One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#1 Re: Main Forum » Modular modding » 2020-10-08 22:48:53

If you're planning to do c++ modification to the source, then it's probably not worth it to make a bridge into OneLife vanilla client (Hetuw client on the other hand is quite straightforward for keybinds) and I would agree with wondible that his patch method is better for that. However if you don't want to deal with compiling the vanilla client or server for that matter, and even having the possibility of not even compiling yourself and having a module script system. Than OpenLife is the best option, and will give you clean and concise events according to the protocol spec, the same naming convention, client and server commands etc. OpenLife will stay a separate competing instance to implement the protocol, in the future I would like to finish a visual client that uses OpenLife but currently it's not nearly finished enough to say it's an option right now, but that would make modular modding of every part of the game possible.

So if you want to help on the the Modular Modding front and have it be a possibility sooner, let me know, I have a few devs working on various different fronts of the project (bots/server/client), if you want to make this a possibility I'd be happy to talk more. my discord profile is in the message footer.

#2 Re: Main Forum » Modular modding » 2020-10-02 02:05:37

Hey sorry for the delay in response, I wanted to come back with you with something substantive.

MrBrut wrote:

What would be awesome is to put parts from the mods into the game directory and perfom monkey-patching during run-time of the vanilla executable.
Thereby avoiding merging with the Jason's branch and compiling.

Yes OpenLife is quite modular and you can do monkey patching quite well for everything besides the rendering component right now, It also allows an easy to use relay system so you can connect whatever client you prefer i.e hetuw with zoom mod, wasd. Connect the client to the relay and the relay connects to the server and sends messages back and fourth while being able to read and write messages.

I also have some experience monkey patching for assets and some code for that, but that's for another time.

I also agree with wanting to avoid Jason's branch and compiling and it was one of the motivator to attempt to make a more Open ecosystem for OneLife moding/utility clients server hence OpenLife.

MrBrut wrote:

Has anybody thought of adding stand-alone modes into the vanilla game in a modular fashion?
Think of it as a monkey patching if you are familiar with Python or JavaScript.

In order to give more credence to the idea of monkey patching in those types of languages I took a few days to finish the export target nodejs and release a npm package for it here: https://www.npmjs.com/package/openlife

I am biased towards using Haxe so I'd recommend trying it but one of the nice parts about it, is that it can compile to Javascript, Python and many more so I decided to put some work on allowing this modular idea in javascript first, here is my current example of using the engine. And I'd be more than happy to help foster this modular modding ideas for clients/bots etc

https://github.com/PXshadow/openlife_js

#3 Re: Main Forum » Notice about account details shared publicly (account pools, twitter) » 2020-08-02 06:31:03

jasonrohrer wrote:

Once it's no longer secret, and members of the public can log into your account (even if it's through an account pool that doesn't divulge the key to them directly), you have abandoned your account.

Watch this slight of hand occur with regards to phrasing. There's an issue of using abandonment in a way that doesn't at all reflect ownership. For example if I let my friend live at my house when I'm not there for a week under contract, it wouldn't be the case that I'm abandoning my house by giving temporary ownership. Also secrecy has nothing to do with ownership in any capacity, it's who is able to utilize the resource and to what degree.

jasonrohrer wrote:

Note that after being abandoned, your account is no longer useful to you, because other people can use those account details to log in and interrupt your game, kicking you off.  Thus, an abandoned account no longer has any value.

Now it continues by using abandonment incorrectly it than follows from an incorrect conclusion in terms of having Jason define for you that your account is no longer useful (aka he's claiming a higher property claim than you have on the account that he legally stated would be "a lifetime account on the main game server and access to all future updates").

And finally the idea that because you could potentially allow someone to interrupt your game, which is faulty in terms of the conclusions but even if true, is not necessary at all for an account sharing system and doesn't add to the argument.

From reading this I think it can be summed up as Jason believes that if he thinks a user account doesn't have value to the user, regardless of what the actual user thinks with regards to his/her account, the account can be permanently blocked. This seems like this is a clear case of fraud with regards to the accounts and against the clearly stated agreement with purchasing the account, however I'm not a lawyer.

