ICEWorlds Weekly updates

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
James Proctor
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ICEWorlds Weekly updates

Post by James Proctor »

Well in my ICEPlayer Demo thread I said I would be starting a thread in the showcase forum for ICEWorlds so here it is.
I am going to try to limit my self to 1 update per week I will however answer any reply that I get in between updates.

ICEWorlds is aiming to be a free easy to use and get Started with MMO Creation Package. It takes advantage of the many components that comes with ICE to speed up development and scale to 10s of thousands of concurrent users in a single seamless virtual world. The Servers will have the ability to be spread out over a grid of physical machines allowing for more computanally expensive tasks.

Test Worlds:
None

Worlds in Development:
Demo World
Demo world will be our first Test World that is currently in development. Below is a screenshot from L3DT showing a overview of the Demo World. Some differences may occur between this early overview and the final game world. Demo World will show case the many features of ICEWorlds and will act as a proven ground for new ideas.

Number of Regions:
Region X: 10
Region Y: 10
Total Regions: 100
Region World Size: 10,000 units

Beta Worlds:
None

Active Worlds:
None

Task for upcoming week:
Develop Client and Server Terrain/Region engines
Client - Load Terrain Regions when method is called from server
Server - Parse the Terrain section of the XML Scene file storing the region information inside a map then call the client side method to load a region once the player walks to with in a certain distance of the region.

Fix bug that causes connected users to loose connection when a player signs off

Start creating Demo World
Attachments
DemoWorld_InGameTest.jpg
DemoWorld_WorldEditor.jpg
DemoWorld_Overview.jpg
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wiesiek
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Re: ICEWorlds Weekly updates

Post by wiesiek »

Good job as always. Is source going to be released or not? :<

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Re: ICEWorlds Weekly updates

Post by James Proctor »

Well I had a fairly long answer typed out and something happened to my internet just as I went to post it and it failed to post. Oh well short answer to your question yes the code will be available. My thinking at this point is that I will open up Demo World for public testing sometime with in the first half of next year at which time the client code will also be released along with a precompiled client.

Then a Alpha version of the server will be released both code and Compiled sometime the 2nd half of the year prob. toward the end. As the release dates get closer I will have a full listing of features that will be available at release as well as a full wiki with documentation, tutorials, ect located at http://dev.riseofheroesmmo.com at the moment theres just a community forum located there thats not very active and its mostly discussion about my RakNet Plugin framework I was developing and other RakNet discussion which will be closed before the release of ICEWorlds.
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Re: ICEWorlds Weekly updates

Post by SunSailor »

Looks really promising, I hope you'll get some art assets of your own at a certain point. Btw., it's always a good idea to copy and paste a reply, if you are working with a web interface. You should make the source public, in my opinion, as such a project gets out of one hands very quickly - and if you loose interest yourself, still others can learn from it. I'd like to know, where your gameplay aim is, as an MMO is always heavy work, especially with the content. One needs lots of editors and such to keep the work in a manageable condition.
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Re: ICEWorlds Weekly updates

Post by James Proctor »

Art assets will come in time. Right now I just wanted something that looked nice but with out the drama of having a full team that I have to try and manage. I have worked as both team lead and programming lead for other teams and once the team gets going I get burnt out fairly quickly trying to manage everyone and deal with the day to day problems that arise in a team. I spend more time trying to manage the team then I do on programming. I did however have some really nice Concept art for my MMO Rise of Heroes that was created with one of the many teams I tried to manage. I lost it through the end of last week when my computer crashed! :( I might still have some of it floating around on my webhosting somewhere.

As for gameplay the demo world being a test world will be used to test many different types of game play ideas and possible improvements to the overall engine. The world will be a mixture of different graphcial quality and different gameplay ideas. You may walk through one town thats using all the latest in Shader technology while the next town may not have any shaders applied. Some water may have reflections while other water areas may not. Some AI may be able to do more advanced things then other AI and some AI path finding may be really good while another area you have a NPC trying to walk through the wall of a building because the path finding wasn't good.

