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#51
omen_shepperd

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henesua wrote...

Omen, I am excited that you are interested in helping out. Please do. The more the merrier. We need a team to work on this.

I'd have to look at the PRC closely to determine whether it would work. My gut instinct however is that no the PRC will not be compatible without a great deal of work.

The overarching vision behind Foundation is to enable servers to easily link to one another. A framework for Skills, Feats, Spells, Item Properties etc... will need to be designed specifically for Foundation. Given that the PRC forces our hand on a number of these character related 2das, it would dominate the design, forcing us to essentially accommodate the PRC to the detriment of the project, and that is something that I am not willing to accept at this point.

That is not to say that PRC or portions of it could not be made compatible and released as an add on to the Foundation.

I'm sorry that we aren't fully engaged yet. I need to get a server up and running with NWNX first, and I am using some old hardware for the purpose which appears to be having trouble with Ubuntu 12.04 desktop. Its gonna take me some time to get that sorted.


I would be willing to work on a seperate PW that would link up as part of Foundation. I still will work on my own seperate PW but I have some ideas for a different world.

I can understand your apprehension with the PRC as it is a system you have to build around, so yes I can see your points as to why it wouldent work well with Foundation.

I think this project could help breath some new life into this old lovable game. :D

P.S. Me and a friend came up with a good PW idea I can use for this. . Now just to name it. :happy:

Modifié par omen_shepperd, 18 février 2013 - 07:26 .


#52
painofdungeoneternal

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henesua wrote...

I agree with you Monk. The one advantage of writing a new utility would be to enable any server to run it. Run on any OS. Any CPU etc... But NWNX has much more functionality that we can take advantage of as well so we might as well just increase interest in it, and keep those wheels turning.


Should think in terms of synergy, moving it so the separate projects of NWN work together to make a larger system, but each aspect has it's own team or project.

I'll try to list out the main areas ( which I know of ), but remember no matter what happens, getting things to work together is like herding cats.

1. NWNx is server only, modding the server process, most servers are on PC or Linux, as a Mac user this leaves us out, but we have NO TOOLSET, so we just don't put up servers without a Linux or PC system. Also Linux is better for servers, while there are those that use it as a desktop, the main way Linux is used is as a server hosting websites, handling email, or various other things. The potential features and fixes this adds are worthwhile to any PW, Lan Game, etc but the cost of figuring out how to get it running limit it to more serious folks ( and even using the server to host the game, instead of the DM client is a technical chore for some ). The client systems will work with this regardless.

I would not want to have any other system competing with this projects targeted market, the use of plugins, and the open nature of this project means you can add whatever ideas you want to it, or fork it for your own purposes. I have always supported NWNx for this type of thing. Besides the expertise to do this well is with a small group of people, and they should be an extended member of this team. ( besides the things skywing has done for NWN2, if they can be back ported to NWN1 would address numerous long standing issues. )

2. Client modifications should ideally be optional or for PW's whose players all agree before hand to all get the mod, requiring them means you have to install such, and can only be required by specific servers, and eliminate those using Mac's, perhaps some using Linux. Ideally they add features, make things easier, which can be done manually by the players or just result in a less robust experience if they choose to abstain. Since NWNCX is the main mod by Virusman, does not modify the exe file ( it can but that is optional, it uses microsofts detours ), and enables plugins, it should end up an open system as well. Peachykeens graphic shaders should I am hoping eventually come out as a NWNCX plugin, as well as other content creators.

3. Custom content Haks and such, should consider the CEP, project Q, or something more granular - but those projects should be respected regardless. Requiring haks and such is a major issue for the engine, and it creates the same problems which NWN2 had of players needing to figure out where to get the files, players having the wrong version of the files causing PW lag/crashes, exploits in bics which are more client side, or PW admins installing files which change how the base game works without the end user knowing how to undo them. These can cause great havoc, and CEP is a very good solution for these issues, it was only with a autodownloader that more customized sets of resources can be put into use, also most PW admins like the single massive hak since it's easier to make sure players have that.

