Written by Tweek under Concepts on October 13, 2011
1 Person is talking.
It was the location that Ti’ana started a new life after the fall of D’ni, it was the birthplace and childhood home of Atrus, it was where one of the 2 openings to the tunnels leading to the D’ni cavern was situated.
It made sense for the players to start there, feeling “the call” to the middle of the desert to begin on a mysterious journey, picking up their Relto book and meeting Jeff Zandi. It all aided the beginnings set up by the DRC site and by Zandi’s ARG games, it all aided to the mystery that Uru ABM/Live was.
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Written by Whilyam under Modelling on August 09, 2011
3 People are talking.
Finally getting back into Age development. After trying to get PyPRP2 to work, I reverted back to 1 for now. I want to be able to make Ages and, while I’d like all the nice features of 2, I’d rather have a working plugin. So, here’s a shot of what I’m working on:
http://i60.photobucket.com/albums/h16/Whilyam/Age%20Creation/20110809dev.png
Written by nathan2055 under Modelling on June 08, 2011
1 Person is talking.
Although PyPRP2 has been out for a while, and topics have been made explaining how to use it, no one said how to actually install it. To install PyPRP2:
- First, get the latest version of Blender here.
- Then get PyPRP2 here.
- Extract the file, and read the readme text file. It will tell you where to move the files.
- Load Blender.
- Under User Preferences/Add-ons/Import-Export, activate Plasma Development Environment.
https://rusbank.netThat should set up PyPRP2 in your Blender install. Switch to a new document, then hit File/Save User Settings to prevent Blender from resetting to factory settings when you next load it.
You can learn about the many features of PyPRP2 here.
Written by Paradox under General on May 22, 2011
6 People are talking.
It’s been a long time.
Hello, how are you?
I’ve been really busy, remembering how I’m a terrible dirty hacker who hates Uru and wants to ruin it for everyone.
It’s been a long time… albeit not as long as some people, who have been asking similar questions for far longer.
I’m tired of this. I’ve spent 7 years watching squabbles and arguments back and forth on every possible issue, and that’s not what I’m here for.
I’m here to develop, to create, to take ideas and turn them into something more. These past few years have really served to convince me that the Uru community is not the place to do that.
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Written by Whilyam under Modelling on May 08, 2011
3 People are talking.
Open Source and the GoW’s efforts to finally bring fan Ages to MOUL servers has given me enough incentive to get back to work on Ages. While the poll I conducted showed that most people wanted 2-3 small to medium Ages, I have instead been working mostly on a new area in Fens (dubbed Fens II because that’s such a clever name). Fens was always intended to be an evolving Age, and this expansion will reflect that. Right now it’s early in the development process so there are really only a few basic meshes and some plans (depending on how hard/easy it is, I might include a cinematic scene!).
Written by Branan under General on April 27, 2011
2 People are talking.
The biggest issue with any open-source project is making it accessible to developers. I think OpenURU has failed spectacularly here. They still require developers to sign up to get code access, have no system in place to show active development branches, use an overly-complicated issue tracking system, and have no clearly-defined path for contributions to be accepted. These are the exact same issues they’ve had for the past three weeks, and though I’ve seen some activity on their forums towards getting these things resolved, I still don’t have much confidence in their team. The other big issue is that their core development team isn’t regularly contributing. I don’t know whether that’s due to lack of interest, lack of time, or lack of the knowledge needed to actively work on CWE. None of those are conditions you want from your code maintainers, though.
Compare this to the GoW: We immediately setup the code in a publicly-accessible area, with a simple bug tracking system. We quickly fixed the code and build system so it would be compatible with modern versions of visual studio, and at this point have even fixed it for Express editions – this is a major win for making the code accessible to a wider array of developers. We have documentation on how to build the code, and even a video tutorial available. GitHub makes it easy to see who’s actively working on the code, and its integrated pull request system makes it easy for developers to request their changes be included in our main development tree. And of course, our core development team is actively working on CWE.
Had OpenURU been ready, the GoW leadership would have happily worked with them. But the fact that after three weeks there has been no major progress on any of the issues I and others have raised, shows that the GoW development fork was definitely the right decision.
Written by Tweek under Texturing on April 27, 2011
2 People are talking.
Another heads up regarding lovely textures to add to your growing library. This time the offering comes from Designer’s Terminal, who posted a nice selection of metallic textures for your viewing (and modeling) pleasure.
Head on over and check it out.
Written by N. Sigismund under General on April 22, 2011
2 People are talking.
Shorah!
I might well be the first real post here. If so – this is the sort of thing you can do on this dev journal page, I hope! Anyway, on to the formal announcement.
Llantern was first revealed for exploring at the end of last year, but after waning interest in D’ni I dedicated time outside of Uru and 3d modelling in general to other matters. With Open Source, however, the inspiration is back and the age’s development properly going again.
The next version of Llantern – Alpha v003 – will be released next Friday, the 29th of April. It features a whole raft of changes to the age, including significant changes to the modelling and texturing, additions of notably missing interactivity, and decent audio! Please keep an eye out for the release, which will be announced both here and on the Llantern thread on the Guild of Writers forum.
Simultaneously to the release, Llantern’s development doors will also open to interested developers in the community. More details will be given on the 29th, but for interested people – it will be genuinely open. You’ll be free to modify Llantern as you wish, to learn and/or pinch from it. Certain things (the trees, for example) will not be with the release for copyright reasons, but otherwise it will be complete. In terms of core development, I’m hoping that coders and other artists will step forward to help out. Llantern’s a lot bigger than just a beach, and to get it to that state of quality I’ll need help!
– Nye_Sigismund
Written by Tweek under General on August 20, 2010
Nobody is talking.
After working on the Age for 9 months, Jamey has finally released Vogokh Oglahn, Ancient Nature.
From what I’ve been able to discover about this age, the D’ni used this place a long time ago. Whether they used this place for harvesting plants, observing wildlife, or other reasons, is knowledge that I have not yet obtained.
-Jamey’s Vogokh Oglahn Journal
You can download Vogokh Oglahn: Here
As usual, you will need Drizzle and OfflineKI to place this area.
Written by Tweek under General on August 15, 2010
Nobody is talking.
As part of the on going D’ni Location Creation Contest (that ends at the end of this month, so get your submissions in), Whilyam has released his submission, Sholek’s Temple.
Sholek had started in life wanting to pursue a career in theater. However, he was rejected from the Guild as his family was not from the ranks of the Guilds. Sholek had a difficult time being a prophet as women were seen as better in this role.
You can download Sholek’s Temple: Here
As usual, you will need Drizzle and OfflineKI to place this area.