From ojw at unite.com.au Sat Apr 7 02:45:38 2001 From: ojw at unite.com.au (Oliver White) Date: Sat Apr 5 19:46:40 2003 Subject: [WF-Scripting] Pegasus work today Message-ID: <3ACE7142.31674A02@unite.com.au> I'm taking the day to work with pegasus, parts of shepherd and the rules development API. This work will affect a lot of people, and I'd love your input. I'll be around most of today, bar a shopping trip in an hour or so. It's midday here now, so I've got plenty of time. If you're interested in hacking rules modules, or working on stage internals, I'm free for chat. (look for cyanide, for those of you who don't know my nick). :-) -- Oliver White From ojw at unite.com.au Mon Apr 9 20:49:46 2001 From: ojw at unite.com.au (Oliver White) Date: Sat Apr 5 19:46:40 2003 Subject: [WF-Scripting] Re: [WF-Client] UClient status References: <3AD02D08.4007D485@rhrk.uni-kl.de> Message-ID: <3AD185BA.E6216869@unite.com.au> Karsten wrote: > I am planning to move Uclient'S complete UI implementation away from > C++/libuta to LUA/Janus. With LUA/Janus it would be very easy to > exchange the complete interface, so that it fits to the played game or > just to personal needs :) Hmm... I've never heard of LUA. What kind of scripting language is it? Could we build in support for python? -- Oliver White From bryce at neptune.net Tue Apr 17 18:45:04 2001 From: bryce at neptune.net (Bryce Harrington) Date: Sat Apr 5 19:46:40 2003 Subject: [WF-Scripting] AI scripting In-Reply-To: <3AA4F704.C833882E@rfl.pl> Message-ID: On Tue, 6 Mar 2001, RaFaL Pocztarski wrote: > Bryce Harrington wrote: > > > Man, wouldn't that be great!! Yes, that's exactly what we want to see > > happen. I think we've got half a chance, too. > > I think that's only a metter of time. I don't really think that WF could have > any serious commercial rival after, let's say, 10 years from now. I just don't > know if it would be 10 or maybe 2 years. Let's hope for 2 years. ;-) > > *Nod* Having this as the goal will give good purpose to the work. > > I think you'll find it not *too* difficult to get this set up. Good > > luck! Lotsa people can help so if you get stuck, ask around. > > OK, I will when I know what to ask about, but now I don't know what's really > wrong. :) How are things coming now, btw? > > Who can say at this point. Acorn has taken approximately a year, > > and while Mason is more sophisticated, we also have a headstart due to > > having already done Acorn. In the end it really depends on how many > > people can contribute time to it. > > I'm just wondering how much time I will have to learn and write some useful > scripts. Of course it's never too late to contribute but I'd like to have some > of my scripts in Mason's first playable version. Well, one of the first really big requirements that needs to be in place before we can come anywhere close to making predictions about when Mason will be ready is the STAGE server. I would think it would require the better part of a year, at least, before STAGE is usable anywhere close to where Mason will need it. This of course is highly dependant on the amount of work people can put into the server over that time. The good news is that right now the team appears to be growing, and individuals who had run out of time previously, seem to have found extra time to put into it. So, figure something on the order of a year. Plenty of time, no? So don't worry if for some months you've got little time; put in what you can when you can, and we'll get there. :-) > Btw, what scripts would Mason need first? Zzorn is a better one to answer this than I, but I would assume that a safe starting point would be wildlife scripts - deer, flocks of birds, etc. I suggest this in large part because people have already been writing these sorts of scripts for Cyphesis and Acorn, and so there is a wealth of examples there. One thing that would be a big help, is to look at this page: http://www.worldforge.org/website/rules/mason/tasks/ and help Zzorn generate a section to list scripts-needed. I think this would be a good starting point for the scripting, and would help us scope out what exactly we're going to need others to help with. > > Yup, but I think you'll enjoy it. :-) You don't need to look at all > > the code - just the parts that involve the pigs and other critters, and > > if I remember correctly this is all in its own subdir, so you won't be > > overwhelmed by a lot of code (unless you want to!) > > Yes, the code is divided in a very nice way. When I figure out all I need it > should be easy to experiment a litle bit. > > > Cool. I think you have a good approach. If you're limited in time, > > focus first on the interesting bits, and the tutorial can come > > secondarily if you have time. > > First of all I have to just run the software, I thought that it would be much > simplier. Then I think starting to make some really simple scripts wouldn't > take me very long. At that point I should be able to write some simple beginers > tutorial. I have a lot of work now but this project is much more interresting, > so when I start I would always find some time to play with the scripts. How are you coming with this? Let us know if you've run into problems so that we can get you in contact with the appropriate people to get ya fixed up. > How the scripts will be executed in a real game? Thousands of animals > and NPC's would