4. Content management solutions - These start getting tricky.

  • For the server: ie Ruby/Python to create the BIC file or translate it, this is fine but you'd need NWNx to launch it on the server, or tie it into mysql, or some such so it's truly integrated with player activity.
  • For the player: My launcher should be able to install content when you hit play ( an external app whose entire reason to launch is to allow me to vett that players resources, fix things, then let them into the game ), but this is optional. The fallback should be clear instructions, perhaps other tools to install, and methods to block players who have the wrong content ( changing the hak names ). )
  • For Builders: A system to integrate CVS, subversion, etc, to assemble your PW is pretty cool. ( Khaladine did this, and I know elven has some great systems to support this ( nwnlib i think it's called ) which moves various content into more text based form which is easier for a CVS to handle. I am also looking at these problems.

( Forgive me I know more about NWN2 than NWN1, but then a lot of what is being discussed, was actually discussed in other threads or projects for NWN2, we actually had a lobby server which was running for a long while run by JuliaM, and I was moderator for the PW admin roundtable, where the NWN2 PW admins worked together with obsidian to note exploits, bugs and issues which we either resolved via NWNx, via patches, or via workarounds, and resulted in Obsidian hiring Grinning fool to do the 1.23 autoupdater ( and a lot of other features he was able to sneak in, the 1.23 has a lot of his features ). For the most part, the issues we dealt with are not NWN2 specific, the main difference being all PW's had to use client side custom content. )

Remember the biggest barrier to this is if the player has to do something. If you have to make them install something, it's best to find something they are doing for other reasons, or which they already are looking for since it's using terms they are used to in other games. It is preferred to do it on the server, via custom program, NWNx.

End users are driven solely by personal perceived benefit. ( For example, even though a program might in reality reduce crashing by 30%, the end user cannot perceive this, and thus will only get this when facing a repeated crash just for this one purpose, they just can't compare with and without. ) The community must be educated and sold by features that matter to them, and objections must be addressed or your project will just not get used except by a minority. ( Even then some portion will avoid it based on principal, or wanting things to be how they understood them at an earlier time even if the situation has changed to make their objections obsolete. )

An issue like gamespy is also a good opening, it can get players to get beyond installing exe's and dll's by a guy named Virusman or perhaps choose to install my launcher, but this always going to be a minority, and what I am doing is going to face heavy resistance ( i even originally named it "Never worker" since most comments were that it would "Never Work", now it will just "Never Launch"). Many players would prefer to install a hak or use a web site than risk code written by an unknown person which can gum up their entire system. Even the CEP has wide acceptance, but also is an issue of contention when a PW's players vote on accepting it, generally the rule here is "less is more" for the player, even if it means PW admins have to jump thru hoops. ( and even they act like players )

Not impossible of course, but you have to have perceived benefits which outweigh the players fears, just to get your product tried, and it also has to work as is out of the box without causing stress. Using existing projects whenever possible, improving them instead of recreating them, or having your projects support those existing projects instead of competing with them, this bypasses a lot of the selling needed, and and helps your own project be adopted easier ( not even counting the reduced output caused by deciding to spend time reinventing the wheel ).

Not trying to influence one way or the other, but any project needs to think thru how it's going to be sold/adopted, who it's targeting, and what objections are going to be created, and the advantages created by each added requirement ( hurdle ), and how it fits into the larger community.

Modifié par painofdungeoneternal, 18 février 2013 - 10:37 .


#53
Tyndrel

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This sounds like a wonderful idea, I am of little use in the technical department but would be more than happy to produce pretty documentation. For an example, the Shadow Mountain link in my signature leads to our Vault page and a PDF Player's Manual.

:)

Modifié par Tyndrel, 18 février 2013 - 10:29 .


