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Ryzom (MMORPG) [dl: 2014-AUG-07: v0.9.1.dev2] [SDK 0.4.0]

kaetemikaetemi Posts: 191
edited September 2014 in Showcase
New build available.

screenshot008_m.png

http://dl.kaetemi.be/ryzom/bin/ryzom_client_mingw_x64-0.9.1.dev2.7z

For use with 0.4.0 in Extended mode with DK1 or DK2.

Create an account (if you don’t already have one) via: https://secure.ryzom.com/signup/?language=uk
Install the full Ryzom client from http://sourceforge.net/projects/ryzom/files/ryzom_setup_644.exe/download
Run it, and make sure you can get in-game.

Next, extract the dev client archive, and modify the client.cfg to point to the data path of your installed Ryzom client.
Run ryzom_client_r.exe.

After you get in-game, go to the Configuration window (press U on keyboard), go to the VIRTUAL REALITY tab, check Enable VR, select your Rift, and hit APPLY. The game will automatically switch over to your Rift display.

Mouse cursor tracking to scene isn’t implemented yet, and in-scene interface elements are not positioned correctly. They sort of align when your display is centred, so you can use it that way for now.

Positional tracking isn’t implemented yet either.

===================================================================================
Original post:

Yes, I'm porting an MMORPG to the Oculus Rift.

screenshot019sc.jpg

Finally got that mess of a main loop cleaned up. The distortion and head orientation is in. GUI is not handled yet at all. User and camera controls still need to be patched up as well.

Right now stuff like names above people's heads and textballoons stay horizontal to your view, as the GUI doesn't rotate. I suppose it would make more sense to keep it horizontal with the world instead. Textballoons are pretty cool, though, for chat.

Also wondering what the sanest way for selecting in a 3D scene with the mouse cursor is. I assume it's most interesting to put the cursor at the same distance as the target.

screenshot030sc.jpg

screenshot041sc.jpg

Walking around without UI in first person is just... awesome. Vegetation that's moving by the stormwind actually gets pretty scary at times when you're in an area with aggro. The somewhat wobbly ground makes movement feel very natural.
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Comments

  • drashdrash Posts: 2,812
    Trinity
    kaetemi wrote:
    Vegetation that's moving by the stormwind actually gets pretty scary at times when you're in an area with aggro.

    Wow, I love the sound of that!

    Good luck on this, it's quite impressive. :)
    TitansOfSpacePlus_CoverArt_VRLandscape5_60p.png
  • MrGeddingsMrGeddings Posts: 604
    MMOs would be great on teh Rift as you have large worlds and you could just sit and watch charecters run around in big cities and such :-p
  • kaetemikaetemi Posts: 191
    drash wrote:
    kaetemi wrote:
    Vegetation that's moving by the stormwind actually gets pretty scary at times when you're in an area with aggro.
    Wow, I love the sound of that!

    Good luck on this, it's quite impressive. :)
    I should record a video.
  • loafloaf Posts: 17
    Where can i download this at? I played this back in the day. I should get getting my rift within the next 2 hours...........woot
  • Other than making the UI a bit more minimalist to keep high levels of immersion, looks great!
  • kaetemikaetemi Posts: 191
    loaf wrote:
    Where can i download this at? I played this back in the day. I should get getting my rift within the next 2 hours...........woot
    There are no compiled binaries available yet, I will make these available when the UI is usable (next week I should have some time).

    If you want to have a go at it already, though, you can compile the source from https://bitbucket.org/ryzom/ryzomcore, get the 'multipass-stereo' branch.
    Compile with FINAL_VERSION turned off.
    Grab the client data from http://www.ryzom.com/en/mmorpg-rpg-mmo-download_game.html, install it, and have it update to the latest version, make sure you can create a character and log in.
    Now to use your compiled version, copy the client.cfg and client_default.cfg from the installed game to the directory that contains your compiled binaries.
    Set in your new client.cfg:
    VREnable = 1;
    PatchWanted = 0;
    FullScreen = 1;
    Width = 1280;
    Height = 800;
    LandscapeTileNear = 50;
    PreDataPath = {
    "R:\code\ryzom\client\data\gamedev", "F:\games\Ryzom\user", "F:\games\Ryzom\patch", "F:\games\Ryzom\data", "F:\games\Ryzom\examples"
    }; // with the correct directory for your installation
    HardwareCursor = 0;
    And you should be able to use your compiled client with the installed client's data and use the Rift. Login screen etc hasn't been changed yet, it only kicks in once you get ingame. In case it doesn't work, search for VR: entries in your client.log.
  • SteveO9937SteveO9937 Posts: 93
    Hiro Protagonist
    Thanks for working on this. Been anxious to try the first MMO with legit support for Rift. RiftEnabled has this listed as "native" support. Would that be accurate in this case?
  • kaetemikaetemi Posts: 191
    Thanks for working on this. Been anxious to try the first MMO with legit support for Rift. RiftEnabled has this listed as "native" support. Would that be accurate in this case?
    Yes, it's directly being implemented in the source. I will provide a full client installer once it's ready for testing.
  • SteveO9937SteveO9937 Posts: 93
    Hiro Protagonist
    kaetemi wrote:
    Yes, it's directly being implemented in the source. I will provide a full client installer once it's ready for testing.

