Posted by admin on May 21, 2018
Our main server, Cyphesis, now uses SQLite instead of PostgreSQL by default.
The main reason for this change is to make the system less complex and to make setup easier. For a long time we've used PostgreSQL as backend for all persisted data. Our persistence needs are however very modest. We only store accounts (created once) and entity state. As such we don't really need a complex database system; it's good enough with a simpler system.
Add to this that a lot of newcomers have had issues with getting postgreSQL properly setup. By switching to a less complex setup with SQLite we hope that it will both make the system easier to reason about and easier to setup.
Posted by admin on April 20, 2018
The Worldforge Blender Addon has been seen a large update, adding some cool features and fixing some long standing issues. In this post I'll describe what's changed.
What is the Worldforge Blender Addon?
Blender is the designated tool used by the Worldforge project to create 3d assets ("meshes"). It's a fully featured, professional and totally free 3d creation tool. Since all of our assets are provided as Free Software it's important that the source material is in a format which allows anyone to access it. Hence we use Blender.
The Worldforge Addon provides an easy way for content creators to export meshes and armatures from Blender into a format which both the Ember client and the Cyphesis server can understand (the OGRE mesh format).
No OGRE addon dependency
We no longer depend on the separate OGRE Blender addon. Previously our addon depended on the OGRE Blender addon also being activated, and delegated the actual export to it. This is no longer the case. It's now sufficient to solely install the Worldforge Addon.
The addon was previously split into two addons which interacted. Not anymore; now everything is contained in one (large) file. This makes installation for content creators easier.
Exporting scaled meshes and armatures
Previously the addon couldn't correctly handle export of scaled meshes and armatures (due to how the OGRE addon worked internally). This is now fixed, so any scaled object will be correctly exported.
Combine multiple meshes in export
If multiple meshes are selected they can be exported as one mesh, with many submeshes. The currently active object will be used as center.
Automatic material name generation
When exporting a mesh the addon will now take care of automatically figuring out the correct OGRE material name to use for submeshes. This is done by looking for which diffuse texture is used, and from it's location in the asset repository deducing the material name.
Automatic skeleton links
Animated meshes will now have the link to the skeleton used automatically deduced.
OGRE material generation
Any missing OGRE Material definition for textures used can now be automatically generated with the push of a button.
Posted by admin on March 13, 2018
The Open Build Service is a pretty awesome service which allow for (fairly) easy setup of automatic builds of packages on most major Linux distributions. We're currently using it to automate builds of all Worldforge components on OpenSuSE, Fedora, Debian and Ubuntu. Our own little space can be found here.
Check out the current status of the builds here.
Apart from creating RPM and DEB packages there's also support for AppImage, which is an executable format for Linux. We already have it setup to automatically build the Ember client whenever the source changes.
The final AppImage binaries are put here, and a direct link to the latest Ember binary can be found at https://download.opensuse.org/repositories/games:/WorldForge/AppImage/ember-latest-x86_64.AppImage
We would love for users to try the client out and report any issues they are having with it. Packaging stuff on Linux can be a bit tricky.
Posted by admin on November 26, 2017
There's been a couple of changes to Ember lately. I'll try to summarize them here
Posted by admin on November 26, 2017
Worldforge has for quite some time used IRC for official chat. However, since a couple of years the usefulness have been steadily declined. One of the main disadvantages or the IRC system is that there's no easy way to keep offline conversations going. If you're not logged in you will simply miss out on questions asked and answers given. Given the global nature of the Worldforge project, with users in different time zones, this makes most conversations fruitless.
This is why we've now moved to Gitter instead. We hope that this kind of chat functionality will be better at keeping conversations going.