#54
Shadooow

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 Pain, Im certain that its not player who would mind against downloading an exe or dll to get something they want to working. Even when it comes from someone named virusman. Its a builders who having these thoughts.

I dont have an exact numbers, but my project has over thousand downloads at vault (not including downloads here as thats counting numerous betas each having its own download count mostly around hundred.

So, I guess that players are using this. Its easy to install and try and for a player there is no reason to uninstall it really. The problem are builders, peoples who knows NWN and believes they know it better. The number of builders having CP installed on their computer can be count on fingers (of one hand). I know you are talking about something else, but I believe that players will be willing to install anything the community agrees on.

But thats the problem. At this moment the community is struck by the "war" of several builders all trying to develop practically the same thing and releasing they work on projects here at BSN. Or even external file storage services. There is a nwncx, never launcher, neverrun, exe modifications, various server lists, worldgate or hosts file modifications. Because the NWN community is shattered. I saw this already with my project, everyone thinks he can do better, or doesnt believe in its usefulness.

Yes, someone says thats a good thing, diverse and a possibilities. But these are things the community should be unified. And when similar situation happened to the other games, their communities worked together to and created a new standard (gothic3, jagged alliance 2 only in my personal experiences). Why this isnt possible in NWN1?

#55
KlatchainCoffee

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Because partly (and only partly) it is not wrapped in an attractive package. In Pratchett's books druids made giant rocks fly through powers of persuasion. Much of our world's economy is hinged on convincing consumers they need stuff that often they don't.

I agree, in this case there is a real need for cooperation and people working together, the challenging task here is making people see that this is to everyone's advantage and that the benefits greatly outweigh any risks/potential friction factors.

#56
henesua

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painofdungeoneternal wrote...
Should think in terms of synergy, moving it so the separate projects of NWN work together to make a larger system, but each aspect has it's own team or project.


Exactly. We need to combine our efforts to make the most out of the community.

painofdungeoneternal wrote...
3. Custom content Haks and such, should consider the CEP, project Q, or something more granular - but those projects should be respected regardless.


I agree with you in principle, but this sentiment has also in some respect backed the community into a corner, and sapped its vitality. The community's artists are producing the best assets NWN 1 has ever seen right now, and yet most PWs cling to an outdated and moribund project: CEP 2. This is hard on the artists as they rarely if ever get to see their content used and I know artists who are so frustrated by this that they are losing their motivation to create anything for NWN.

Like you said above about NWNX: think in terms of Synergy. Enrich the active community rather than cling to what was created before. This is one of my guiding principles in the community right now: to celebrate active makers, artists, scripters, builders etc.... And to encourage more to take part.

The best means to this end is to get their work in game.

painofdungeoneternal wrote...
4. Content management solutions - These start getting tricky.

...


I appreciate your expertise in this area, and am very excited by your launcher. While I agree that it should be optional, I think the whole community should get behind you and support you. The launcher will make the transition from CEP 2 (which in my view is necessary for the community's survival) possible.

Also we will want to work with you when we get intot he nitty gritty of character translation. We'll need tot alk with Baaleos as well. When a player server hops it would be good to do that content downloading and updating magic you have talked about.

painofdungeoneternal wrote...
Remember the biggest barrier to this is if the player has to do something. If you have to make them install something, it's best to find something they are doing for other reasons, or which they already are looking for since it's using terms they are used to in other games. It is preferred to do it on the server, via custom program, NWNx.


I agree.

painofdungeoneternal wrote...
Not trying to influence one way or the other, but any project needs to think thru how it's going to be sold/adopted, who it's targeting, and what objections are going to be created, and the advantages created by each added requirement ( hurdle ), and how it fits into the larger community.


I value your opinion, Pain, and agree with a lot of what you have said. Most of what we intend to do via Foundation is to help the PW builder take care of everything server side, and as a team work to reduce these barriers to entry.

While doing things differently may make adoption difficult, I think it is time. It is time for the community to take a step forward to keep us all interested.