need a lot of computing power. Will everything be done > on the server? Initially we'll do it all on the main server. However, our architecture allows us to establish separate machines for running AI independently of the main server machine. I expect we're going to explore a few different mechanisms for handling this. If you can come up with clever low-processor means for computing the action of, say, a whole herd of sheep, that'd be a really cool thing to have. ----------------------------------------------------------------------- Bryce Harrington bryce @ neptune.net bryceharrington @ yahoo.com From admin at rfl.pl Sat Apr 21 12:03:47 2001 From: admin at rfl.pl (RaFaL Pocztarski) Date: Sat Apr 5 19:46:40 2003 Subject: [WF-Scripting] AI scripting References: Message-ID: <3AE14CF3.473A970F@rfl.pl> Bryce Harrington wrote: > How are things coming now, btw? Much better but still not working. :) > Well, one of the first really big requirements that needs to be in place > before we can come anywhere close to making predictions about when Mason > will be ready is the STAGE server. I would think it would require the > better part of a year, at least, before STAGE is usable anywhere close > to where Mason will need it. This of course is highly dependant on the > amount of work people can put into the server over that time. The good > news is that right now the team appears to be growing, and individuals > who had run out of time previously, seem to have found extra time to put > into it. So, figure something on the order of a year. Plenty of time, > no? So don't worry if for some months you've got little time; put in > what you can when you can, and we'll get there. :-) Good, so if I start in a month or to I could still contribute. I have to find some time to learn Python and get more fammiliar with C++ in such projects. The MiniForge project sounds very good to me, I have to start with something much easier than Cyphesis and UClient. > > Btw, what scripts would Mason need first? > > Zzorn is a better one to answer this than I, but I would assume that a > safe starting point would be wildlife scripts - deer, flocks of birds, > etc. I suggest this in large part because people have already been > writing these sorts of scripts for Cyphesis and Acorn, and so there is a > wealth of examples there. Do you know some really good Python tutorial? With everything needed for AI in Cyphesis? > One thing that would be a big help, is to look at this page: > http://www.worldforge.org/website/rules/mason/tasks/ > and help Zzorn generate a section to list scripts-needed. I think this > would be a good starting point for the scripting, and would help us > scope out what exactly we're going to need others to help with. I think I could help there but after some time. I have to learn Python basics and get fammiliar with Cyphesis source code to be able to write some simple scripts. > How are you coming with this? Let us know if you've run into problems > so that we can get you in contact with the appropriate people to get ya > fixed up. I can compile everything but when starting uclient I got: DII failed to lookup module Registry Segmentation fault I've no idea what's that. > > How the scripts will be executed in a real game? Thousands of animals > > and NPC's would need a lot of computing power. Will everything be done > > on the server? > > Initially we'll do it all on the main server. However, our architecture > allows us to establish separate machines for running AI independently of > the main server machine. I expect we're going to explore a few > different mechanisms for handling this. If you can come up with clever > low-processor means for computing the action of, say, a whole herd of > sheep, that'd be a really cool thing to have. I think animals in herds could be handled as a whole herd, and only animals in some specific cases whould be handled individually. I mean, that when ships see a wolf then they are running away - there's no need to let every ship think individually if it wants to run or not. There could be some higher `herd consciousness' which would decide what to do (run away, eat grass, seek water, etc.) and individual animals, when in herd, could think only about different details (like which part of grass to eat..). And about AI on different machines, how high the bandwith between those AI machines and the main server shoud be? I mean, would it be possible to use a lot of different machines all over the world as AI servers controling NPC's and animals, the same way as client machines for PC's? -- -- RaFaL Pocztarski -- mailto:admin@rfl.pl -- http://rfl.pl/ -- From sajuma at utu.fi Fri Apr 27 20:40:06 2001 From: sajuma at utu.fi (Sami =?iso-8859-1?Q?M=E4kel=E4?=) Date: Sat Apr 5 19:46:40 2003 Subject: [WF-Scripting] Some thoughts about NPC scripting Message-ID: <3AE9A0E6.489DE2DA@utu.fi> I'm working on a simple RPG to test some ideas. One thing I want to experiment with is a library for NPC scripting. With the library users should be able to script the NPCs naturally without having to know anything about the implementation. http://users.utu.fi/sajuma/scripting.ps has the current design of the library. At least the syntax will be changed. I need feedback to make the library as easy to use as possible. Please send me some ideas about what is currently hard to understand and how to improve the library.