All Discussions - WorldForge Community http://forums.worldforgedev.org/discussions/feed.rss Wed, 22 Feb 12 18:07:36 -0500 All Discussions - WorldForge Community en-CA My gallery http://forums.worldforgedev.org/discussion/2358/my-gallery Fri, 12 Nov 2010 15:58:48 -0500 Raziel 2358@/discussions Please comment, (i know that belt looks ugly :) ).]]> Online Gaming Novel concept http://forums.worldforgedev.org/discussion/2411/online-gaming-novel-concept Mon, 13 Feb 2012 14:49:59 -0500 Oldman 2411@/discussions
I'm new here, I'm also a writer. I'd like to discuss a concept with you guys as I think your open source game really fits best with it.

Currently there's a lot of MMOs out there that never end, and there's no real point to them besides grinding. I'm trying to see if it's possible to merge the multiplayer online game concept with the traditional artform of novel writing to create something entirely new. Games like Dragon Age have been successful in putting a novelesque story into game form; however, multi-player games have never really been successful in pulling this off.

I'd really like to see a multiplayer role playing game (either massive or limited/private) which tells a story and ends. Thereby each of the participants become a co-author in the experience guided along by a few game masters. At the end of the game you can restart the story and go for a different ending, or you can make a continuation of the story - much like you would do in a series of novels.

I guess what I'm trying to do is pioneer a new artform of interactive novel/anthology writing that uses worldforge as it's typewriter, and which allows storywriters and indie developers to unite and profit from what they love doing - even if that profit is on a small scale. Maybe it might be possible to get arts councils to recognize the idea eventually and give grants to to servers & forums as they catalogue their stories.

Anyway, there's a whole lot more to the concept that what I've written here, but I don't want to wipe your mind out with all of it in one go.

Is anyone interested in hearing more?

- Oldman]]>
ember 0.6.0 is now working with i965 devices http://forums.worldforgedev.org/discussion/2362/ember-0.6.0-is-now-working-with-i965-devices Mon, 10 Jan 2011 20:27:01 -0500 Mr. Anderson 2362@/discussions https://bugs.freedesktop.org/show_bug.cgi?id=26920

This might concern all GMA devices, using the i965 Mesa driver: X3000, X3100, X3500, (4500?), X4500, X4500HD, 4500MHD and maybe also the integrated chips HD Graphics, HD Graphics 2000 and HD Graphics 3000.

With a GMA X4500HD and some DDR2-667 RAM, ember runs now fine for the first time. The sky is mostly black, but everything else seems to be alright. Well, it is rather slow, but with some tweaks, the performance is more or less sufficient for playing. I guess with the latest classic Mesa drivers, the absolute minimum for playing ember on Linux is a GMA X4500 with RAM not slower than DDR2-667.]]>
Windows Installer for Cyphesis http://forums.worldforgedev.org/discussion/2410/windows-installer-for-cyphesis Tue, 17 Jan 2012 17:00:17 -0500 RoH_James 2410@/discussions
Here is the out put in the console for the server:

2012-01-17T16:54:06 INFO Got C:\Cyphesis
2012-01-17T16:54:07 NOTICE Notice from database:
2012-01-17T16:54:07 NOTICE NOTICE: CREATE TABLE / PRIMARY KEY will create impli
cit index "entities_pkey" for table "entities"
2012-01-17T16:54:07 NOTICE Notice from database:
2012-01-17T16:54:07 NOTICE NOTICE: CREATE TABLE / PRIMARY KEY will create impli
cit index "accounts_pkey" for table "accounts"
2012-01-17T16:54:07 NOTICE Notice from database:
2012-01-17T16:54:07 NOTICE NOTICE: CREATE TABLE / UNIQUE will create implicit i
ndex "accounts_entities_target_key" for table "accounts_entities"
2012-01-17T16:54:08 INFO Running

and here is the output for the cyclient:

C:\Cyphesis>cyclient
2012-01-17T16:59:13 INFO Got C:\Cyphesis
WARNING: Could not make secure connection to:
C:\Cyphesis/var/tmp/cyphesis.sock
WARNING: Could not make non-secure connection to: 127.0.0.1 port 6767
Reporting python error
Traceback (most recent call last):
File "C:\Cyphesis/share/cyphesis/rulesets/mason\define_world.py", line 208, in
default
c.setup('postgres', 'jamesp')
RuntimeError: client setup failed

