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		<id>https://wiki.openuru.org/index.php?title=Build_the_client_with_MSVC_2010_Express&amp;diff=3192</id>
		<title>Build the client with MSVC 2010 Express</title>
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		<updated>2020-11-09T16:46:33Z</updated>

		<summary type="html">&lt;p&gt;Rarified: Remove most of the source changes needed for VS2010 after changing repository head to include those changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UruDocProj}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document provides steps to build the CWE client with MSVC 2010 SP1 Express.&lt;br /&gt;
&lt;br /&gt;
== Before you begin ==&lt;br /&gt;
* If you have a version of Visual Studio later than 2010 installed, you may need to uninstall it.&lt;br /&gt;
* If you have Microsoft Visual C++ 2010 Redistributable installed (x86 and/or x64), [https://support.microsoft.com/en-us/help/2728613/s1023-error-when-you-install-the-directx-sdk-june-2010 you will need to uninstall it before installing DirectX SDK]. While installing Visual Studio, the Redistributable package(s) will be reinstalled for you automatically.&lt;br /&gt;
&lt;br /&gt;
== Items needed to compile ==&lt;br /&gt;
See [[Build the client with MSVC 2010 Express|Build preparation steps]] for installation instructions!&lt;br /&gt;
* [https://git-scm.com/download/win git] (recommended but not required)&lt;br /&gt;
* [https://foundry.openuru.org/gitblit/summary/?r=CWE-ou.git The CWE OpenUru source code] - this does not include the Python code, which can be found in the [https://foundry.openuru.org/gitblit/summary/?r=MOULSCRIPT-ou.git MOULSCRIPT repo]&lt;br /&gt;
* [https://www.microsoft.com/en-us/download/details.aspx?id=6812 DirectX 9.0c SDK (June 2010)]&lt;br /&gt;
* [https://my.visualstudio.com/Downloads?q=visual%20studio%202010&amp;amp;wt.mc_id=o~msft~vscom~older-downloads Microsoft Visual Studio 2010 SP1 Express] - This will be in two downloads, you'll need to search for and download both &amp;quot;Visual Studio 2010 VC Express&amp;quot; and &amp;quot;Visual Studio 2010 Service Pack 1&amp;quot;.&lt;br /&gt;
* [https://www.openal.org/downloads/OpenAL11CoreSDK.zip OpenAL v1.1 SDK]&lt;br /&gt;
* [http://developer.download.nvidia.com/PhysX/2.6.4/PhysX_2.6.4_SDK_Core.exe Ageia PhysX 2.6.4 Core SDK]&lt;br /&gt;
* [http://downloads.xiph.org/releases/ogg/libogg-1.3.2.zip libogg-1.3.2]&lt;br /&gt;
* [http://downloads.xiph.org/releases/vorbis/libvorbis-1.3.6.zip libvorbis-1.3.6]&lt;br /&gt;
* [https://www.openssl.org/source/openssl-1.0.2t.tar.gz OpenSSL 1.0.2t]&lt;br /&gt;
* [https://www.zlib.net/fossils/zlib-1.2.7.tar.gz zlib 1.2.7]&lt;br /&gt;
* [https://ftp-osl.osuosl.org/pub/libpng/src/archive/gz/libpng15/libpng-1.5.12.tar.gz libpng 1.5.12]&lt;br /&gt;
Newer versions of these libraries may work, but no guarantees are offered; these are what have been tested.  See the next section for restrictions on using newer versions.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* This guide assumes you are going to use the 7.0A SDK installed with Visual Studio 2010, and are using a 64 bit Windows install.&lt;br /&gt;
* You can upgrade to a newer version of Speex if you like, but you will need to fix the Speex VS2010 projects first (by removing the architectures we do not have from the Speex project files).&lt;br /&gt;
* Libogg 1.3.2 was used because xiph removed the VS2010 projects from 1.3.3 and above.&lt;br /&gt;
* You must use a 2.6.x version of PhysX for CWE, because the cooked mesh format was changed in PhysX 2.7.x and later.&lt;br /&gt;
* All libraries are compiled with &amp;quot;Whole Program Optimization&amp;quot; turned off.&lt;br /&gt;
* Release version libraries are compiled as &amp;quot;Multi-threaded DLL (/MD)&amp;quot;&lt;br /&gt;
* Debug version libraries are compiled as &amp;quot;Multi-threaded Debug DLL (/MDd)&amp;quot;&lt;br /&gt;
* Crypto keys are located in &amp;quot;CWE-ou\MOULOpenSourceClientPlugin\Plasma20\Sources\Plasma\NucleusLib\pnNetBase&amp;quot;.  Edit the *.hpp files with a text editor to replace Cyan's keys with your own server's keys.  Always clean your solution and rebuild when you change crypto keys, to make sure they are updated.&lt;br /&gt;
* Server hostnames, IP addresses, and ports are located in the following files:&lt;br /&gt;
: &amp;lt;u&amp;gt;The status URL:&amp;lt;/u&amp;gt;&lt;br /&gt;
:: &amp;quot;CWE-ou\MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/Apps/plClient/winmain.cpp&amp;quot;&lt;br /&gt;
:: &amp;quot;CWE-ou\MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/Apps/plUruLauncher/Main.cpp&amp;quot;&lt;br /&gt;
: &amp;lt;u&amp;gt;The auth/gatekeeper address&amp;lt;/u&amp;gt;&lt;br /&gt;
:: &amp;quot;CWE-ou\MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/NucleusLib/pnNetBase/Private/pnNbSrvs.cpp&amp;quot;&lt;br /&gt;
: &amp;lt;u&amp;gt;The default client port&amp;lt;/u&amp;gt;&lt;br /&gt;
:: &amp;quot;CWE-ou\MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/NucleusLib/pnNetBase/pnNbConstant.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Build preparation steps ==&lt;br /&gt;
&lt;br /&gt;
=== git (Optional) ===&lt;br /&gt;
If you plan to make changes to the source code and contribute to the community, install git (accepting the default options).&lt;br /&gt;
&lt;br /&gt;
=== CWE-ou ===&lt;br /&gt;
Obtain CWE-OU source by one of these methods:&lt;br /&gt;
* Use '''git clone''' with the repository link found on the webpage referenced above&lt;br /&gt;
* Click &amp;quot;tree&amp;quot; in the top menu of the webpage reference above, then click &amp;quot;zip&amp;quot; to download a ZIP archive&lt;br /&gt;
&lt;br /&gt;
=== DirectX ===&lt;br /&gt;
&amp;lt;p&amp;gt;Install the DirectX 9.0c SDK and copy it to &amp;quot;CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\Win32\DX9.0c&amp;quot;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Install the DirectX SDK before you install VS2010 Express, or the DirectX SDK install will throw error S1023, due to a newer version of the C++ 2010 redistributables being installed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Directory structure in the CWE tree will look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  StaticSDKs&lt;br /&gt;
    Win32&lt;br /&gt;
      DX9.0c&lt;br /&gt;
        include&lt;br /&gt;
        Lib&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visual Studio 2010 Express ===&lt;br /&gt;
&lt;br /&gt;
* Install Visual Studio 2010 Express&lt;br /&gt;
* Install Service Pack 1 (SP1) for Visual Studio 2010, plus security updates (run Windows Update a few times)&lt;br /&gt;
* Copy the include and lib directories from the SDK installed with VS2010 SP1 Express to &amp;quot;CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\Win32\PlatformSDK&amp;quot;. The directory where the SDK resides will most likely be &amp;quot;Program Files (x86)\Microsoft SDKs\Windows\v7.0A&amp;quot;. As the SDK is in our path, this step is probably not necessary but we will do it for consistency.&lt;br /&gt;
&amp;lt;p&amp;gt;Directory structure in the CWE tree will look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
StaticSDKs&lt;br /&gt;
  Win32&lt;br /&gt;
    PlatformSDK&lt;br /&gt;
      include&lt;br /&gt;
      lib&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OpenAL SDK ===&lt;br /&gt;
Install the OpenAL SDK and copy the include and lib directories to &amp;quot;CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\Win32\OpenAL 1.1 with EFX SDK&amp;quot;&lt;br /&gt;
&amp;lt;p&amp;gt;Directory structure in the CWE tree will look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  StaticSDKs&lt;br /&gt;
    win32&lt;br /&gt;
      OpenAL 1.1 with EFX SDK&lt;br /&gt;
        include&lt;br /&gt;
        libs&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== PhysX SDK ===&lt;br /&gt;
Install PhysX SDK, and copy PhysX subdirectories as follows:&lt;br /&gt;
* Copy from &amp;quot;Program Files (x86)\AGEIA Technologies\AGEIA PhysX SDK\v2.6.4\SDKs&amp;quot; to &amp;quot;CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\Win32\PhysX&amp;quot;&lt;br /&gt;
* Copy from and &amp;quot;Program Files (x86)\AGEIA Technologies\AGEIA PhysX SDK\v2.6.4\Bin&amp;quot; to &amp;quot;CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\Win32\PhysX&amp;quot;&lt;br /&gt;
&amp;lt;p&amp;gt;Directory structure in the CWE tree will look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  StaticSDKs&lt;br /&gt;
    Win32&lt;br /&gt;
      PhysX&lt;br /&gt;
        Bin&lt;br /&gt;
        Cooking&lt;br /&gt;
        Docs&lt;br /&gt;
        Foundation&lt;br /&gt;
        Framework&lt;br /&gt;
        lib&lt;br /&gt;
        ...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== libogg and libvorbis ===&lt;br /&gt;
&lt;br /&gt;
Build Ogg and Vorbis&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type:lower-latin&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Create a directory and extract Ogg and Vorbis archives to it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
oggvorbis&lt;br /&gt;
  libogg-1.3.2&lt;br /&gt;
  libvorbis-1.3.6&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Change directory to &amp;quot;libvorbis-1.3.6\win32\vs2010&amp;quot; and edit the libogg.props file.  Make sure the &amp;quot;LIBOGG_VERSION&amp;quot; value matches your version of Ogg (1.3.2 in this document).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Open &amp;quot;libogg-1.3.2\win32\VS2010\libogg_static.sln&amp;quot; in the Visual Studio IDE and perform the following steps:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type:lower-latin&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;On the IDE toolbar, click on configuration drop down at the upper left (it defaults to &amp;quot;Debug&amp;quot;) and change it to &amp;quot;Release&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Right click on the project (e.g. &amp;quot;libogg_static&amp;quot;) in the Solution Explorer at upper left, and select Properties.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;In the panel that opens, set (or verify) the following items as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Left Pane&lt;br /&gt;
!Right pane parameter&lt;br /&gt;
!Right pane value (drop down)&lt;br /&gt;
|-&lt;br /&gt;
|Configuration Properties -&amp;gt; General&lt;br /&gt;
|Whole Program Optimization&lt;br /&gt;
|No Whole Program Optimization&lt;br /&gt;
|-&lt;br /&gt;
|C/C++ -&amp;gt; Optimization&lt;br /&gt;
|Whole Program Optimization&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|C/C++ Code Generation&lt;br /&gt;
|Runtime Library&lt;br /&gt;
|Multi-threaded DLL (/MD)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;li&amp;gt;Click on &amp;quot;Apply&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Click on configuration drop down at the upper left of the panel and select &amp;quot;Debug&amp;quot;. Set (or verify) the following items as follows, noting that the 3rd item is not the same as in the previous list.&amp;lt;/li&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Left Pane&lt;br /&gt;
!Right pane parameter&lt;br /&gt;
!Right pane value (drop down)&lt;br /&gt;
|-&lt;br /&gt;
|Configuration Properties -&amp;gt; General&lt;br /&gt;
|Whole Program Optimization&lt;br /&gt;
|No Whole Program Optimization&lt;br /&gt;
|-&lt;br /&gt;
|C/C++ -&amp;gt; Optimization&lt;br /&gt;
|Whole Program Optimization&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|C/C++ Code Generation&lt;br /&gt;
|Runtime Library&lt;br /&gt;
|Multi-threaded Debug DLL (/MDd)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Click &amp;quot;Apply&amp;quot; and then &amp;quot;OK&amp;quot;. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;On the IDE toolbar, verify the configuration drop down is still set to &amp;quot;Release&amp;quot;. Then right click on the project in the solution explorer and select &amp;quot;Build&amp;quot;. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;On the IDE toolbar, select &amp;quot;Debug&amp;quot; from the drop down. Then right click on the project in the solution explorer and select &amp;quot;Build&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Open &amp;quot;libvorbis-1.3.6\win32\VS2010\vorbis_static.sln&amp;quot; in the Visual Studio IDE, and repeat the preceding steps for projects libvorbis_static and libvorbisfile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Copy Ogg and Vorbis files to CWE&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type:lower-latin&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy the ogg and vorbis include directories into &amp;quot;CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\Win32\xiph\include&amp;quot;.  It is okay to let it overwrite.&lt;br /&gt;
&amp;lt;li&amp;gt; Copy the &amp;quot;libogg-1.3.2\win32\VS2010\Win32\Release&amp;quot; and &amp;quot;Debug&amp;quot; directories into &amp;quot;CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\Win32\xiph\lib&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Copy the &amp;quot;libvorbis-1.3.6\win32\VS2010\Win32\Release&amp;quot; and &amp;quot;Debug&amp;quot; directories to &amp;quot;CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\Win32\xiph\lib&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Directory structure in the CWE tree will look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  StaticSDKs&lt;br /&gt;
    win32&lt;br /&gt;
      xiph&lt;br /&gt;
        include&lt;br /&gt;
          ogg&lt;br /&gt;
          vorbis&lt;br /&gt;
        lib&lt;br /&gt;
          Debug&lt;br /&gt;
          Release&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Speex ===&lt;br /&gt;
&lt;br /&gt;
Rebuild the Speex 1.0.1 included in the CWE tree.&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type:lower-latin&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Open CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\Win32\speex-1.0.1\win32\libspeex\libspeex.sln in the Visual Studio 2010 IDE, and convert.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Click on configuration drop-down on the upper left and select &amp;quot;Release&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Right click on project in the solution explorer and select properties.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;In the panel that opens, set (or verify) the following items as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Left Pane&lt;br /&gt;
!Right pane parameter&lt;br /&gt;
!Right pane value (drop down)&lt;br /&gt;
|-&lt;br /&gt;
|Configuration Properties -&amp;gt; General&lt;br /&gt;
|Whole Program Optimization&lt;br /&gt;
|No Whole Program Optimization&lt;br /&gt;
|-&lt;br /&gt;
|C/C++ -&amp;gt; Optimization&lt;br /&gt;
|Whole Program Optimization&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|C/C++ Code Generation&lt;br /&gt;
|Runtime Library&lt;br /&gt;
|Multi-threaded DLL (/MD)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;li&amp;gt;Click on &amp;quot;Apply&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Click on configuration drop-down on the upper left of the properties page and select &amp;quot;Debug&amp;quot;. Set (or verify) the following items as follows, noting that the 3rd item is not the same as in the previous list.&amp;lt;/li&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Left Pane&lt;br /&gt;
!Right pane parameter&lt;br /&gt;
!Right pane value (drop down)&lt;br /&gt;
|-&lt;br /&gt;
|Configuration Properties -&amp;gt; General&lt;br /&gt;
|Whole Program Optimization&lt;br /&gt;
|No Whole Program Optimization&lt;br /&gt;
|-&lt;br /&gt;
|C/C++ -&amp;gt; Optimization&lt;br /&gt;
|Whole Program Optimization&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|C/C++ Code Generation&lt;br /&gt;
|Runtime Library&lt;br /&gt;
|Multi-threaded Debug DLL (/MDd)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Click &amp;quot;Apply&amp;quot; and then &amp;quot;OK&amp;quot;. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; On the IDE toolbar, select &amp;quot;Release&amp;quot; from the drop down. then right click on the project in the solution explorer and select &amp;quot;Build&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; On the IDE toolbar, select &amp;quot;Debug&amp;quot; from the drop down. then right click on the project in the solution explorer and select &amp;quot;Build&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy the headers (.h files) from CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\Win32\speex-1.0.1\libspeex to CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\Win32\xiph\include\speex&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Copy CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\Win32\speex-1.0.1\win32\libspeex\Release\libspeex.lib to CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\Win32\xiph\lib\Release&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Copy CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\Win32\speex-1.0.1\win32\libspeex\Debug\libspeex.lib to CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\Win32\xiph\lib\Debug&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OpenSSL ===&lt;br /&gt;
&amp;lt;p&amp;gt;Compile and install OpenSSL (see [[Build OpenSSL with MS Visual C++]]), or obtain [https://wiki.openssl.org/index.php/Binaries precompiled binaries] (32-bit, not 64-bit).&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;If compiling it yourself, you can choose either static or dynamic linking. '''Note:''' If you link it dynamically, it will cause the Uru client to require the OpenSSL DLLs to be present in the client directory or in the system path.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Copy the installed OpenSSL files to &amp;quot;CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\Win32\OpenSSL&amp;quot;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Directory structure in the CWE tree will look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  StaticSDKs&lt;br /&gt;
     Win32&lt;br /&gt;
       OpenSSL&lt;br /&gt;
         bin&lt;br /&gt;
         include&lt;br /&gt;
           openssl&lt;br /&gt;
         lib&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JPEG ===&lt;br /&gt;
