||
Line 6: | Line 6: | ||
==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. | My Projects that become Public are presented under the name Nexus Industries, originally a fictional Weapons RDM company for an RP world that was never used.<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 /> | |||
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. | ||
===[ NexusCS ]=== | |||
===[ | * '''ProjectID NI00''' | ||
* 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> | * 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> | ||
====Design Basis==== | ====Design Basis==== | ||
Line 24: | Line 24: | ||
*: Some statistics are weapon-defined (within reasonable values), the CS Unit calculates others to create a balanced result. [Versatility, Fairness] | *: Some statistics are weapon-defined (within reasonable values), the CS Unit calculates others to create a balanced result. [Versatility, Fairness] | ||
*: All weapons by all creators are equal. There will not be any form of 'enhancement' model. [Commercial Fairness] | *: All weapons by all creators are equal. There will not be any form of 'enhancement' model. [Commercial Fairness] | ||
==== | ====Release==== | ||
* Currently not available to the public, due to redevelopment to switch to the Prim Server design. | * Currently not available to the public, due to redevelopment to switch to the Prim Server design. | ||
====Outstanding Issues==== | ====Outstanding Issues==== | ||
* Raycasting currently does not allow for AoE Weapons, due to lack of a function for non-0 "Say" at arbitrary locations. | * Raycasting currently does not allow for AoE Weapons, due to lack of a function for non-0 "Say" at arbitrary locations. | ||
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* So far only the Weapon API is complete. Specifications for other equipment such as Armor (if it should be used at all) have not been defined. | * So far only the Weapon API is complete. Specifications for other equipment such as Armor (if it should be used at all) have not been defined. | ||
* Should World Owners have direct access to the Comms Protocol for Attacks/Powers etc, such as being able to set their HMAC key? | * Should World Owners have direct access to the Comms Protocol for Attacks/Powers etc, such as being able to set their HMAC key? | ||
==== | ====* Comm Protocol Info *==== | ||
# [ 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.) | ||
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#: ''Channel;'' Status HUD = -1409000001 | #: ''Channel;'' Status HUD = -1409000001 | ||
#: ''Method;'' = llRegionSayTo() | #: ''Method;'' = llRegionSayTo() | ||
#: ''Header;'' = " | #: ''Header;'' = "NI00" | ||
#: ''Payload;'' = | #: ''Payload;'' = Single-Pipe ("|") delimited. | ||
# [ Private Protocol ] : HMAC-Signed Data for System API input/output. | # [ Private Protocol ] : HMAC-Signed Data for System API input/output. | ||
#: ''Channel;'' System API = -1409000002 | #: ''Channel;'' System API = -1409000002 | ||
#: ''Method;'' Targeted = llRegionSayTo() | #: ''Method;'' Targeted = llRegionSayTo() | ||
#: ''Method;'' Area = llSay() | #: ''Method;'' Area = llSay() | ||
#: ''Header;'' = " | #: ''Header;'' = "NI00" | ||
#: ''Payload;'' = Double-Pipe ("||") delimited, with Single-Pipe ("|") delimited sub-sets. | #: ''Payload;'' = Double-Pipe ("||") delimited, with Single-Pipe ("|") delimited sub-sets. | ||
===[ OpenSource Weapons Systems ]=== | ===[ OpenSource Weapons Systems ]=== | ||
* This was | * '''ProjectID NI01''' | ||
* | * This project was originally born of wanting my own take on the well-known LCK Weapon Scripts, but has since evolved over time into it's current state. | ||
* Intended for broad compatibility with | ====Design Basis==== | ||
*: Plugin API leaves the door open for | * Two sets of Scripts (One for Melee, one for Range) that can be used for SLRPG Weapons. | ||
* Intended for broad compatibility with many CombatSystems (that do not require proprietary Scripts) within a single Weapon Attachment. | |||
*: Plugin API leaves the door open for Creators of systems that require proprietary Scripts to make their own Plugins, if they so choose. | |||
====Melee Weapon Scriptset==== | ====Melee Weapon Scriptset==== | ||
=====Release===== | =====Release===== | ||
Line 64: | Line 63: | ||
* No coordination between multiple MainHand weapons. | * No coordination between multiple MainHand weapons. | ||
*: Lesser issue for Melee, but needs to be resolved for the Range version. | *: Lesser issue for Melee, but needs to be resolved for the Range version. | ||
* HUD will issue commands to all worn | * HUD will issue commands to all worn Weapons at once, not a desirable behavior. | ||
*: Not hard to fix | *: Not hard to fix Script-wise, but I lack icon art for differentiating which button is which. | ||
* Menu System complicated to setup. Not useful for the Color plugin at all. | * Menu System complicated to setup. Not useful for the Color plugin at all. | ||
====Range Weapon Scriptset==== | ====Range Weapon Scriptset==== | ||
=====Release===== | |||
* No Release: Working out issues with the Melee version, not well-versed in bullet rezzer design. | * No Release: Working out issues with the Melee version, not well-versed in bullet rezzer design. | ||
==== | ====* Comm Protocol Info *==== | ||
# [ 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) | ||
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#: ''Channel;'' = -1409001000 | #: ''Channel;'' = -1409001000 | ||
#: ''Method;'' = llRegionSayTo() | #: ''Method;'' = llRegionSayTo() | ||
#: ''Header;'' = " | #: ''Header;'' = "NI01" | ||
#: ''Payload;'' = Single-Pipe ("|") delimited. | #: ''Payload;'' = Single-Pipe ("|") delimited. | ||
# | # [ Notes ] | ||
# | #: Versions 2.3.5 and prior, MWS sub-project comms did not have a Header and used channels -851000000 to -851999999. | ||
#: Versions 2.3.6 to 2.4.4, MWS sub-project comms used Header "OWS" and channels -1409010000 to -1409010999. |
Revision as of 12:30, 7 January 2012
About
An LSL Scripter with a particular interest in SLRPG frameworks and Weaponry.