Any help would be great!]]>
Ember UI running very bad with old computer http://forums.worldforgedev.org/discussion/2395/ember-ui-running-very-bad-with-old-computer Wed, 17 Aug 2011 11:22:18 -0400 virgo 2395@/discussions
Computer was:
CPU - P4 (~2GHZ)
GPU - GF 4 (128MB)
RAM - 760MB
OS - Win XP SP3

If need more detailed information about the system, i can get it in future maybe, but not fast.
I had fresh graphics drivers and SP3 installed on the XP and there was DirctX 9.0c. So, if anyone has some ideas, what to try to get Ember running there, i can test them out next time may be.]]>
Hello, another new guy http://forums.worldforgedev.org/discussion/2409/hello-another-new-guy Wed, 21 Dec 2011 18:05:20 -0500 timetopat 2409@/discussions
After listening to a presentation by Bradley Kuhn at my college, I decided that I wanted to learn more about open source software. Never before did actually contribute or download one of these projects before. Most of the stuff I have used to program with has all been proprietary. This project( WorldForge) sounds like an amazing project and I wanted to look at it. I talked to a friend of mine and he said, all you need to do, is download the code(Preferably on a linux based machine) and thats it. You are good to go. Play with it, modify, post your results, and that is all you need. I have never even tried to participate in a system like this before, so is this true? If you modify, there is not law where you post it? I know it is not closed or for sale, i was just wondering if once you try to change something, if there is a rule in place. Lastly, is there anything you recommend that I read to get started on my adventure into the basics of world forge and open source software?

Sorry for my naivety about this topic,

Thanks]]>
Help with installing Cyphesis Step by Step please, Ubuntu 10.10 http://forums.worldforgedev.org/discussion/2365/help-with-installing-cyphesis-step-by-step-please-ubuntu-10.10 Wed, 02 Feb 2011 10:29:19 -0500 Krijn 2365@/discussions
I have been busy with installing Cyphesis on my Ubuntu 10.10 installation.
I first got a lot of errors and searched the internet and i got a lot of awsers but i cant get Cyphesis installerd and working.

Could someone help me with the step by step full installation of Cyphesis and all the needed programs.

I hope someone can help me.
THnx in advance. ]]>
libwfmath, undefined reference to http://forums.worldforgedev.org/discussion/2407/libwfmath-undefined-reference-to- Tue, 08 Nov 2011 12:59:12 -0500 UncleMike 2407@/discussions
I'm trying to compile ember on archlinux 64bit and I got this error,

--------------------------------
Making all in test
make[2]: Entering directory `/tmp/yaourt-tmp-zio/aur-eris/src/eris-1.3.19/test'
g++ -DHAVE_CONFIG_H -I.. -I.. -I../bindings/polls -I/usr/include/sigc++-2.0 -I/usr/lib/sigc++-2.0/include -I/usr/include/skstream-0.3 -I/usr/lib/skstream-0.3/include -I/usr/include/Atlas-C++-0.6 -I/usr/include/wfmath-0.3 -I/usr/include/Mercator-0.3 -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -Wall -Wno-unknown-pragmas -DNDEBUG -MT metaQuery.o -MD -MP -MF .deps/metaQuery.Tpo -c -o metaQuery.o metaQuery.cpp
mv -f .deps/metaQuery.Tpo .deps/metaQuery.Po
/bin/sh ../libtool --tag=CXX --mode=link g++ -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -Wall -Wno-unknown-pragmas -DNDEBUG -Wl,-O1,--sort-common,--as-needed,-z,relro,--hash-style=gnu -o metaquery metaQuery.o ../Eris/liberis-1.3.la -lskstream-0.3 -lAtlasObjects-0.6 -lAtlasNet-0.6 -lAtlasCodecs-0.6 -lAtlasMessage-0.6 -lAtlas-0.6 -lmercator-0.3 -lwfmath-0.3 -lsigc-2.0
libtool: link: g++ -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -Wall -Wno-unknown-pragmas -DNDEBUG -Wl,-O1 -Wl,--sort-common -Wl,--as-needed -Wl,-z -Wl,relro -Wl,--hash-style=gnu -o .libs/metaquery metaQuery.o ../Eris/.libs/liberis-1.3.so /usr/lib/libskstream-0.3.so -lAtlasObjects-0.6 -lAtlasNet-0.6 -lAtlasCodecs-0.6 -lAtlasMessage-0.6 -lAtlas-0.6 /usr/lib/libmercator-0.3.so /usr/lib/libwfmath-0.3.so -lsigc-2.0
/usr/lib/libwfmath-0.3.so: undefined reference to `WFMath::Vector<3> WFMath::operator/<3>(WFMath::Vector<3> const&, float)'
collect2: ld returned 1 exit status
make[2]: *** [metaquery] Errore 1
make[2]: Leaving directory `/tmp/yaourt-tmp-zio/aur-eris/src/eris-1.3.19/test'
make[1]: *** [all-recursive] Errore 1
make[1]: Leaving directory `/tmp/yaourt-tmp-zio/aur-eris/src/eris-1.3.19'
make: *** [all] Errore 2
-------

