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jaggex

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Posts posted by jaggex

  1. I have few questions:

    Is it a fork of playerbot ?

    "This is a fork of playerbot with completely different AI based on strategies. "

    another question:what features are included ?

    "This includes:

    * A set of actions that bot can do (i.e., cast a frost nova)

    * A set of triggers telling bot that something is happened (i.e., enemy is too close)

    * A set of strategies that combines actions and triggers making bot to react to world events.

    * Structured and maintainable source code."

    from the website http://ike3.github.com/mangos/

  2. @The Sheep (©) & The Gnome Engineer (©)

    Here is a little list of some improvements that I'd find useful :)

    - the notification when you post a message is annoying, I'd prefer to be directly redirected to the thread when I post

    - there is no "preview" button : is it on your to-do list?

    - I think the default avatar should be...nothing, and not a ugly gravatar blue image

    - I loved the clickable logo on the ancient forum, is it possible to do the same with the current logo?

    - is it possible to stick the signatures at the bottom of each post block, instead of directly under the message itself? like :

    http://www.zimagez.com/miniature/example0.png :D

    - I remind the bug Vladimir started to report : some threads that you didn't read are marked as read.

    - is there any official release date for the wiki? I miss him...I feel lonely and futureless...

    Good points, I agree on all of them!

    Cheers :)

  3. IMHO it all works out well. mangos is the most stable community I've ever seen. No daily bash times, or worse things, and thats a definite win.

    Agreed, I think mostly this is because of that all leaders and developers of this project have a very correct attitude and the same goals. Every time there's a reason to flame or accuse someone/something it is immediately interrupted. Its not only a stable but a clean community, no code-stealing, no dishonesty, no bad relationships with others. Ultimate goal is to learn and this is one of few projects of this size I've ever seen that actually has managed to accomplish this. I'm actually amazed by mangos, watching sooo many other projects failing after only a few months or a year. Mangos is the only one still standing and despite that still having a very bright future.

    This have inspired me to start my own open-source projects and has taught me most of the things I need to know about how to run a good and healthy open-source community.

    Cheers & Thank You MANGOS :)

  4. I'd actually like a Diablo MMO. I still play Diablo II. It would seem to be a no-brainer, since all they'd need to do is revamp the interface and switch from 3rd-person 2-D view to a 3-D view like WoW. Just so long as they don't add in some lame achievement system!!

    Bet you it's going to be some sci-fi virtual world thing, like James Cameron's Avatar.

    Dudes, i see you talk alot about wanting a new diablo - you do know about the actual Diablo III? http://us.blizzard.com/diablo3/ ;)

    Cheers :)

  5. I am glad to present you the visualization of the MaNGOS source code development progress.

    You can watch it on YouTube

    , I suggest you to turn the HQ mode on.

    I hope you will like it, some of you will see your names there, yeah :)

    The video is based on the commits data from the very fist commit into SVN and up to lastest changes in GIT.

    Every dot is a file, the color matches the file type. The dots are circle floating around the names of who did the changes in them.

    Very nice! Great job dude :D

    Cheers :)

  6. If your plan was just going to be 'insult everyone', why did you bother asking the community what they would like to see?

    That doesn't necessarily have to be an insult. I think he just talks about the negative sides of letting one person develop this by himself. That's why it's kind of "sad" that no one else is able to offer their support.

    Cheers :)

  7. I could go into a big discourse on this, but it would be horribly off-topic, so I'll keep it short. The main issues we hear about are in regards to music, and while the main companies pursuing this aren't headquartered in the US, they choose to serve legal notices from the US because there they're allowed to claim punitive damages instead of just real damages. If they tried this action in most other countries, at most they could sue for approx $2 (US) per song- and it's not worth their time.

    This isn't a case of the US trying to impose its laws on the rest of the world (but there are other examples of this) it's a case of multinational companies taking action where they stand to gain the most.

    But back on-topic: registering a work for copyright, in most countries, increases the author's protection under the law. I'm just stating that even without registration you retain some basic rights. These rights will vary from country to country. In the case of a relatively small company like we're discussing here, it's not financially viable to register the product in every country- but failure to register definitely does not mean the work is public domain!

    Another option would be a Creative Commons license, of which there are several variants. One of them allows copying and distribution for non-commercial purposes, but the author still retains legal ownership of the work.

    This might also be an option- you could let people legally distribute the client via BitTorrent or websites, but you would still be the owner of the work in every legal sense.

    Tying-in the first off-topic paragraph, more and more bands are releasing one or more songs under a Creative Commons license to encourage distribution while not having to rely on a big record label to "get their sound to the masses." However, if the song was used for commercial purposes (like on a movie soundtrack) the band would still be entitled to royalties from that commercial use.

    A similar approach also works for software.

    I did some more thinking on Shinzons specific case and I came up with another possible problem. You say that every author of a specific code/text/program has sort of a "basic world-wide copyright" on his work. But one big problem could be, how to determine the correct author? If Shinzon releases his story and idea to the public, who will stop someone from actually take that story and/or the idea and just put his name on it. If Shinzon never registered his work then it will be very hard to claim rights over such work that 10 others also claims as their own work. How to protect yourself against that in all countrys of the world?

    EDIT:

    Actually that was my point. My point was, that depending on another tool.. or even program that feeds your fire could be a dangerous move. Knowing your code is better than taking code. But if your in for the quick buck then by all means.

    But look at the little guys, Alien Hominid, CastleCrashers, Little Big Planet, Mysterious Mushroom. De Blob, all these are coded from the ground up. They know the limitations of there engine cause they made it all. Where as you look at others... Quake Arena.. what happens? Its just another mee too clone of every other game out there.

