DysoForums Forum Index DysoForums
 
GalleryGallery   Donate to DysotopiaDonate   Dysotopia.com homepageDyso.com
SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   StatisticsStats   RegisterRegister 
 Login to check your private messagesLogin to check your private messages   LoginLogin 

Development Progress (Read Only)

 
This forum is locked you cannot post, reply to or edit topics   This topic is locked you cannot edit posts or make replies    DysoForums Forum Index -> Dysotopia: The Rebirth
View previous topic :: View next topic :: Hide signatures  
Author Message
Geshtal
Lead Project Manager


Joined: 04 Sep 2002
Posts: 1072

Level: 28
XP
EXP: 72 / 87 EXP: 72 / 87 EXP: 72 / 87
 82%
PostPosted: Fri Feb 21, 2003 4:38 pm    Post subject: Development Progress (Read Only) Reply with quote

This thread has been created to provide everyone with a place to read details on how the development of Dysotopia: The Rebirth is coming along. Each time work is done on the MOD it will be posted here so that you can see progress and can know what is currently beeing worked on and what has been tested and implemented.

This is a read only thread and all discussion pertaining to this chould be posted elsewhere.
Back to top
View users profile Send private message Send email Visit posters website AIM Address
Geshtal
Lead Project Manager


Joined: 04 Sep 2002
Posts: 1072

Level: 28
XP
EXP: 72 / 87 EXP: 72 / 87 EXP: 72 / 87
 82%
PostPosted: Fri Feb 21, 2003 4:42 pm    Post subject: Reply with quote

Last night was the official mark of the beginning of development of the MOD side of Rebirth. Danika (my Green Dragoon) was the first character to set foot on the soils of Dysotopia.

We have successfully been able to implement global options contained in the database and can load them into their respective variable in the MOD.

Global debug functions have been added to help us during development.

This may not seem like much but its a start to interfacing the NWN MOD with the database.
Back to top
View users profile Send private message Send email Visit posters website AIM Address
Geshtal
Lead Project Manager


Joined: 04 Sep 2002
Posts: 1072

Level: 28
XP
EXP: 72 / 87 EXP: 72 / 87 EXP: 72 / 87
 82%
PostPosted: Sun Feb 23, 2003 6:24 am    Post subject: Reply with quote

Tonight Bri and I successfully tested the client entering scripts for Rebirth. These included the development of 16 functions to talk to the database to pull information about whether a player is allowed to play in Rebirth.

1. Do you have an account
2. Is your account banned?
3. Is the character you picked banned?
4. Has the character name you chose already been taken by someone else?

I have also implemented save points that auto-save your position as you move throughout the lands. They return you to them whenever you join the MOD so that you don't have to make that 50 mile walk back to where you were when a server crashed or you went to bed, etc.

Conversations have been created so that if you join and you're banned, it'll tell you WHO banned you WHEN and HOW LONG you're banned for. This will give banned players an idea of when they should check back to see if they can play again.


Last edited by Geshtal on Mon Feb 24, 2003 12:26 pm, edited 1 time in total
Back to top
View users profile Send private message Send email Visit posters website AIM Address
Geshtal
Lead Project Manager


Joined: 04 Sep 2002
Posts: 1072

Level: 28
XP
EXP: 72 / 87 EXP: 72 / 87 EXP: 72 / 87
 82%
PostPosted: Mon Feb 24, 2003 12:25 pm    Post subject: Reply with quote

Last night I implemented the security model and can now successfully load all security information for each player object from the database. Has some nice little SQL calls and this database is officially a 4th level relational database after the complete implementation of the security model.

Also added the "total kills" counter as well as the "total deaths" counter. PK types "Arena" and "Unknown" have been implemented as well.

The first area of Dysotopia is completed. It's the same ship you started on in the past only this time it has some more deatil and you can actually strike up a conversation with "Ricee the Red", the ship's captain. He will give you information about Dysotopia and a very brief background as to why you're on the cargo ship headed there.