any idea?
thank tou :)

]]>
Browser Based Ember Questions http://forums.worldforgedev.org/discussion/2404/browser-based-ember-questions Mon, 10 Oct 2011 16:47:28 -0400 Draco6slayer 2404@/discussions Has this been completed?
Is there documentation on installing and setting this up?
Thank you all in advance.]]>
Whats already programmed in? http://forums.worldforgedev.org/discussion/2405/whats-already-programmed-in Fri, 14 Oct 2011 23:22:42 -0400 crzyone9584 2405@/discussions Server Size vs. Players Handled http://forums.worldforgedev.org/discussion/2403/server-size-vs.-players-handled Mon, 03 Oct 2011 16:41:14 -0400 Draco6slayer 2403@/discussions 512MB RAM, 20GB Hard Drive, 100Mbps of internet speed, 1000GB data transfer pm, and 5 dedicated IPs. How many players could be online in a server of that scope at once? Which features would need to be improved to increase that number the most?]]> need texture http://forums.worldforgedev.org/discussion/2402/need-texture Mon, 19 Sep 2011 16:24:58 -0400 Cyrius007 2402@/discussions
I did the telescope and deer venison models as requested on the media todo list. The thing is, I'm not very good at texturing. Anyone feel like giving it a shot?

By the way, how do I upload my models?

Thanks]]>
Draw flowcharts of system structure or parts of it (my little JavaScript project) http://forums.worldforgedev.org/discussion/2401/draw-flowcharts-of-system-structure-or-parts-of-it-my-little-javascript-project Sat, 17 Sep 2011 13:30:43 -0400 virgo 2401@/discussions Again i have tried to make the world a better place with writing few lines of code in hope that it will be useful on day.
This tool should help draw flowchart kind of things in web environment and output is in HTML format.
As this project is in very early stage, don't hope this to be very easy to use. But i was able to make some sample with this interface and post into my wiki page http://wiki.worldforge.org/wiki/User:Virgo (not the best result but at least it is visible).

I have the working interface up there (http://hot.ee/v/virx5/) just to make it easy to test out.
As this page is using only HTML and JavaScripot, you can save the page and use it locally.
Or you can download this from sourceforge: http://sourceforge.net/projects/jsflowchart/files/

The sample flowchart is also availible there: http://hot.ee/v/virx5/samples/sample_01.htm

Anyway, it would be cool (for me at least) to get some picture-like things out of this describing how worldforge system works in most general way and may be some more detailed things in future.

If this looks useful, please send feedback how to make it better (what shapes or functions would be good to have).
Then i can try to improve it in future.

Also it would be good information to me to know, what browsers support this. I have tested it only in firefox.
]]>
Todo list http://forums.worldforgedev.org/discussion/2400/todo-list Thu, 15 Sep 2011 10:17:53 -0400 Cyrius007 2400@/discussions
I discovered WF last week and I reaaly like what I see so far. I wish to be part of the project. I have pretty good skills in 3d modeling and I mainly use 3ds max for it, so I can export in the good format for this engine.

The problem is, I'm new here... so I don't know what to model! lol
Is there a todo list somewhere with items needed in the game? I can model pretty much anything and use textures I find on the net. I'm not a really good texture designer.

I'm not looking for the greatest challenges, you can ask me to do very ordinary (and probably a little boring) items such as bottles, boxes, wood logs, fence, fish or anything. You know, those things 3d designers don't like to do.