#4 Re: Main Forum » Notice about account details shared publicly (account pools, twitter) » 2020-08-01 23:00:56

Does that mean that Tarr's account is blocked right now? And as long as it's not a service open to the public there's no issue such as people needing to be white listed to use the service?

#5 Re: Main Forum » Account sharing protocol » 2020-08-01 18:12:52

Cogito wrote:

Is this using cached credentials, stored on a 'relay server' to allow people to share accounts?

Credentials could be stored on the relay it depends, if you want to implement the protocol in a server trust way or have a no trust system where both clients talk through the account server and transmit the data, the former needing the actual keys to be stored on the client.

Cogito wrote:

Won't only one person be able to play per account at any time, and they will have the gene score of that account?

Correct you'd need a system on top to make sure access to the accounts was limited to only another person in an interval of time otherwise people could conflict temporary ownership by booting other people playing out, in the case for instance of the Tarr account that happens whenever someone else joins, while someone before was playing. Gene score yes is would affect the account.

Cogito wrote:

This sounds like a slightly safer? way to share an account without sharing login details, is that right?

This system theoretically makes it totally safe to temporary share an account key (without sharing login details) with another person, and the other method with requiring you to trust the server is safe as long as the server can be trusted (Hence a trusted server model).

#6 Main Forum » Account sharing protocol » 2020-08-01 16:48:27

PXshadow
Replies: 2

The server upon connection of a socket will send a challenge_string

this challenge string will be intercepted by the relay and sent to the account server, which will use the challenge_string in combination with a random client's key to generate a one time use access-token (account_key_hash). The account server will than send the access-token and the email, the relay system will finish the login handshake and spawn into the game.

This protocol requires no custom client.
The protocol requires a relay client.
Hashing is done with HMAC_SHA1 in accordance to the OneLife server protocol
Emails are not hashed and as such other clients will be able to read them.

#7 Re: Main Forum » Toxic is trying to steal accounts » 2020-04-24 07:11:39

Just full disclosure, In case people get confused.
Those are direct messages between me and toxic that I sent to whatever/hetuw for more evidence, as I remembered at that time Toxic also told me before I knew about the account phishing that he attempted to create a modified awbz client to phish with it, because he told me he didn't publish it I took it as credible at the time as I thought why would he tell me if he was actually doing this. Little did I know it was foreshadowing to what he was doing.

Also the reason for communication with him in the first place was that he wanted cross-compiled python code for my open source modded client OpenLife as a back-end architecture for building bots in the game (OpenLife would deal with reading object data and sending and receiving messages from the OneLife server) the bot infrastructure was all on his side.

I hope that clears anything up, please don't hesitate to reach out to me, I feel sick to my stomach and I'm sorry for not knowing sooner.

#8 Re: Main Forum » The biggest flaw of OHOL its the foundation » 2020-01-15 17:50:02

Dantox wrote:

I mean, it wouldnt be better if there if 2 more persons were hired to at least do some basic functions like bug-fixing or the collection of data?

I thought the exact same thing now 6 months ago, and since I am a developer I've been actively working on a solution. An open architecture for the game with multiple language targets, an easier code base to work with and easy extending in functionality for moders, to attract as many devs as possible to work and improve upon the game, while still being backwards compatible to Jason's protocol spec found here.

Dantox wrote:

We cannot have seasons, day and night cycles, any type of bodies of water aside from ponds and having more than one person to seat in a vehicle wtihout requiring to rework the engine or having to work your way around it without making barely working and making it buggy. Everything that it seems to be important for the progress of a civilization seems impossible or very hard to make with the current engine. And having only *one* person working on it seems almost crazy for me.

If you want a new foundation for the game to be supported and the potential for these ideas to happen in the game please contact me! (preferably on discord) I'm actively looking for more developers, but also I'd love any type of help from non-devs too, with work such as finishing up api documentation found here marketing, community management, ui/ux design, non dev game designers etc.