    Awesome, thanks again!
  • SteveO9937SteveO9937 Posts: 93
    Hiro Protagonist
    Any progress with this?
  • dennisvanderpooldennisvanderpool Posts: 27
    Lawnmower Man (or Woman)
    Any progress with this?
    I'm also curious on any updates :)
    Now i shall try building & configuring it from source like Jan mentioned 8-)
  • loafloaf Posts: 17
    kaetemi wrote:
    loaf wrote:
    Where can i download this at? I played this back in the day. I should get getting my rift within the next 2 hours...........woot
    There are no compiled binaries available yet, I will make these available when the UI is usable (next week I should have some time).

    If you want to have a go at it already, though, you can compile the source from https://bitbucket.org/ryzom/ryzomcore, get the 'multipass-stereo' branch.
    Compile with FINAL_VERSION turned off.
    Grab the client data from http://www.ryzom.com/en/mmorpg-rpg-mmo-download_game.html, install it, and have it update to the latest version, make sure you can create a character and log in.
    Now to use your compiled version, copy the client.cfg and client_default.cfg from the installed game to the directory that contains your compiled binaries.
    Set in your new client.cfg:
    VREnable = 1;
    PatchWanted = 0;
    FullScreen = 1;
    Width = 1280;
    Height = 800;
    LandscapeTileNear = 50;
    PreDataPath = {
    "R:\code\ryzom\client\data\gamedev", "F:\games\Ryzom\user", "F:\games\Ryzom\patch", "F:\games\Ryzom\data", "F:\games\Ryzom\examples"
    }; // with the correct directory for your installation
    HardwareCursor = 0;
    And you should be able to use your compiled client with the installed client's data and use the Rift. Login screen etc hasn't been changed yet, it only kicks in once you get ingame. In case it doesn't work, search for VR: entries in your client.log.



    Any progress YET?
  • Is this still being worked on? We could really use a MMORPG or even just a RPG for the rift.
  • kaetemikaetemi Posts: 191
    Ganjaroach wrote:
    Is this still being worked on? We could really use a MMORPG or even just a RPG for the rift.
    It is, just not a priority right now.

    Recorded a bit on the DK1...

    http://www.twitch.tv/kaetemi/b/553947620
  • kaetemikaetemi Posts: 191
    Here's an early test build.

    screenshot008_m.png

    http://dl.kaetemi.be/ryzom/bin/ryzom_client_mingw_x64-0.9.1.dev1.7z

    For use with 0.4.0 in Extended mode with DK1 or DK2.

    Account creation at https://secure.ryzom.com/signup/?language=uk
    First install the full Ryzom client from http://sourceforge.net/projects/ryzom/files/ryzom_setup_644.exe/download
    Run it, and make sure you can get ingame first.
    Extract the dev client archive, and modify the client.cfg to point to the data path of your installed Ryzom client.
    Run ryzom_client_r.exe.

    After you get ingame, go to the Configuration window (press U on keyboard), go to Input > Mouse, disable Hardware Cursor (VERY IMPORANT).
    Then go to the <NotExist:uiVirtualReality> tab, enable VR, select your Rift, and hit APPLY.

    Start-Shift-Arrow to move your window to the Rift.
    Please verify after moving the window to Rift, that it's still running in fullscreen. If not, you may need to disable and enable fullscreen from the Graphics tab while running on the Rift display.

    Mouse cursor tracing to scene isn't implemented yet, and in-scene interface elements are not positioned correctly yet. They sort of align when your display is centered, so you can use it that way for now.

    Positional tracking isn't implemented yet either.
  • kaetemikaetemi Posts: 191
    New build available.

    http://dl.kaetemi.be/ryzom/bin/ryzom_client_mingw_x64-0.9.1.dev2.7z

    Display will automatically switch to the Rift, still only in Extended mode.