So, where should I start?]]>
Hello (Introduction). http://forums.worldforgedev.org/discussion/2399/hello-introduction. Thu, 08 Sep 2011 19:38:51 -0400 Chakravanti 2399@/discussions
I'd like to bring to the table a process for easily declaring and managing concrete and abstract psychological functions and social interactions through a system of procedural generation and processing to produce a matrix of unit(or 'sentient' game creature) value that can be fed through a decision tree for creating an AI capable of producing conversation with players and building and sustaining civilizations by working with resource trees and remembering how to reproduce them, and giving them motivation to do so. Individual units should be capable of reiterating daily habits based on necessity and desire to create a completely functional civilization. How exactly a given civilization operates depends on the players construction. Development occurs as players find stable values for social and technological development.

As things such as reproduction, marriage, social status and recognition of it develop through world progression and players managing small villages in social simulations within the primitive psychological mainframe and adding more values, potential experiences and recombinatorial results, seeking to explore new combinations in order to unlock new technology, development and civilization possibilities while maintaining the infrastructure to sustain them both socially and physically in a PK anywhere environment that uses physical and social infrastructures to keep other PLAYERS out of your development and sustaining peaceful domestic work within the safety of home. Allowing PvEers to run amok from the various hers or hunters to run about the free world gathering resources and investigating new territory and recording information about it (Mineral prospectus, new wildlife and notable large herds and migration routes, new plants, crops, herbs, trees, stones, fruit etc.).

A procedurally generated fruit tree consistent for a world and biome with a procedurally generated name and development value to the consumer would only limit the number of variety and resource trees. Fruit could be eaten, crafted into a potable sapling, jelly, pies, or canned & preserved against decay with sand and glass-making production trees.

Eventually Skill development can be a direct result of unit awareness and processing capability relative to environment. With Civ trees for education institutions and rapid development for intelligence and cognitive maintenance capability.

Integrating a Civ and tech development tree and making them interdependent this way.

At it peak, it should be able to neatly dispense with shopkeepers that stand 24/7 vigilantly willing to buy your vendor trash and then sell you the most valuable piece in his collection: high end newbie vendor trash.

The end result is that because there is no difference between PC's an NPC's functionally other than user interfacing overriding psychological decision tree of the AI. Let me extrapolate on the value of that though. Lets say I want to create a small military for my tribal almost a village civ, SO I generate a nice soldier template and put up a barracks because that's the quick and easy way.

Then when my template runs I see things that might be of value to create dimension to these soldiers. Give them some uniqueness even if they're missing some background because I've hand inserted them and copied skill values from other units. maybe add a few personalities I've seen elsewhere that I think make for a good dynamic. Maybe not, maybe those soldiers are just gonna die or operate as a placeholder for some real civ defense mechanics and development. Eventually someone generates and posts an interesting squad template that works. Probably not before exploiting it and raping easy targets first but that's just a fun way of showing people "Hey look what I created" whether they release their template or those affected by it get together to figure it out and create their own system to defend against it.

In this way I also advocate Open PVP anywhere with mechanism within the development tree giving players the ability to construct in game defenses and a system of attributional warfare that cause the attacker to spend resources in order to make war and thus it doesn't ever simply become about that a no-lifer can rape any little ol' nub. Rather, a no-life must spend part of his development in order to do something offensive to something someone else has created/is creating.

Also, logging out should never remove the character from the game. Rather, the AI simply picks up control of the character. With a player having access or influence over unit value being able to affect the character's behavior off-line. In this way things such as maintenance may be automated. Skill and building decay may exist and be kept up without the player ever having to preform 'the grind' simply by specifying that the player wishes this thing to be maintained will give it priority in offline, AI maintained, decision tree.

A bit about memory, code and skill caps.

A good attribute and skills system would keep technical values low enough to be counted in integers because so many units are being managed. With higher than 255 potentials the effective memory requirements for hosting a unit becomes doubled. Instead I should Suggest that raw attributes such as strength intelligence etc. be measured in very small value iterations with each iteration being a significant difference representing a more comprehensive investment and potential capability. What I mean is that when we step into this from an open source, we're quickly going to move toward eliminating the grind one way or another bot. To eliminate the grind you need what mainstream games lack: Procedurally generated content that simulates the experience of discovering new T-shirts.

