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Home Page: https://realmcrafter.boards.net/
RealmCrafter: Community Edition
Home Page: https://realmcrafter.boards.net/
RCCE2 Source Repo You are limited to the following: -No redistrubtion of source to users who do not already have access to the repo -If your permission is revoked you must destory all copies of the source -You are allowed to recompile your changes and use for your projects, however you are not allowed to give compiled or uncompiled versions of the enigine who do not already have an RCCE2 license. If you have write privleges you are limited to the following: -Do not commit large files like assets if they are unnecessary for compiling the project. -If your commit is found unnecessary or broken it will be repealed. How to use source: 1. Create a bitbucket account 2. Request source access on the RCCE forums 3. Download the program SourceTree and launch it 4. Click Settings 5. Click Advanced Tab 6. In User information put your name and EMail you used on bitbucket 7. Goto https://bitbucket.org/rcce/rcce2 and click "Clone in Source Tree" 8. You will now be able to download the latest stable source. 9. Copy the files in Decls/ to their appropriate blitz userlibs/ folder. 10. Copy your own source files for fastextension 1.17 into the fastextension_1_17_retail/ 10.1 You can obtain a copy from fastext.com 10.2 Copy the Decls/ to the userlibs/ in your Blitz3D install 10.2 Copy FastExt.bb from include/ to Client/Modules/ and GUE/Modules/ 11. Compile Client.bb, Server.bp, GUE.exe, GUE Max.exe and Project Manager.bb 12. Copy those .exe you compiled to your project for use. To Refresh: Click Fetch and it will fetch the latest version. For Developers To Create a New Branch to work on a feature or bug: 1. Click Git Flow 2. Click "Start New Feature" or Hotfix for bug 3. Name your feature (keep latest development branch) 4. Click OK 5. It will create a new branch for you to work with for that feature. 6. Once you have the feature 100% working and ready to merge with the latest development branch: 1. Make sure you have the correct branch selected 2. Click Git Flow 3. Click Finish Feature 4. Keep the defaults 5. Click OK To start work on a new version: 1. Double click the development branch to switch to it 2. Click Branch 3. Name the version "version/*.*.*" without quotes and with numbers replacing the * 4. Click Specified Commit 5. Determine the commit you would like to turn into a new version 6. Click Create Branch 7. You can now submit that branch for possible release To submit a version for release: 1. PM Ryandeanrocks on the forums which version is ready for release 2. Currently only he has access to push to the release branch Notes for Developers: -Always branch your features and bugs into the development branch but not until they are ready -Always branch from the development branch to work on new features and bugs, otherwise you may be working with outdated code -Always branch from the development branch to create new versions or update other versions no other branch should become a version
One issue that was brought up is that entering and leaving a zone to quickly will crash the server. There are other things that can crash the server, so on top of fixing this we should look at better ways of failing gracefully when exceptions arise so the possibility of the entire server crashing become very very rare.
With the new project structure publishing a game from the GUE is currently broken. This is due to the fact that the executables live in the root /bin folder and are provided a working directory by the Project Manager. Instead of needing to pass the root directory to the GUE we should just move responsibility of project publishing to the Project Manager.
This will make the initial tab of the GUE kind of useless so we could come up with some other things to add there.
Since OOG is the only supported audio format at the moment, we should go ahead and convert all of the sounds being used in the default project to be OOG.
In BlitzRC there has been a breaking change introduced where the only supported sound format is OOG. This was necessary due to proprietary libraries and has given us abilities like stream sounds instead of loading full sound into memory. Currently we have a converter tool included but we should look to support as many formats as we can.
We could do something we any sound can be provided via the GUE but we convert it on the fly. We could then keep sounds in some encrypted bank file like other games do. We should look into doing this for all assets anyway like other games do.
So ever since Blitz3D 1.107 FastExt, FastPointer and other libraries are broken. 1.107 added some compatibility fixes to make Blitz3D more performant on Windows 7+ systems. However it would be nice to still have these features.
Obviously long term we want to upgrade DirectX or move to another rendering library but in the short term we want to find a way to provide what FastExt did built-in.
Some of these we do have alternatives for already but they have not been implemented into the RealmCrafter codebase.
BumpMapping - We can do Dot3 bump mapping directly in standard Blitz3D.
Environment Mapping Bump Mapping - For reflections and such we now have abstractions from DirectX in BlitzRC to be able to do this.
LOD - We have a DirectX abstraction for texture LOD and for 3d model LOD we can pull this off in standard Blitz3D.
However some have no current alternative
PostProcessing - Things like glow, blur, DOF and such will need new alternatives.
Anisotropic Filtering - This might still be working but I am not sure.
Shadows? - Shadows might be affected but I haven't done enough testing to be sure.
Currently OpenAL must be installed on your machine independently in order to run RCCE. We should instead find a way to provide installation easily, embed it in the engine or properly document it is needed.
Reported by MKMaster on discord
When using the Gubbin Tool you are unable to see the actor that is loaded
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