Feel free to take a look at my README on the github repo, and let me know what you think smile Cheers!

#9 Re: Main Forum » The Future Of Realistic Society » 2020-01-10 00:30:48

Currency needs to have value on it's own. You can't simply just start trading cards if no one wants cards. A currency needs to start out as something that is commonly traded, focusing on property is what needs to occur not currency, as that will occur naturally based on the game's items in circulation from a market.

#10 Re: Main Forum » Property is a search engine for physical items » 2020-01-10 00:27:10

Property is just ownership (the ability to exclude others from use of something) and to say that property doesn't exist in this game doesn't seem to be correct, property does exist in the game it's just limited, for instance, if you make a backpack and you put it on your character you now have become the owner and most people in the game will respect your property and not attempt to kill you for a backpack thus a norm has been developed. Where property massively falls short in the game is in property claims of land and items within the land, a very local minority in the game, will claim anything not in the commons is stealing and with no self interest in mind spend life after life undermining any type of ownership you are attempting to hold onto.

If you think property is just about a search engine for physical items, then I think it's a valid answer of just having a mod search for the items instead of deal with the hurdles of setting up property.

Kinrany wrote:

A classic example is a starving person stealing a loaf of bread from the baker. The thief (and the society, see welfare) values living for another day more than the baker values one of the hundred loafs he made that day.

This is just utilitarianism, another classic example is if there was 5 people that needed organs and a guy sitting on his couch at home and he had all of the organs you needed for the five people. You could grab him from his home and take out all of his organs against his will before he died and give them to the five people, because the value of the five people living compared to the one person living was greater for "society". A society that I wouldn't want to live in, and I don't want to live in a society that finds it acceptable to steal. I find a law based society (laws that are there only to avoid conflict) a much better society than one that has any premise on "collective good", "national security", "us", "public goods", "societal value" etc.

Kinrany wrote:

But do they? What are those reasons?

Remember that the reason must apply to the society as a whole, not just the owner who privatizes stuff. Even in OHOL players think that "property is theft" and lynch fence owners.

I dislike utilitarian arguments as you've probably already guessed, and I think the people that think "property is theft" and lynch fence owners don't act based on reason but rather strong mystical emotions, however for you I'll make some.

- Property allows for specialized use of labor and land in order to make societies more wealthy.
- Property upholds universal protections to acquire wealth and increase the time preference for individuals and families to think longer term.
- Property decentralizes power and provides a system to avoid conflict and have clear means to acquire it for a rational justice system. (original appropriation or trade)
- Property allows trade to occur

I hope this helps, cheers.

#11 Re: Main Forum » OpenLife, a new client architecture for mod developers. » 2019-12-04 19:28:06

wondible wrote:

I like the idea - my patches are organized like separate modes, it's just not practical to mix and match them with the main client as a single binary. I've got my hands more than full with the map though.

Yes your patches are a great reference for new features, they've been very helpful. No worries the map project is amazing and you should keep working on it.

Alec wrote:

This is cool project!
May I help some programming?

Hey thanks so much! I just read your "Suggestion: Collaborator" post on the forums, I think it's an amazing idea, and we could implement it in this project. And absolutely I would love any type of help on the programming front, I can help you on board onto the project, is there a decent means to message you like discord?

#12 Re: Main Forum » OpenLife, a new client architecture for mod developers. » 2019-12-03 22:12:38

miskas wrote:

I am not sure what would be exactly the outcome of this but it sounds like an improvement, I would definitely love to try it as a user.

-lag-free zoom out
-Future integration of automation
By automation, you mean scripted macro actions like berry bush picking? Even if it is not, you already have me from lag-free zoom out.

Yes correct berry picking, and eventually more complex tasks following the transition tree like how OneTech does it (engines, airplanes, etc).
And that's great to hear, that the zooming out with no cost in performance is valuable, I've heard quite a few people have issues with it, on the current client.

Kinrany wrote:

MudLife when

OP, is this a library or an executable?