Big numbers are cheap carrots. Having limitless development is not mutually exclusive from having a hard value cap. Eventually it just doesn't matter how good your horseshoe is. Sooner or later someone is gonna build a car. Quality and skill should be about granting the player certain choices in lieu of certain other choices. Not that Jacks of all trades should be discouraged, it's just that specialization should mean having a handicap. If you're uber, you have to have an Achilles' heel for some plucky band of heroes to kill your evil @$$. Content should be content for a unit to choose between upon development. Classes should arise naturally through practical development choices. Making subclasses and unique builds as a dimension for player/host exploration of game content.

]]>
My little python script first usable version http://forums.worldforgedev.org/discussion/2393/my-little-python-script-first-usable-version Sun, 31 Jul 2011 09:43:26 -0400 virgo 2393@/discussions
Many weeks ago i started learning and practicing python to be more when trying to help with WorldForge project in future. To make my python practice more useful, i was thinking to make some script that makes something faster, better or easier. As it was for me a bit confusing to enter correct commands into terminal to install, compile, execute things, i was thinking it would be good to have GUI with buttons and stuff to do all this. I know the hammer script is a great thing, but i think it would be more cool if there is for example hammer tab in my GUI program window with the hammer commands as buttons.

As the title says, i have something like this ready at last. It is in my git page: https://github.com/virx/MultiButtonProg. The idea itself and this script version is far from perfect, but i was thinking may be it would be good to get some feedback, comments, ideas from experienced coders.

The script idea was to make GUI with buttons that execute different shell scripts with button click, have tabs to filter buttons and shell outputs and configure all the tabs and buttons with single config.txt file. At the moment the script requires 2 files - mbp.py and config.txt, but when executing the py file, it generates folders, log files and script files. I have there something to make cmd files too, but i am 90% sure this script don't work with windows. So, if anyone finds the script useful, then we/me can take a task to make this work with windows also.

There can be bad design or mistakes anywhere in the script. It should be licensed as open source software, but as this is my first thing i try to code as open source, there can be mistakes with these headers too. Anyway i must warn the script is generating executable shell files and executing these with button clicks, so it is very easy to someone make danger content into config file. Again, if people want, we can take the security as another task to improve.

If anyone is interested about this script, finds it useful or just has some free time, please give me any kind of feedback and ideas, what is good/bad in the script or idea. You can also say what to make better and how.

Files should be possible to download from there: https://github.com/virx/MultiButtonProg]]>
New to this game. But game doesn't work right. http://forums.worldforgedev.org/discussion/2396/new-to-this-game.-but-game-doesnt-work-right. Fri, 26 Aug 2011 22:40:05 -0400 JackDawson 2396@/discussions
Any ideas here ? This game looks cool but I have no clue what it does or anything. I would love to run my own server, but again, I am clueless what to do because the client doesn't work.

EDIT : I forgot to mention, when I run this in Window mode, all the screen is there. I can see the UI. But when I am in full screen, the UI is missing. This is what I meant in the info above. Just in case I was not clear.]]>
Rather-over-dramatized-video-advertising-the-worldforge-project-and-enticing-people-to-join http://forums.worldforgedev.org/discussion/2394/-rather-over-dramatized-video-advertising-the-worldforge-project-and-enticing-people-to-join Thu, 11 Aug 2011 15:21:37 -0400 Jobe 2394@/discussions
This idea came as a misunderstanding, I will admit, when I was talking with Alistair... But I don't think it's a bad idea and making a trailer shouldn't cause too much harm.

I believe that we should base this figurative commercial in a text-picture way. Here's an example:



One of the only objections with this particular trailer is it's very much aimed at somebody who wants to play a game, as opposed to make one - and as far as I know, that's not what worldforge is about. Anyone and everyone can contribute in some way, as far as I'm concerned.

Now, I'm going to of course vote to be one of the (hopefully many) composers for the trailer. Alistair recommended creating the music first, so I'm working on that now - but I think it's important for myself and others to get an idea of what the music's supposed to do/say, and I need everybody else's help with that. For example, how long will this trailer be? 30 seconds? 2 minutes? What will it include? (we need a list). Images of grasslands, docks, people yes... But any interaction? Any fighting? Any editing? (I would suggest all of those).

If you'd like, we could have one that's like the Ocarina of Time (a commercial) and another which is a bit longer, and more informative, with a narrator and a script describing key features about WorldForge: and we can attach them together or use them separately.

I personally think this is a cool idea because I like composing music for trailers - not that I do so very often.