Build in-tree JPEG library&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type:lower-latin&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Open &amp;quot;Visual Studio Command Prompt (2010)&amp;quot; and change to the &amp;quot;CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\XPlatform\jpeg-8c-rgba directory.&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy makefile.vc to makefile.nmake&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy jconfig.vc to jconfig.h&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Run ''nmake nodebug=1 -f makefile.nmake''.  This will build the library in non-debug mode.  If you use a debug library, the linker will complain when we link the client executable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== zlib and libpng ===&lt;br /&gt;
Build zlib and libpng&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type:lower-latin&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Extract the files in the zlib archive to ''MOULOpenSourceClientPlugin/StaticSDKs/XPlatform/zlib''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Extract the files in the libpng archive to ''MOULOpenSourceClientPlugin/StaticSDKs/XPlatform/png''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Edit the ''png/projects/vstudio/zlib.props'' file. Towards the bottom is a path for ZLibSrcDir. Change the value to &amp;quot;..\..\..\..\zlib&amp;quot; (no -1.2.5 or such on the end) and save the file.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Open ''png/projects/vstudio/vstudio.sln'' in the Visual Studio 2010 IDE.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;On the IDE toolbar, click on the configuration drop down at the upper left (it defaults to &amp;quot;Debug&amp;quot;) and change it to &amp;quot;Release Library&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The VS2010 zlib project file distributed in the png archive is set to build for embedded environments.  We need to reconfigure it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type:lower-latin&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Right click on the zlib project tree in the solution explorer and select &amp;quot;Add &amp;gt; Existing item&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Browse to the zlib source directory (CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\XPlatform\zlib) and select the gzclose.c, gzlib.c, gzread.c, and gzwrite.c files (hold Ctrl while clicking to select multiple files).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Click &amp;quot;Add&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Right click on the zlib project in the solution explorer and select ''Properties''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;In the panel that opens, set (or verify) the following items as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Left Pane&lt;br /&gt;
!Right pane parameter&lt;br /&gt;
!Right pane value (drop down)&lt;br /&gt;
|-&lt;br /&gt;
|Configuration Properties &amp;gt; C/C++ &amp;gt; Preprocessor&lt;br /&gt;
|Preprocessor Definitions&lt;br /&gt;
|''Remove '''Z_SOLO''' if present, leave everything else alone''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Click &amp;quot;Apply&amp;quot; and then &amp;quot;OK&amp;quot;.&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Repeat the following steps for each of these projects:  &amp;quot;libpng&amp;quot;, &amp;quot;pngtest&amp;quot;, &amp;quot;pngvalid&amp;quot;, and &amp;quot;zlib&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type:lower-latin&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Right-click on the project in the ''Solution Explorer'' and choose ''Properties''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;In the panel that opens, set (or verify) the following items as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Left Pane&lt;br /&gt;
!Right pane parameter&lt;br /&gt;
!Right pane value (drop down)&lt;br /&gt;
|-&lt;br /&gt;
|Configuration Properties &amp;gt; General&lt;br /&gt;
|Project Defaults &amp;gt; Whole Program Optimization&lt;br /&gt;
|No Whole Program Optimization&lt;br /&gt;
|-&lt;br /&gt;
|Configuration Properties &amp;gt; C/C++ &amp;gt; Optimization&lt;br /&gt;
|Whole Program Optimization&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Configuration Properties &amp;gt; C/C++ &amp;gt; Code Generation&lt;br /&gt;
|Runtime Library&lt;br /&gt;
|Multi-threaded DLL (/MD)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Click &amp;quot;Apply&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Click on the configuration drop down at the upper left of the panel and select &amp;quot;Debug Library&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Set (or verify) the following items as follows, noting that the 4th item is not the same as in the previous list.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Left Pane&lt;br /&gt;
!Right pane parameter&lt;br /&gt;
!Right pane value (drop down)&lt;br /&gt;
|-&lt;br /&gt;
|Configuration Properties &amp;gt; General&lt;br /&gt;
|Project Defaults &amp;gt; Whole Program Optimization&lt;br /&gt;
|No Whole Program Optimization&lt;br /&gt;
|-&lt;br /&gt;
|Configuration Properties &amp;gt; C/C++ &amp;gt; General&lt;br /&gt;
|Treat Warnings As Errors&lt;br /&gt;
|No (/WX-)&lt;br /&gt;
|-&lt;br /&gt;
|Configuration Properties &amp;gt; C/C++ &amp;gt; Optimization&lt;br /&gt;
|Whole Program Optimization&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Configuration Properties &amp;gt; C/C++ &amp;gt; Code Generation&lt;br /&gt;
|Runtime Library&lt;br /&gt;
|Multi-threaded Debug DLL (/MDd)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Click &amp;quot;Apply&amp;quot; and &amp;quot;OK&amp;quot;.&lt;br /&gt;
&amp;lt;li&amp;gt;(Remember you need to follow these steps four times, once each for libpng, pngtest, pngvalid, AND zlib!)&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Select “Debug Library” from the ''Solution Configurations'' drop down in the IDE toolbar, then right click the top line in the Solution Explorer (Solution 'vstudio') and choose ''Build Solution''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Select the “Release Library” configuration, and build the solution.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;In the ''CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\XPlatform\png'' folder, create a ''lib'' folder. Then:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy ''png/projects/vstudio/Debug Library/libpng15.lib'' to ''CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\XPlatform\png\lib'' and rename it ''libpngd.lib''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy ''png/projects/vstudio/Release Library/libpng15.lib'' to ''CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\XPlatform\png\lib'' and rename it ''libpng.lib''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;In the ''CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\XPlatform\zlib'' folder, create a ''lib'' folder. Then:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy ''png/projects/vstudio/Debug Library/zlib.lib'' to ''CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\XPlatform\zlib\lib'' and rename it ''zlibd.lib''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy ''png/projects/vstudio/Release Library/zlib.lib'' to ''CWE-ou\MOULOpenSourceClientPlugin\StaticSDKs\XPlatform\zlib\lib''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Required source code changes for newer version of DirectX SDK ==&lt;br /&gt;
&amp;lt;p&amp;gt;Revisions of the client source code after November 2020 (newer than the branch marked '''VS2003_FINAL''') no longer require any changes to compile under Visual Studio 2010.  To compile with the Express version of VS2010, you still need the changes marked below.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Required source changes for Visual Studio 2010 Express ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;We do not have MFC with VS2010 SP1 Express, so we need to replace the first reference to afxres.h.  The client portion of CWE does not use MFC (I believe the MAX plugin does), so we can make this replacement.&amp;lt;/li&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: If you are compiling with VS2010 Professional or greater, you do *not* need to make these edits.  Only the Express edition excludes MFC.&amp;lt;/b&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Edit '''plClient.rc''' file located in &amp;quot;CWE-ou\MOULOpenSourceClientPlugin\Plasma20\Sources\Plasma\Apps\plClient\res\&amp;quot;&amp;lt;BR&amp;gt;&lt;br /&gt;
'''Before'''&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Microsoft Visual C++ generated resource script.&lt;br /&gt;
//&lt;br /&gt;
#include &amp;quot;resource.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
#define APSTUDIO_READONLY_SYMBOLS&lt;br /&gt;
/////////////////////////////////////////////////////////////////////////////&lt;br /&gt;
//&lt;br /&gt;
// Generated from the TEXTINCLUDE 2 resource.&lt;br /&gt;
//&lt;br /&gt;
#include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
'''After'''&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Microsoft Visual C++ generated resource script.&lt;br /&gt;
//&lt;br /&gt;
#include &amp;quot;resource.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
#define APSTUDIO_READONLY_SYMBOLS&lt;br /&gt;
/////////////////////////////////////////////////////////////////////////////&lt;br /&gt;
//&lt;br /&gt;
// Generated from the TEXTINCLUDE 2 resource.&lt;br /&gt;
//&lt;br /&gt;
//#include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
#include &amp;lt;windows.h&amp;gt;&lt;br /&gt;
#define IDC_STATIC (-1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;edit '''plUruLauncher.rc''' file located in &amp;quot;CWE-ou\MOULOpenSourceClientPlugin\Plasma20\Apps\plUruLauncher\&amp;quot;&amp;lt;BR&amp;gt;&lt;br /&gt;
This is the same change we just made in the previous file.&amp;lt;BR&amp;gt;&lt;br /&gt;
'''Before'''&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Microsoft Visual C++ generated resource script.&lt;br /&gt;
//&lt;br /&gt;
#include &amp;quot;resource.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
#define APSTUDIO_READONLY_SYMBOLS&lt;br /&gt;
/////////////////////////////////////////////////////////////////////////////&lt;br /&gt;
//&lt;br /&gt;
// Generated from the TEXTINCLUDE 2 resource.&lt;br /&gt;
//&lt;br /&gt;
#include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
'''After'''&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Microsoft Visual C++ generated resource script.&lt;br /&gt;
//&lt;br /&gt;
#include &amp;quot;resource.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
#define APSTUDIO_READONLY_SYMBOLS&lt;br /&gt;
/////////////////////////////////////////////////////////////////////////////&lt;br /&gt;
//&lt;br /&gt;
// Generated from the TEXTINCLUDE 2 resource.&lt;br /&gt;
//&lt;br /&gt;
//#include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
#include &amp;lt;windows.h&amp;gt;&lt;br /&gt;
#define IDC_STATIC (-1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Build the client ==&lt;br /&gt;
Now that the prep is done, you can actually build the client.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Open the &amp;quot;CWE-ou\MOULOpenSourceClientPlugin\Plasma20\MSVC10Projects\Plasma\Apps\AllClient\AllClient.sln&amp;quot; in the VS2010 IDE.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Select the type of build you want from the dropdown on the IDE toolbar.&lt;br /&gt;
* Release&lt;br /&gt;
* Release_Internal&lt;br /&gt;
* Debug&lt;br /&gt;
* Debug_Internal&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Right click on the &amp;quot;AllClient&amp;quot; project and select &amp;quot;Build&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Completed builds are copied into the &amp;quot;CWE-ou\MOULOpenSourceClientPlugin\Plasma20\test&amp;quot; directory.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
'''Note:''' You '''*must*''' make sure your client is using the same versions of the PhysX DLLs that you built with.  They are not compatible from version to version.&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after building the client, you require the server prep tools (plFileSecure, plFileEncrypt, plPythonPak), right click on those specific projects and click &amp;quot;Build&amp;quot;.&amp;lt;BR&amp;gt; &lt;br /&gt;
The compiled files will be copied into the &amp;quot;CWE-ou\MOULOpenSourceClientPlugin\Plasma20\tools&amp;quot; directory.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cyan_Worlds]]&lt;/div&gt;</summary>
		<author><name>Rarified</name></author>
	</entry>
	<entry>
		<id>https://wiki.openuru.org/index.php?title=Build_the_client_with_MSVC_2003&amp;diff=3191</id>
		<title>Build the client with MSVC 2003</title>
		<link rel="alternate" type="text/html" href="https://wiki.openuru.org/index.php?title=Build_the_client_with_MSVC_2003&amp;diff=3191"/>
		<updated>2020-11-09T16:39:08Z</updated>

		<summary type="html">&lt;p&gt;Rarified: Note the deprecation of Visual Studio 2003 as a usable build tool after November 2020.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UruDocProj}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document provides steps to build the CWE client with minimal changes from the initial Cyan source release.  It is assumed that you have the initial Cyan source commit, the four commits made by a'moaca (add jpeg-8c library, remove EAX, replace IJL with IJG, and remove Bink), and the one made by cjkelly1 (modify the MsDevProjects and add batch files) in your source tree.  Be aware that subsequent commits by other developers may invalidate these instructions.&lt;br /&gt;
&lt;br /&gt;
== Notes about Building with Visual Studio 2003 .NET ==&lt;br /&gt;
As of November 2020, the main branch of the CWE client source code has ceased to be able to build with VS2003.NET by default.  With alterations the current head of the repository might be able to compile with VS2003, but this no longer is guaranteed.  Newer additions to the client need to take advantage of C++ features not available in VS2003.&lt;br /&gt;
&lt;br /&gt;
The last revision (commit) in the repositories that were intended to be built with VS2003 are marked by the branch '''VS2003_FINAL'''.  By checking out that branch, you should be able to follow the instructions below without issue.&lt;br /&gt;
&lt;br /&gt;
== Items needed to compile ==&lt;br /&gt;
* Microsoft Visual Studio 2003 .NET&lt;br /&gt;
* Microsoft Platform SDK February 2003 edition (build 5.2.3790.0)  (see links and note below)&lt;br /&gt;
* [http://www.microsoft.com/downloads/en/details.aspx?familyid=1c8dc451-2dbe-4ecc-8c57-c52eea50c20a&amp;amp;displaylang=en&amp;amp;pf=true Microsoft DirectX 9.0 SDK (October 2005)]&lt;br /&gt;
** Mirror: [https://archive.org/details/dxsdk_oct2005 Archive.org]&lt;br /&gt;
* [http://www.openssl.org/source/openssl-0.9.8q.tar.gz OpenSSL 0.9.8q]&lt;br /&gt;
* [http://downloads.xiph.org/releases/ogg/libogg-1.2.0.zip libogg-1.2.0]&lt;br /&gt;
* [http://downloads.xiph.org/releases/vorbis/libvorbis-1.2.0.zip libvorbis-1.2.0]&lt;br /&gt;
* [http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip OpenAL v1.1 SDK]&lt;br /&gt;
* [http://developer.download.nvidia.com/PhysX/2.6.4/PhysX_2.6.4_SDK_Core.exe Ageia PhysX 2.6.4 Core SDK]&lt;br /&gt;
&lt;br /&gt;
== Instructions to obtain the Microsoft Platform SDK February 2003 edition ==&lt;br /&gt;
&lt;br /&gt;
The old MS Platform SDK is no longer available as a single package from Microsoft.  You will have to either order it for $10 from MS, or download the parts and build the install yourself.  To build it yourself, download the files from the below links into the same directory.&lt;br /&gt;
&lt;br /&gt;
[http://download.microsoft.com/download/platformsdk/sdk/update/win98mexp/en-us/3790.0/FULL/PSDK-FULL.1.cab PSDK-FULL.1.cab] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://download.microsoft.com/download/platformsdk/sdk/update/win98mexp/en-us/3790.0/FULL/PSDK-FULL.2.cab PSDK-FULL.2.cab] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://download.microsoft.com/download/platformsdk/sdk/update/win98mexp/en-us/3790.0/FULL/PSDK-FULL.3.cab PSDK-FULL.3.cab] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://download.microsoft.com/download/platformsdk/sdk/update/win98mexp/en-us/3790.0/FULL/PSDK-FULL.4.cab PSDK-FULL.4.cab] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://download.microsoft.com/download/platformsdk/sdk/update/win98mexp/en-us/3790.0/FULL/PSDK-FULL.5.cab PSDK-FULL.5.cab] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://download.microsoft.com/download/platformsdk/sdk/update/win98mexp/en-us/3790.0/FULL/PSDK-FULL.6.cab PSDK-FULL.6.cab] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://download.microsoft.com/download/platformsdk/sdk/update/win98mexp/en-us/3790.0/FULL/PSDK-FULL.7.cab PSDK-FULL.7.cab] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://download.microsoft.com/download/platformsdk/sdk/update/win98mexp/en-us/3790.0/FULL/PSDK-FULL.8.cab PSDK-FULL.8.cab] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://download.microsoft.com/download/platformsdk/sdk/update/win98mexp/en-us/3790.0/FULL/PSDK-FULL.9.cab PSDK-FULL.9.cab] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://download.microsoft.com/download/platformsdk/sdk/update/win98mexp/en-us/3790.0/FULL/PSDK-FULL.10.cab PSDK-FULL.10.cab] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://download.microsoft.com/download/platformsdk/sdk/update/win98mexp/en-us/3790.0/FULL/PSDK-FULL.11.cab PSDK-FULL.11.cab] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://download.microsoft.com/download/platformsdk/sdk/update/win98mexp/en-us/3790.0/FULL/PSDK-FULL.12.cab PSDK-FULL.12.cab] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://download.microsoft.com/download/platformsdk/sdk/update/win98mexp/en-us/3790.0/FULL/PSDK-FULL.13.cab PSDK-FULL.13.cab] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://download.microsoft.com/download/platformsdk/sdk/update/win98mexp/en-us/3790.0/FULL/PSDK-FULL.bat PSDK-FULL.bat] &amp;lt;BR&amp;gt;&lt;br /&gt;
[http://download.microsoft.com/download/platformsdk/sdk/update/win98mexp/en-us/3790.0/FULL/Extract.exe Extract.exe]&lt;br /&gt;
&lt;br /&gt;