And now for some personal remakrks:
I appologize for being mostly silent this weekend or when I have spoken up like now I appologize for my incoherence. I've been sick as well as tired after a rough work week. Only things I could manage were a few posts here, blowing up a computer, and then retiring to read some fiction for a change. I haven't been productive, but I am invested in this project, and will get to drawing up a plan of attack in the coming weeks so that we can get down to business.

In the meantime, please everyone speak your minds. The more we talk at this point the better. There are many perspectives to hear out, and lots of opportunity for perspectives other than say my own for example to influence the project's direction.

Also I didn't start this thread for myself. I conceived of this project as a boon to the community. Rolo liked the idea as he's wanted to do this for years as well. So as with the ABC he motivated me to do something about it. The benefit for me is a chance to collaborate rather than develop my PW in solitude. Work on Foundation and the ABC have effectively halted my progress on Arnheim, and that is a conscious decision. This is what I want to see done for the community. I believe in this project, and want to see it succeed. And I want to work with others.

I've put seemingly countless hours into two PWs - Vives Refreshed and Arnheim - and in the end I only reached a few players that loved what i had done, but I knew I'd never reach critical mass like Border Kingdoms briefly did (still in my mind the best PW to be released recently).

So this is it for me. This project, and anything I can do for the ABC. I'm all in this to get it off the ground, and then .... I hope to see it embraced and carry on without me. A living breathing thing. That is the goal.

Modifié par henesua, 19 février 2013 - 02:04 .


#57
Rolo Kipp

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<buying a few...>

Vested interest. I think that's pretty important here.

One of the reasons certain big projects are so rich and satisfying is the people working on them have/had a vested interest in the product. They keep *pouring* energy into them and they keep growing and improving.

Zwerkule's Medieval City. ShadoOow's CP. ShadowM's HR. Arnheim. Q. CEP.
And lots more, of course.

The thing is that they are each making things they personally love and will use.

Those are some great posts up above and I truly loved reading them. I thought I didn't really have much to add, but something Shad mentioned struck a chord. In fact it rubbed up against something H said about active creators and people leaving.

When you create something of true worth and you think it's ignored or under appreciated or even slandered into obscurity, you really lose motivation for investing in new things.

Where you can rediscover that enthusiasm is in having a vested interest in the project.

I have wanted to bring Amethyst to life for more than thirty years. I have more than thirty novels outlined (and several half written) set in my world. When I first got involved in NwN, I was ecstatic that I had finally found the vehicle for bringing Amethyst to life.

Well, I'm still working on getting NwN to the state I need :-/

Everything I've done in the CCC has been done with the goal of building the foundation content and systems I'll need. My enthusiastic support for certain projects (CP, Q, HR, etc) flows from my vested interest in applying them to Amethyst.

My support for Never Launcher and Foundation stems from the same source. I am *committed* to these projects by my own enlightened self-interest. A vested interest.

Sooner or later, Amethyst will live and breathe. I'll need a server. I'll need a Foundation mod. I'll use the CP. My players will stay current with Never Launcher. And I'll share a portal or two with Arnheim. Hopefully some others ;-)

I don't really care who *doesn't* care about Foundation or *doesn't* need anything but CEP. No skin off my nose :-P

But, my friends, I care *deeply* about the people here who want to help change the world (or at least, change our worlds). I have a vested interest in this, and I'll put my time and energy where my interest is.

<...shares of stock>

Modifié par Rolo Kipp, 19 février 2013 - 04:06 .


#58
painofdungeoneternal

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henesua wrote...
I agree with you in principle, but this sentiment has also in some respect backed the community into a corner, and sapped its vitality. The community's artists are producing the best assets NWN 1 has ever seen right now, and yet most PWs cling to an outdated and moribund project: CEP 2. This is hard on the artists as they rarely if ever get to see their content used and I know artists who are so frustrated by this that they are losing their motivation to create anything for NWN.


