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Cyan

Get Cyan into the Cavern!

In the past, I have heard that players have formed objects to attract the Bahro or other characters into the cavern. So I was thinking: what if players formed the Cyan logo and hummed the tune?  Do you think a Cyan employee would enter the cavern?  Naturally, they're busy, so this may amount to nothing but getting players in the cavern, but I think it would be a fun thing to try.

The event will take place Friday, March 16 at 6:00 PM EST in the Summoner's Hood.(this should be 3:00 PM for Cyan) As someone suggested, we will " ... put gold-clothed people in the fountain and blue-clothed people around it to form a C.".

There will be a stream and an optional Mumble chat where people can actually hum the tune. This will be hosted at the Guild Of Writers(guildofwriters.org). Mumble is very easy to install and set up, it can be found here.  It is open source software and free to download.  Remember, use of Mumble is optional, but use of the MOULa client for voice chat is not allowed.

Being that the event is taking place while Cyan is at work, that means people in their timezone will be at work too, so it's up to us in the east to make the event work and get Cyan to come. If you can't make it, don't worry; I will post a full chat log.

I made a thread where people can write what they want to ask Cyan and I will ask your question to any Cyan employees that enter the cavern.  That thread can be found here.

There will be virtual pizza!  And don't worry, if you can't hold a tune, neither can I!

D'ni Location: 
summoner's hood.
Date of the event: 
3月 16, 2012 - 16:00
Submitted by: 
Jamie Marchant
ユーザー Lyrositor の写真

Riven Daggers Replicas

DaggersCommunity member MYSTRIVEN has announced that he has managed to produce some exact replicas of the Moiety Daggers from Riven, with the consent of Cyan Worlds! Using 3D Models and laser cutting, he has managed to manufacture 40 copies of these iconic objects from Riven.

The daggers are designed through the use of software, unlike Museum Replicas' daggers, which use a mold, and are hand-painted to match the texture of the Moiety daggers. The full creation process is described in detail in this forum thread, so if you happen to have professional industrial design software, a laser cutting facility, painting and texturing skills you can produce the same result yourself!

Cyan has allowed the production of these daggers, so in effect all legal aspects are covered by the following disclaimer:

"The Riven Dagger is a trademark of Cyan Worlds. Used with permission."

ユーザー Trekluver の写真

Cyan Prepares Remake of realMyst in the Unity Engine!

A Cyan Worlds developer profile has popped up on the Unity website. The post details Cyan's progress in porting realMyst to iOS using the Unity Engine. Maybe this was what Rand Miller meant when he said they were looking into new game engines in the Mysterium Interview. Here's a chunk from the article detailing the process of the port and the relative ease of creating a Unity proof of concept:

“Our biggest hurdle was getting our original assets converted to import correctly,” says realMyst programmer Karl Johnson of the process. “When we first started, we knew that our source assets were going to be a problem; they were in an old format, and Plasma (our internal engine) required custom plugins for most everything.” After creating a few Unity Editor scripts, they were able to retrieve their meshes, materials, and correct problems from the old set of data. “It took some time to figure out this process and it's not perfect, but we were really impressed with how much control Unity gave us,” says Johnson. Once the team had successfully imported a scene into the Unity editor, they were able to quickly come up with a proof of concept. “Looking at our repository log, it looks like we had checked in the scene on a Monday, and had a partially functional scene by Friday morning,” says Johnson. Read more

ユーザー Nev'yn の写真

Event Planning Session: Return Cyan to the Cavern!

Over in the MOULa forums, Jamie Marchant came up with a brief thought:

"How can we get Cyanists to visit the cavern?"

followed by a novel idea:

"What if players formed the Cyan Logo, while humming the corporate theme song, maybe it would attract some unexpected visitors?!?"

This is something that has already been done in the past, sometimes with success (some Explorers may remember the Summoning Yeesha event in sil-oh-wet's Bevin during the GameTap Era).

Well, guess what??? Now it's time to make this vision into reality once again! The betting odds are against us, but  all we can do is try!

A planning session for this event will be held in Jamie Marchant's Hood on Tuesday, March 6th at 15:15 KI-time. Help map out this future event, or drop by just to talk , have some fun, and good times!

Perhaps one our many cavern D'niJ's may even be there to provide some tunes! You'll have to stop in for a visit to find out!!!

D'ni Location: 
Jamie Marchant's Hood
Date of the event: 
3月 6, 2012 - 15:15
ユーザー Leonardo の写真

Cyan Worlds contributes code to Open Source CWE

Today Cyan Worlds, specifically Mark DeForest (a.k.a. Chogon), has committed some code to the CWE and MOULSCRIPT repositories (which are the places where the code of the Client is kept).

This is the list of what updates were presented by JWPlatt on the OpenUru.org Forums:

CWE Notes:
Added Donate button to the login screen
Added fixes from Christian Walther for the Python SDL tuples
Added plLocalizationEditor source and project

The Localization Editor has been added to the sources. This was unintentionally omitted from the original source distribution. Thanks Chogon!

MOULSCRIPT Notes:
Minkata Sparklie fix from D'Lanor. This is in concert with Cyan's internal fix to Minkata.

As you can see there are some interesting things: first of all the long awaited fix of Minkata's Sparkly made by D'Lanor and Cyan Worlds. Then we can see a change in the Client itself for adding a Donate button to the login screen of MOULa (remember MOULa survives only with donations!), then a fix made by Christian Walther to the Python code and the Localization Editor, which apparently has something do to with the possibility of translating CWE content in other languages.

We would like to remind all of you that this is "only" a commit on the repositories where the code is kept, the MOULa program (client) has not yet been updated so you won't see these changes in MOULa yet. We will publish more news when this will happen, probably after the code has been tested.

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