Run the batch file that is in the directory, and it will build the install. After doing this, you can either install the SDK directly, or burn it onto a CD so you will have it for later and install from there (I recommend burning to a CD, as this multi-part thing is a hassle).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note on versions:'''  I am using this older stuff because it is closest to what Cyan builds with.  These instructions have only been tested with these specific versions.  If you use other versions of the SDKs and such, you will have to adjust for the changes.  If you do use different versions, it would be greatly appreciated if you would add a section to this document explaining what you had to do to use the newer versions, so everyone can benefit from your work.&lt;br /&gt;
&lt;br /&gt;
== Build steps ==&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Obtain CWE sources from the repository.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Install MS Platform SDK.  You only need the &amp;quot;Core SDK&amp;quot; and the &amp;quot;Internet Development SDK&amp;quot;.  You do not need to use the setup.exe in the root of the SDK installer directory - this is merely a splash page and requires IE.  Instead, go to the &amp;quot;setup&amp;quot; directory and run &amp;quot;CoreSDK-x86.msi&amp;quot; and then run &amp;quot;IESDK-x86.msi&amp;quot;.  Note that the &amp;quot;-ia64&amp;quot; installers are for Itanium 64 bit machines, and will not run in x64.  '''Note:''' Do not copy the .msi files somewhere else and run them.  They need to be run in the same directory as all the *.cab files.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Copy the include and lib directories from the SDK to &amp;quot;\CWE\MOULOpenSourceClientPlugin\StaticSDKs\Win32\PlatformSDK&amp;quot;.  '''Note:'''The directory where the SDK resides will be the one specified in the &amp;quot;Select An Installation Location&amp;quot; dialog when you ran the .msi files.  This location will vary by platform.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
Directory structure in the CWE tree will look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
StaticSDKs&lt;br /&gt;
  Win32&lt;br /&gt;
    PlatformSDK&lt;br /&gt;
      include&lt;br /&gt;
      lib&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Build libogg and libvorbis using MSVC 2003.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type:lower-latin&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Create a directory and then create two subdirectories under it called &amp;quot;ogg&amp;quot; and &amp;quot;vorbis&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unpack the sources into their respective directories.  Make sure it does not do ogg\ogg-1.2.0, or some such thing.  Vorbis depends on ogg, and it looks for the ogg stuff in ..\ogg.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fire up MSVC 2003.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do File -&amp;gt; Open -&amp;gt; Project, and select the ogg\win32\VS6\ogg_static.vcproj file.  It will prompt to convert and open the project - click &amp;quot;Yes&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;On the drop down box on the top of the window, change it from &amp;quot;debug&amp;quot; to &amp;quot;release&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Right-click on the &amp;quot;ogg_static&amp;quot; project and select build.  Accept the &amp;quot;save file as&amp;quot; defaults in the box that pops up and just click &amp;quot;save&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;ogg build is done.  Under win32\VS6\Static_Release, there will be a ogg_static.lib file.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;File -&amp;gt; Close Solution&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do File -&amp;gt; Open -&amp;gt; Project and select the vorbis\win32\vorbis_static.dsp file.  It will prompt to convert and open the project - click &amp;quot;Yes&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;On the drop down box on the top of the window, change it from &amp;quot;debug&amp;quot; to &amp;quot;release&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Right-click on the &amp;quot;vorbis_static&amp;quot; project and select build.  Accept the &amp;quot;save file as&amp;quot; defaults in the box that pops up and just click &amp;quot;save&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;vorbis build is done - under win32\Vorbis_Static_Release, there will be a vorbis_static.lib file.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;File -&amp;gt; Close Solution&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Start at step (i), and repeat the steps, choosing &amp;quot;vorbisfile_static.dsp&amp;quot; instead.  You will have under vorbis\win32\VorbisFile_Static_Release a vorbisfile.static.lib file when done. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Warnings in the build process are ogg/vorbis problems, and fixing an old release of ogg/vorbis is outside the scope of this document.  Also, we are using the VC6 projects instead of the MSVC 2003 ones so that the file names and such will match what Cyan has in their projects.  You can build the MSVC 2003 projects if you wish, but you will have to either change the output file names to match the VC6 ones, or change Cyan's projects to use the names the MSVC 2003 projects use.  Building the VC6 ones required the less changing of the projects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Copy the contents of your ogg directory and then vorbis directory into &amp;quot;CWE\MOULOpenSourceClientPlugin\StaticSDKs\Win32\oggvorbis&amp;quot;.  It is okay to let it overwrite.  Once that is done, copy the lib files you created above into &amp;quot;CWE\MOULOpenSourceClientPlugin\StaticSDKs\Win32\oggvorbis\lib&amp;quot;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
Directory structure in the CWE tree will look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  StaticSDKs&lt;br /&gt;
    win32&lt;br /&gt;
      oggvorbis&lt;br /&gt;
        doc&lt;br /&gt;
        examples&lt;br /&gt;
        include&lt;br /&gt;
        lib&lt;br /&gt;
        ....&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Install the OpenAL SDK and copy it to &amp;quot;\CWE\MOULOpenSourceClientPlugin\StaticSDKs\Win32\OpenAL 1.1 with EFX SDK&amp;quot;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
Directory structure in the CWE tree will look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  StaticSDKs&lt;br /&gt;
    win32&lt;br /&gt;
      OpenAL 1.1 with EFX SDK&lt;br /&gt;
        docs&lt;br /&gt;
        include&lt;br /&gt;
        libs&lt;br /&gt;
        ....&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Install the DirectX 9.0c SDK and copy it to &amp;quot;\CWE\MOULOpenSourceClientPlugin\StaticSDKs\Win32\DX9.0c&amp;quot;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
Directory structure in the CWE tree will look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  StaticSDKs&lt;br /&gt;
    Win32&lt;br /&gt;
      DX9.0c&lt;br /&gt;
        Developer Runtime&lt;br /&gt;
        Documentation&lt;br /&gt;
        include&lt;br /&gt;
        Lib&lt;br /&gt;
        .....&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Install &amp;quot;PhysX 2.6.4 SDK Core&amp;quot; (or, if you have or can obtain it, 2.6.0) and copy it to &amp;quot;\CWE\MOULOpenSourceClientPlugin\StaticSDKs\Win32\PhysX&amp;quot;.  You must use a 2.6.x version, because the mesh cooking format was changed in 2.7.x.&lt;br /&gt;
&lt;br /&gt;
You will copy subdirectories from &amp;quot;C:\Program Files\AGEIA Technologies\AGEIA PhysX SDK\v2.6.4\SDKs&amp;quot; and C:\Program Files (x86)\AGEIA Technologies\AGEIA PhysX SDK\v2.6.4\Bin&amp;quot;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
Directory structure in the CWE tree will look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  StaticSDKs&lt;br /&gt;
    Win32&lt;br /&gt;
      PhysX&lt;br /&gt;
        Bin&lt;br /&gt;
        Cooking&lt;br /&gt;
        Docs&lt;br /&gt;
        Foundation&lt;br /&gt;
        Framework&lt;br /&gt;
        lib&lt;br /&gt;
        .....&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Compile and install OpenSSL (see [[Build OpenSSL with MS Visual C++]]).  You can choose either static or dynamic linking.&amp;lt;BR&amp;gt;  '''Note:''' If you link it dynamically, it will cause the Uru client to require the OpenSSL DLLs to be present in the client directory or in the system path.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;  Copy the installed stuff to &amp;quot;\CWE\MOULOpenSourceClientPlugin\StaticSDKs\Win32\OpenSSL&amp;quot;  (created by &amp;quot;make install&amp;quot; - you do not want your development tree here).&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
Directory structure in the CWE tree will look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  StaticSDKs&lt;br /&gt;
     Win32&lt;br /&gt;
       OpenSSL&lt;br /&gt;
         bin&lt;br /&gt;
         include&lt;br /&gt;
           openssl&lt;br /&gt;
         lib&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Open up &amp;quot;Visual Studio .NET 2003 Command Prompt&amp;quot; and change to the &amp;quot;\CWE\MOULOpenSourceClientPlugin\StaticSDKs\XPlatform\jpeg-8c-rgba directory.&amp;quot; Copy makefile.vc to makefile.nmake, and jconfig.vc to jconfig.h and then run ''nmake nodebug=1 -f makefile.nmake''.  This will build the library in non-debug mode.  If you use a debug library, the linker will complain when we link the client executable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Install zlib and libpng&amp;lt;br /&amp;gt;&lt;br /&gt;
'''For Visual Studio 2003:'''&lt;br /&gt;
&amp;lt;ol&amp;gt;&amp;lt;li&amp;gt;Download ''zlib127.zip'' (or a newer version) from [http://www.zlib.net/ http://www.zlib.net/], extract the ''zlib-1.2.7'' folder it contains and move/rename it to ''MOULOpenSourceClientPlugin/StaticSDKs/XPlatform/zlib''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Download ''lpng1511.zip'' (or a newer version) from [http://libpng.org/pub/png/libpng.html http://libpng.org/pub/png/libpng.html], extract the ''lpng1511'' folder it contains and move/rename it to ''MOULOpenSourceClientPlugin/StaticSDKs/XPlatform/png''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Open ''png/projects/visualc71/libpng.sln'' in Visual Studio 2003.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Right-click on the “libpng” project in the ''Solution Explorer'' and choose ''Properties''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Select configuration “LIB Debug” in the popup menu at the top.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Select ''Configuration Properties'' &amp;gt; ''C/C++'' &amp;gt; ''Code Generation'' on the left.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Change the ''Runtime Library'' line to “Multi-threaded Debug DLL (/MDd)”. (This step avoids a warning in the final Plasma build. As far as I understand, leaving it out is harmless, but better do it to be sure.)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Choose the “LIB Release” configuration and set ''Runtime Library'' to “Multi-threaded DLL (/MD)”.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Repeat steps 4 to 8 for the other two projects “pngtest” and “zlib”.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Select “LIB Debug” from the ''Solution Configurations'' popup menu in the toolbar, then ''Build'' &amp;gt; ''Build Solution''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Select the “LIB Release” configuration and build the solution.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Make a new folder ''png/lib'' and move ''png/projects/visualc71/Win32_LIB_Debug/libpngd.lib'' as well as ''png/projects/visualc71/Win32_LIB_Release/libpng.lib'' into it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Make a new folder ''zlib/lib'' and move ''png/projects/visualc71/Win32_LIB_Debug/ZLib/zlibd.lib'' as well as ''png/projects/visualc71/Win32_LIB_Release/ZLib/zlib.lib'' into it.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
'''For Visual Studio 2010:''' (if anyone ever makes a “Build with VS 2010” page, that could be moved there)&lt;br /&gt;
&amp;lt;ol&amp;gt;&amp;lt;li&amp;gt;Download ''zlib127.zip'' (or a newer version) from [http://www.zlib.net/ http://www.zlib.net/], extract the ''zlib-1.2.7'' folder it contains and move/rename it to ''MOULOpenSourceClientPlugin/StaticSDKs/XPlatform/zlib''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Download ''lpng1511.zip'' (or a newer version) from [http://libpng.org/pub/png/libpng.html http://libpng.org/pub/png/libpng.html], extract the ''lpng1511'' folder it contains and move/rename it to ''MOULOpenSourceClientPlugin/StaticSDKs/XPlatform/png''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Open ''png/projects/vstudio/zlib.props'' in a text editor (Notepad or Visual Studio will do) and change the ''&amp;lt;ZLibSrcDir&amp;gt;'' element (third line from the bottom) to read&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;ZLibSrcDir&amp;gt;..\..\..\..\zlib&amp;lt;/ZLibSrcDir&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Open ''png/projects/vstudio/vstudio.sln'' in Visual Studio 2010.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Right-click on the “zlib” project in the ''Solution Explorer'' and choose ''Properties''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Select configuration “Debug Library” in the popup menu at the top.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Select ''Configuration Properties'' &amp;gt; ''C/C++'' &amp;gt; ''Preprocessor'' on the left.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Insert &amp;lt;code&amp;gt;_CRT_SECURE_NO_WARNINGS;_CRT_NONSTDC_NO_DEPRECATE;&amp;lt;/code&amp;gt;&lt;br /&gt;
into the ''Preprocessor Definitions'' line (so that it reads &amp;lt;code&amp;gt;WIN32;_DEBUG;_WINDOWS;_CRT_SECURE_NO_WARNINGS;_CRT_NONSTDC_NO_DEPRECATE;%(PreprocessorDefinitions)&amp;lt;/code&amp;gt; afterwards).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Select ''Configuration Properties'' &amp;gt; ''C/C++'' &amp;gt; ''Code Generation'' on the left.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Change the ''Runtime Library'' line to “Multi-threaded Debug DLL (/MDd)”. (This step avoids a warning in the final Plasma build. As far as I understand, leaving it out is harmless, but better do it to be sure.)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Choose the “Release Library” configuration and repeat step 8 (so that the line reads &amp;lt;code&amp;gt;_CRT_SECURE_NO_WARNINGS;_CRT_NONSTDC_NO_DEPRECATE&amp;lt;/code&amp;gt; afterwards).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Set ''Runtime Library'' to “Multi-threaded DLL (/MD)” like in step 10.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Close the ''zlib Property Pages'' dialog.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Repeat the ''Runtime Library'' setting (steps 10 and 12) on projects ''libpng'', ''pngtest'', ''pngvalid''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Right-click on the “zlib” project and choose ''Add'' &amp;gt; ''Existing Item…''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Navigate to ''StaticSDKs/XPlatform/zlib'', select all ''*.c'' files there (sort the list by file type to make this easier), and click ''Add''. This should add files ''gzclose.c'', ''gzlib.c'', ''gzread.c'', ''gzwrite.c'' to the project, the rest should have been there already.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Select “Debug Library” from the ''Solution Configurations'' popup menu in the toolbar, then ''Build'' &amp;gt; ''Build Solution''.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Select the “Release Library” configuration and build the solution.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Make new folders ''png/lib'' and ''zlib/lib'' and move and rename the following files into them:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;png/projects/vstudio/Debug Library/libpng15.lib → png/lib/libpngd.lib&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;png/projects/vstudio/Debug Library/zlib.lib → zlib/lib/zlibd.lib&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;png/projects/vstudio/Release Library/libpng15.lib → png/lib/libpng.lib&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;png/projects/vstudio/Release Library/zlib.lib → zlib/lib/zlib.lib&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Once you have completed all the setup steps, open a &amp;quot;Visual Studio .NET 2003 Command Prompt&amp;quot; again, and change directory to the root of the CWE source.  Run &amp;quot;build-allclient-solution.bat&amp;quot; and wait.  If all is well, you will have a plClient.exe and UruLauncher.exe, along with the matching PhysX DLLs, in &amp;quot;CWE\MOULOpenSourceClientPlugin\Plasma20\test&amp;quot;.  Rename plClient.exe to UruExplorer.exe, and copy the executables and DLLs to your &amp;quot;Uru Live&amp;quot; directory.  You do not need to copy in the *.pdb. *.map, or sp.dll files for a live external build.  Those are only used by the internal builds.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional notes ==&lt;br /&gt;
&lt;br /&gt;
* This is built as a '''PLASMA_EXTERNAL_RELEASE''', '''BUILD_TYPE_LIVE''' build.&lt;br /&gt;
* Only the &amp;quot;Win32|Release&amp;quot; target will build with the changes I loaded to the repository.  I did not modify any other build types, so if you wish to build those, you will have to fix them up first.&lt;br /&gt;
&lt;br /&gt;
* Crypto keys are located in &amp;quot;CWE\MOULOpenSourceClientPlugin\Plasma20\Sources\Plasma\NucleusLib\pnNetBase&amp;quot;.  Edit the *.hpp files with a text editor to replace the Cyan keys with your own server's keys.  A future action item is to move the keys to an external INI and add a dialog which will allow the user to select the keys for the server they are connecting to.&lt;br /&gt;
'''Important:''' Make sure to run &amp;quot;clean-allclient-solution.bat&amp;quot; and rebuild when you change crypto keys, to make sure they are updated.&lt;br /&gt;
&lt;br /&gt;
* Server hostnames, IP addresses, and ports are located in the following files:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The status URL:  &amp;lt;/u&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;quot;CWE\MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/Apps/plClient/winmain.cpp&amp;quot;&lt;br /&gt;
