Suggestion & Requests

Added by vl almost 9 years ago

You have some ideas, suggestions, requests about Ryzom Core?

You can post them and/or vote for best ideas on this dedicated server.

If you have to report a bugs, use the issue tracker.


Replies (9)

RE: Suggestion & Requests - Added by browser_ice almost 9 years ago

When accessing the Feedback site, my existing login just sends me to the Ryzom feedback. I am trying to find out how to add the Ryzom Dev feedback to it ....

RE: Suggestion & Requests - Added by browser_ice almost 9 years ago

browser_ice wrote:

When accessing the Feedback site, my existing login just sends me to the Ryzom feedback. I am trying to find out how to add the Ryzom Dev feedback to it ....

Ooops, never mind, if you are already registered to this site, in the lower right corner is a list of all feedback forums you are registered too. Just select the Ryzom Core one.

RE: Suggestion & Requests - Added by TomH over 8 years ago

The idea is to have a ticket system in-game and in the web.

Both would be connected.

For example a player is having problems with an item, so he/she decides to open an in-game ticket and press submit, the ticket is created and in the game they see a message saying the ticket will be answered soon.

Then the support team can go to the web help desk and receive that ticket, the CS checks what he/she can do to solve the player's issue and replies to the ticket.

The player in the game will then see the message "Your ticket has been answered" and the player will be able to see the CS/GM Response.

The ticket window will have a new button when a CS/GM replies to the player's ticket and that button will "Need More Support" to let the player keep in contact with the CS/GM.

Once the player is satisfied with the reply they can press the Case Resolved button and that ticket will be automatically closed and stored to keep it for the record.

The ticket window for the player will have a limited amount of characters to type, we don't want to have walls of text from the players :P

This system would work in real-time or it could have a couple of minutes delay.

Even if the player is offline they would be able to read the CS/GM Response when they log back online.

The Tickets will work per character and not per account, that way they can open a different ticket for each character.

If someone can do this server and client side, I would be willing to do the web project to go along with the ticket system.

What everyone thinks about this idea?

RE: Suggestion & Requests - Added by ragnar-gd about 8 years ago

On the Help-forum (or where ever) i add a "(solved)" to the topic, when my question is answered.
This is but only an improvised solution, so everyone can see "Done!".
The problem is, although it is (hopefully) helpful to other readers, it bumps up the thread.
If possible, I'd like to have (or let a mod have) a "solved" button on each thread, that can close it, without bumping it.

RE: Suggestion & Requests - Added by Bamko almost 8 years ago

I see on [[http://dev.ryzom.com/wiki/ryzom/CurrentState]] that some have made shards, and it LOOKS like you can connect to them, but no idea of shard is open 24/7 or only when the maker turns it on, or if it was days ago, or months ago, since they had it up.

I would be more willing to do the work needed to connect to the open shard if I knew if there was a persistent shard already. Heck, I am even unsure if the dev shard is persistent still...

A forum board on all the public shards would be nice, so one thread for the open one, one for dev, with updates as needed, and one for each user made shard, if any are public AND running AND current. Or something similar?

RE: Suggestion & Requests - Added by Thaodan over 6 years ago

I suggest to change the game directories of ryzom:
On Windows all game data shoud be saved in C:\Program Files\${ryzom_dir}
The user data shoud saved in APPDATA\ryzom
on Linux:

game data /usr/share/ryzom
game binaries /usr/bin
game system cfg /etc/ryzom
user cfg $HOME/.config/ryzom
user cache $HOME/.cache

RE: Suggestion & Requests - Added by nestath over 6 years ago

It's a little bit awkward to have building pipeline intrinsically dependent of 3D Max once it is an external tool that's expensive and easily replaceable by good open souce tools like Blender that works with .3ds and .max files as well.

It should be a priority to have a pipeline independant of 3D max now that ryzom core is open source, and I see it as a very important factor for adoption of ryzom by open source adepts comunity to help to grow up the framework.

I had take a look on pipeline codes but it is out of my entire capacity to refactor all the process without some help, so if anyone is interested I would be happy to help in making an alternative process with Blender or independant of external modeling tools.

Is there some initiative on this context? I can't find anywhere...

ps: I just find it http://dev.ryzom.com/projects/ryzom/wiki/Pipeline_3D_Export_Tool_Requirements but it seems there isn't a wip area or something like that... is it?

RE: Suggestion & Requests - Added by molator over 6 years ago

Ryzom started in 2000, and the models were created with 3DS 2000.
The pipeline has already been refactored.
To use blender instead of 3DS, you would have to write a blender nel plugin to export the data in ryzom format.
The source of the nel 3DS plugin is available in the repository.
Someone is already working on that question, if you want to help:
https://github.com/NeoSpark314/blenderNel3dImport

RE: Suggestion & Requests - Added by nestath over 6 years ago

Thank you for answer Molator... Diving deeper here I found this answer and I'm currently maintaining contact with Matt and NeoSpark trying to understand how to help on solve this plugin as fast as possible. ;)

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