Ryan,

*> However, if you intend to contribute your own resources to debugging
> "Under the Sea", and generate a list of regressions for the community,
> then we would eventually know where they all are, and we would be one
> step closer to having them fixed.*

Yes, that's exactly what I'm saying.  Yes, we'll "contribute" our own
time and resources to debugging "Beneath the Sea" demo for ModRex.

I'll put out a "call" to all ReX Community members, and setup a Grid Server
specifically for ModRex, and hopefully we can slowly begin working on
developing some "demo" regions for ModRex.

I'd like to create maybe 4 demo regions.  The first region, being a "ModRex"
Under the Sea update.  I hate to see Under The Sea get wasted, since
RealXtend did such a great job on it.  So I would like to do an update for
it, so that we can "give back" to the ReX Community.  This way the
updated/upgraded demo worlds can eventually be downloaded (via the RealXtend
website) once the demo worlds are finished.

I want to eventually create 5 working ModRex demo worlds that will "knock
the socks" off of people, just to demonstrate the capabilities of RealXtend
(ModRex).

1) Beneath the Sea (ModRex update)
2) Naval Port Demo (with ships/vessels, cranes, etc.)
3) Airport Demo (with aircraft, ground support vehicles, etc.)
4) Railroad Demo (with Railyard, trains, railcars, switches, etc.)
5) City Demo (with skyscrapers, an advanced Metro subway system, taxi cabs,
public buses, cars, trucks, semi-trucks, etc.)

It would need to be done in stages, but I believe we could create some very
advanced demos, to show the advanced capabilities of ModRex.  I believe the
"first step" would be to work on a "Beneath the Sea" ModRex update.  The
work we do on this, can help as a "ModRex Community University".

So ModRex users can learn more about ModRex, and we can slowly teach others
how to build, script, and use ModRex.

*>Bottom line, this is a community of open source users and developers.
>It only works when everyone is lending their hand. Otherwise, I am
>afraid you'll have to wait for our hands to become freer.*

I agree.  But I don't believe the individuals here just want to "sit on
their hands" and wait.  I really do believe that everyone in the community
here are just waiting anxiously, so we can begin learning, and begin
documenting, and begin building (and testing).

We need to get documentation updated, need to get some building/testing
done, and the only way to bring this project out of a "Fuscia" color into a
"Green" (tested) color, is that we need Alpha Testers, and an Alpha World
(where we can build, demo, test, and collaborate together as a Community).

I have servers, and I'll work on getting something built, and something up
this weekend.  I'll have something for everyone on Monday, and I'll do an
open call to anyone that wants to help Alpha Test and Alpha Build.

We'll need to create good documenation, and then we'll just use it as a
"portal" to give feedback back to the development team.  This way we're
taking all the mess out of the developer's message lists, and forums, and at
least we'll have a "sandbox" for new users, and for "early adopter" Alpha
Testers, so we can come together and learn/test ModRex.

*> Lastly, if the only issue here is getting a compiled binary in your
> hands, I am sure Mikko can find his latest DLL somewhere. However,
> don't expect it to be smooth sailing. That'd be like expecting an egg
> to come out of the fridge boiled.*

Ryan, yes a compiled binary would help quite a bit.  If Mikko can conjur one
up, then please send it to me, and I will post it within an hour or two of
you sending it to me.  This way the "Alpha Team" can begin testing, and
begin documenting and testing.

I understand that we are still in early stages of development, and we are
just asking for "something is better than nothing".  As we work on updating
"Beneath The Sea" we will find out more about what is broken in ModRex (and
we can post these bug reports, and also post "Feature Requests")  This way
the developers are getting some feedback, and also ModRex is at least being
thoroughly tested.

I'm going to setup a "ModRex" grid, specifically for testing the new
ModRex.  I have some server equipment laying around, and I'll just try to
get something up and running by Monday.  I'll try to setup a forum, and
various other things... just so we can start to answer "newbie" questions,
and setup a "ReX Community University" where we can teach newcomers how to
build, how to use ModRex, and various other things.

For now, the Alpha Team will just focus on learning, building, and
documenting.  Later, once ModRex reaches Beta, then the Alpha Team can begin
teaching others.  (At least this way we'll have a small group of "experts"
that can help with documentation, tutorials, and teaching).

I'll just put a call out to all "early adopters" to please come forth and
join the ReX Community "Alpha Team".

This will take the load off of the developers, and the Alpha Team can
eventually provide "Technical Support" to the new users.  This way new users
are not bothering or pestering the core developers and the developers can
focus their efforts on writing code, and not answering silly questions.

The "Alpha Team" can act as a bridge/gateway between the Community and the
Developers.  This way the developers can focus on writing code, and getting
ModRex finished, and getting the RexViewer started (and done).  The ReX
Community (Alpha Team) can at least start the testing, documenting, and
tutorials, and get the Alpha Worlds (demo worlds) built.  Just to publically
demonstrate the advanced capabilities of ModRex.

Then later we can have the demo regions available for download (and package
up an upgraded version of "Beneath the Sea" for ModRex).  This way new users
will have something to look at and learn from.

*> Also, let me take the opportunity to say that REX is the most awesome
> thing to happen to virtual worlds (next to opensim of course) and I
> think that the project will be very succesful in the long term.*

I second the notion.  I believe ReX has the potential to become the best
thing to happen to Virtual Worlds, and it's just going to take some hard
work (and time) to slowly mature the product and slowly develop a large
community of users that are familiar with ReX.