&amp;quot;CWE\MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/Apps/plUruLauncher/Main.cpp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The auth/gatekeeper address&amp;lt;/u&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;quot;CWE\MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/NucleusLib/pnNetBase/Private/pnNbSrvs.cpp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The default client port&amp;lt;/u&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;quot;CWE\MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/NucleusLib/pnNetBase/pnNbConstant.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''IMPORTANT:'''&amp;lt;/big&amp;gt; You '''*must*''' make sure your client is using the same versions of the PhysX DLLs that you built with.  They&lt;br /&gt;
are not compatible from version to version.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cyan_Worlds]]&lt;/div&gt;</summary>
		<author><name>Rarified</name></author>
	</entry>
	<entry>
		<id>https://wiki.openuru.org/index.php?title=CyanWorlds.com_Engine&amp;diff=3190</id>
		<title>CyanWorlds.com Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.openuru.org/index.php?title=CyanWorlds.com_Engine&amp;diff=3190"/>
		<updated>2020-10-24T01:32:12Z</updated>

		<summary type="html">&lt;p&gt;Rarified: Update repository description to include migration to Git.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; padding: 10px;&amp;quot;&amp;gt;http://assets.openuru.org/logos/gpl/gplv3-127x51.png&amp;lt;/div&amp;gt;&lt;br /&gt;
== CyanWorlds.Com Engine (CWE) Open Source Project ==&lt;br /&gt;
&lt;br /&gt;
The wait is over!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
Cyan Worlds, Inc. and OpenUru.org jointly announce open source delivery of the CyanWorlds.com Engine client and 3ds Max plugin, aka Plasma, the engine used to power Myst Online: Uru Live.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cyan Worlds Announcement ====&lt;br /&gt;
The following message was posted on the MystOnline.com forums on April 6th, 2011:&lt;br /&gt;
&amp;lt;blockquote class=&amp;quot;bluebox&amp;quot;&amp;gt;An Open Letter on Open Source &amp;lt;big&amp;gt;☺&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The progress on our open source roadmap has been slow but has never stopped. And now what will look like a large step is really the result of numerous people, both inside and outside of Cyan Worlds, slowly cutting the rock into shape... &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Today we are announcing that the sources for the MOULA client engine and development tools (CyanWorlds.com Engine) will be made available as open source. At the same time, MOSS which is a MOULA server replacement (written by a'moaca' and cjkelly) will also be released. Both open source projects will be hosted on OpenUru.org. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The goal of the open source CyanWorlds.com Engine and the MOSS server is to provide a &amp;quot;playground&amp;quot; where new writers can learn their craft, and new maintainers can inspect it, and new cartographers can map it. The Cyan Worlds MOULA servers will continue to provide a (relatively) safe environment for the D'ni faithful to mingle and share. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The path forward from here seems fairly obvious and very exciting - with amazing parallels to the D'ni universe itself. As new writers arise with new books, the books are tested and documented - and books that are approved by some new kind of maintainers guild will (hopefully) find their way to the MOULA server where the public can enjoy new worlds once again. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are exciting times, but not without risk. The tools and skills are new and need to be sharpened. There will be disagreements and strongly expressed opinions. And there will be decisions and mistakes. But keep in mind that the big picture is a lot like rebuilding a long dead civilization - and the forest of common goals far outnumber the few trees of differences. Let's keep it civil. &amp;lt;big&amp;gt;☺&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There have been numerous people cutting on the rock, and they've kept this project alive. We sincerely thank all of them for the wonderful help. Specifically there are a few people who went above and beyond - JWPlatt, a'moaca', Mac_Fife, cjkelly, rarified and Chogon. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thanks again for the continued support! &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shorah,&amp;lt;br&amp;gt; &lt;br /&gt;
Rand&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== OpenUru.org Announcement ====&lt;br /&gt;
OpenUru.org introduces the CyanWorlds.Com Engine, Cyan Worlds' Plasma game engine used to power Myst Online: Uru Live.  The OpenUru.org team is thrilled that the CyanWorlds.com Engine has been released by Cyan Worlds as open source.  We are honored that Cyan Worlds has given OpenUru.org the opportunity to prepare and release it to the Uru community and the world.  The initial release of the CyanWorlds.Com Engine includes Cyan Worlds' client and 3ds Max plugin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OpenUru.org is especially pleased to simultaneously announce a'moaca' and cjkelly1's Myst Online Server Software (MOSS), a Myst Online: Uru Live Again (MOULa) server replacement.  MOSS was largely derived from a'moaca's work on her client protocol Wireshark plugin, a project also hosted on OpenUru.org.  Cyan Worlds cannot release their server code until more is done to clear it for open source, so a'moaca' and cjkelly1's completion of their open source server couldn't have been more perfectly timed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OpenUru.org is prepared with tools to support new development of the CyanWorlds.com Engine with MOSS.  We welcome all developers, issue reporters and users to contribute to the effort.  Contributors can use our Foundry with Atlassian tools such as JIRA, Fisheye and Crucible to manage development projects and Jenkins (previously known as Hudson) for Continuous Integration to produce automated builds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The OpenUru.org Foundry is initially providing executable builds with the sources for both the MOSS server and MOULa client, thanks to the stellar development and preparatory work by a'moaca' and cjkelly1, and Foundry development from rarified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is included in this source release from Cyan Worlds:&lt;br /&gt;
&lt;br /&gt;
* MOULa client engine source&lt;br /&gt;
* MOULa 3ds Max plugin source&lt;br /&gt;
* MOULa supporting Python and SDL files&lt;br /&gt;
&lt;br /&gt;
What is not in this source release from Cyan Worlds:&lt;br /&gt;
&lt;br /&gt;
* MOULa server code&lt;br /&gt;
* Certain parts of the internal client that deal with customer service support&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Further details can be found at http://wiki.OpenUru.org/index.php?title=CyanWorlds.com_Engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open Uru is an inclusive concept of a community of creative talent and hard work coming together to make new worlds, new stories, and new content - now able to openly use and develop the CyanWorlds.com Engine to empower it.  The OpenUru.org team presently consists of JWPlatt, Mac_Fife, rarified, a'moaca' and cjkelly1 and Chogon.  It is hoped that others will join to lead these efforts in the infinite possibilities of Open Uru.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resources:&lt;br /&gt;
&lt;br /&gt;
* Website: http://OpenUru.org&lt;br /&gt;
* Wiki: http://wiki.OpenUru.org&lt;br /&gt;
* Foundry: http://foundry.OpenUru.org&lt;br /&gt;
* Forums: http://forums.OpenUru.org&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Social:&lt;br /&gt;
&lt;br /&gt;
* Facebook: http://www.facebook.com/OpenUru.org&lt;br /&gt;
* Twitter: http://twitter.com/openuru_org&lt;br /&gt;
* Discord hood - idle talk: https://discord.gg/tVknpHQ&lt;br /&gt;
* Discord dev - developers: https://discord.gg/jyp23GF&lt;br /&gt;
* Discord play - gameplay discussion: https://discord.gg/vZW5rZQ&lt;br /&gt;
* Discord support - general help: https://discord.gg/SgX22BR&lt;br /&gt;
&lt;br /&gt;
=== What It Is ===&lt;br /&gt;
CyanWorlds.Com Engine is the client, server and tools used to develop and operate the Myst Online: Uru Live MMO.  The server code needs more work before Cyan Worlds can clear it for open source.  However, the client and 3ds Max plugin are now available in open source.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How To Get It ===&lt;br /&gt;
CyanWorlds.Com Engine is available on OpenUru.org's Foundry, hosted on a Git code repository.  There was much discussion on the Myst Online forums about the strengths of various repositories after Cyan Worlds' initial open source announcement in 2008.  We listened.  Mercurial was selected due to the needs of a distributed developer community.  Since that time Mercurial has diminished in popularity, and Git has emerged as the dominant SCM for Open Source projects.  All OpenUru.org Mercurial repositories were migrated to Git during 2020.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any developer requiring &amp;quot;commit&amp;quot; access to our repositories needs to [[Foundry_Accounts|register an account]] on the Foundry at https://Foundry.OpenUru.org/jira.  Guest access to pull from the repository does not require an account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Developers with an account will be given access to pull the CyanWorlds.Com Engine repository as quickly as possible.  Once the developer traffic has subsided, the repository will be opened to the public and the curious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Steps'''&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[Foundry_Accounts|Register]] for a Foundry account at https://Foundry.OpenUru.org/jira (only necessary if you expect to need &amp;quot;commit&amp;quot; access to the repository).&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Pull the &amp;lt;abbr title=&amp;quot;CyanWorlds.com Engine&amp;quot;&amp;gt;CWE-ou&amp;lt;/abbr&amp;gt; repository from the address given below. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''View account queue:''' http://forums.OpenUru.org/viewtopic.php?f=91&amp;amp;t=507 (Note: The account queue is longer required)&lt;br /&gt;
&lt;br /&gt;
'''Repository address:''' https://foundry.OpenUru.org/gitblit/summary/?r=CWE-ou.git&lt;br /&gt;
&lt;br /&gt;
As mentioned in step 1, you only need to register for an account if you wish to obtain commit access.  To just pull the source, anonymous access works, or use a username of ''guest'', and a password of ''guest''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Some developers will be invited to join the team in management and development positions for the CyanWorlds.Com Engine project.  But generally, anyone who demonstrates the skills and becomes a positive force in the project may contribute to development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CyanWorlds.Com Engine &amp;quot;version 1.0&amp;quot; will consist only of a buildable client.  The plugin sources will need further work to make it buildable for 3ds Max 7.  The initial release from the repositories has had just enough work done to substitute proprietary and third party libraries to allow it to build successfully. There is further work required to fully integrate the new libraries and to replace functionality that was removed in preparing the sources for release. We envisage a road map of essentially three phases: Phase 1 would aim to duplicate the functionality of the current MOUL binaries, Phase 2 would start to introduce fixes for known issues or, for example, upgrade the plugin for the current release of 3ds Max. After that, the fun begins with new features and full steam ahead to keep on chugging down that open source track. While we would ''prefer'' that change submissions follow this roadmap, nothing is set in stone, and changes with clear merit will always be welcome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once things get rolling, we'll be looking for people to fill or help with the following positions:&lt;br /&gt;
&lt;br /&gt;
* Project lead (integration of job flow, patches, release schedules)&lt;br /&gt;
* Documentation lead (create and integrate cross-platform documentation for JIRA, web, Wiki, PDF, IDE)&lt;br /&gt;
* Technology lead (site integration, resource integration, security, builds) &lt;br /&gt;
* Development lead (prioritization of issues, issue assignments, tools, set up code review)&lt;br /&gt;
* Web community lead (development of web presence and content to introduce, educate and deliver open source projects&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Documentation ===&lt;br /&gt;
What documentation?  The code documents itself!  Right? Actually, there was an apparent early effort to maintain directives used for automated Doxygen documentation from code.  Their use fell off as time went on.  Introduction of integrated documentation is considered crucial to the successful development of the CyanWorlds.Com Engine.  Therefore, Doxygen directives will be accepted into the main trunk from the start.  We want to build integrated documentation originating from the source code for use beginning with Fisheye (our repo browser), HTML, PDF, and the Visual Studio IDE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Everyone ===&lt;br /&gt;
Everyone will be able to download and watch progress of the CyanWorlds.Com Engine project and enjoy the benefits of exploring new worlds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
The CyanWorlds.com Engine Project was brought to you by Cyan Worlds' Rand Miller, Tony Fryman, Mark DeForest and the collective talents of everyone at Cyan Worlds who ever worked on Uru Live over many years.  The original release team at OpenUru.org who are helping to make the open source CyanWorlds.com Engine project possible are JWPlatt, Mac_Fife, rarified, a'moaca', and cjkelly1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Building The Client ===&lt;br /&gt;
In the article &amp;quot;[[Build the client with MSVC 2003]]&amp;quot;, cjkelly1 describes how to build a working client from the &amp;lt;abbr title=&amp;quot;CyanWorlds.com Engine&amp;quot;&amp;gt;CWE&amp;lt;/abbr&amp;gt; sources. Note that this build uses sources and makefiles that have been modified to substitute some of the libraries that could not be distributed with the original sources.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You can also [[Build the client with MSVC 2010 Express]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Building The Tools ===&lt;br /&gt;
For compiling the plPythonPack and plFileSecure projects, there is a tutorial by Mystler in the article &amp;quot;[[Building the plPythonPack and plFileSecure projects]]&amp;quot;. It is based on cjkelly1's tutorial &amp;quot;[[Build the client with MSVC 2003]]&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;[[Build the client with MSVC 2010 Express]]&amp;quot; article also contains instructions for building tools.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{:CWE/See Also}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cyan_Worlds]]&lt;/div&gt;</summary>
		<author><name>Rarified</name></author>
	</entry>
	<entry>
		<id>https://wiki.openuru.org/index.php?title=CyanWorlds.com_Engine&amp;diff=3152</id>
		<title>CyanWorlds.com Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.openuru.org/index.php?title=CyanWorlds.com_Engine&amp;diff=3152"/>
		<updated>2020-05-06T16:40:35Z</updated>

		<summary type="html">&lt;p&gt;Rarified: Update location of CWE-ou repostitory for GIT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; padding: 10px;&amp;quot;&amp;gt;http://assets.openuru.org/logos/gpl/gplv3-127x51.png&amp;lt;/div&amp;gt;&lt;br /&gt;
== CyanWorlds.Com Engine (CWE) Open Source Project ==&lt;br /&gt;
&lt;br /&gt;
The wait is over!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
Cyan Worlds, Inc. and OpenUru.org jointly announce open source delivery of the CyanWorlds.com Engine client and 3ds Max plugin, aka Plasma, the engine used to power Myst Online: Uru Live.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cyan Worlds Announcement ====&lt;br /&gt;
The following message was posted on the MystOnline.com forums on April 6th, 2011:&lt;br /&gt;
&amp;lt;blockquote class=&amp;quot;bluebox&amp;quot;&amp;gt;An Open Letter on Open Source &amp;lt;big&amp;gt;☺&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The progress on our open source roadmap has been slow but has never stopped. And now what will look like a large step is really the result of numerous people, both inside and outside of Cyan Worlds, slowly cutting the rock into shape... &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Today we are announcing that the sources for the MOULA client engine and development tools (CyanWorlds.com Engine) will be made available as open source. At the same time, MOSS which is a MOULA server replacement (written by a'moaca' and cjkelly) will also be released. Both open source projects will be hosted on OpenUru.org. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The goal of the open source CyanWorlds.com Engine and the MOSS server is to provide a &amp;quot;playground&amp;quot; where new writers can learn their craft, and new maintainers can inspect it, and new cartographers can map it. The Cyan Worlds MOULA servers will continue to provide a (relatively) safe environment for the D'ni faithful to mingle and share. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The path forward from here seems fairly obvious and very exciting - with amazing parallels to the D'ni universe itself. As new writers arise with new books, the books are tested and documented - and books that are approved by some new kind of maintainers guild will (hopefully) find their way to the MOULA server where the public can enjoy new worlds once again. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are exciting times, but not without risk. The tools and skills are new and need to be sharpened. There will be disagreements and strongly expressed opinions. And there will be decisions and mistakes. But keep in mind that the big picture is a lot like rebuilding a long dead civilization - and the forest of common goals far outnumber the few trees of differences. Let's keep it civil. &amp;lt;big&amp;gt;☺&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There have been numerous people cutting on the rock, and they've kept this project alive. We sincerely thank all of them for the wonderful help. Specifically there are a few people who went above and beyond - JWPlatt, a'moaca', Mac_Fife, cjkelly, rarified and Chogon. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thanks again for the continued support! &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shorah,&amp;lt;br&amp;gt; &lt;br /&gt;