I like the name, the mod could just be called mud. And it's both, however I'm not releasing executables at this time, until more improvements have been made for the visual client. I want to see currently if there are other programmers that would be interested, in either helping contribute to the project, or would want an api in their language to interface and connect bots/clients with to the server.

#13 Main Forum » OpenLife, a new client architecture for mod developers. » 2019-12-03 08:50:23

PXshadow
Replies: 7

Introduction:

About 6 months I fell into a rabbit hole that lead me to build a new client of the game from scratch in another language. It started out as an initial test to see if it was even possible, and quickly became a massive in-depth puzzle that I couldn’t help but work on. It quickly became apparent that this opportunity I was given by Jason open sourcing the code to learn and adapt such a neatly designed project into a new vision, it only made sense to do the same for this project as well. Over time I cemented what I wanted the project to become differing in goals, from simply a mod and instead an open client, as such the name OpenLife.

Proposition:
A new competing minimalistic client architecture for the game, with a documented api, multi language support such as Java, C#, Javascript with nodeJS, Python, Lua, Php, C, C++, A dedicated declarative syntax for automation events. Real time scripting. bindings for quick mod support with no potential commit conflicts. New optional rendering system with a tile map interface and quad batching, lag free zoom out.

Current situation:
The project is a few weeks away of work from an open alpha, however I’m not sure of a few things:

1. That there are developers out there in the community that want to build more mods and in other languages.

2. That there is enough traction for such a project on the player side, to develop a mod first.

3. That the project is not just overkill insanity.

What this could achieve:

1. More streamlined on boarding process for new players into utility mods.

2. Larger net for developers wanting to build things for the game, not just limited to c++ programmers able to jump into a large project.

3. More options for players to customize and have a better experience (key bindings, changing settings while playing, console commands)

4. Future integration of automation in modded clients.

5. Potential for higher performance, window resizing, built in support for zooming.

Let me know what you think smile

Project:
https://github.com/PXshadow/OpenLife#to-players
Api:
https://pxshadow.github.io/OpenLife-Docs/api/index.html
Language:
https://haxe.org/

#14 Re: Main Forum » Why is this game pc intensive? » 2019-11-22 07:16:26

The game was not designed to be able to be zoomed out, as such there's been no work on optimizing it.

#15 Re: Main Forum » Plan for this week's update (2-phase update) » 2019-11-16 21:17:49

It's been slightly difficult keeping up with all of the protocol changes to the client. My issue comes from alot of the non server related undocumented things coming such as the need to manually step into a non native biome and things like that. It seems the client will continue to need to become more sophisticated and developers like myself (probably only me currently) follow outside of the protocol.txt specs.

#16 Re: Main Forum » OneTech is not the answer » 2019-11-12 19:39:42

If you have any suggestions on what things could be added into the client I'd be curious along the line of implementation.

#17 Re: Main Forum » Jason please give us mod stats » 2019-10-29 00:17:24

jasonrohrer wrote:

Also, messing around with the existing editor would probably be more enlightening than looking at the code.

All the parameters in the animation text file format show up as little sliders in the Animation screen of the editor.  You can play with them and see exactly what they do in realtime.

Not a worry time wise I know you're quite busy, I'll start with the editor and get the basics done that way by replication. Great to hear you like the idea behind the project it means a lot, and I will take your advice on asking wondible thanks smile

#18 Re: Main Forum » Jason please give us mod stats » 2019-10-28 21:33:30

jasonrohrer wrote:

BTW, the fact that I made a game or service for which there are 5 different clients is kind of a dream come true, as a network systems architect.

I'll add a client to the list if I get some help figuring out how to properly deal with animations, it seems most of the logic is found here.
The issue I am having is I understand the animation data properties such as inPhase, inAmp, inOscPerSec. However the extra overhead logic such as fadeHardness, targetWeight, returnHoldingPos confuses me to the functionality of the animation its self (it most likely it the case that I just don't have the proper experience writing complex sin functions and dealing with oscillation mathematical calculations),  also how does the function get called update wise for an animation I could not find it in the source. Overall I want to try to keep the codebase concise, so the reason for understanding the base logic rather then simply copying it is to be able to use libraries such as actuate to deal with the tweening logic and work under that system with most likely modified ease functions, that mimic getOscOffset function. Not to mention understanding the base logic thus far for everything else has been an incredible learning experience, and I'd like to continue down that route for the client.