At release ICEWorlds will mainly be able to handle Ground based games with other releases however it is my hope to have ICEWorlds be capable of creating any type of MMO from social MMOs to Space MMORPGs and everything in between.
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Re: ICEWorlds Weekly updates

Post by SunSailor »

Very ambitious. We'll see, where it leads to.
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Re: ICEWorlds Weekly updates

Post by James Proctor »

I said I would keep it to 1 update per week however I got Ogre's new Terrain working with it now and so heres a Screenshot! Right now the client calls the Region loading method of the Terrain Engine not the server and it only loads the center region which is where the Spawn Marker is. Now I need to get the Server so it's calling the loadRegion method then figure out how to tell when its with in a certain distance of the region boarder so it can load the next region.
Attachments
DemoWorld_OgreTerrain.jpg
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Re: ICEWorlds Weekly updates

Post by James Proctor »

This is not a update it's more of a request! I am kind of stuck now until I get something for basic collision detection. I have never done anything for collision detection accept ground collision detection. If any one would be willing to help out please get in contact with me! For now the collision detection wouldn't even have to be server side to start with (once there is a proper physics engine integrated I would like to run the physics simulation both server and client side syncing the client side sumulation with the server every once in a while).
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Re: ICEWorlds Weekly updates

Post by James Proctor »

Ok thanks to MOC I now have basic Collision detection working like a charm. It's not perfect but its more then enough until I get a full Physics simulation running on both the client and the server. Each Client takes care of their own collision detection for their own character so theres not a whole bunch of detection that needs to happen on each client.
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Re: ICEWorlds Weekly updates

Post by mkultra333 »

"In theory there is no difference between practice and theory. In practice, there is." - Psychology Textbook.

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Re: ICEWorlds Weekly updates

Post by James Proctor »

Ok well so much can happen in a single day that Maybe I will go with Daily Updates instead of Weekly.

Heres some Highlights from the days work:

Collision:
Early this morning (1 or 2 am this morning) I added Basic Collision using MOC. It's not perfect and theres still some issues I need to work on such as collision detection for Stairs. I haven't tried Bridges and things of that nature yet. It's all very basic but it gets the job done until I can add a full Physics simulation!

World Building:
I have started working on the Human starting city. It may need to be completely redone if I decide to stick with the Heightmap I created but for now its looking good! I may also try to get Heightmaps for the real WoW Terrain and set it up the same as WoW but we will see. Below is a screenshot of my starting town for Humans.

Animation:
I have started working on rewriting the way the Animations are handled and I have 7 of the WoW emotes working
Attachments
DemoWorld_HumanStartingTown.jpg
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Re: ICEWorlds Weekly updates

Post by GenesisRage »

James Proctor wrote: so much can happen in a single day that Maybe I will go with Daily Updates instead of Weekly
that is good news, i wish i was able to do more than a yearly update lol
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wiesiek
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Re: ICEWorlds Weekly updates

Post by wiesiek »

Not sure how to say it but im waiting for update :<

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Jason Rogers
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Re: ICEWorlds Weekly updates

Post by Jason Rogers »

I'm going to be following this with a lot of interest!

I'm currently creating a lot of models with the intension of creating a playable demo game, which will essentially be a remake of a map from an old abandonware mmorpg game (myth of soma) including all original buildings/npc's. The aim is to remake a portion of the game in 3d, and have it fully playable as a single player demo - however if ICEWorlds really starts coming together i could use it as a base and maybe get a multiplayer demo going!

Please keep up the good work, i will definately be among the first to truly test this out :D
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Re: ICEWorlds Weekly updates

Post by James Proctor »

Work continues just slowly and with nothing new to report. Being a christian this time of year is extremly busy for me with Church and Community related activities so updates will be slower then normal. Also I am the leader of a Men's Bible study in our church starting the first of the new year and I am writing the complete study myself so I am tied up with that as well. When I have new details about ICEWorlds I will post them.
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Jason Rogers
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Re: ICEWorlds Weekly updates

Post by Jason Rogers »

Well thankyou for letting us know :)

It's a busy time of year for many people, i hope all goes well writing your study - sounds like a big responsibility!
<MetalPig> a world without undo-redo is a world I dont want to live in.
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Re: ICEWorlds Weekly updates

Post by so0os »

I like where this is going.
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Re: ICEWorlds Weekly updates

Post by James Proctor »

A few days ago I got a PM requesting that I create some tutorials. Once ICEWorlds is officially released I will be posting some tutorials on how to use it. I may also create some general ICE Tutorials however they won't be high up on my list of things to do. In the same PM the person also requested that I make some RakNet tutorials, I don't see me doing any for RakNet in the near future where I am moving away from using RakNet. There are some RakNet Tutorials floating around on the internet including some on RakNet's official website.
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Re: ICEWorlds Weekly updates

Post by James Proctor »

Well after almost a full week of being sick I finally got some time to work on ICEWorlds today! I am currently working on the layout for the Launcher/Patcher and I am redesigning the server to allow different parts to be hosted on different servers.