Not a whole lot else to add really, no history nor achievements to speak of.
Projects
My Projects that become Public are presented under the name Nexus Industries, originally a fictional Weapons RDM company for an RP world that was never used.
I should probably create sub-pages for my projects with a bit more comprehensive information and less rambling, but that can come later.
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.
[ NexusCS ]
- ProjectID NI00
- 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.
Design Basis
- A configurable Race/Class/Powers-based system in the vein of DCS2 and others like it, with some deviations from the standard model for such Systems.
- Non-profit System, all items related to the System are entirely Free and Copy+Transfer. (The System will remain available if I leave SL.)
- Funding for content (Sounds, Particle Effects, etc.) would be on a Donation basis.
- Due to Copy+Transfer, Animations will not be part of the System. The Weapon API will inform weapons of casting, allowing them to play Animations.
- Dealing with people -selling- the System will be a community effort. (The items are No Modify, making it difficult to disguise as something else.)
- Funding for content (Sounds, Particle Effects, etc.) would be on a Donation basis.
- No off-world Server. Sims use a Prim Server for Configuration storage. (The System will remain functional if I leave SL.)
- No Stats Tracking; Experience Points/Levels, Kill/Death counts, etc. (This is a result, either positive or negative, of the Prim Server design.)
- Attempt to design Weaponry to meet the needs of Free Use, Cheat Proofing, Versatility and Fairness.
- An open Weapon API for weapons to register their statistics with the CS Unit, which controls attacks internally. [Free Use, Cheat Proofing]
- Some statistics are weapon-defined (within reasonable values), the CS Unit calculates others to create a balanced result. [Versatility, Fairness]
- All weapons by all creators are equal. There will not be any form of 'enhancement' model. [Commercial Fairness]
Release
- Currently not available to the public, due to redevelopment to switch to the Prim Server design.
Outstanding Issues
- Raycasting currently does not allow for AoE Weapons, due to lack of a function for non-0 "Say" at arbitrary locations.
- (Could not find an existing JIRA for a llSayAt or similar function request.)
Design Feedback
- Suggestions for new Power casting Modes or Types. If you need the current list, IM me in-world.
- So far only the Weapon API is complete. Specifications for other equipment such as Armor (if it should be used at all) have not been defined.
- Should World Owners have direct access to the Comms Protocol for Attacks/Powers etc, such as being able to set their HMAC key?
* Comm Protocol Info *
- [ User Input Channel ] : 9
- [ Dialog Menu Channel ] : 99 (Positive to allow /99Menu to retrieve the Menu.)
- [ Internal Channel Range ] : -1409,000,xxx
- [ Public Protocol ] : Weapon API and Status HUD input/output. Usage will be documented.
- Channel; Weapon API = -1409000000
- Channel; Status HUD = -1409000001
- Method; = llRegionSayTo()
- Header; = "NI00"
- Payload; = Single-Pipe ("|") delimited.
- [ Private Protocol ] : HMAC-Signed Data for System API input/output.
- Channel; System API = -1409000002
- Method; Targeted = llRegionSayTo()
- Method; Area = llSay()
- Header; = "NI00"
- Payload; = Double-Pipe ("||") delimited, with Single-Pipe ("|") delimited sub-sets.
[ OpenSource Weapons Systems ]
- ProjectID NI01
- This project was originally born of wanting my own take on the well-known LCK Weapon Scripts, but has since evolved over time into it's current state.
Design Basis
- Two sets of Scripts (One for Melee, one for Range) that can be used for SLRPG Weapons.
- Intended for broad compatibility with many CombatSystems (that do not require proprietary Scripts) within a single Weapon Attachment.
- Plugin API leaves the door open for Creators of systems that require proprietary Scripts to make their own Plugins, if they so choose.
Melee Weapon Scriptset
Release
- Current Version: 2.4.4; updated 29.Aug.2011
- Free on the SL Marketplace or just IM me in-world.
Outstanding Issues
- No coordination between multiple MainHand weapons.
- Lesser issue for Melee, but needs to be resolved for the Range version.
- HUD will issue commands to all worn Weapons at once, not a desirable behavior.
- Not hard to fix Script-wise, but I lack icon art for differentiating which button is which.
- Menu System complicated to setup. Not useful for the Color plugin at all.
Range Weapon Scriptset
Release
- No Release: Working out issues with the Melee version, not well-versed in bullet rezzer design.
* Comm Protocol Info *
- [ User Input Channel ] : 4 (Default, configurable to use any Channel > 0)
- [ Dialog Menu Channel ] : -99 (Default, configurable to use any Channel)
- [ Internal Channel Range ] : -1409,001,xxx
- [ Public Protocol ] : Protocol not likely to be used, however messages are documented in the Project's packages.
- Channel; = -1409001000
- Method; = llRegionSayTo()
- Header; = "NI01"
- Payload; = Single-Pipe ("|") delimited.
- [ Notes ]
- Versions 2.3.5 and prior, MWS sub-project comms did not have a Header and used channels -851000000 to -851999999.
- Versions 2.3.6 to 2.4.4, MWS sub-project comms used Header "OWS" and channels -1409010000 to -1409010999.