This is a relevant posting related to this in NWN2, basically what you are saying is in line with my thinking for NWN2, but at the same point that point of view was with knowledge of the autodownloader, and worked out as a consensus with many of the NWN2 PW admins. ( note my program is targeting issues with NWN2 mentioned here, which is why I think what I am doing is relevant to what you are doing. )

I don't want to be against CEP, hence I am not going to speak against it, as it fulfulls an important function in letting PW's share the usage of the same haks, and in a way players can know how to get it working - yes it is not perfect, but the game also is imperfect and it deals with many of those imperfections in a way that gets PW admins to agree ( which is by itself hard ).

I do plan on supporting that, but likewise the game should support multiple systems, and if ( and only if ) all the players have an "autodownloader" - perhaps via multiple tools using the same API I am setting up for my program - then it makes sense for those players to have a more "granular" system. Technically I don't want the player needing to know much about how it works, just perhaps saying they need to download 1 gig, or 30 megs to join a PW, and for PW admins to be able to have more options.

( not to mention extending these features for SP as well )

Perhaps "Foundation" is the brand name for the new content management system. Or We could use a CEP 3, which is both more granular ( lot of smaller haks, and more project Q leaning content ), but can also help players who refuse usage of a downloader. I am not sure how this will work out, what obstacles are ahead, as even if what is created solves the technical issues, it still has to be accepted by the entire community.

#59
painofdungeoneternal

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I would take a look at http://www.nwnx.org/...d=doc_vaultster

It only transfers, but probably can be extended to "translate" characters as well, especially if worlds have agreed on economics and 2da files. ( or can have a script in pc loaded validate/adjust characters and also keep track of the last PW they were on via keeping a variable on an item-or other technique to store persistent data, this would let it work almost as is. )

#60
henesua

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painofdungeoneternal wrote...

I would take a look at http://www.nwnx.org/...d=doc_vaultster

It only transfers, but probably can be extended to "translate" characters as well, especially if worlds have agreed on economics and 2da files. ( or can have a script in pc loaded validate/adjust characters and also keep track of the last PW they were on via keeping a variable on an item-or other technique to store persistent data, this would let it work almost as is. )


Yes, Vaultster is almost certainly what we will be building off of, although Baaleos also did some interesting work on portaling PCs between worlds.

BUT what I am interested in is the work you are doing on an autodownloader and whether Vaultster could make use of it. So when a player is hopping from one server to another, can the autodownloader be triggered?

One challenge that I see here is that autodownloading happens client side while stuff like vaultster happens server side. Having the server tell the client to download content does seem to introduce security issues, but I'm no expert in this regard, and assume that there is a good solution to it.

#61
painofdungeoneternal

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Bic's are server side only, it would only need NWNx. The two servers would share the bics, would have to hook the code that does the portaling, and I seem to remember lag issues messing up getting portaling to work in NWN2. Definitely a discussion to have with Virusman, Baaleos, anyone involved in NWNx  really.

A message from server to client, well if my app is running ( and it would actually be most likely unless users close it ), but frankly I'd think this would have to be a NWNCX plugin. I really plan on getting the content situated on joining the first server, which is why I do a launcher, so i can hook the play button ( I am not Virusman who can do this in game ), but I can listen on a given port for messages, or do a command line thing and update things as needed once my app is aware. Long term, now that we have NWNCX I probably will start recreating my finished system as a plugin in C++ after it's debugged and solid and completed.

If the files are only NWN1 file types, and the client software refuses to put them outside of the NWN1 folders, there is minimal security issues. ( Grinning fool worked this out with the AutoDownloader for NWN2, and I plan on following him in restricting things)

I am planning to refuse EXE's, DLL's on the client by default unless the API itself approves them as coming from trusted sources with special exceptions to allow them, with matching sha1 signatures, might even throw up a dialog as well for the end user - part of this is forcing the content providers not to do stupid things which cause more problems - and also might let the community exact some concessions such as source code review to ensure nothing is awry, and perhaps also refusing actual patching of the exe and forcing use of loading via detours ( which means working with NWNCX.) which does not actually touch the game files.

