Xiphoseer
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XiphoseerModerator
The current development version has more features including character customization, but it’s not ‘released’. You can download it from GitHub, but no support will be provided. I know one of these characters goes to Crux Prime, not sure about the rest. EasyWorldChanger is used in the version after the one you’re using and can get the character you create to any world, thoug it will always be MonkeyBrown ingame.
XiphoseerModerator@redbrick, you are indeed correct, that giving another person the accounts data is illegal under international law. I hoever donb’t think it’s a big problem, since it would have been unlikely to happen anyways. But I can understand why @CDFalcon wrote this sentence, and it was probably just for convenience for existing users.
If we want to get technical about it, CDFalcon could delete all e-mail addresses and usernames from the table, replacing the names with account_<accountid> and send every user his account_id on request. Leaving usernames there would only be a problem when the user has used that name in multiple places and has not been seen ingame to have an account, and does not want people to know he has an account.
XiphoseerModeratorHmmm, it’s not quite a correct statement, but it’s pretty close. The original LU client still exists, and we have enough data to get them working. Since it’s collected from users, things like Nexus2 or BlastClient came to be, which are just different sets of files of the old client which are usable more or less. The client has all images and assets, models and GUI stuff, which is amazing since we then only have to focus on the missing part: The servers. (Btw, there is LU Rebuilt and another project with a similar name which I don’t remember right now, who are writing a new software from scratch.)
What we do is recreating the servers that LEGO had by emulating the network traffic and data handling that the client requires. This is very difficult, because it involves a lot of guesswork, since LEGO didn’t provide an API documentation for packets. Some developers that were in the early team that developed such a custom server (long before this page or even TTS was a thing, actually even before LU closed) are creating just that at the moment.
The LU models are done in *.nif format of the Gambryo engine, and if I recall correctly, there are some obj to nif converters out there. I might just have been export to obj, not sure about that. But if it’s possible, you should be able to convert from blender to nif, but that really is not relevant now.
LDD is a finished software. Writing it in the first place might be as difficult as writing BBB in LU when the code was done initially, but what we need to do is to find the right packets and the right syntax and data to send to hook into the client part of BBB to make it work. Maybe more form a users perspective: Making the original BBB work is harder than creating an LDD like tool. Maybe this metaphor is fitting (i’m usually really bad at metaphors): We’re not building a ship, we’re trying to recover, fix and sail a sunken ship.
XiphoseerModeratorOk, the stuff you ask is indeed way down the line, but you have some interesting questions in there, so i’ll try to answer them.
1) I have been told that the LU client can be modded, and we know some places where we can decode and possibly manipulate the data, but it requires a lot of experience as far as I know. Furthermore, doing a full update like the fire temple is difficult for two reasons: We would need to add completely new Worlds/Scenes/Levels to the game, which is likely referenced in a lot of placess, making it very difficult. Additionally, we would need to do some work to prevent “outdated” clients from connecting, ideally by changing the version, which is likely not easy either.
TL;DR: Modding details is technically possible, new update is difficult and way down the line.2) Art and design for such a level would need to be done in the format that the original LU uses, since the client has a lot of gamedata included and needs to be updated for new content too. If you are interested, look at .nif files or the Gamebryo engine (be careful though, i’ve heard they don’t like when people upload LU stuff to their systems). If we do such a thing, designers would be appreciated I guess, but since it’s long in the future there is absolutely no reason to do anything in that direction at this point, since we don’t even completely know what we need for an “update”.
TL;DR: Yes, why not have designers, but at this point, no use for them at all.3) Private Islands/Propertys shouldn’t be that hard to own a property, what is hard is the thinking cap mode to actually build BBB (BrickByBrick). However spawning objects with commands might be possible if someone takes the time to implement it when we have object loading from level files done, which goes hand in hand with NPCs.
TL;DR: Property owning is easy, building on it is hard. And you might miss some GUIs.4) The LDD has the data for all those bricks, but the client has them too, in the format we need them in. That’s all we need as far as I can tell, so no need to pull apart LDD. As for the ‘Master Builders’ thing, the finished models too are in the client files, we can reuse those, adding new ones is not easy and very low priority.
XiphoseerModeratorWhat do you mean by Object code list? And please post a more precise question. This one is very close to violation of the forum rules.
XiphoseerModerator(Just as a side note, this is the same user that created a topic saying LU is boring at the moment and asking when we will be done.)
Creason, you dont get games back for nothing. And especially not if you don’t appreciate the work that has been done.
October 16, 2015 at 10:21 pm in reply to: Any plans to create a working server version for the client I gave? #1510XiphoseerModeratorJust out of curiosity, why would you want that since it’s likely most if not all content is in the newest client too. We might try to test it at some point, but that will likely not be a different server, just some extra code in the current one, if we don’t encounter too many compatability issues.
XiphoseerModeratorIf you mean the one at the bottom, those maps are in the client files so we should have all of them.
XiphoseerModeratorIt’s not different from 0.6.1, look at the tutorials page, we have nothing else.
XiphoseerModeratorOf course you can upload a video, just link to the releases page https://github.com/LUNIServer/UniversePatcher/releases/. And if something doesn’t work, tell it here first before uploading the video, I wouldn’t like to see a workaround. And post the link here.
XiphoseerModeratorOk Tim, please post this tutorial to the download page, and the delete this unecessary topic. To @disneylover117, this has been asked many times before, please take the time to use the search or look through the topic list.
XiphoseerModerator@scyrus42, please do spam new threads if you just have a question about something where a topic already exists. It’s possible, that you extracted the patcher in the wrong place. And a step by step tutorial is NOT USEFUL, because if we explain everything to you again, you will get used to not reading the tutorials we provide, and we won’t think for you.
Sorry, if I sound annoyed, I just am annoyed. But you are by far not the only person, just the first thread I reply to today.
XiphoseerModeratorI have uploaded an updated .zip file to github (Releases – LUNIServer/UniversePatcher)
XiphoseerModeratorOk, the error is obvious, need to provide another file, will do that later today
XiphoseerModeratorCan you copy/show the full error message in that window that pops up?
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