Those here, are just some of the "early adopters" and I understand the
"growing pains" of getting a small (and YOUNG) project off the ground.  But
I believe in time, that ReX could be extremely successful in the long term.


I'll work on getting something a bit more "concrete" where Alpha Team
members can congregate, and collaborate.  Plus a small area where we can
post the ModRex DLL's, announcements, and documentation updates and building
tutorials (and "how to" videos).  I'll try to have something up by Monday.

I believe if we come together, and work together that we can help (as a
Community) instead of just sitting here waiting on the Developers to do all
the work (or finish the coding).  At least this way we are doing something
productive for the ReX Community, and at least we'll have something for
others to follow, use, and to demonstrate the capabilities of ReX.

                  Mark

P.S. If anyone is good in graphics design, please contact me and send me an
E-mail.  I'm an engineer, and I have a hard time matching my socks let alone
designing fancy graphics.  I may need a bit of help with some graphics and
logos.  (Ryan, I'll post what is submitted in the Forums, and then the
Community can cast their votes on a Logo, and possibly a "mascot" or
"icon").  Then after the Community Votes, then I'll leave it up to realXtend
"staff" to give the final blessing.

I registered the domain "rex-community.org" but please wait till Monday for
anything to appear.  Nothing is "magic" and everything requires time, and
hard work to get this stuff all off the ground.  If anyone here is in
Graphics Design, then please contact me.  I may need a little bit of help
just to get something off the ground before Monday (I always need a bit of
help with graphics).  Thanks!



On Tue, Feb 17, 2009 at 4:09 PM, doeko.cass...@gmail.com <
doeko.cass...@gmail.com> wrote:

>
> Well, I don't speak for anyone else, but what I'm asking for (and what
> I think would be very much appreciated by many) is just that.
>
> However, I must say, I actually have the DLLs and I am struggling a
> little bit with how to make them work correctly, so if a very short
> note on how to apply them to Opensim can be made available then at
> least I am very happy. I also think that anyone with some sense will
> not ask for support (apart from the below) regarding modrex as I am
> pretty sure that anyone who even knows what modrex is, will know they
> can not expect anything from it.
>
> If a short note can't be made available, because it is complicated
> (like, it takes more than 15 minutes for someone to write it), then I
> guess I will just have to wait until something more final comes
> along?
>
> Also, let me take the opportunity to say that REX is the most awesome
> thing to happen to virtual worlds (next to opensim of course) and I
> think that the project will be very succesful in the long term. The
> tools you offer are exactly what many have been waiting for, so you
> can't blame them for being eager to start using them!
>
> On 17 feb, 22:17, Ryan McDougall <sempu...@gmail.com> wrote:
> > On Tue, Feb 17, 2009 at 9:02 PM, doeko.cass...@gmail.com
>  >
> >
> >
> > <doeko.cass...@gmail.com> wrote:
> >
> > > On 17 feb, 19:10, Ryan McDougall <sempu...@gmail.com> wrote:
> > >> On Tue, Feb 17, 2009 at 6:14 PM, Mark Malewski <
> mark.malew...@gmail.com> wrote:
> > >> I don't think there is any case of wanting "100%" done. I have been
> > >> working on open source for my entire professional career, and I
> > >> understand "release early, release often". However I also understand
> > >> that at this point reX is alpha software, and alpha software isn't
> > >> meant for users yet. It's meant for people with the stomach for
> > >> downloading from SVN, compiling it themselves, and helping with bug
> > >> reports. The source is freely available, and building it isn't very
> > >> difficult compared to any other project in an alpha status.
> >
> > > I see where you are coming from, and I partially agree. However, there
> > > is an amount of users that, I think, has enough technical
> > > understanding to set things up and could contribute bug reports.
> > > However, they don't have the technical knowhow to do a full compile,
> > > or simply not the amount of time required to figure out how to do it
> > > due to lack of experience. I know I am one of those people.
> >
> > Well if its only a matter of making a couple DLLs available, there is
> > no problem at all. However it was my impression that 1. more was being
> > asked for, 2. that once we hand out a DLL, it still won't work as
> > expected, and cause issues trying to support that DLL.
> >
> > If I'm mistaken, its an easy fix to make.
> >
> > Cheers,
> >
> >
> >
> > > I do not quite see what the problem is with just releasing an alpha
> > > binary with a huge warning sign "HEY, THIS IS NOT FINISHED!". Same way
> > > opensim does it.
> >
> > > The way I understand the status of ModRex is currently, is that it
> > > lacks a number of features that it needs to be considered "featureful
> > > enough" by the REX team to be ocnsidered beta. However, in my opinion,
> > > the stuff that needs to work for it to be worthwhile to release for
> > > many people, in my opinion is simply:
> > > 1) not crash every 2 minutes
> > > 2) accept .mesh files (and collission meshes etc).
> > > (optional) 3) hopefully be compatible with future modrex releases
> >
> > > It already does this and far more. So, why not release a preliminary
> > > binary for this community of "pro users" (as I'll call it...) to help
> > > out.
> >
> > > As long as you keep the download info fairly obscure (i.e. not put it
> > > on the download page but make it clear to everyone who looks for it
> > > where or from whom to get it), I do not see how this could harm
> > > RealXtend.
> >
> > > Thanks, I hope you understand my point of view.
> >
>

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