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JWPlatt

Creative Kingdoms

Joined: 09 May 2006

Posts: 5760

Location: Everywhere, all at once

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Post Posted: Thu Feb 10, 2011 9:34 pm — Post subject:

Malfhok wrote:

JWPlatt wrote:

If anyone else uses this, I would hope they also include the link to Sign up to play at MystOnline.com!


Wait, so I could put this on my site? How?



Due to your request we have installed a script so you can easily put the full Cavern Status message into an iframe on your own website.

Thanks to Mac_Fife for developing the script!


How To Add Cavern Status To Your Own Website

Include the following in the webpages you where want to show the status:

Code:

<iframe src="http://www.openuru.org/tools/cavstat.php" width="550px" height="120px">
  <p>Your browser does not support iframes.</p>
</iframe>

Adjust the width and height values to suit your page layout.

That's it!

There are other ways to do this, so if anyone has a good suggestion or improvement, we can implement it.


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JWPlatt

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Joined: 09 May 2006

Posts: 5760

Location: Everywhere, all at once

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Post Posted: Fri Feb 11, 2011 4:53 pm — Post subject:

Update on Cavern Status widget presented in my previous post:

We've changed the absolute 10pt size to 0.8em in our Cavern Status widget to allow the heading to scale with the host page font size, along with the rest of the frame text.


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JWPlatt

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Post Posted: Tue Feb 15, 2011 11:23 pm — Post subject:

CavStat v.0.02

After some good suggestions to improve the OpenUru.org CavStat widget, version 0.02 is active.

You can now control the appearance of the status message so that it blends better with your webpage. It is fully backward compatible with the original, so it won't break any pages already using it.

Full details to use it are available on the OpenUru.org wiki:
http://wiki.openuru.org/index.php?title=Cavern_Status_Widget


Enjoy,

JW


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OHB

Joined: 10 Feb 2010

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Post Posted: Wed Feb 16, 2011 12:09 am — Post subject:

You really should do JavaScript. Using IFRAMEs like that is of the devil!


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OHB

pokemon71096

Joined: 09 Mar 2010

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Post Posted: Wed Feb 16, 2011 12:13 am — Post subject:

Can you link us to an example (o pun intended)


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JWPlatt

Creative Kingdoms

Joined: 09 May 2006

Posts: 5760

Location: Everywhere, all at once

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Post Posted: Wed Feb 16, 2011 12:35 am — Post subject:

OHB wrote:

You really should do JavaScript. Using IFRAMEs like that is of the devil!


It is now up to you whether to use an Iframe or not. We've given you more control over how the widget is displayed. Check out the wiki page, Advanced topics section:

http://wiki.openuru.org/index.php?title=Cavern_Status_Widget

Also, if you'd like to work with us on a JavaScript version, we'd be happy to make it a choice.

pokemon71096 wrote:

Can you link us to an example (o pun intended)


There is example code in the wiki page mentioned above.


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pokemon71096

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Post Posted: Wed Feb 16, 2011 12:53 am — Post subject:

i mean an example of the finished project


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JWPlatt

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Post Posted: Wed Feb 16, 2011 1:24 am — Post subject:

pokemon71096 wrote:

i mean an example of the finished project


Okee dokee.

We put this kind of Cavern Status into the OpenUru.org website and forum pages.

http://openuru.org
http://forums.openuru.org


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pokemon71096

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Post Posted: Wed Feb 16, 2011 2:42 am — Post subject:

OIC nice


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JWPlatt

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Post Posted: Fri Feb 25, 2011 8:46 pm — Post subject:

On Wed Dec 31, 2008, Sophia wrote:

JW, if you're really serious about that website, you absolutely need to change the homepage and everything else as well... I mean c'mon... a standard forum and a standard wiki (unconnected I might add) does not a project website make...

Not criticizing what you're trying to do (I like new initiatives), just saying it needs a lot of work... if you want to be taken serious, that is.


Two+ years later...

Point taken, Sophia. And I've never forgotten your post (in a good way). But we have been (slowly and steadily) working on infrastructure first, and presentation not so much first. If you look now, I think you'll like things better with site navigation and a masthead that we're wrapping around our various resources as we get the time. Getting around is much nicer.


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JWPlatt

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Location: Everywhere, all at once

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Post Posted: Thu Mar 24, 2011 7:19 pm — Post subject:

OpenUru.org is now on Facebook and Twitter. w00t! Smile

Facebook: http://www.facebook.com/OpenUru.org

Twitter: http://twitter.com/openuru_org

Follow us to see what's up.