Rand&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== OpenUru.org Announcement ====&lt;br /&gt;
OpenUru.org introduces the CyanWorlds.Com Engine, Cyan Worlds' Plasma game engine used to power Myst Online: Uru Live.  The OpenUru.org team is thrilled that the CyanWorlds.com Engine has been released by Cyan Worlds as open source.  We are honored that Cyan Worlds has given OpenUru.org the opportunity to prepare and release it to the Uru community and the world.  The initial release of the CyanWorlds.Com Engine includes Cyan Worlds' client and 3ds Max plugin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OpenUru.org is especially pleased to simultaneously announce a'moaca' and cjkelly1's Myst Online Server Software (MOSS), a Myst Online: Uru Live Again (MOULa) server replacement.  MOSS was largely derived from a'moaca's work on her client protocol Wireshark plugin, a project also hosted on OpenUru.org.  Cyan Worlds cannot release their server code until more is done to clear it for open source, so a'moaca' and cjkelly1's completion of their open source server couldn't have been more perfectly timed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OpenUru.org is prepared with tools to support new development of the CyanWorlds.com Engine with MOSS.  We welcome all developers, issue reporters and users to contribute to the effort.  Contributors can use our Foundry with Atlassian tools such as JIRA, Fisheye and Crucible to manage development projects and Jenkins (previously known as Hudson) for Continuous Integration to produce automated builds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The OpenUru.org Foundry is initially providing executable builds with the sources for both the MOSS server and MOULa client, thanks to the stellar development and preparatory work by a'moaca' and cjkelly1, and Foundry development from rarified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is included in this source release from Cyan Worlds:&lt;br /&gt;
&lt;br /&gt;
* MOULa client engine source&lt;br /&gt;
* MOULa 3ds Max plugin source&lt;br /&gt;
* MOULa supporting Python and SDL files&lt;br /&gt;
&lt;br /&gt;
What is not in this source release from Cyan Worlds:&lt;br /&gt;
&lt;br /&gt;
* MOULa server code&lt;br /&gt;
* Certain parts of the internal client that deal with customer service support&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Further details can be found at http://wiki.OpenUru.org/index.php?title=CyanWorlds.com_Engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open Uru is an inclusive concept of a community of creative talent and hard work coming together to make new worlds, new stories, and new content - now able to openly use and develop the CyanWorlds.com Engine to empower it.  The OpenUru.org team presently consists of JWPlatt, Mac_Fife, rarified, a'moaca' and cjkelly1 and Chogon.  It is hoped that others will join to lead these efforts in the infinite possibilities of Open Uru.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resources:&lt;br /&gt;
&lt;br /&gt;
* Website: http://OpenUru.org&lt;br /&gt;
* Wiki: http://wiki.OpenUru.org&lt;br /&gt;
* Foundry: http://foundry.OpenUru.org&lt;br /&gt;
* Forums: http://forums.OpenUru.org&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Social:&lt;br /&gt;
&lt;br /&gt;
* Facebook: http://www.facebook.com/OpenUru.org&lt;br /&gt;
* Twitter: http://twitter.com/openuru_org&lt;br /&gt;
* Discord hood - idle talk: https://discord.gg/tVknpHQ&lt;br /&gt;
* Discord dev - developers: https://discord.gg/jyp23GF&lt;br /&gt;
* Discord play - gameplay discussion: https://discord.gg/vZW5rZQ&lt;br /&gt;
* Discord support - general help: https://discord.gg/SgX22BR&lt;br /&gt;
&lt;br /&gt;
=== What It Is ===&lt;br /&gt;
CyanWorlds.Com Engine is the client, server and tools used to develop and operate the Myst Online: Uru Live MMO.  The server code needs more work before Cyan Worlds can clear it for open source.  However, the client and 3ds Max plugin are now available in open source.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How To Get It ===&lt;br /&gt;
CyanWorlds.Com Engine is available on OpenUru.org's Foundry, hosted on a Mercurial code repository.  There was much discussion on the Myst Online forums about the strengths of various repositories after Cyan Worlds' initial open source announcement in 2008.  We listened.  Mercurial was selected due to the needs of a distributed developer community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any developer requiring &amp;quot;commit&amp;quot; access to our repositories needs to [[Foundry_Accounts|register an account]] on the Foundry at https://Foundry.OpenUru.org/jira.  Guest access to pull from the repository does not require an account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Developers with an account will be given access to pull the CyanWorlds.Com Engine repository as quickly as possible.  Once the developer traffic has subsided, the repository will be opened to the public and the curious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Steps'''&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[Foundry_Accounts|Register]] for a Foundry account at https://Foundry.OpenUru.org/jira (only necessary if you expect to need &amp;quot;commit&amp;quot; access to the repository).&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Pull the &amp;lt;abbr title=&amp;quot;CyanWorlds.com Engine&amp;quot;&amp;gt;CWE-ou&amp;lt;/abbr&amp;gt; repository from the address given below. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''View account queue:''' http://forums.OpenUru.org/viewtopic.php?f=91&amp;amp;t=507 (Note: The account queue is longer required)&lt;br /&gt;
&lt;br /&gt;
'''Repository address:''' https://foundry.OpenUru.org/gitblit/summary/?r=CWE-ou.git&lt;br /&gt;
&lt;br /&gt;
As mentioned in step 1, you only need to register for an account if you wish to obtain commit access.  To just pull the source, anonymous access works, or use a username of ''guest'', and a password of ''guest''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Some developers will be invited to join the team in management and development positions for the CyanWorlds.Com Engine project.  But generally, anyone who demonstrates the skills and becomes a positive force in the project may contribute to development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CyanWorlds.Com Engine &amp;quot;version 1.0&amp;quot; will consist only of a buildable client.  The plugin sources will need further work to make it buildable for 3ds Max 7.  The initial release from the repositories has had just enough work done to substitute proprietary and third party libraries to allow it to build successfully. There is further work required to fully integrate the new libraries and to replace functionality that was removed in preparing the sources for release. We envisage a road map of essentially three phases: Phase 1 would aim to duplicate the functionality of the current MOUL binaries, Phase 2 would start to introduce fixes for known issues or, for example, upgrade the plugin for the current release of 3ds Max. After that, the fun begins with new features and full steam ahead to keep on chugging down that open source track. While we would ''prefer'' that change submissions follow this roadmap, nothing is set in stone, and changes with clear merit will always be welcome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once things get rolling, we'll be looking for people to fill or help with the following positions:&lt;br /&gt;
&lt;br /&gt;
* Project lead (integration of job flow, patches, release schedules)&lt;br /&gt;
* Documentation lead (create and integrate cross-platform documentation for JIRA, web, Wiki, PDF, IDE)&lt;br /&gt;
* Technology lead (site integration, resource integration, security, builds) &lt;br /&gt;
* Development lead (prioritization of issues, issue assignments, tools, set up code review)&lt;br /&gt;
* Web community lead (development of web presence and content to introduce, educate and deliver open source projects&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Documentation ===&lt;br /&gt;
What documentation?  The code documents itself!  Right? Actually, there was an apparent early effort to maintain directives used for automated Doxygen documentation from code.  Their use fell off as time went on.  Introduction of integrated documentation is considered crucial to the successful development of the CyanWorlds.Com Engine.  Therefore, Doxygen directives will be accepted into the main trunk from the start.  We want to build integrated documentation originating from the source code for use beginning with Fisheye (our repo browser), HTML, PDF, and the Visual Studio IDE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Everyone ===&lt;br /&gt;
Everyone will be able to download and watch progress of the CyanWorlds.Com Engine project and enjoy the benefits of exploring new worlds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
The CyanWorlds.com Engine Project was brought to you by Cyan Worlds' Rand Miller, Tony Fryman, Mark DeForest and the collective talents of everyone at Cyan Worlds who ever worked on Uru Live over many years.  The original release team at OpenUru.org who are helping to make the open source CyanWorlds.com Engine project possible are JWPlatt, Mac_Fife, rarified, a'moaca', and cjkelly1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Building The Client ===&lt;br /&gt;
In the article &amp;quot;[[Build the client with MSVC 2003]]&amp;quot;, cjkelly1 describes how to build a working client from the &amp;lt;abbr title=&amp;quot;CyanWorlds.com Engine&amp;quot;&amp;gt;CWE&amp;lt;/abbr&amp;gt; sources. Note that this build uses sources and makefiles that have been modified to substitute some of the libraries that could not be distributed with the original sources.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You can also [[Build the client with MSVC 2010 Express]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Building The Tools ===&lt;br /&gt;
For compiling the plPythonPack and plFileSecure projects, there is a tutorial by Mystler in the article &amp;quot;[[Building the plPythonPack and plFileSecure projects]]&amp;quot;. It is based on cjkelly1's tutorial &amp;quot;[[Build the client with MSVC 2003]]&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;[[Build the client with MSVC 2010 Express]]&amp;quot; article also contains instructions for building tools.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{:CWE/See Also}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cyan_Worlds]]&lt;/div&gt;</summary>
		<author><name>Rarified</name></author>
	</entry>
	<entry>
		<id>https://wiki.openuru.org/index.php?title=Explorers_Memorial&amp;diff=3074</id>
		<title>Explorers Memorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.openuru.org/index.php?title=Explorers_Memorial&amp;diff=3074"/>
		<updated>2019-10-20T21:48:33Z</updated>

		<summary type="html">&lt;p&gt;Rarified: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Explorers Memorial is a monument of four rings with a scrolling list of names, located just outside of the Kahlo Pub on Ae'gura Island in the game, ''Myst Online: Uru Live'' (MOUL). Below is a list of the names that currently appear on the memorial, both real people and fictional Non-Player Characters (NPCs).  For more information on the real community members who have been lost to us, please visit the '''[[In Memoriam]]''' page.&lt;br /&gt;
&lt;br /&gt;
Richard &amp;quot;ShadowCats&amp;quot; Bader ... Jeannie &amp;quot;jmb30321&amp;quot; Barcus ... Janet &amp;quot;Pehpsee&amp;quot; Burress ... CAGrayWolf ... James &amp;quot;Aquila&amp;quot; Carpenter ... Virginia &amp;quot;Terra&amp;quot; Cinova ... Al &amp;quot;Wamduskasapa&amp;quot; Edwards ... Willow &amp;quot;Wheely&amp;quot; Engberg'''*''' ... Cindy Farrar ... Gandhar ... Kees &amp;quot;Grassie73&amp;quot; Grashoff ... Ron Hayter ... Jahuti ... Maureen &amp;quot;Mo'zie&amp;quot; Jannot ... JDrake ... Katzi ... William “oldmanjob” Maier ... Len &amp;quot;Flyboy&amp;quot; Mumbower ... Myst'Aken ... Gorma Louise &amp;quot;GLO&amp;quot; O'Conner ... Perlenstern ... Mark “Zardoz” Plummer ... Ramsine ... Jim &amp;quot;Dust'ei&amp;quot; Rhodes ... Josef Riedl ... Sil-Oh-Wet ... Rosette Taylor'''*''' ... Don &amp;quot;Sailor86&amp;quot; Billow ... David Ogden Stiers ... Terri &amp;quot;Tai'lahr&amp;quot; Richardson ...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &amp;lt;small&amp;gt; Non-Player (fictional) Characters who died as part of a story line in the cavern.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Prior to the installation of this memorial, community members had created memorial webpages/sites, memorials in other worlds (There, Second Life), and even their own Uru ages to honor fellow Myst/Uru community members who had died.  Additionally, they had requested that Cyan create a memorial in Uru &amp;lt;ref&amp;gt;[http://www.mystonline.com/forums/viewtopic.php?f=4&amp;amp;t=383 MOUL Forum post by Eleri: Memorial Plaque]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[http://mystonline.com/forums/viewtopic.php?p=85969#p85969 MOUL forum post by Sixdd requesting a memorial]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[http://www.mystonline.com/forums/viewtopic.php?f=4&amp;amp;t=5278 MOUL forum post by Marck: A graveyard]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[http://www.mystonline.com/forums/viewtopic.php?f=1&amp;amp;t=8483 MOUL forum thread by Vormaen: An idea for those who have passed.]&amp;lt;/&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[http://www.mystonline.com/forums/viewtopic.php?f=4&amp;amp;t=8957 MOUL forum post by Simon_Bitdiddle: DRC ResEng Memorial?]&amp;lt;/ref&amp;gt; and Cyan indicated as early as June 2006 that “something along these lines” was already planned.&amp;lt;ref&amp;gt;[http://www.mystonline.com/forums/viewtopic.php?p=7655#p7655 MOUL forum post by RAWA regarding plans for a memorial]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In early 2006, during the D’mala era, the &amp;lt;abbr title=&amp;quot;Non-Player Character&amp;quot;&amp;gt;NPC&amp;lt;/abbr&amp;gt; &amp;quot;Wheely&amp;quot; was introduced as being Willow Engberg, daughter of D'ni Restoration Council (DRC) member Michael Engberg.  She spent quite a bit of time with the explorers in the cavern so that by May 2007, she was well known among the players and many were fond of her.  On May 18, 2007, the NPC “Rosette” was introduced as a close friend of Wheely’s from Portland, Oregon.&amp;lt;ref&amp;gt;[http://www.mystonline.com/forums/viewtopic.php?p=168841#p168841 Marck’s chatlog of meeting Rosette] &amp;lt;/ref&amp;gt;  The MOUL episode, “Scars” began May 19, 2007 with a [http://drcarch.thecitadel.nl/communication/ki-mail/safety-alert/ “Safety Alert”]([https://web.archive.org/web/20150826141933/http://drcarch.thecitadel.nl/communication/ki-mail/safety-alert/ WM]) KI-mail from the DRC warning explorers to be cautious in the Kahlo Pub area due to new cracks being discovered there.  The next day, Wheely and Rosette were in the cavern doing marker missions.  Other explorers, concerned for their safety, tried to convince the girls to stay out of the city, but failing that, joined them with the intention of keeping a watchful eye and steer them away from the dangerous area.&amp;lt;ref&amp;gt;[http://www.mystonline.com/forums/viewtopic.php?f=1&amp;amp;t=10333 MOUL forum thread by Thend: Wheely &amp;amp; Rosette -05/20/07-Council Hood,Ae'gura,Kadish,G]([https://web.archive.org/web/20150826144540/http://www.mystonline.com/forums/viewtopic.php?f=1&amp;amp;t=10333 WM])&amp;lt;/ref&amp;gt;  But the girls managed to slip away alone to the city and shortly thereafter, they disappeared from everyone's KI. DRC members and explorers began searching for them while other explorers held vigils and waited both in the cavern and on the forums for more news.  Bahros were seen in the city and low rumbles were heard coming from the area of the Kahlo Pub where it was discovered the ceiling had collapsed.  Explorers soon learned that Rosette had died in the cave in and Wheely was trapped there.&amp;lt;ref&amp;gt;[http://drcarch.thecitadel.nl/communication/ki-mail/city-reopened/ 05/21/2007 DRC KI-mail, &amp;quot;City Reopened&amp;quot;]&amp;lt;/ref&amp;gt;  As the DRC attempted to rescue her all the next day, explorers anxiously listened to relayers in the cavern or watched the forums for any news.&amp;lt;ref&amp;gt;[http://www.mystonline.com/forums/viewtopic.php?f=2&amp;amp;t=10010 MOUL forum thread: &amp;quot;Wheely is missing?-Update; Dreadful News&amp;quot;] ([https://web.archive.org/web/20150823201028/http://www.mystonline.com/forums/viewtopic.php?f=2&amp;amp;t=10010 WM])&amp;lt;/ref&amp;gt;  On May 22nd, they were stunned to learn of her death just before rescuers were able to reach her.&amp;lt;ref&amp;gt;[http://drcarch.thecitadel.nl/communication/ki-mail/tragedy/ 05/22/2007 DRC KI-mail &amp;quot;Tragedy in the Cavern&amp;quot;]([https://web.archive.org/web/20150826142040/http://drcarch.thecitadel.nl/communication/ki-mail/tragedy/ WM])&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
On June 26, 2007, DRC member Marie Sutherland unveiled the memorial outside of the Kahlo Pub saying, “It seems I should say something for this occasion, but I don't have the words.  We have spent the last month trying to decide how to memorialize the explorers that we've lost.  Nothing I can say will do justice to their memories, so I won't even try.  But this will be a small token.”&amp;lt;ref&amp;gt;[http://forums.guildofgreeters.com/index.php?showtopic=13124 Guild of Greeters’ forum: Marie Sutherland chatlog]&amp;lt;/ref&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