    Own tools vs Premade.

    True. But it's maybe not always about the "quick buck" but also about your own development-team resources. Obviously it will take longer time and more effort to create a game from scratch compared to creating it with already complete engines which already are designed to be easy to use. So if you're going for creating a full game (server & client) by yourself without using one single other framework/tool then you must have a very big team with very talented/experienced coders/designers/etc, which will cost a lot of money. Now if the project would be open source the money problem maybe wouldn't be as big but I think the main issue would switch to being "time"...

    Cheers :)

  8. Yes and no on that.

    [...]

    -Mynt

    So what youre basiclly talking about is dependencies on other tools? The danger of depending on tools which potentionally always have the risk to get closed down and not getting further developed? Or if you want to do something which the tools doesn't allow/support?

    Under the Berne Convention, signatory countries agree to respect the copyrights of citizens of other signatory countries. To date, 164 countries have signed. The ones that haven't, to be honest, probably have very few citizens who have access to computers.

    The Berne Convention itself does not cover computer software or database contents, however it was expanded by the WIPO Copyright Treaty to cover them. 160 countries have signed this- note that it's not as many as have signed the Berne Convention. Two notable exceptions are Norway and Russia.

    [...]

    Very interesting information, thank you for sharing and clearing things up! :) I didn't expect this at all as i've heard about so many legal issues regarding different software/code/music. So I simply assumed that: "well it must be because they didn't pay for the copyright".

    Cheers :)

  9. That's exactly what I want... my BIG HUGE question is, how do I protect the copyright of the storyline while development begins? (We are talking a world wide basis here)

    It sounds very very expensive to me.. :( Isn't it almost as buying a patent in every country? Or am I wrong?

    I was talking about an actual opensource community. Like Mangos.

    Planeshift was built off Crystal Space and Realmcrafter. These are tools that basically are like... drag/drop, heres what it can do and cant have fun. Its almost like someone picking up the latest git/svn of mangos and building a server off it.

    When I say opensource, community, I mean bare bones, start from the ground and work your way up. Like the old WoWD was, just start from the bottom at the bare minimum and start improving.

    I can clone Mangos, and call it my opensource also. Thats all Planeshift did, they use Crystal Space (An MMORPG engine developed for faster rendering with high numbers) and RealmCrafter "A database/server interaction tool that was already created for hobbyists to pick up and learn programming an MMO"

    Do something like Graal, once again referenced. Graal was opensource.. but went closed. When it was open, I have never to this date still seen a community contribute as much as they did. They had ages 5-90(yes 90, XXGrup was the oldest person on Graal). 5 year olds making water images.. etc.

    Opensource from the community, not a premade.

    Yeah but what's the real difference? Planeshift may have been built with/of other tools that simplified the creating of it but it was still partly open source - which I guess Shinzons game also must be because of that he also wants to protect some of it. Let's say that Planeshit developed all those tools they used by themselves, this wouldnt really affect the later on developing? Only difference would be who actually developed those tools. What youre talking about is starting from scratch without any kind of help from other engines/tools, not about creating an "actual open source comunity" because I think you can call a open source project based on other engines/tools a "actual open source comunity".

    Cheers :)

  10. Have you ever thought about making the first Opensource MMORPG?

    The money would be made towards the company that pushes it out. But the development platform and gaming industry would boom about it.

    Mind you, you can then pick and choose who you want on the main team, releasing packs etc. But you could sell CD's with tools, sources etc, as well as offer the ability to have the contributors on a game. Thus it allows others to say they had a part in the making.

    -Mynt

    Actually it wouldn't be the first one. Dythzer posted a youtube video in which a open source MMORPG gamedeveloper talks about the good and bad in open source gamedeveloping. As seen in the clip/video there are some negative sides of having it open source as well. Check it out: :)

    There is a pretty interesting video from googletalk about an open source MMORPG called planeshift. You should check it out if you're interesting in creating an own MMORPG.

    As posted above, it sounds really hard, probably requires hundreds of developers and it will still take years

    Cheers :)

  11. Your wrong in many aspects of this.

    Marketing is where it really is. People don't buy games from unknown companies, they would rather go with Mario Rpg or, Mario Shootemup, then a game called "Murder 1000 babies with a shotgun."

    Its called branding. People want to spend there money with association.. hence why Halo did well, halo 2 did great, and Halo 3 was the largest launch game to date. Brand name association.

    In gamestop, as well as play and trade alot of people drop off games, sharewares and freeware on the counter. They don't do it everywhere.. but it happens.

    As for price. Your wrong on that. Theres alot of budget buyers. As well as people that look at getting 2 15$ games as opposed to 1 $30 game. There is alot of other factors that go in with money, if someone has a high price tag.. and you never heard of the game, why bother? What if it sucks.

    World of Warcraft had 25 cent, hell even at one time, FREE discs they were handing out at gamestop and walmart with there trial. Are you going to say WoW didn't do well?

    -Mynt

    Well i think both of you have your good points. About the free wow discs. World of warcraft, the full game with 30 days playtime included isnt for free. Those free discs that shops gave to people were only to "lure" them back to the shop to buy the full version of the game - which costs money. So actually the shop earned money on giving away those free discs and that may have been the reason.

    Also about the price, low price could very well be associated with low quality. "Why doesnt the gamecompany take more money for this game? Maybe it's because no one is prepared to pay more for it?" Everybody aren't low budget buyers and to launch a really successfull game i think it would be the best to try to sell to as many as possible ;)

    Cheers :)

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