At the moment the client is being designed for Windows only but a linux version could be doable once I get some people with linux who can maintain the linux port.
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Jason Rogers
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Re: ICEWorlds Weekly updates

Post by Jason Rogers »

Wow nice work! i wasn't expecting any major updates untill after christmas :D
James Proctor wrote:I am redesigning the server to allow different parts to be hosted on different servers.
Could you elaborate on this? By allowing different parts to be hosted on different servers, are we talking different server components? World zones? Both?
<MetalPig> a world without undo-redo is a world I dont want to live in.
<JayRogers> wish reality had an undo function.. the redo function seems to be working fine though, i can screw up as many times as i want.

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Re: ICEWorlds Weekly updates

Post by James Proctor »

Ok I need some help with a couple things. First of all I am preparing to move the GUI over to CEGUI and I was wondering if any one would be willing to create a simple Fantasy style CEGUI theme that could be used for the demo world. I have never created a full CEGUI theme before and feel my time could be better spent elsewhere in development. Any one who creates the theme will be credited for their work!

Also I am designing the Authentication server and I am wondering how much output people like to have in the consoles. Personally I would like to have it output who is trying to login and if the login was successful or failed. Currently I have it output when some one trys to connect and then if the login is successful it outputs their username, password, network ID, login request ID (the main Server will use the login request ID to verify that the person was successfully authenticated), and that the login was successful. If the login failed then it outputs that it failed, the reason for it failing, and a warning that it could be a hack attempt.

Any one have any other suggestions or comments concerning what should be included in the console?
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Re: ICEWorlds Weekly updates

Post by James Proctor »

Ok here is the log output for failed login attempts. The server now counts the number of failed login attempts for a giving username and if theres more then 3 failed attempts in a short amount of time it will block the ip address for a giving amount of time.

Code: Select all

__________________________________

    ( AUTHENTICATION FAILED )    

UserName: James
Password: john
Reason: Incorrect Username or Password
Warning: There is a LOW chance that this is a hacking attempt

__________________________________
__________________________________

    ( AUTHENTICATION FAILED )    

UserName: James
Password: jason
Reason: Incorrect Username or Password
Warning: There is a MEDIUM chance that this is a hacking attempt

__________________________________
__________________________________

    ( AUTHENTICATION FAILED )    

UserName: James
Password: tonny
Reason: Incorrect Username or Password
Warning: There is a HIGH chance that this is a hacking attempt

__________________________________
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Re: ICEWorlds Weekly updates

Post by James Proctor »

Ok this is prob. the last update for the day.

I am now working on a very big part of the Authentication Server. I am working on adding IceGrid (the Distributed computing component of Ice) to the Authentication server. Once I have it working I should be able to bring new Authentication servers online through the control panel with very little effort.

I will be needing some one with access to a couple PCs or dedicated servers who can test it out for me. Requirments at the moment are very light weight, no Database needed yet, and the file sizes are small.
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Re: ICEWorlds Weekly updates

Post by chaosavy »

One thing you may consider: displaying the user's password in a text file isn't kosher in my opinion. Many people use the same password for many different accounts. Doing such a thing (having plain text access to user's passwords) basically means no one should trust your client or service.
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Re: ICEWorlds Weekly updates

Post by James Proctor »

chaosavy wrote:One thing you may consider: displaying the user's password in a text file isn't kosher in my opinion. Many people use the same password for many different accounts. Doing such a thing (having plain text access to user's passwords) basically means no one should trust your client or service.
Right now it ONLY logs failed login attempts which means that either the username or password isn't correct. I could also change it so that only high threats are logged. But thanks for the suggestion. I may just remove the password part of the log.
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