The initial names on the memorial at that time were Janet &amp;quot;Pehpsi&amp;quot; Burress, James &amp;quot;Aquila&amp;quot; Carpenter, &amp;quot;JDrake&amp;quot;, Willow &amp;quot;Wheely&amp;quot; Engberg, Phil &amp;quot;phend&amp;quot; Henderson, Maureen &amp;quot;Mo'zie&amp;quot; Jannot, &amp;quot;Rasmine&amp;quot;, Jim &amp;quot;Dust'ei&amp;quot; Rhodes, and Rosette Taylor.  (“Rasmine” was actually “Ramsine,” a member of the German community which informed Cyan of the error and it was corrected.&amp;lt;ref&amp;gt;[http://www.uru-reallife.com/viewtopic.php?p=56115#p56115 Uru Reallife forum post about Ramsine] ([https://web.archive.org/web/20150826112508/http://www.uru-reallife.com/viewtopic.php?p=56115 WM])&amp;lt;/ref&amp;gt;  Also, Janet &amp;quot;Pehpsi&amp;quot; Burress would be corrected to Janet &amp;quot;Pehpsee&amp;quot; Burress.&amp;lt;ref&amp;gt;[http://forums.guildofgreeters.com/index.php?showtopic=14881&amp;amp;st=0&amp;amp;p=231733&amp;amp;#entry231733 December 17, 2008 post by Jarelav to Guild of Greeters forum thread, &amp;quot;Birthday Remembrance For Pepsi, 05 December&amp;quot;]  [https://web.archive.org/web/20170109235841/http://forums.guildofgreeters.com/index.php?showtopic=14881&amp;amp;st=0&amp;amp;p=231733&amp;amp; (WM)]&amp;lt;/ref&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Following the unveiling, the DRC sent a KI-mail to all explorers, [http://drcarch.thecitadel.nl/communication/ki-mail/wheely-memorial/ “Wheely Memorial”]([https://web.archive.org/web/20150826141714/http://drcarch.thecitadel.nl/communication/ki-mail/wheely-memorial/ WM]) announcing the memorial and requesting submissions of the names of other explorers who had passed away along with a description of how each contributed to the restoration.&lt;br /&gt;
&lt;br /&gt;
The inclusion of NPC Phil &amp;quot;phend&amp;quot; Henderson on the memorial when it was initially installed was part of a story line in which the DRC believed he had died in 2003 when a wall in the cavern collapsed.  Although his body was never found, he was presumed dead. However, phend re-appeared in the cavern on August 3rd, 2007 &amp;lt;ref&amp;gt;[http://www.guildofgreeters.com/index.php?option=com_content&amp;amp;task=view&amp;amp;id=77&amp;amp;Itemid=38#top Guild of Greeters page: A Guide to Characters]&amp;lt;/ref&amp;gt; and his name was removed from the memorial.&amp;lt;ref&amp;gt;[http://www.mystonline.com/forums/viewtopic.php?p=198254#p198254 MOUL forum post by ziggy2765]([https://web.archive.org/web/20150827024548/http://www.mystonline.com/forums/viewtopic.php?p=198254 WM])&amp;lt;/ref&amp;gt;  For some unknown reason, Phil's name was re-added to the memorial when the cavern re-opened in 2010,&amp;lt;ref&amp;gt;[http://www.mystonline.com/forums/viewtopic.php?p=323335#p323335 MOUL forum post by CrisGer with KI shot of memorial] ([https://web.archive.org/web/20150831131821/http://www.mystonline.com/forums/viewtopic.php?p=334616 WM]), [http://www.mystonline.com/forums/viewtopic.php?p=334616#p334616 MOUL forum posts mentioning Phil's name on the memorial] ([https://web.archive.org/web/20150831131856/http://www.mystonline.com/forums/viewtopic.php?p=323335 WM])&amp;lt;/ref&amp;gt;  but was eventually removed again.  &lt;br /&gt;
&lt;br /&gt;
Over the years, new names have been added.  Three community members (CAGrayWolf, Jahuti, and Gandhar) died while the cavern was closed between April 2008 and January 2010 and their names were added when the cavern re-opened in 2010.&lt;br /&gt;
&lt;br /&gt;
On February 20, 2010, Ghaelen and the Guild of Healers held a &amp;quot;Memorial and Welcome Home&amp;quot; event at the Kahlo Pub.&amp;lt;ref&amp;gt;[http://www.mystonline.com/forums/viewtopic.php?p=323335#p323335 Saturday Memorial and Welcome Home at Kahlo Pub] ([https://web.archive.org/web/20150831131821/http://www.mystonline.com/forums/viewtopic.php?p=334616 WM])&amp;lt;/ref&amp;gt; and on February 4, 2012, held a &amp;quot;Memorial Vigil&amp;quot; during the second anniversary celebrations of the cavern re-opening.&amp;lt;ref&amp;gt;[http://www.mystonline.com/forums/viewtopic.php?p=381546#p381546 2nd Anniversary Cavern Re-(re-)Opening Celebration], ([https://web.archive.org/web/20150831133102/http://www.mystonline.com/forums/viewtopic.php?p=381546 WM])&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A post made to the Uru Obsession forum on the day of the unveiling included a list of the names, but reported the name Maureen &amp;quot;Mo'zie&amp;quot; Jannot only as &amp;quot;Mo'zie&amp;quot; and the list was copied to other forums, including the Guild of Greeters&amp;lt;ref&amp;gt;[http://forums.guildofgreeters.com/index.php?showtopic=13124 Guild of Greeters’ forum post, listing names]&amp;lt;/ref&amp;gt; and MOUL&amp;lt;ref&amp;gt;[http://www.mystonline.com/forums/viewtopic.php?p=179703#p179703 Jun 26, 2007 MOUL post, listing names]&amp;lt;/ref&amp;gt;.  Unfortunately, that list was used as a reference when the memorial was reactivated just before the cavern reopened in 2010.  The error was discovered in the course of research for this project, &amp;lt;abbr title=&amp;quot;Richard A. Watson&amp;quot;&amp;gt;RAWA&amp;lt;/abbr&amp;gt; was notified and the name was corrected on September 1, 2015.&lt;br /&gt;
&lt;br /&gt;
The name, &amp;quot;[[Deirdre Karris]]&amp;quot; was added to the memorial on October 9th and removed on October 30, 2015.&lt;br /&gt;
&lt;br /&gt;
Kees &amp;quot;Grassie73&amp;quot; Grashoff was added to the memorial in January 2016.&lt;br /&gt;
&lt;br /&gt;
In January 2017, it was discovered that sometime shortly after the June 2007 unveiling, Janet &amp;quot;Pehpsi&amp;quot; Burress had been changed to Janet &amp;quot;Pehpsee&amp;quot; Burress.  It is unknown exactly when or why, but theorized that it had been brought to Cyan's attention that the latter spelling was the one Janet had used for her cavern avatar.  And, because the list of names assembled on the day of the unveiling was the one used as a reference, the former spelling was applied when the memorial was reactivated just before the cavern reopened in 2010.  This error was corrected on January 9, 2017.&lt;br /&gt;
&lt;br /&gt;
Gorma Louise &amp;quot;GLO&amp;quot; O'Conner and Al &amp;quot;Wamduskasapa&amp;quot; Edwards were added on February 22, 2017.  Don &amp;quot;Sailor86&amp;quot; Billow was added in February 2018. David Ogden Stiers was added on 06 March 2018.&lt;br /&gt;
&lt;br /&gt;
== Submissions ==&lt;br /&gt;
&lt;br /&gt;
Requests for adding names to the memorial can be submitted to Cyan, using the format: &amp;lt;firstName&amp;gt; &amp;quot;&amp;lt;avatarName/nickName&amp;gt;&amp;quot; &amp;lt;lastName&amp;gt;.&amp;lt;ref&amp;gt;[http://www.mystonline.com/forums/viewtopic.php?p=419000#p419000 MOUL forum post by RAWA]&amp;lt;/ref&amp;gt;  Due diligence will be done to verify the person and their passing, so providing as much information as possible (i.e., proof) can expedite the process.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;user-block&amp;quot;&amp;gt;'''''Caution'''''&amp;lt;hr&amp;gt;Anyone considering submitting a name not directly tied to an actual death should also consider the repercussions.  The memorial is considered sacred by many community members, especially those who knew someone on it.  Many of them do not even like that the names of the NPCs Wheely &amp;amp; Rosette are included and would likely be offended by the inclusion of a fake name or one linked to a falsely reported death.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List in Code ==&lt;br /&gt;
For the convenience of shard operators, below is the names list as of 23 Feb 2018 with coding in place to update it directly in the database.&lt;br /&gt;
&amp;lt;div class=&amp;quot;user-block&amp;quot;&amp;gt;'''SQL code for MOSS servers'''&amp;lt;ref&amp;gt;Coding provided by Christian Walthers.&amp;lt;/ref&amp;gt;&amp;lt;hr&amp;gt;UPDATE textnote SET value = E'Richard &amp;quot;ShadowCats&amp;quot; Bader\nJeannie &amp;quot;jmb30321&amp;quot; Barcus\nJanet &amp;quot;Pehpsee&amp;quot; Burress\nCAGrayWolf\nJames &amp;quot;Aquila&amp;quot; Carpenter\nVirginia &amp;quot;Terra&amp;quot; Cinova\nAl &amp;quot;Wamduskasapa&amp;quot; Edwards\nWillow &amp;quot;Wheely&amp;quot; Engberg\nCindy Farrar\nGandhar\nKees &amp;quot;Grassie73&amp;quot; Grashoff\nRon Hayter\nJahuti\nMaureen &amp;quot;Mo\'zie&amp;quot; Jannot\nJDrake\nKatzi\nWilliam &amp;quot;oldmanjob&amp;quot; Maier\nLen &amp;quot;Flyboy&amp;quot; Mumbower\nMyst\'Aken\nGorma Louise &amp;quot;GLO&amp;quot; O'Conner\nPerlenstern\nMark &amp;quot;Zardoz&amp;quot; Plummer\nRamsine\nJim &amp;quot;Dust\'ei&amp;quot; Rhodes\nJosef Riedl\nSil-Oh-Wet\nRosette Taylor\nDon &amp;quot;Sailor86&amp;quot; Billow\nDavid Ogden Stiers\nTerri &amp;quot;Tai'lahr&amp;quot; Richardson\n' WHERE title = 'MemorialImager';&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
[[Category:Explorers_Memorial]]&lt;/div&gt;</summary>
		<author><name>Rarified</name></author>
	</entry>
	<entry>
		<id>https://wiki.openuru.org/index.php?title=Minkata_Shard:_Contributions_under_Test&amp;diff=3007</id>
		<title>Minkata Shard: Contributions under Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.openuru.org/index.php?title=Minkata_Shard:_Contributions_under_Test&amp;diff=3007"/>
		<updated>2017-04-21T16:54:12Z</updated>

		<summary type="html">&lt;p&gt;Rarified: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of changes currently accumulating on the Minkata shard for later pick-up into MOULa by Cyan, and how to test them.&lt;br /&gt;
&lt;br /&gt;
== Update 2017-04-21 - Minkata.120 ==&lt;br /&gt;
&lt;br /&gt;
=== Improvement on password hash method standardization ===&lt;br /&gt;
&lt;br /&gt;
[https://bitbucket.org/OpenUru_org/cwe-ou/pull-requests/42 CWE PR #42] by Chogon&lt;br /&gt;
&lt;br /&gt;
Replace PR#40 with a multiple pass password validation attempting all known hashes in sequence until one succeeds or list of hashes is exhausted.  This in response to clients being used on alternate servers (Dirtsand) having different hashing techniques for passwords.&lt;br /&gt;
&lt;br /&gt;
== Update 2017-03-25 – Minkata.100 ==&lt;br /&gt;
&lt;br /&gt;
=== Make all account types use the same password hash ===&lt;br /&gt;
&lt;br /&gt;
[https://bitbucket.org/OpenUru_org/cwe-ou/pull-requests/40/make-all-account-types-use-the-same CWE PR #40] by Mac_Fife&lt;br /&gt;
&lt;br /&gt;
Precursor to restoring account creation. Remove conditional on email domain for password hashing. This is only a client modification needed to interface to new code being worked on to reenable Account Creation on MOULa. Verify that you can still log in.&lt;br /&gt;
&lt;br /&gt;
=== Don’t crash the launcher when getting the server status message fails ===&lt;br /&gt;
&lt;br /&gt;
[https://bitbucket.org/OpenUru_org/cwe-ou/pull-requests/38/dont-crash-the-launcher-when-the-http CWE PR #38] by CWalther&lt;br /&gt;
&lt;br /&gt;
This fixes a crash of the launcher after it has already successfully started the game. Verify that you are not getting any “UruLauncher has stopped working” messages before or after logging in.&lt;br /&gt;
&lt;br /&gt;
=== Repair Descent Age ===&lt;br /&gt;
&lt;br /&gt;
[http://forums.openuru.org/viewtopic.php?p=8380#p8380 Minkata bug reports] by rarified&lt;br /&gt;
&lt;br /&gt;
Fixed the database corruption preventing an Avatar from successfully linking into Descent, particularly affected new Avatars. Verify that linking to Descent from Relto or Ae'gura works without getting stuck on a black screen.&lt;br /&gt;
&lt;br /&gt;
== Update 2015-12-14 – Minkata.82 … Update 2015-12-19 – Minkata.88 ==&lt;br /&gt;
&lt;br /&gt;
=== Fix KI chat scrolling issues ===&lt;br /&gt;
&lt;br /&gt;
[https://bitbucket.org/OpenUru_org/cwe-ou/pull-requests/26/add-functions-to-fix-ki-chat-scrolling CWE PR #26], [https://bitbucket.org/OpenUru_org/moulscript-ou/pull-requests/19/fix-ki-chat-scrolling-issue-when-scrolled MOULSCRIPT PR #19] ([https://github.com/H-uru/moul-scripts/pull/40 H-uru PR #40]) by Lyrositor&lt;br /&gt;
&lt;br /&gt;
This fixes a common gripe with KI chat, which has a tendency to scroll down when someone else sends a chat message, even if you have scrolled up. Verify that it now scrolls down only when you are already looking at the bottom, and when scrolled up, flashes the scroll-down arrow instead.&lt;br /&gt;
&lt;br /&gt;
=== Fix stuck-in-intro-cave bug ===&lt;br /&gt;
&lt;br /&gt;
[https://bitbucket.org/OpenUru_org/cwe-ou/pull-requests/37/fix-stuck-in-intro-cave-bug CWE PR #37] by CWalther&lt;br /&gt;
&lt;br /&gt;
Verify that a new avatar is no longer stuck in the intro cave with the rotating wall before arriving on Relto. Instead the cave should just briefly fade in and out.&lt;br /&gt;
&lt;br /&gt;
=== Don't crash when the HTTP request for getting the server status message fails ===&lt;br /&gt;
&lt;br /&gt;
[https://bitbucket.org/OpenUru_org/cwe-ou/pull-requests/31/dont-crash-when-the-http-request-for CWE PR #31] by CWalther&lt;br /&gt;
&lt;br /&gt;
This fixes the crash that keeps Windows 7 (or later) users out of MOULa when support.cyanworlds.com is down. &lt;br /&gt;
&lt;br /&gt;
=== Fix for forgotten logins when removable media attached ===&lt;br /&gt;
&lt;br /&gt;
[https://bitbucket.org/OpenUru_org/cwe-ou/pull-requests/33/fix-for-forgotten-logins-when-removable CWE PR #33] by Mac_Fife&lt;br /&gt;
&lt;br /&gt;
Verify that your saved login/password no longer disappears when you have USB drives or CDs/DVDs inserted.&lt;br /&gt;
&lt;br /&gt;
=== Shadowed Chat and Player List Text ===&lt;br /&gt;
&lt;br /&gt;
[https://bitbucket.org/OpenUru_org/cwe-ou/pull-requests/36/shadowed-chat-and-player-list-text CWE PR #36], [https://bitbucket.org/OpenUru_org/moulscript-ou/pull-requests/23/remove-unneeded-kfontshadowed-flags-in-the MOULSCRIPT PR #23] ([https://github.com/H-uru/Plasma/pull/392 H-uru PR #392]) by CWalther, Hoikas, and Luna&lt;br /&gt;
&lt;br /&gt;
Verify that the text of the player list and chat has a shadow that makes it better readable on light and patterned backgrounds, but the text inside the big KI does not.&lt;br /&gt;
&lt;br /&gt;
=== Bump a public neighborhood to top of list when someone links to it ===&lt;br /&gt;
&lt;br /&gt;
[https://bitbucket.org/OpenUru_org/cwe-ou/pull-requests/35/let-ptvaultsetagepublic-accept CWE PR #35], [https://bitbucket.org/OpenUru_org/moulscript-ou/pull-requests/22/bump-a-public-neighborhood-to-the-top-of MOULSCRIPT PR #22] ([https://github.com/H-uru/moul-scripts/pull/90 H-uru PR #90]) by CWalther&lt;br /&gt;
&lt;br /&gt;
Verify that after linking to a public neighborhood, it appears at the top of the “Public Links” list in the Nexus. This ensures that public neighborhoods that are in active use stay (near the top) on the list in the Nexus, even after their owners disappear (as is the case for the numerous dedicated Delin &amp;amp; Tsogal hoods that have been made over time), with no manual toggling needed, and no need for pinned hoods.&lt;br /&gt;
&lt;br /&gt;
''(&amp;lt;s&amp;gt;As of 2017-03-25, this is known not to work on Minkata and is being investigated.&amp;lt;/s&amp;gt; As of 2017-03-31, the problem has been fixed and this feature is ready for testing.)''&lt;br /&gt;
&lt;br /&gt;
=== Second confirmation dialog to make accidental avatar deletion less easy ===&lt;br /&gt;
&lt;br /&gt;
[https://bitbucket.org/OpenUru_org/moulscript-ou/pull-requests/20/second-confirmation-dialog-to-make MOULSCRIPT PR #20] by D'Lanor&lt;br /&gt;
&lt;br /&gt;
This makes it harder to lose an avatar by mistakenly hitting the “delete” button instead of the ”quit” button. [http://mystonline.com/forums/viewtopic.php?t=26127 See this discussion on the MOULa forums.]&lt;br /&gt;
&lt;br /&gt;
How to test: 1. Create a test avatar. 2. Log out. 3. Select the test avatar and hit delete. 4. In the first confirmation dialog press &amp;quot;Yes&amp;quot;. 5. In the second confirmation dialog press &amp;quot;Cancel&amp;quot;. Your test avatar should still be there. 6. Repeat steps 3 and 4. 7. In the second confirmation dialog press &amp;quot;Yes&amp;quot;. Your test avatar should be gone.&lt;br /&gt;
&lt;br /&gt;
=== KI command for deleting age journal folders ===&lt;br /&gt;
&lt;br /&gt;
[https://bitbucket.org/OpenUru_org/moulscript-ou/pull-requests/21/ki-command-for-deleting-age-journal MOULSCRIPT PR #21] by D'Lanor&lt;br /&gt;
&lt;br /&gt;
The ''/deletefolder'' command allows you to delete redundant age journal folders (those holding KI notes, images and marker games) from your KI. It does not touch any other type of KI folder, nor does it remove the Incoming folder, which would be bad(tm). The command is case sensitive. Only empty folders will be deleted. To restore a folder, link to the corresponding age. Note: If you try to delete the folder of the age you are in, the KI immediately restores it.&lt;br /&gt;
&lt;br /&gt;
How to test: To delete a folder named Bevin for example type &amp;lt;code&amp;gt;/deletefolder Bevin&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Minkata Shard]]&lt;/div&gt;</summary>
		<author><name>Rarified</name></author>
	</entry>
	<entry>
		<id>https://wiki.openuru.org/index.php?title=Cyan_Content_Licensing_Proposals&amp;diff=1785</id>
		<title>Cyan Content Licensing Proposals</title>
		<link rel="alternate" type="text/html" href="https://wiki.openuru.org/index.php?title=Cyan_Content_Licensing_Proposals&amp;diff=1785"/>
		<updated>2012-02-15T21:29:38Z</updated>

		<summary type="html">&lt;p&gt;Rarified: /* Signatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Content Licensing Request ==&lt;br /&gt;
===  Introduction ===&lt;br /&gt;
Open source is succeeding as the community provides its first tested update to MOULa. We are directly experiencing the next challenge in our progress toward &amp;quot;Open Uru,&amp;quot; Open Uru being what is created by code, content, creativity and participation. The ability to work with and distribute MOULa content under license will determine what we can and cannot do for the future of the Cyan Worlds Engine and MOULa. Working with content will in large part be responsible for increasing the interest and participation of developers, artists, and players to create a broader audience.&lt;br /&gt;
&lt;br /&gt;