Also I really appreciate the amazing work you've done to make the project so followable so far you are right in being able to use the protocol.txt to make any type of client (language wise, interface, functionality etc). I hope the project I'm working on will be able to demonstrate that practically and also make it even easier to do what I've done, and push the ball forward even more for others.

#19 Re: Main Forum » Coming soon: Character skills (tools) » 2019-10-25 01:38:31

Very interesting concept, I'm impressed you went in this direction of limiting factors, on players, I'll try to give my insight earlier on discord, but articulated and more thought out.

My general understanding is, setting up trading is a full time job, there is no automated market in this game, trading occurs in the trenches within populated cities, and various indicators as you said (such as the tools you are holding or the actions you are doing) help figure out if engaging with a person to trade is worth the time or not. My thought however seems to be that in order for trading and by extension characters skills to function in the intended way. A market system must be founded and maintained for each town across the generations, as you seem to agree with.

jasonrohrer wrote:

Giving your newborn baby a necessary tour of the village and firm direction about what tools they should learn when they get older.

This is an probably the most important step, as you said necessary. If this knowledge is not easy to come by. Chaos will ensue. Towns need to indicate and easily direct new players to already established networks of professions and mentors, in order of

jasonrohrer wrote:

Taking stock of established tool knowledge held by other players to avoid wasteful overlap.

but also the player component of set trade networks and agreements, these agreements take previous time, and should not need to be redone every generation, rather it's imperative that these trade institutions can easily be made multi-generational if it is solving a problem for the village and has high demand.

However there is a lot of issues of maintaining such a system practically.

Firstly the incentive to participate in a profession and cooperate needs to be greater, then attempting to steal for resources not personally able to be obtained solely.

Second, a new player system (new player joins profession) needs to be extremely clear and simple to participate in (with or without a knowledgeable mother)

Thirdly professions have to scale depending on demand rather then shear interest alone, for instance everyone wants to be a log cutter because of a new update on it, and everyone starves as a result. The demand for a tool set needs to be clear and simple to find.

Ideas for the three problems.

Signs come to mind for the first one, however you are opposed to them everywhere from a game design perspective, so why not have a way to build pre made signs for different shops such as "wood", "food", "water", "cloths" etc. They should be relatively easy to make and be bound with property as a requirement. Late rift people could mass produce maps to hand out to people to give the location for blank shop.

Second problem, the location of the first problem is key, but than the extra step to find someone to bring you into the profession and familiarize you, there needs to be a heavy incentive for the mentor, one idea is to make it a mutual thing where by mentoring someone you both have your skills increase as a result.

Third is quite hard with a primitive market, however one idea could be over-saturated professions would have a way to easily inform people of potential trade opportunities and encourage them to partake in that lucrative profession vs the one posting the opportunity. No good ideas currently about implementation so let me know.

#20 Re: Main Forum » hetuw mode » 2019-10-21 18:06:26

DestinyCall wrote:

Let's see ... compost making bot and milkweed planting bot would make for a very nice combination. 

Fields and fields of flowers.

Yes very true, it would be great for the bots to do separate tasks and then exchange to be efficient, creating a market in the town.

#21 Re: Main Forum » Ohol has exchange rate market , in case you wanna use it. » 2019-10-21 18:03:03

miskas wrote:

a berry bowl cost 1.4 units of water just for the record tongue
The real value is labor hours.
It will be fixed when Bots arrive from modders tongue

I hear you on wanting prices to be fixed by labor, I wrote calculations for it in order for trading bots like you're thinking. But I realized at the end of the day
the exchange rates will still be subjective and better quantified via supply and demand and subjective utility. Also not to mention exact labor rates remove profit which makes the trading endeavor in game at the end of the day no more efficient and keeps prices static regardless of the disconnect between supply and demand.