"Ricee the Red" is also the man to read about all the rules from. Rules meaning everything from how the death system works to how to behave as a player. Just before you're allowed to deboard the ship you will have to read through a new EULA and agree to it or you'll be booted from the server. (nothing new here)
Back to top
View users profile Send private message Send email Visit posters website AIM Address
Geshtal
Lead Project Manager


Joined: 04 Sep 2002
Posts: 1072

Level: 28
XP
EXP: 72 / 87 EXP: 72 / 87 EXP: 72 / 87
 82%
PostPosted: Mon Feb 24, 2003 2:42 pm    Post subject: Reply with quote

This morning work began on Eleriina: The Marketplace which is the first real official area of Rebirth. The save point is in place as well as many areas available for NPC vendors to set up their shops. The Eleriina Marketplace will be one of VERY FEW Non-PVP areas in the MOD.

Some buildings in the marketplace were added for characters to set up tradeskill shops. There are also a few capturable stores and shops that a few lucky guilds can capture to keep their storefronts running in the main market areas of Eleriina.

The EULA has been added to the captain's conversation.
Back to top
View users profile Send private message Send email Visit posters website AIM Address
Geshtal
Lead Project Manager


Joined: 04 Sep 2002
Posts: 1072

Level: 28
XP
EXP: 72 / 87 EXP: 72 / 87 EXP: 72 / 87
 82%
PostPosted: Tue Mar 04, 2003 3:48 pm    Post subject: Reply with quote

I spent this last Saturday building a web server and all of my libraries for creating the DysoRB Admin pages. I also typed up the complete Rebirth EULA and created the login screend for the Admin pages. They are up and running and work like a charm.

Yesterday I spent time working on the finishing touches to the "Welcome" area...adding environmental effects and sounds for realism.

Created the ability of the MOD to keep persistant time...meaning that whenever the MOD reloads, it'll reset the time back to where it was before it was shut down. This will allow us to schedule events based on IN GAME times and dates.
Back to top
View users profile Send private message Send email Visit posters website AIM Address
Geshtal
Lead Project Manager


Joined: 04 Sep 2002
Posts: 1072

Level: 28
XP
EXP: 72 / 87 EXP: 72 / 87 EXP: 72 / 87
 82%
PostPosted: Thu Mar 06, 2003 2:15 pm    Post subject: Reply with quote

Yesterday was a pretty good day.

Weather has been implemented! This means that there are now global weather effects from snow and blizzards to rain and storms that will sweep across the lands. The weather is persistant so in the event a crash should occur, it'll reload the time and weather upon loading the MOD.

Weather comes with seasons! During the cold months you will see snow and blizzards (which cause 1d4/10 rounds of cold damage) and during the warmer months you'll see rain showers and thunderstorms (which come with those lovely 10d8 electrical damage random lightning strikes). Of course there are always clear skies as well.

A lot of environmental effects were crafted to make each area feel more realistic. It'll be worth your time to stop in each area and look around. Hit them at all hours of the day, you never know what's happening at duck or dawn. icon_wink.gif

Began some work on the goblin AI schemes...they will automatically party with more powerful ranks and if high ranks are present (liek chieftans) they can form larger armies that move and fight as a more efficient unit. At dusk, the upper ranking goblins will prepare campfires and all goblins in the ranks will sit and rest...when night falls, the goblins will go to sleep, sometimes leaving a watch awake just in case of trouble. Upon the first sight of sun, the regiment will awaken and begin their march to their destination once more. There is a lot of work that needs to be done with the AI such as hunting schemes and other "normal" activities. The Rebirth approach to NPC creatures is completely different as we now as ourselves "why" are these creatures here and "what" would they be doing. Solitary goblin grunts will roam the landscape in search of food...if they come across a wild beast that they can kill they will proceeed to hunt it. Small details such as these are worth watching from the cover of invisibility. icon_wink.gif
Back to top
View users profile Send private message Send email Visit posters website AIM Address
Display posts from previous:   
This forum is locked you cannot post, reply to or edit topics   This topic is locked you cannot edit posts or make replies    DysoForums Forum Index -> Dysotopia: The Rebirth All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB 2.0.2 © 2001, 2002 phpBB Group