We are not attempting a complete statement of the aspirations of the fans with respect to MOULa content licensing. This is an exemplar of specific cases representative of fan efforts to improve MOULa for the community where it is hindered by the absence of a suitable license for the adaptation and distribution of MOULa content. These examples are used as a means to explore the licensing possibilities with Cyan Worlds and to elicit feedback on its own potential difficulties so that we might collectively establish a way forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
* Localization - Cyan Worlds, Myst, Uru and MOULa all have an international audience. MOULa has an extensible localization system that allows content creators to provide translated text automatically. Unfortunately, many of the dialogs currently in MOULa don't take advantage of this capability and cannot be adapted properly without modifying them. GULP (formerly the Uru Localization Project) has a database of community-contributed translations in a large number of languages. H'uru has done Unicode development to allow non-US keyboards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Derivation - We have textures and limited content (KI and avatars) but they are unlicensed. We cannot distribute work such as scrollbars for the KI for the community to enjoy. We would like to be able to create, serve, test, and contribute work that is consistent with existing MOULa ages for eventual inclusion on MOULa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Distribution - Shards cannot serve binary MOULa content files. This raises the barrier against non-technical users faced with manually copying MOULa content to their shard folder as part of the shard install. The technical support load is increased, creating barriers of time, effort and cost for shard owners as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Improvements - MOULa ages cannot be repaired by fans to function as designed. For example, a player who links to AhnonayCathedral always finds the automatic door closed while at the same time players who are already there see it wide open. The fix requires a change in the .prp file which currently calls the door responders directly instead of calling an intermediate Python file. We need a content license to change, test and distribute .prp files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Community Needs ===&lt;br /&gt;
&lt;br /&gt;
There are two primary allowances we need from Cyan Worlds to continue efforts to expand MOULa's accessibility:&lt;br /&gt;
&lt;br /&gt;
* A permissive license to allow copying, translation, and distribution of information available in MOULa. For example, the .loc and .prp files. This would legalize, for example, the translation work already done by the community and enable its distribution and enjoyment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Access to 3ds Max source files for GUIs or other useful materials used in MOULa to normalize their use of the provided hooks in the code which they currently do not use, and a license to redistribute at least the compiled output with fixes applied. If that is impossible, an alternative is a license to modify and distribute existing .prp files containing fixes or new features such as translatable GUI items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Questions ===&lt;br /&gt;
&lt;br /&gt;
* Is Cyan Worlds able to indicate what difficulties there are in licensing MOULa content?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Are there any particular aspects to content release issues where Cyan Worlds is open to suggestions?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Are there specific limitations that fans should place on their hopes for content licensing?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Can Cyan Worlds indicate if unreleasable content will become available in the future or under other circumstances?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
We have presented collaborative concerns about the problems the community seeks to resolve regarding content licensing. We believe Cyan Worlds knows best what solutions are available to it. We hope this will be a successful collaborative path to a general solution.&lt;br /&gt;
&lt;br /&gt;
The representative community members who sign below collaborated to discuss and contribute to this letter of many authors. Thank you for reading and considering this request.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This document's history on the wiki: http://wiki.openuru.org/index.php?title=Cyan_Content_Licensing_Proposals&lt;br /&gt;
&lt;br /&gt;
Full discussion on the OpenUru.org forums: http://forums.openuru.org/viewtopic.php?f=91&amp;amp;t=635&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Signatures ===&lt;br /&gt;
[[User:OHB|OHB]] 19:24, 2 February 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
[[User:Hoikas|Hoikas]] 19:31, 2 February 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
[[User:Branan|Branan]] 21:08, 2 February 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
[[User:Christian Walther|Christian Walther]] 05:28, 3 February 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
[[User:Leonardo|Leonardo]] 06:16, 3 February 2012 (MST), guildofmessengers.com&lt;br /&gt;
&lt;br /&gt;
[[User:Mac Fife|Mac Fife]] 12:12, 3 February 2012 (MST), Ian M. McIntosh, OpenUru.org, (Address TBI)&lt;br /&gt;
&lt;br /&gt;
[[User:Nadnerb|Nadnerb]] 14:36, 3 February 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
[[User:Malfhok|Malfhok]], an explorer 05:14, 4 February 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
[[User:Deledrius|Deledrius]] 08:57, 4 February 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
[[User:Marten|Marten]] 09:44, 5 February 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
[[User:D'Lanor|D'Lanor]] 00:00, 8 February 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
[[User:GPNMilano|GPNMilano]] 23:36, 8 February 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
[[User:JWPlatt|JWPlatt]] 10:51, 15 February 2012 (EST), Jonathan W. Platt, OpenUru.org, (Address TBI)&lt;br /&gt;
&lt;br /&gt;
[[User:rarified|rarified]] 14:30, 15 February 2012 (MST), Paul Richards, OpenUru.org, (Address TBI)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Following is additional technical information.&lt;br /&gt;
&lt;br /&gt;
=== Technical Information ===&lt;br /&gt;
The .loc files are XML files containing translations for all textual items in Uru. GULP (http://rel.to/gulp) already has an extensive library of translations and a system to export that database to Uru-ready .loc files. Not all of Uru uses these however, as some values are hard-coded in Python scripts or the PRPs themselves, but this can be converted as the GUI items have the ability to reference the XML paths directly. Much of this Python code references the GUI items by TagIDs, which are arbitrary unique numbers used to refer to the resource. This is messy, as it must be updated when the GUI is updated and can otherwise become out of sync; it is also problematic in the current data set as not all translatable GUI items have been assigned TagIDs, meaning they must be found (if at all) by very fragile code. There is also an embedded text field in these items, which currently contains only the English text. Fortunately, these items support a self-describing LocalizationPath which automatically informs the Plasma engine's LocalizationManager which string to use, allowing localization to be handled cleanly and consistently. All of these items are a part of the data and without a license to modify and distribute the PRPs, we cannot continue the efforts to localize Uru outside of using hacks and shims to the existing elegant but under-utilized engine.&lt;br /&gt;
&lt;br /&gt;
As an additional benefit to Cyan: the changes made under the proposed licensing could be relatively easy for Cyan to integrate back into their own assets without affecting current functionality. This would be impossible if only binary changes are allowed to the exported PRPs rather than the .max sources, and it allows Cyan to take advantage of the localization code changes in the engine once it reaches maturity in the community testing with very little friction.&lt;br /&gt;
&lt;br /&gt;
An extra note about the alternative suggestion in (2) which only allows modification of PRPs -- The reason this is inferior, aside from the obvious, is that while it would allow the immediate goal of activating the built-in localization, I anticipate minor bugs such as text flow and sizing in the UI when displaying languages other than the one for which they were designed. These will be extremely difficult to fix under the limited alternative solution and should be far simpler with access to the original 3D Studio Max source files.&lt;br /&gt;
&lt;br /&gt;
=== License Suggestions ===&lt;br /&gt;
I was going to wrap up by suggesting licenses in order to simplify the burden on Cyan, but as the OU Content Licensing thread proves there are many viable options and they all address different needs. Unfortunately, in order to find where that spot of compromise is we'll need feedback from Cyan on this point. I implore Cyan, should they wish to consider this request, to respond with their concerns and needs first. At that point tangible suggestions can be made regarding the specifics and the proposal can move forward should they be agreeable.&lt;br /&gt;
&lt;br /&gt;
At any rate, for the .loc files I'd suggest terms which preserves Cyan's ownership of the text (some of which, being canon from the Myst universe, has inherent value to them), while allowing edits and distribution by the community. A disclaimer stating that Cyan is only responsible for the original English text may also be desirable.&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
Forum link: [http://forums.openuru.org/viewtopic.php?f=91&amp;amp;t=635 Content Licensing]&lt;/div&gt;</summary>
		<author><name>Rarified</name></author>
	</entry>
	<entry>
		<id>https://wiki.openuru.org/index.php?title=Foundry_Certificate_Installation&amp;diff=1323</id>
		<title>Foundry Certificate Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.openuru.org/index.php?title=Foundry_Certificate_Installation&amp;diff=1323"/>
		<updated>2011-10-20T02:33:40Z</updated>

		<summary type="html">&lt;p&gt;Rarified: /* Opera */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
The OpenUru.org Foundry tools such as JIRA bugtracking use SSL (Secure Sockets Layer) to encrypt transactions and to give confidence that you are connected to the correct server. Currently, this is a &amp;quot;self-signed&amp;quot; certificate and not one that has been validated by the main certificate authorities, so most browsers will display a warning when you navigate to one of the Foundry pages.&lt;br /&gt;
&lt;br /&gt;
You can avoid these warnings by installing the certificate in your browser's certificate store. This can be done when you first visit the foundry, but the methods vary greatly across browsers. It is perhaps easier to manually install the certificate before visting the Foundry. The certificate will also need to be installed in repository tools (Mercurial or Subversion) if you intend using SSL to access the Foundry repositories.&lt;br /&gt;
&lt;br /&gt;
The instructions given here relate to the Windows versions of the applications.&lt;br /&gt;
&lt;br /&gt;
== Obtaining the Certificate ==&lt;br /&gt;
&lt;br /&gt;
(For manual installation into applications not listed below)&lt;br /&gt;
&lt;br /&gt;
Download a copy of the certificate using this link: [http://foundry.openuru.org/assets/Foundry/foundry.crt Foundry Certificate]&lt;br /&gt;
&lt;br /&gt;
== Browser Installation ==&lt;br /&gt;
&lt;br /&gt;
Please read the instructions so you know what to do '''before''' clicking on the link to the certificate, or right click the link and open it in a new tab or window. &lt;br /&gt;
&lt;br /&gt;
=== Firefox ===&lt;br /&gt;
Click on the following link: [http://foundry.openuru.org/assets/Foundry/foundry.crt Foundry Certificate]&lt;br /&gt;
A popup will appear titled &amp;quot;Downloading Certificate&amp;quot;. Mark the check box for &amp;quot;Trust this CA to identify web sites&amp;quot; then click &amp;quot;OK&amp;quot; (you may wish to click &amp;quot;View&amp;quot; to check the certificate details first). The certificate is now installed, and when visiting the Foundry you should see the padlock symbol at the bottom right of your browser: hovering the mouse pointer over this should show &amp;quot;Authenticated by OpenUru.org&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Firefox 3.6.0 contains a bug which may cause loss of data when using JIRA - users should upgrade their Firefox installation to 3.6.2 or later.&lt;br /&gt;
&lt;br /&gt;
=== Internet Explorer ===&lt;br /&gt;
&lt;br /&gt;
Click on the following link: [http://foundry.openuru.org/assets/Foundry/foundry.crt Foundry Certificate]&lt;br /&gt;
A popup will appear titled &amp;quot;File Download - Security Warning&amp;quot;. Click &amp;quot;Open&amp;quot; and the certificate details will be displayed in a new popup wher you can inspect them. On the &amp;quot;General&amp;quot; tab, click &amp;quot;Install Certificate...&amp;quot;. When the Certificate Import Wizard appears click &amp;quot;Next&amp;gt;&amp;quot;, then on the Certificate Store page select &amp;quot;Automatically select the certificate store based on the type of certificate&amp;quot; and click &amp;quot;Next&amp;gt;&amp;quot; and then &amp;quot;Finish&amp;quot;. Another popup will appear titled &amp;quot;Security Warning&amp;quot; and asking &amp;quot;Do you want to install this certificate?&amp;quot; - Click &amp;quot;Yes&amp;quot;. You should get a message telling you that the import was successful. Click &amp;quot;OK&amp;quot; on any remaining dialog boxes. The certificate is now installed, and when visiting the Foundry you should see the padlock symbol to the right of the URL bar with a blue background.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you install the certificate using Internet Explorer as described above, then you should find that the certificate will automatically be trusted by Safari and Chrome browsers on the same machine, since both of these use the Windows Internet Settings.&lt;br /&gt;
&lt;br /&gt;
=== Google Chrome ===&lt;br /&gt;
Chrome (under Microsoft Windows) uses the same certificate store as Internet Explorer, so the process is very similar: Click on the following link: [http://foundry.openuru.org/assets/Foundry/foundry.crt Foundry Certificate]&lt;br /&gt;
The &amp;quot;Downloads&amp;quot; popup will appear along with another window asking if you want to open or save the file &amp;quot;foundry.crt&amp;quot;. Click &amp;quot;Open&amp;quot; and a new popup will appear titled &amp;quot;File Download - Security Warning&amp;quot;. Click &amp;quot;Open&amp;quot; and the certificate details will be displayed in a new popup wher you can inspect them. On the &amp;quot;General&amp;quot; tab, click &amp;quot;Install Certificate...&amp;quot;. When the Certificate Import Wizard appears click &amp;quot;Next&amp;gt;&amp;quot;, then on the Certificate Store page select &amp;quot;Automatically select the certificate store based on the type of certificate&amp;quot; and click &amp;quot;Next&amp;gt;&amp;quot; and then &amp;quot;Finish&amp;quot;. Another popup will appear titled &amp;quot;Security Warning&amp;quot; and asking &amp;quot;Do you want to install this certificate?&amp;quot; - Click &amp;quot;Yes&amp;quot;. You should get a message telling you that the import was successful. Click &amp;quot;OK&amp;quot; on any remaining dialog boxes. The certificate is now installed, and when visiting the Foundry you should see the padlock symbol to the right of the URL bar.&lt;br /&gt;
&lt;br /&gt;
=== Apple Safari ===&lt;br /&gt;
On Microsoft Windows, Safari uses the same certificate store as Internet Explorer, so the process is very similar: Click on the following link: [http://foundry.openuru.org/assets/Foundry/foundry.crt Foundry Certificate]&lt;br /&gt;
The &amp;quot;Downloads&amp;quot; popup will appear along with another window asking if you want to open or save the file &amp;quot;foundry.crt&amp;quot;. Click &amp;quot;Open&amp;quot; and a new popup will appear titled &amp;quot;File Download - Security Warning&amp;quot;. Click &amp;quot;Open&amp;quot; and the certificate details will be displayed in a new popup wher you can inspect them. On the &amp;quot;General&amp;quot; tab, click &amp;quot;Install Certificate...&amp;quot;. When the Certificate Import Wizard appears click &amp;quot;Next&amp;gt;&amp;quot;, then on the Certificate Store page select &amp;quot;Automatically select the certificate store based on the type of certificate&amp;quot; and click &amp;quot;Next&amp;gt;&amp;quot; and then &amp;quot;Finish&amp;quot;. Another popup will appear titled &amp;quot;Security Warning&amp;quot; and asking &amp;quot;Do you want to install this certificate?&amp;quot; - Click &amp;quot;Yes&amp;quot;. You should get a message telling you that the import was successful. Click &amp;quot;OK&amp;quot; on any remaining dialog boxes. The certificate is now installed, and when visiting the Foundry you should see the padlock symbol to the right of the URL bar.&lt;br /&gt;
&lt;br /&gt;
=== Opera ===&lt;br /&gt;
Using the Opera browser to access an SSL page on the Foundry will cause the browser to raise a &amp;quot;Security Issue&amp;quot; popup box.  The text in this box says ''The server's certificate chain is incomplete, and the signer(s) are not registered.  Accept?''  You can examine the description of the certificate with the &amp;quot;Security&amp;quot; tab on this popup.  If you are satisfied with the information and wish to use the certificate, click the ''Approve'' button, and the certificate will be stored in Opera's trusted certificate list, and you will be able to browse secured pages from the Foundry.&lt;br /&gt;
&lt;br /&gt;
If you wish to manually install the certificate in Opera, click on the certificate link: [http://foundry.openuru.org/assets/Foundry/foundry.crt Foundry Certificate].  A &amp;quot;Install Certificate&amp;quot; popup window will appear, showing the certificate from '''foundry.openuru.org'''  You can click the &amp;quot;View&amp;quot; button to display information about the certificate.  You can then click the &amp;quot;Install&amp;quot; button to install the certificate or &amp;quot;Cancel&amp;quot; to ignore the certificate and not change Opera's certificate list.&lt;br /&gt;