So yeah, I think first, shall we all decide on a list of things we want the video to show?


]]>
Music? Where? Also, I'm new http://forums.worldforgedev.org/discussion/2391/music-where-also-im-new Tue, 26 Jul 2011 21:53:16 -0400 Jobe 2391@/discussions
Anyway, I'd rather like to inquire about the music of this place. I haven't heard any other than one which was presented by MrGlass, which were very nice - most of the links didn't work for me. :(

If you've got room for one more, I'd like to assist in composing for this game. I have seen the Musical to-do list and think I could compose for all of them. Also, I'm not one for "generic RPG". But by default seem to end up composing very generic music anyway.

So far, I have composed a little already, not necessarily FOR WorldForge but inspired by the WorldForge project. You can find my compositions here: http://soundcloud.com/joab-1 I've composed a Goblin theme and a "building" theme, and am working on a "Pastoral" theme.

Anyway, what I would really like is a bit more direction. I am aware that some pages are out of date and the like, and haven't got a clue what to trust and what to not because half the music links don't work for me. Is there anybody who can tolerate some rather juvenile questions and would guide me so I can help? As I say, I am an aspiring composer so I quite like to work with people as opposed to be left in the dark and have my music reaped and used by someone ungrateful, not that us Games Composers ever expect reward ¬¬, but, a bit of assistance would be nice ^.^ Likewise, if you cannot do this, just say and I'll go away.

THANK YE
]]>
Worldforge's Twitter Page http://forums.worldforgedev.org/discussion/2392/worldforges-twitter-page Fri, 29 Jul 2011 12:18:57 -0400 Jobe 2392@/discussions
http://twitter.com/#!/worldforge

I don't know what your policy is on promotion, or if you care if loads of people join in on the project - perhaps we like it discreet. I am a rather avid Twitter user myself, and believe I could harbour some genuine promotion if given the rites to control the Twitter.

If it's true that we would like some promotion, but we just haven't explored the Twitter side of things in great depth, why don't we use Twitter as a team? We could decide what links to present daily. I imagine we'd also respond to questions - and tell people that we're willing to answer questions - using the @ feature. I would also imagine we each have a coded hashtag to signify it's us who's talking in informal situations, i.e If I said "@JohnDoe yes, thank you for taking an interest. Anybody is allowed to join! #Jb" Jb would be my "alias".

By merely following and interacting, we can get a wealth of people supporting the WorldForge project. I've tried it with gaming clans before.

Or... maybe this is the wrong Twitter Page?]]>
Hi! Im new here! http://forums.worldforgedev.org/discussion/2384/hi-im-new-here Sun, 19 Jun 2011 15:59:58 -0400 zxmadkiller 2384@/discussions Realism and Fun http://forums.worldforgedev.org/discussion/2377/realism-and-fun Mon, 16 May 2011 11:30:55 -0400 Onirim 2377@/discussions
To code unforseen events will give WF based games this big feeling of realism, like unlocking the area where a dragon can roam and allowing it to wander over the whole map but with the higher chance in the designed spawn spot and decreasing chance with distance to it. (I don't know if it's already the case in worldforge).

But realism doesn't always get well with fun I think. The first impression I had about Mason is that it will be very robust (due to WF) but kind of tedious. In my case I want to play games for fun and I don't enjoy to do repetitive tasks as might be chopping large amounts of wood to build huge stockades. So some kind of online/offline 'auto' functions should be implemented to handle some repetitive tasks?


EDIT: I mean when playing the game you know that this dragon will remain in his 'habitat' and will never raid your city in your in-game lifetime but it could because a tiny chance for this was programmed. Entities behavior arise from AI engine but if these chances could be measured it wouldbe nice if they are kind like I mentioned.]]>
Error during Cyphesis Building http://forums.worldforgedev.org/discussion/2382/error-during-cyphesis-building Mon, 30 May 2011 13:47:33 -0400 jekintrivedi 2382@/discussions
jekin@jekin-007:~/worldforge$ ./Hammer build cyphesis
Building sources...
Cyphesis...
Building...
make[2]: Circular buildid.cpp <- buildid.cpp dependency dropped.<br /> Getting GIT buildid from number of ChangeLog commits
/bin/bash: docbook2man: command not found
make[2]: *** [cyphesis-tools.1] Error 127
make[1]: *** [all-recursive] Error 1
make: *** [all] Error 2