#22 Re: Main Forum » The Troller family is no more » 2019-10-03 02:15:02

Damn, didn't make it, but it shows the rift is quite livable. Will be fun to see as players advance the meta how much longer people can live on and build up an efficient social order.

#23 Main Forum » Posse system makes defending against stealing almost impossible. » 2019-10-02 11:55:38

PXshadow
Replies: 4

A 3 second delay from knife pull out to getting the murder face not to mention the lag most players have so let's call it 4 seconds.

4 seconds to go in and take anything you want, or destroy anything you want. A horse makes this even easier for pin pointing certain areas to steal from quickly, and get around the eventual angry mob that will attempt to guard the items. The mob will be a slight burden but as long as you don't navigate to poorly you can continue the looting.

Not to mention, the absolute destruction this has against putting up fences to anyone that wants to take them down, there is no possible way to defend against a player that does not want the fences up, even if you defended for the entire 20 mins actively the posse system makes it so as soon as you go into it, they can quickly begin taking it all down because of the loss of speed.

A horse though by far is the most effective means to achieve this, and turns it to a little challenging to an incredibly simple task, it's unbeatable even against an extremely rare 4 posse run down.

This understanding of the flaws by the posse system comes from trying to build a little fenced house outside of a village with my wife in game and a few of our daughters, we wanted to build something for them to keep, and it was all going well,

until another player stumbled upon it and asked what is this, I replied "a house", and he said "why would you need that?" I explained  "In order to pass something to our little family and have a project to do."

as soon as that was said he began taking out the fences, me and my wife both said "what are you doing!" and he said "you don't need a house, you should just live in the village" I pulled out my knife and waited for the 3 seconds, but by 2 seconds he had taken off. For the next 40 mins in game time, he roamed with a horse against the 2 exposed sides of the fence waiting to find a gap in the defenses to quickly take a horse to the fence jump off, and proceed to destroy the fence. Half way into this nightmare, the entire town knew about him, we had 4-5 players guarding, and it was still not possible at all to stop him. We could get to the same tile and stand where he was breaking the fence but the delay meant he had no rush and could just quickly move away after 1.5 seconds hop back on the horse and take off again. I was only able to kill him after getting reborn pretending to be on his side, to eventually pull my knife out wait the 3 seconds as he stumbled to try to get back on his horse but failed and after about 5 seconds, because he was incredibly laggy he eventually rubber banded back into my knife range and I stabbed him.


So please some improvements for fences and a rework of the posse system would be amazing, to allow I assume intentional mechanics such as building private property in the game and making it easier to deal with people that steal/destroy.

#24 Re: Main Forum » A little thought experiment » 2019-09-26 07:22:08

A bed to be able to re spawn either in the bed or near the bed with a marker to it. If you could re spawn in the bed you could lock your house and store the keys inside before you die and then come back later and be able to re open up your house and start in a similar position. Groups of players could also systematically plan to continue playing with each other over a week for instance by placing beds in the same village and continuing to build up a friendly environment of selected people that get along. Final point is it would also allow the community to take on massive projects easier and really have a more long term settlement situation, (also you could have it so the bed locks a name to you every time you spawn in it, that way players can build more long term partnerships of regular players without the anonymity)

or

early game lockable luggage chests (costly but somewhat easy to break, but also inexpensive materials wise). Easy to make and distribute for trading caravans.

#25 Re: Main Forum » OneLife++ - Milkweed's modded client » 2019-09-26 04:56:46

Dodge wrote:
Thaulos wrote:

Not to be the party pooper but:
https://github.com/MilkweedOHOL/OneLife … d-features

Action with No Delay

  • Delay between an action and another one is disabled.

  • You can move very faster than usual!

Aren't these effectively cheats?

Good question, what does that mean? @milkweed

Does that mean you can move faster than other players that dont use the mod?

You can pick up, drop and craft objects instantly without having to wait for the animations, and this isn't new to milkweed's client at all. You can do the same with hetuw via space bar or shift space bar, and wondible's patches as well.

Board footer

Powered by FluxBB