Edit: Use new facebook username


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Last edited by JWPlatt on Thu Apr 07, 2011 5:49 pm; edited 1 time in total

JWPlatt

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Location: Everywhere, all at once

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Post Posted: Wed Apr 06, 2011 9:04 pm — Post subject:

Announcing The CyanWorlds.Com Engine Open Source Project At OpenUru.org

Cyan Worlds, Inc. and OpenUru.org jointly announce open source delivery of the CyanWorlds.com Engine client and 3ds Max plugin, aka Plasma, the engine used to power Myst Online: Uru Live.

The wait is over!

OpenUru.org introduces the CyanWorlds.Com Engine, Cyan Worlds' Plasma game engine used to power Myst Online: Uru Live. The OpenUru.org team is thrilled that the CyanWorlds.com Engine has been released by Cyan Worlds as open source. We are honored that Cyan Worlds has given OpenUru.org the opportunity to prepare and release it to the Uru community and the world. The initial release of the CyanWorlds.Com Engine includes Cyan Worlds' client and 3ds Max plugin.

OpenUru.org is especially pleased to simultaneously announce a'moaca' and cjkelly1's Myst Online Server Software (MOSS), a Myst Online: Uru Live Again (MOULa) server replacement. MOSS was largely derived from a'moaca's work on her client protocol Wireshark plugin, a project also hosted on OpenUru.org. Cyan Worlds cannot release their server code until more is done to clear it for open source, so a'moaca' and cjkelly1's completion of their open source server couldn't have been more perfectly timed.

OpenUru.org is prepared with tools to support new development of the CyanWorlds.com Engine with MOSS. We welcome all developers, issue reporters and users to contribute to the effort. Contributors can use our Foundry with Atlassian tools such as JIRA, Fisheye and Crucible to manage development projects and Jenkins (previously known as Hudson) for Continuous Integration to produce automated builds.

The OpenUru.org Foundry is initially providing executable builds with the sources for both the MOSS server and MOULa client, thanks to the stellar development and preparatory work by a'moaca' and cjkelly1, and Foundry development from rarified.

What is included in this source release from Cyan Worlds:
  • MOULa client engine source
  • MOULa 3ds Max plugin source
  • MOULa supporting Python and SDL files
What is not in this source release from Cyan Worlds:
  • MOULa server code
  • Certain parts of the internal client that deal with customer service support
Further details can be found at http://wiki.OpenUru.org/index.php?title=CyanWorlds.com_Engine.

Open Uru is an inclusive concept of a community of creative talent and hard work coming together to make new worlds, new stories, and new content - now able to openly use and develop the CyanWorlds.com Engine to empower it. The OpenUru.org team presently consists of JWPlatt, Mac_Fife, rarified, a'moaca' and cjkelly1 and Chogon. It is hoped that others will join to lead these efforts in the infinite possibilities of Open Uru.

Resources:
Social:


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Last edited by JWPlatt on Thu Apr 07, 2011 5:46 pm; edited 1 time in total

mszv

Joined: 10 May 2006

Posts: 2229

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Post Posted: Thu Apr 07, 2011 12:31 am — Post subject:

Doing a happy dance here - wow!!! Very Happy

Congratulations, JWPlatt -- this is spectacular.

Now I've got to find my logon to the openuru forum, so I can follow along. I know I have it somewhere!

Congrats again.

-------
ps -- I realize that other stuff has to come first, but I'm begging you, down the road -- please work on the dancing!


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Nye_Sigismund

Joined: 11 Mar 2010

Posts: 158

Location: Aberystwyth, Wales

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Post Posted: Thu Apr 07, 2011 1:31 am — Post subject:

Dancing shouldn't be that hard... the Max plugin interprets certain things as commands for the avatar to emote. We have the sources we need, so all someone has to do is connect the dots via the code. Once how to do it is figured out, all we have to do then is make animations correctly and use the plugin to export them properly, then add commands to the client so that you get better dancing emotes when you /dance. Wink Oh, and then the server has to broadcast that you're dancing in that way, but I assume that's trivial. Hell, if you own a Kinect or whatever Asus are going to call their similar product, pretty soon you'll be able to use your own body to put the animations in!

It's down the line, but not as far as, say, a major graphical upgrade, involving significant improving to mapping allowing for better normal and specular mapping, along with superior realtime shadows. Which is what *I* want. Wink If Freespace 2 can get all those shiny spangles, Uru should get them too!


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JWPlatt

Creative Kingdoms

Joined: 09 May 2006

Posts: 5760

Location: Everywhere, all at once

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Post Posted: Thu Apr 07, 2011 1:48 am — Post subject:

#1 on the list: bring back the female hip dance.


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