Currently downloading docbook2man package (around 222mb with all other tex live dependencies ) . Hope it will solve the problem ]]>
Ember crashes http://forums.worldforgedev.org/discussion/2383/ember-crashes Tue, 31 May 2011 15:26:32 -0400 jekintrivedi 2383@/discussions
jekin@jekin-lappy:~/worldforge/local/bin$ ./ember
According to my calculations Ember should be installed in /home/jekin/worldforge/local/bin/..
Starting Ember....
Registering: list_commands
Registering: quit
Registering: toggle_erispolling
Starting Ember version 0.6.2
Initializing Ember services
Registering: loadscript
Registering: connect
Registering: meta_refresh
Registering: meta_abort
Metaserver Service created
Registering: set_value
Registering: get_value
Setting home directory to /home/jekin/.ember
i915_program_error: Exceeded max ALU instructions (77 out of 64)
ember.bin: program/ir_to_mesa.cpp:2253: prog_src_register mesa_src_reg_from_ir_src_reg(ir_to_mesa_src_reg): Assertion `reg.index < (1 << 11)' failed.<br />Crashed with signal 6, will try to shut down SDL gracefully. Please report bugs at https://bugs.launchpad.net/ember
./ember: line 118: 1828 Aborted $bindir/ember.bin --home $homedata "$@"


Maybe the problem is cause my laptop has low hardware

[Intel atom dual core 1.67gh *2 , 2gb ddr3 ram, 256mb(2.0 pixel) Intel 3130 graphics card]

Is it possible to make ember run on low hardware machines like mine ? ?

I have already done foliage=false and graphics =low in ember.conf]]>
Problem compiling Eris 1.3.18 on Chakra GNU/Linux (Arch Linux-like) http://forums.worldforgedev.org/discussion/2380/problem-compiling-eris-1.3.18-on-chakra-gnulinux-arch-linux-like Thu, 19 May 2011 15:48:22 -0400 Gallaecio 2380@/discussions
../Eris/.libs/liberis-1.3.so: undefined reference to `Mercator::ShapeTerrainMod::ShapeTerrainMod(WFMath::Polygon<2> const&)'

The only related thing I found out there was this IRC log from January with no answer:
http://brenda.worldforge.org/index.php?channel=lounge&log=201101101809]]>
Content Creation Toolset? http://forums.worldforgedev.org/discussion/2381/content-creation-toolset Mon, 23 May 2011 16:22:55 -0400 Shadow 2381@/discussions
Create Races
Create Items
Create Quests
Create NPC
Etc things of this type.

A little like the Elder Scrolls Construction Set and the Neverwinter Nights toolset. Both provide some way to create in game content. What I am writing is (hopefully) generic toolset that might be used with anything that implements the DB interface protocol, which I have yet to define :)

Anyway back on the question, does WorldForge contain any kind of content generation tools as mentioned above? I didn't see any mention of it in the wiki or a project set aside for it on git. Now mind you this is not some mish-mash of graphics editors. If I see another terrain editor, I'll scream!. These are tools to create/configure the world items,people,quests,dialog to your liking.]]>
3D particle system http://forums.worldforgedev.org/discussion/2379/3d-particle-system Tue, 17 May 2011 05:04:51 -0400 DJG2011 2379@/discussions how to install Ember 0.6.1.1 http://forums.worldforgedev.org/discussion/2378/how-to-install-ember-0.6.1.1 Tue, 17 May 2011 04:54:06 -0400 DJG2011 2378@/discussions Skills http://forums.worldforgedev.org/discussion/2376/skills Mon, 16 May 2011 10:01:12 -0400 Onirim 2376@/discussions
It seems there are two positions about skills increase: a) "... skill cost increases exponentially with skill level..." and b) "No, skills do not get harder with more you know; they get easier..." (http://wiki.worldforge.org/wiki/Rule_Set_Parameters)

They both seem right so I'd like to hear that worldforge has a customizable skills increasing function that can be set to a 'sigmoid-like function' (restricted to a maximum or not) so at low skill levels it gets easier to advance your skill but once certain value is reached it gets harder.]]>
Possible to use MySQL? http://forums.worldforgedev.org/discussion/2374/possible-to-use-mysql Sat, 07 May 2011 06:49:19 -0400 redigaffi 2374@/discussions