Modifié par painofdungeoneternal, 19 février 2013 - 06:04 .


#62
henesua

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Pain, I meant with regards to autodownloading the HAKs for the server that the PC is transporting to.

But I am glad to ehar that the security risk would be minimal.

painofdungeoneternal wrote...

If the files are only NWN1 file types, and the client software refuses to put them outside of the NWN1 folders, there is minimal security issues. ( Grinning fool worked this out with the AutoDownloader for NWN2, and I plan on following him in restricting things).


Modifié par henesua, 19 février 2013 - 06:30 .


#63
KlatchainCoffee

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Can I assume that low magic/low level HCR-using settings would also be supported? Flexibility in the variety of settings has already been proposed, so hopefully that's a 'yes'.

I believe that concerns raised in the other thread about ensuring this gets the needed wide use are legitimate, but can be overcome if this is pitched to people in the right way and is, in effect, easy to use/implement. There may be further ways of attracting people and making it a standard when the time comes.

I have for a while given some thought of how not only to provide a satisfying experience to veteran players, but how to involve people who had never touched NWN before. It is a tall task for an old game, but with everything that the community itself produced since the time NWN came out, it is not really quite the same game anymore. And the toolset - its flexibility and ease of use for non-coders is one of the main reasons for its endurance, the DM client, where you play not against a 'well-arranged, set machine', but against DM-led spontaneity in story and action is another.

Although I must be careful not to over-commit, I would be happy to help out in any way I can.

#64
Squatting Monk

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KlatchainCoffee wrote...

Can I assume that low magic/low level HCR-using settings would also be supported? Flexibility in the variety of settings has already been proposed, so hopefully that's a 'yes'.

I don't see any reason this would be a problem. Stripping powerful items and delevelling characters is pretty easy. Going back to a higher-level setting... is a bit harder. As far as HCR, that's based on the scripts the server implements, so it's entirely up the builder.

#65
Akin Akinli

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I'm really glad I found this thread.  I've been thinking that something like this needed to be done for a long time (several years), but I despaired of it ever actually happening.  I've also been thinking about how we might put together something like this for a long time, but I don't want to create a huge post, so let me try to keep it brief (I'm sure I'll fail).  I think the problems facing NWN as a PW platform stem from three major issues:

   1) The relatively small size (<64 players) of the NWN server
   2) Custom content stored in HAK packs
   3) The file-based storage system for module content

I think a project like this can succeed, and even thrive.  I think it can even lead to a reneaissance for this game (which I would love to see).  I don't think that it can do this without addressing these three core issues.

The first issue is one that we really can't "fix" and is the reason that we're having the discussion about a multi-server solutions -- 64 players just isn't enough by itself.  The answer is obvious, but there are variations on how to implement it.  Should it be a "Hall of Worlds," a PW lobby of sorts, a consortium of like-minded PWs with common quests, or a more tightly integrated Meta-PW spanning multiple servers.  Speaking simply from a player perspective here, I think the most attractive answer lies between the last two options.  In fact, you could argue that there's no difference between the last two options for practical purposes.

The second issue is, I believe, the reason for the decline of the game.  The content in HAK packs, and, to a lesser degree, scripting systems is single biggest cause of the Balnkanization of the NWN PW community.  Worst of all, it's almost entirely unnecessary.  Good storytelling (on the DM/PW admin side) and good roleplaying (on the player side) obviates the need for most of this.  Most, if not all, of us here are readers, and the most powerful draw to reading is how it engages the imagination.  The same is true of NWN, and I'd suggest extreme caution in the use of any addons, except where they address our third problem.

