Open Source Platform
for interconnected virtual worlds

Features supported currently

From RexWiki

Current status of features supported in ModRex.

See also: Mod Rex priorities and test plans


Contents

Serverside features

Not complete

Python module
Partially Implemented. Includes also these features:

  • Volume triggers?

See: Events and Functions supported in ModRex Python


Tested and known not to work yet.

  • Global inventory
    • To be moved to client? AFrisby 11:09, 21 January 2009 (UTC)
  • World library
    • Could be implemented easily enough - I suggest changing the default folder per avatar from a new random, to a constant in UserProfile handling (RexLoginModule.cs). AFrisby 11:09, 21 January 2009 (UTC)
    • Implementing this is a bit harder than tought initially. This requires that one could fetch all asset of a certain type from the AssetCache/AssetServer. This requires a new method 'GetAssetList' to AssetCache and therefore to IAssetServer. Running this query might get really slow on larger grids and therefore might not be implemented to trunk. Mikkopa 13:43, 17 February 2009 (UTC)
  • Server packet statistics dialog
    • Is this the same as ViewerStatisticsPacket used on OpenSim? AFrisby 11:09, 21 January 2009 (UTC)
  • Global IM
    • To be moved to client? AFrisby 11:09, 21 January 2009 (UTC)
  • Raytrace
    • Not seen.
  • Disable asset uploading when no rights
  • Particle systems attached to avatar
    • Has a bug where object loses its rex properties when attaching to avatar

Grid mode

Grid mode is not currently in use at all. The issue in this is that OpenSim user server can't handle realXtend viewers "login_to_simulator" XMLRPC message and will give an error. ModreX also introduced this method, but logging in to simulator which is in grid mode isn't possible at the moment. Simulator doesn't have all the required information on its server in grid mode and thus fails. Making this work has two options:

  1. Make grid mode simulator to handle "login_to_simulator" calls properly
  2. Write module to OpenSim user server to handle realXtend logins.

First one might be simplest to implement, but then the grid would lose the center of identify and can't itself apply any grid wide permissions etc. Second one would be much better, because it would allow grid operators to set policy about how to handle realXtend clients in their grid. This would centralize permissions etc. in grid. Second option however is harder to implement. This is mainly because OpenSim user server is lacking a proper plug-in architecture. There are also others[1] who which to see this done.

Proposal: Do this like descried in second point.

Estimate: Plug-in architecture to OpenSim user server 5 days, realXtend authentication module 3 days.

[1]: "[Opensim-dev] Client signature processing in the OpenSim User Server", 24.3.2009, James Stallings II

Status not known

Features that have not been tested, don't know how to test or don't know how should ModRex support them.

  • Publish World
  • Skype integration
    • Needs one additional packet implemented, but the framework is in modrex already. AFrisby 11:09, 21 January 2009 (UTC)
  • Friends list
    • Move to Client? AFrisby 11:09, 21 January 2009 (UTC)
  • Texture asset list dialog
  • Terrain texture support
    • Need packet documentation, but in theory easy? AFrisby 11:09, 21 January 2009 (UTC)
  • Client startup state events notified on server

Implemented

Implemented as they are in RexServer 0.4 (or better)

  • Change skybox from script
  • Client rotation from script
  • 1st / 3rd person change from script
  • Avatar animations playable from script
  • Play avatar morph animations from script
  • Disable flying or walking
  • VOIP module
  • 3D mesh support
  • Prim metadata field
  • Rex authentication system for Opensim
  • Disable avatar wind sound
  • X10 integration (requires Python module)
  • Prim selection priority
  • MediaURL: render webpages in textures
  • MediaURL: VNC
  • MediaURL: flash support
  • RTT camera rendering (portal views)
  • 3D collision mesh
  • Avatar movement speed
  • Preload any type of asset
  • Maximum movement height
  • Override avatar appearance
  • User rights management (OpenSim user rights)
  • Sound loops, adding sound to prim from UI
  • Sound -play for single avatar

Client-side Features

These are mostly clientside features and don't require much from server. Eg. only downloading an asset.

  • OGRE particle systems
  • OGRE animated meshes
  • Material system
  • OGRE Flash animations
  • Billboards (aka sprites)
  • Post-process effects
  • World light
  • Fog
  • Water height
  • Clientside particle scripts with speed & life
  • FOV adaption
  • Object list dialog
  • Viewer camera height based on avatar model
  • Light maps prototype
  • Camera system

Unknown

Current feature status is not known, how to use the feature or how ModRex should support the feature.

  • IK system
    • Framework inplace - should be easily implementable if it doesnt work as-is. AFrisby 11:10, 21 January 2009 (UTC)