If you want to help and have the time we need the following:
- coders (python, c++)
play testers (unit balancing)
artists (new game icons, 3D modelers, 2D art
story writers (missions, campaigns)
Yeah, I think campaign stories were thought up but never put into the python code so you just have a few missions strung together.timesorrow wrote:OK, got it.
will first run the "campaign" as it is now in the SVN (from the code I judge it is not that long...)
meanwhile (whilst autopilot is running ) I will see how that matches with the Python code
It seems that now the campaign is only some missions strung together??
see aboveshould it not be more linked in with the general storyline? (political background etc?)
I think most of the python code runs together. You will probably have to dig throught a lot of code to find what is different from Vegastrike and vegaserver.by the way... this is now more on contributing towards single player version --> should I not start to contribute in another thread?
Would also like to be involved in the MMO version.
are there any active people on this subject?
It has moved a couple of times. This appears to be the latest: http://trac.evemu.org/wiki/GettingTheSourceCodepheonixstorm wrote:eveEMU (if I can find source)
Yep, probably in the C++ code somewhere.also: where is the code for communication (chat using "[") located? same C code?
Not that I have ever seen.the player is always human? any plans to also play (and therefore have a campaign) looking from the other races' perspective?
Part of the interface is done in python the rest is in C++. Again its scattered about and need some heavy work. In this regard I would love to see a completely skinable interface like what world of warcraft has.don't get me wrong, I think the game is already very nice, but some tweaking might help in the interface department (use of mouse, hover, fonts)
I noticed for example when I change settings in the setup, the fonts change??? (from small to big and back, depending on the settings)
If we do its in the wiki. If its not... send klauss a pm he might know soemthing. Hes on vacation for another week though. Its possible someone left some information in this forum.. It all just requires a lot of leg work to do the research.do we have some thorough documentation on the coding?
Data can be stored in a database or save game files. I choose save game files, because, at the time, I was also using this box to run a few servers for another open source game called BZFlag. I don't host maps for that anymore, so I guess I could run the sql version, but the file approach is working with no big issues, so I've left it as such. If VegaMMO ever gets big, then we'd definitely want to use more than just files.timesorrow wrote:How is data for MMO now stored? in memory and savefiles?
What data is preserved? (I guess player location, status, wealth, etc...)
some of this is of course quite static (basically everything except location, others are triggered by actions)
therefore would make sense to have everything exept location in a database. this would also allow easy polling for communication.