Could someone post a compiled binary of the latest Modrex to the realXtend website for Windows?Like just compile the current ModRex binary, and call it "ModRex 0.62 - Build ####" (in relation to the current OpenSimulator 0.62 current release).This way people could just download the latest ModRex download/zip/binary and get up and running fairly quickly?Thanks,MarkOn Thu, Feb 12, 2009 at 2:16 PM, Gustavo Alberto Navarro Bilbao <alberto.nav...@gmail.com> wrote:
Hello Mark:
You can find a guide to compile Modrex here:
http://opensimulator.org/wiki/ModRex
I'm tryng to make a test this
Good Luck/Suerte ;-)
========================================================
2009/2/12 Mark Malewski <mark.m...@gmail.com>:
> What is the Status of ModRex, and also how do I run ModRex?
>
> I was previously using RealXtend Server 0.4, but I've downloaded the latest
> OpenSim 6.2 build and I'm just trying to figure out what the difference
> between OpenSim 6.2 is, and how do I get OpenSim 6.2 working with RealXtend?
>
> What exactly is ModRex? Is that a module, and if so where can I download
> it, and how do I install it in OpenSim 6.2?
>
> Are there any tutorials on how to use ModRex with OpenSim 6.2? Also, will
> ModRex give me the ability to use the current RealXtend standalone Avatar
> Storage, and the standalone Authentication Server?
>
> Thank-you,
>
> Mark
> >
>
ModRex is still far from ready, as its still missing some core features. We surely inform this mailing list, when we are ready for wider testing.
______________________________
Mikko Pallari
Server Technical Lead in RealXtend
ADMINO technologies
I think there is nothing wrong with community contributed binaries
based on what is publicly available.
Please understand that with our extremely limited resources, any time
spent making ModreX work on legacy demos means we are not spending
time on the future.
That is not to say no one can make ModreX work where you want it to,
it just means the community has to step in a contribute what they
need. Scratch their own itch as it is.
If there is something you need from reX, and you want to do it
yourself, let me know and I'll do what it takes to enable you to help
yourself.
Cheers,
>
> Ok, I've been reading "both sides" of this, and I can see how Developers
> want to wait till everything is 100% done, before letting anyone use it.
>
> Well, the problem is... just like LC has said, the "early adopters" need to
> at least begin using it so that tutorials can be written, and that we can
> begin to lay the "ground work" for others to follow.
There may be a lot of room for misunderstanding in this thread, but
let me try and make a few points.
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.
What I understand you're asking is:
1. When ModreX will become beta, and thus one might presume be easier
to build, and worth making a binary release of?
The answer is when its roughly feature complete (not to be confused
with 100% complete in every way). That means its not missing huge
gaping holes of functionality.
The reason why is simple: because until we have patched the all the
huge gaping holes in features, we are too busy doing fundamental work
of the first order, before we can work on polishing it ready for beta
user consumption. Its purely a matter of limited resources.
If, however, you intend to contribute resources yourself, that
equation changes. Give me a precise list of what you need to start
with.
2. Will ModreX support "Under the Sea" demo completely?
The answer is unlikely, just yet.
The reason is that the previous versions of software contained
work-arounds for SL et al., we would rather make things work properly
in the first place. That means that for a period of time (the duration
of which is unknown), there *will* be regressions due to renovation.
Precisely where those regressions are, and when they might be fixed,
is only partly known. What is know is that regressions are a fact of
software engineering, and pretending they don't exist is foolhardy.
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.
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.
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.
Cheers,