    Mouse cursor now automatically switches to Software mode.
  • amegasamegas Posts: 59
    Hiro Protagonist
    ...ah RYZOM. :D Played it in the Beta and a while after the release. We wondered all why we could keep our chars after the Beta... no char deletion at all? The answer was they just continued with the existing version. Great memories. Great community. But messed up marketing and in the shadow of WOW. :(
    So how is the game these days? The community got the whole game for free in the end, right?
  • ThoemseThoemse Posts: 171
    I did not know that this is running still. I too was in beta and a while after release.
    Will check it out again once my DK2 arrives.
  • I keep trying to modify the client.cfg But i don't know how to make it point to my data folder
  • kaetemikaetemi Posts: 191
    lidytheman wrote:
    I keep trying to modify the client.cfg But i don't know how to make it point to my data folder
    Replace "F:\games\Ryzom\data" with something like "C:\Program Files (x86)\Ryzom\data" or whereever you installed the full Ryzom client.
  • Ok, i got the client to work, but there is no head tracking, and the UI isn't working well. The UI isn't a problem because well you're one person lol.

    The head tracking is a killer tho, and makes me think i must be doing something wrong, is there head tracking?

    Otherwise bravo, the scale and depth is so well done i KINDA feel presence, with a DK1 lol. It's as good as the native unity demos and 10000x better than injection drivers. REALLY well done lol
  • kaetemikaetemi Posts: 191
    lidytheman wrote:
    Ok, i got the client to work, but there is no head tracking, and the UI isn't working well. The UI isn't a problem because well you're one person lol.

    The head tracking is a killer tho, and makes me think i must be doing something wrong, is there head tracking?

    Otherwise bravo, the scale and depth is so well done i KINDA feel presence, with a DK1 lol. It's as good as the native unity demos and 10000x better than injection drivers. REALLY well done lol
    Yes, rotational head tracking should work... If not, PM me your client.log file (it's in the folder where your .exe is), and I'll see if there's anything there that can hint what's going on.

    Just to be sure, make sure your Oculus Runtime service is running, and in the Virtual Reality settings ingame, check if your actual device is present (that it's not using the DEBUG device).
  • Ok i got the head tracking to work and now it's 100x better. But there is a major problem, the drift is super bad. Even after a minute or 2 my orientation is 100% wrong. Is there a reset view? Also i can't target or actually play the game.

    My mistake or just a early build?

    Also just curious, are you a modder or an actual dev of the game? lol
  • kaetemikaetemi Posts: 191
    lidytheman wrote:
    Ok i got the head tracking to work and now it's 100x better. But there is a major problem, the drift is super bad. Even after a minute or 2 my orientation is 100% wrong. Is there a reset view? Also i can't target or actually play the game.

    My mistake or just a early build?

    Also just curious, are you a modder or an actual dev of the game? lol
    Yeah, the drift is terrible with DK1. I'll put in a RESET button in the next build. Maybe calibrating your DK1 might help, not sure.

    Targeting doesn't really work yet. Only works when looking straight forward and at center of vision, as the coordinates for the mouse cursor to scene aren't remapped yet.

    I'm a developer on the Ryzom Core project, which is the open source side of the project which handles the code. The "official" client (the Windows version that is) is no longer maintained, and the official game servers just keep running without getting patched. Content is added by the Ryzom Forge team (or at least, they're trying), which is entirely independent from the Ryzom Core team.
  • Yah, so i'm still playing and i can do most things and even attack stuff, the targeting is a problem but this is a early build. This might be my first full time game to play with oculus. It's almost on par with minecrift when it comes to presence
  • wow kudos for doins this, but can I ask why out of all the MMOs out there did you chose this one?
  • kaetemikaetemi Posts: 191
    niebieski wrote:
    wow kudos for doins this, but can I ask why out of all the MMOs out there did you chose this one?
    Because I have access to the source code.
  • Right. Makes sense :-)
  • Okay, I cannot get Ryzom onto the rift itself. It keeps running on my default desktop.

    I have:
    - installed the full game
    - installed the patched version and pointed the data to the correct folder of the original installation (dl: 2014-AUG-07: v0.9.1.dev2] [SDK 0.4.0])
    - I'm running the modified ryzom exe file
    - I've deselected mouse hardware acceleration
    - I've set the DK2 to Extended mode (with and without support for 0.3, tried both)
    - I've flipped, extended, duplicated, changed resolutions
    - in the UI selection menu where I have different VR displays, I have 2 x "DK2" and 1 x "DK1", plus an "Auto" and I've tried with all of them.
    - I've also tried getting Ryzom onto the other desktop by using Windows+Shift+Arrows.
    - yes, the blue light is on too, and in general it works with other demos and such
    - I'm running Win7x64 UK, ORDK2, firmware 2.12

    Any suggestions for how I get the darned thing onto the Rift glasses?

    All the best,
    The VR noob
  • Got a problem as well, the selection box (auto, dk1, dk2) is empty for me...

    tried with OVR service, without it, opengl, d3d, nothing so far...
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