Which is, of course, that the basic game engine stores its data in static files that are accessed at game start.  This is fine for a single-player game where changes to those files will happen only with a few subsequent patches by the module author. For a PW, with hundreds or even thousands of changes and with ideally few or no restarts, it's a disaster.  For a muti-server cooperative venture, it's a disaster with another logistical disaster piled on top.  

Fortunately, we have a tool that let's us remove almost all content from the module file and store it instead in an enterprise-level database with internet connectivity.  Creatures, items, placeables, conversations, traps, custom items, and even areas can all be stored (as text) in MySQL using NWNX.  The only things left in the module file are the area templates and the scripts for accessing the database.  Best of all, you can connect mutiple servers to a single MySQL database, integrating them without the need for careful coordination.  Alternatively, you could add the same scripts to an existing PW.  Because the areas would be created dynamically, the server could function as before, only spawining new areas as players wandered in to pursue whatever quests were placed there by the master database.

I truly believe this to be a way to revive NWN, and perhaps even make as popular as it once was.  It offers us a chance to convert the game into a small, but flexible, MMORPG (well maybe just mMORPG).  I also think that it lowers the barrier to participation in every possible way, which seems to me to be crucial.  I'd love to hear what y'all think about this, and if it kicks off any ideas in you heads.  Please be gentle.

Akin

Modifié par Akin Akinli, 22 février 2013 - 06:03 .


#66
Shadooow

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Akin Akinli wrote...

   1) The relatively small size (<64 players) of the NWN server
   2) Custom content stored in HAK packs
   3) The file-based storage system for module content

AD 1) The NWNX can allow raise this cap a bit, but the problem is that the engine is not efficient for many players and it cause lags after a while if there are more players in the same area. Especially if they killing creatures in a huge party.
Anyway - you wont get so many players anyway, because the diverse in PW modules and the choices offered, each player finds it own PW and only a few PWs ever get so many players. Recently Sinfar broke records in the player count, but thats an exception because of the game style that I think brought into this community many new players that never played NWN before (which is a good thing).
Big PWs like Sinfar and HG also found a way around this via secondary server instances with shared DB and playervault. HG stepped farther in this when they running 10 servers (might not be accurate atm) that reset often and they encourage a diablo style of play so players make a run at server1 and then repeat it at server2.

AD2) HAK packs aren't that big evil. They are usefull as you can download for example a compilation of thousand baseitem icons in a single file. Of course, there is missing compression feature... What is evil are 2DAs and part-based models ;)

AD3) if you mean what i think then Sinfar already avoided this issue entirely. With a use of resman plugin for NWNX, you can store all module files inside folders on harddrive of the server. Then with a plugin that allows to alter GFF files from a NWScript, you can maintant a persistency easily. To make it viable, you need a web-based development. Sinfar already have all of this. Their development "studio" isnt comfortable as toolset is, but it allows realtime cooperation of multiple builders which was also always an issue.

Not sure if Sinfar cares to make it public, but as you see the solution for this problem already exist.


The unsolved problem is still the need for a 2DA files and thus a special hak for each PW with its own content and need to distribute this hak and its 2DAs to the clients.

#67
virusman

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For #1, there is NWNX Optimizations plugin that may help with lag (at least in PvM battles).

#68
henesua

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I appologize for the silence here. I've been wrapped up in lots of stuff most notably that thing we call RL.

So in order to move forward on this we need marshal forces and work together. I think this project will require horizontal organization if it is to get anywhere, but I understand a few might need to be shown what needs to be done so I'll help to organize things. Before I get to that I need people who are interested in getting involved, regardless of skill level, to do the following:
I need to get on the website Rolo created and to start organizing the project into tasks that those interested can take on. But I'd like to see an earnest show of hands, and what skill sets we have to work with. No skill set is too small. Enthusiasm is the most important asset. So lets get rolling.

#69
Aikidoka23

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Just seen this, and need to read in depth, but I think I was pretty much sold on the first post. I'll show my hand in earnest when I've absorbed the thread properly.