Re: MMORPG style Inventory - Stock Torque3D 3.10.1
Posted: Sun Dec 09, 2018 8:25 am
Thank you very much! Sure i'd be up for that, just let me know what is needed from my side@ Zweshi Most excellent work, sir!
If you were interested in turning this into a module for future use in the new BaseGame template, I'd be willing to help with that and I think that would go a long way to dealing with things like Duion's complaint about installation complexity.
Not awkward at all, software without a license is some bone chilling stuffI'm going to be awkward and ask for a licence, I'm assuming at least MIT for parity based on your comments about taking and breaking.
You are correct that the package is meant to have a MIT license(will add this explicitly as soon as time allows, not sure how i missed it in the first place), the exception being the art/sound files which are CC0(these CC0 files have LICENSE.txt files in the directory structure pointing them out).
Sounds like a fun project, best of luck! Let me know if the inventory system gives you any trouble and i will see what i can do to help.I was looking at an inventory system very much like this for converting the AFX demo into a more rounded RPG demo (which I will pester jeff about later on regarding making it fit into the new modular basegame) The server sided determination is the icing on the cake which I'm pretty sure was going to provide me with headaches, but you've done that
This tends to be my opinion as well, having worked with a lot of stock 3D modelling i have found that having more quality at the expense of performance is rarely a bad thing given that the ability to down scale is as accessible as it is.As for asset detailing, generally I find its easier to convert better quality/higher fidelity assets to something else than the other way round, much art texturing comes with far bigger textures than needed which allows the designer the freedom to adjust somewhat.
Thank you, happy to share!Great resource and video. Thanks for sharing.