Difference between revisions of "User:Faust Vollmar"

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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.
 
[https://jira.secondlife.com/secure/IssueNavigator.jspa?reset=true&reporterSelect=specificuser&reporter=Faust+Vollmar 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.<br />
* 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, <strike>and will teach me C# when we can use it in SL.</strike>
*: 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.
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* 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]
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* '''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 [https://marketplace.secondlife.com/p/NI-Melee-Weapon-Scriptset/1274908 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=====
:# [ User Input Channel ] : 9
:# [ Dialog Menu Channel ] : 99 (Positive to allow /99Menu to retrieve the Menu.)
:# [ 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.
:# [ 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=====
:# [ User Input Channel ] : 4 (Default, configurable to use any Channel > 0)
:# [ Dialog Menu Channel ] : -99 (Default, configurable to use any Channel)
:# [ 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.

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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