&lt;br /&gt;
== Repository Installation ==&lt;br /&gt;
&lt;br /&gt;
=== TortoiseHg 2.0.x (Mercurial) ===&lt;br /&gt;
If you have tried to use the &amp;quot;Clone Repository&amp;quot; command to create the Mercurial repository and found that it came back with an error like &amp;quot;SSL: Server certificate verify failed&amp;quot; then try the steps below.&lt;br /&gt;
# Open TortoiseHg Workbench&lt;br /&gt;
# Click on New Repository in the File Menu&lt;br /&gt;
# Browse to the folder that you want to save the source to. This folder must be empty.&lt;br /&gt;
# Now the buttons on the toolbar close to the top of the window should be lit up.&lt;br /&gt;
# Select the green recycle-like icon that will bring up the synchronize settings in the lower part of the screen under '''Remote Repository'''&lt;br /&gt;
# In the drop down box select: '''https'''&lt;br /&gt;
# In the first box put '''foundry.openuru.org/hg'''&lt;br /&gt;
# In the last box on that line put the project name (e.g CWE) see the [http://www.openuru.org/pages/Development.php Development] page under Foundry Repositories&lt;br /&gt;
# Now click on the '''Padlock Button''' next to the drop down box&lt;br /&gt;
# Choose the second option '''Verify with stored host fingerprint (good)''' under Secure HTTPS Connection and Click '''Query'''. The fingerprint is (as of this writing): &amp;lt;code&amp;gt;32:1b:b2:1c:9a:fe:d9:17:b0:78:76:ea:87:68:ad:1a:34:ab:a8:8e&amp;lt;/code&amp;gt;&lt;br /&gt;
# Put your Username (all lowercase) and Password for your JIRA Account in the appropriate boxes and click '''Save'''&lt;br /&gt;
# On the right hand side of the screen is a '''Save''' button click it and the Save on the window that pops up&lt;br /&gt;
# On the same toolbar used in step 5. Click on the button with the two yellow cylinders and the green arrow pointing towards you. This is the '''Pull incoming changes''' button.&lt;br /&gt;
# After the download is complete you must update the local repository before being able to use it. Open the Output Log either by using Ctrl + L or in the View menu as '''Show Output Log'''&lt;br /&gt;
# After the % sign on the last line of the Output Log type: &amp;lt;code&amp;gt;hg update&amp;lt;/code&amp;gt;&lt;br /&gt;
# You should get a command completed successfully line.&lt;br /&gt;
# You are now ready to work on/view the code.&lt;br /&gt;
&lt;br /&gt;
=== TortoiseSVN (Subversion) ===&lt;br /&gt;
There is no requirement to install the certificate for TortoiseSVN.&lt;br /&gt;
&lt;br /&gt;
=== MacHg (Mercurial) ===&lt;br /&gt;
# Append the certificate to the end of your ~/Library/Application Support/MacHg/TrustedCertificates.pem file.&lt;/div&gt;</summary>
		<author><name>Rarified</name></author>
	</entry>
	<entry>
		<id>https://wiki.openuru.org/index.php?title=Foundry_Certificate_Installation&amp;diff=1322</id>
		<title>Foundry Certificate Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.openuru.org/index.php?title=Foundry_Certificate_Installation&amp;diff=1322"/>
		<updated>2011-10-20T02:28:43Z</updated>

		<summary type="html">&lt;p&gt;Rarified: /* Opera */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
The OpenUru.org Foundry tools such as JIRA bugtracking use SSL (Secure Sockets Layer) to encrypt transactions and to give confidence that you are connected to the correct server. Currently, this is a &amp;quot;self-signed&amp;quot; certificate and not one that has been validated by the main certificate authorities, so most browsers will display a warning when you navigate to one of the Foundry pages.&lt;br /&gt;
&lt;br /&gt;
You can avoid these warnings by installing the certificate in your browser's certificate store. This can be done when you first visit the foundry, but the methods vary greatly across browsers. It is perhaps easier to manually install the certificate before visting the Foundry. The certificate will also need to be installed in repository tools (Mercurial or Subversion) if you intend using SSL to access the Foundry repositories.&lt;br /&gt;
&lt;br /&gt;
The instructions given here relate to the Windows versions of the applications.&lt;br /&gt;
&lt;br /&gt;
== Obtaining the Certificate ==&lt;br /&gt;
&lt;br /&gt;
(For manual installation into applications not listed below)&lt;br /&gt;
&lt;br /&gt;
Download a copy of the certificate using this link: [http://foundry.openuru.org/assets/Foundry/foundry.crt Foundry Certificate]&lt;br /&gt;
&lt;br /&gt;
== Browser Installation ==&lt;br /&gt;
&lt;br /&gt;
Please read the instructions so you know what to do '''before''' clicking on the link to the certificate, or right click the link and open it in a new tab or window. &lt;br /&gt;
&lt;br /&gt;
=== Firefox ===&lt;br /&gt;
Click on the following link: [http://foundry.openuru.org/assets/Foundry/foundry.crt Foundry Certificate]&lt;br /&gt;
A popup will appear titled &amp;quot;Downloading Certificate&amp;quot;. Mark the check box for &amp;quot;Trust this CA to identify web sites&amp;quot; then click &amp;quot;OK&amp;quot; (you may wish to click &amp;quot;View&amp;quot; to check the certificate details first). The certificate is now installed, and when visiting the Foundry you should see the padlock symbol at the bottom right of your browser: hovering the mouse pointer over this should show &amp;quot;Authenticated by OpenUru.org&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Firefox 3.6.0 contains a bug which may cause loss of data when using JIRA - users should upgrade their Firefox installation to 3.6.2 or later.&lt;br /&gt;
&lt;br /&gt;
=== Internet Explorer ===&lt;br /&gt;
&lt;br /&gt;
Click on the following link: [http://foundry.openuru.org/assets/Foundry/foundry.crt Foundry Certificate]&lt;br /&gt;
A popup will appear titled &amp;quot;File Download - Security Warning&amp;quot;. Click &amp;quot;Open&amp;quot; and the certificate details will be displayed in a new popup wher you can inspect them. On the &amp;quot;General&amp;quot; tab, click &amp;quot;Install Certificate...&amp;quot;. When the Certificate Import Wizard appears click &amp;quot;Next&amp;gt;&amp;quot;, then on the Certificate Store page select &amp;quot;Automatically select the certificate store based on the type of certificate&amp;quot; and click &amp;quot;Next&amp;gt;&amp;quot; and then &amp;quot;Finish&amp;quot;. Another popup will appear titled &amp;quot;Security Warning&amp;quot; and asking &amp;quot;Do you want to install this certificate?&amp;quot; - Click &amp;quot;Yes&amp;quot;. You should get a message telling you that the import was successful. Click &amp;quot;OK&amp;quot; on any remaining dialog boxes. The certificate is now installed, and when visiting the Foundry you should see the padlock symbol to the right of the URL bar with a blue background.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you install the certificate using Internet Explorer as described above, then you should find that the certificate will automatically be trusted by Safari and Chrome browsers on the same machine, since both of these use the Windows Internet Settings.&lt;br /&gt;
&lt;br /&gt;
=== Google Chrome ===&lt;br /&gt;
Chrome (under Microsoft Windows) uses the same certificate store as Internet Explorer, so the process is very similar: Click on the following link: [http://foundry.openuru.org/assets/Foundry/foundry.crt Foundry Certificate]&lt;br /&gt;
The &amp;quot;Downloads&amp;quot; popup will appear along with another window asking if you want to open or save the file &amp;quot;foundry.crt&amp;quot;. Click &amp;quot;Open&amp;quot; and a new popup will appear titled &amp;quot;File Download - Security Warning&amp;quot;. Click &amp;quot;Open&amp;quot; and the certificate details will be displayed in a new popup wher you can inspect them. On the &amp;quot;General&amp;quot; tab, click &amp;quot;Install Certificate...&amp;quot;. When the Certificate Import Wizard appears click &amp;quot;Next&amp;gt;&amp;quot;, then on the Certificate Store page select &amp;quot;Automatically select the certificate store based on the type of certificate&amp;quot; and click &amp;quot;Next&amp;gt;&amp;quot; and then &amp;quot;Finish&amp;quot;. Another popup will appear titled &amp;quot;Security Warning&amp;quot; and asking &amp;quot;Do you want to install this certificate?&amp;quot; - Click &amp;quot;Yes&amp;quot;. You should get a message telling you that the import was successful. Click &amp;quot;OK&amp;quot; on any remaining dialog boxes. The certificate is now installed, and when visiting the Foundry you should see the padlock symbol to the right of the URL bar.&lt;br /&gt;
&lt;br /&gt;
=== Apple Safari ===&lt;br /&gt;
On Microsoft Windows, Safari uses the same certificate store as Internet Explorer, so the process is very similar: Click on the following link: [http://foundry.openuru.org/assets/Foundry/foundry.crt Foundry Certificate]&lt;br /&gt;
The &amp;quot;Downloads&amp;quot; popup will appear along with another window asking if you want to open or save the file &amp;quot;foundry.crt&amp;quot;. Click &amp;quot;Open&amp;quot; and a new popup will appear titled &amp;quot;File Download - Security Warning&amp;quot;. Click &amp;quot;Open&amp;quot; and the certificate details will be displayed in a new popup wher you can inspect them. On the &amp;quot;General&amp;quot; tab, click &amp;quot;Install Certificate...&amp;quot;. When the Certificate Import Wizard appears click &amp;quot;Next&amp;gt;&amp;quot;, then on the Certificate Store page select &amp;quot;Automatically select the certificate store based on the type of certificate&amp;quot; and click &amp;quot;Next&amp;gt;&amp;quot; and then &amp;quot;Finish&amp;quot;. Another popup will appear titled &amp;quot;Security Warning&amp;quot; and asking &amp;quot;Do you want to install this certificate?&amp;quot; - Click &amp;quot;Yes&amp;quot;. You should get a message telling you that the import was successful. Click &amp;quot;OK&amp;quot; on any remaining dialog boxes. The certificate is now installed, and when visiting the Foundry you should see the padlock symbol to the right of the URL bar.&lt;br /&gt;
&lt;br /&gt;
=== Opera ===&lt;br /&gt;
Using the Opera browser to access an SSL page on the Foundry will cause the browser to raise a &amp;quot;Security Issue&amp;quot; popup box.  The text in this box says ''The server's certificate chain is incomplete, and the signer(s) are not registered.  Accept?''  You can examine the description of the certificate with the &amp;quot;Security&amp;quot; tab on this popup.  If you are satisfied with the information and wish to use the certificate, click the ''Approve'' button, and the certificate will be stored in Opera's trusted certificate list, and you will be able to browse secured pages from the Foundry.&lt;br /&gt;
&lt;br /&gt;
== Repository Installation ==&lt;br /&gt;
&lt;br /&gt;
=== TortoiseHg 2.0.x (Mercurial) ===&lt;br /&gt;
If you have tried to use the &amp;quot;Clone Repository&amp;quot; command to create the Mercurial repository and found that it came back with an error like &amp;quot;SSL: Server certificate verify failed&amp;quot; then try the steps below.&lt;br /&gt;
# Open TortoiseHg Workbench&lt;br /&gt;
# Click on New Repository in the File Menu&lt;br /&gt;
# Browse to the folder that you want to save the source to. This folder must be empty.&lt;br /&gt;
# Now the buttons on the toolbar close to the top of the window should be lit up.&lt;br /&gt;
# Select the green recycle-like icon that will bring up the synchronize settings in the lower part of the screen under '''Remote Repository'''&lt;br /&gt;
# In the drop down box select: '''https'''&lt;br /&gt;
# In the first box put '''foundry.openuru.org/hg'''&lt;br /&gt;
# In the last box on that line put the project name (e.g CWE) see the [http://www.openuru.org/pages/Development.php Development] page under Foundry Repositories&lt;br /&gt;
# Now click on the '''Padlock Button''' next to the drop down box&lt;br /&gt;
# Choose the second option '''Verify with stored host fingerprint (good)''' under Secure HTTPS Connection and Click '''Query'''. The fingerprint is (as of this writing): &amp;lt;code&amp;gt;32:1b:b2:1c:9a:fe:d9:17:b0:78:76:ea:87:68:ad:1a:34:ab:a8:8e&amp;lt;/code&amp;gt;&lt;br /&gt;
# Put your Username (all lowercase) and Password for your JIRA Account in the appropriate boxes and click '''Save'''&lt;br /&gt;
# On the right hand side of the screen is a '''Save''' button click it and the Save on the window that pops up&lt;br /&gt;
# On the same toolbar used in step 5. Click on the button with the two yellow cylinders and the green arrow pointing towards you. This is the '''Pull incoming changes''' button.&lt;br /&gt;
# After the download is complete you must update the local repository before being able to use it. Open the Output Log either by using Ctrl + L or in the View menu as '''Show Output Log'''&lt;br /&gt;
# After the % sign on the last line of the Output Log type: &amp;lt;code&amp;gt;hg update&amp;lt;/code&amp;gt;&lt;br /&gt;
# You should get a command completed successfully line.&lt;br /&gt;
# You are now ready to work on/view the code.&lt;br /&gt;
&lt;br /&gt;
=== TortoiseSVN (Subversion) ===&lt;br /&gt;
There is no requirement to install the certificate for TortoiseSVN.&lt;br /&gt;
&lt;br /&gt;
=== MacHg (Mercurial) ===&lt;br /&gt;
# Append the certificate to the end of your ~/Library/Application Support/MacHg/TrustedCertificates.pem file.&lt;/div&gt;</summary>
		<author><name>Rarified</name></author>
	</entry>
	<entry>
		<id>https://wiki.openuru.org/index.php?title=Craftwork&amp;diff=1078</id>
		<title>Craftwork</title>
		<link rel="alternate" type="text/html" href="https://wiki.openuru.org/index.php?title=Craftwork&amp;diff=1078"/>
		<updated>2011-04-21T03:04:37Z</updated>

		<summary type="html">&lt;p&gt;Rarified: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UruDocProj}}&lt;br /&gt;
{{tech-stub}}&lt;br /&gt;
== [[Game Overview]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Technical Architecture]] ==&lt;br /&gt;
=== [[Modelling]] ===&lt;br /&gt;
=== [[Communication]] ===&lt;br /&gt;
=== [[Physics]] ===&lt;br /&gt;
=== [[Game Client]] ===&lt;br /&gt;
=== [[Game Servers]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Tools and Processes]] ==&lt;br /&gt;
=== [[Using the OpenUru Repositories]] ===&lt;br /&gt;
=== [[Building URU from code]] ===&lt;br /&gt;
=== [[URU Runtime Environments]] ===&lt;br /&gt;
==== [[CyanWorlds.com Engine‎|Client]] ====&lt;br /&gt;
* [[Build the client with MSVC 2003‎]]&lt;br /&gt;
&lt;br /&gt;
==== [[Server]] ====&lt;br /&gt;
==== [[Network and Communication]] ====&lt;br /&gt;
* [[Wireshark Plugin]]&lt;br /&gt;
&lt;br /&gt;
=== [[Modelling Tools]] ===&lt;br /&gt;
==== [[Physics]] ====&lt;br /&gt;
===== [[Plasma]] =====&lt;br /&gt;
==== [[3D Model Construction and Integration]] ====&lt;br /&gt;
==== [[Video Integration]] ====&lt;br /&gt;
==== [[Sound Integration]] ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Open Source Materials from Cyan]] ==&lt;br /&gt;
=== [[Conditions of Use]] ===&lt;br /&gt;
=== [[Location of Materials]] ===&lt;br /&gt;
=== [[How to gain access]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit --&amp;gt;&lt;br /&gt;
[[Category:Documentation]]&lt;/div&gt;</summary>
		<author><name>Rarified</name></author>
	</entry>
	<entry>
		<id>https://wiki.openuru.org/index.php?title=Craftwork&amp;diff=16</id>
		<title>Craftwork</title>
		<link rel="alternate" type="text/html" href="https://wiki.openuru.org/index.php?title=Craftwork&amp;diff=16"/>
		<updated>2009-01-10T23:14:17Z</updated>

		<summary type="html">&lt;p&gt;Rarified: New page: == Game Overview ==  == Technical Architecture == === Modelling === === Communication === === Physics === === Game Client === === Game Servers ===   == [[Tools ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [[Game Overview]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Technical Architecture]] ==&lt;br /&gt;
=== [[Modelling]] ===&lt;br /&gt;
=== [[Communication]] ===&lt;br /&gt;
=== [[Physics]] ===&lt;br /&gt;
=== [[Game Client]] ===&lt;br /&gt;
=== [[Game Servers]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Tools and Processes]] ==&lt;br /&gt;
=== [[Building URU from code]] ===&lt;br /&gt;
=== [[URU Runtime Environments]] ===&lt;br /&gt;
==== [[Client]] ====&lt;br /&gt;
==== [[Server]] ====&lt;br /&gt;
==== [[Network and Communication]] ====&lt;br /&gt;
=== [[Modelling Tools]] ===&lt;br /&gt;
==== [[Physics]] ====&lt;br /&gt;
===== [[Plasma]] =====&lt;br /&gt;
==== [[3D Model Construction and Integration]] ====&lt;br /&gt;
==== [[Video Integration]] ====&lt;br /&gt;
==== [[Sound Integration]] ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Open Source Materials from Cyan]] ==&lt;br /&gt;
=== [[Conditions of Use]] ===&lt;br /&gt;
=== [[Location of Materials]] ===&lt;br /&gt;
=== [[How to gain access]] ===&lt;/div&gt;</summary>
		<author><name>Rarified</name></author>
	</entry>
	<entry>
		<id>https://wiki.openuru.org/index.php?title=Artwork&amp;diff=15</id>
		<title>Artwork</title>
		<link rel="alternate" type="text/html" href="https://wiki.openuru.org/index.php?title=Artwork&amp;diff=15"/>
		<updated>2009-01-10T23:02:47Z</updated>

		<summary type="html">&lt;p&gt;Rarified: New page: == Images ==  == Music ==  == Worlds ==  == Challenges ==&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [[Images]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Music]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Worlds]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Challenges]] ==&lt;/div&gt;</summary>
		<author><name>Rarified</name></author>
	</entry>
	<entry>
		<id>https://wiki.openuru.org/index.php?title=URUDoc_-_Main&amp;diff=14</id>
		<title>URUDoc - Main</title>
		<link rel="alternate" type="text/html" href="https://wiki.openuru.org/index.php?title=URUDoc_-_Main&amp;diff=14"/>
		<updated>2009-01-10T23:00:48Z</updated>

		<summary type="html">&lt;p&gt;Rarified: New page: {| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;background-color:#ffffcc;&amp;quot; |''Ed note: This is a work-in-progress.  Feel free to add to it'' |} == The Art == A section to...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|''Ed note: This is a work-in-progress.  Feel free to add to it''&lt;br /&gt;
|}&lt;br /&gt;
== [[Artwork|The Art]] ==&lt;br /&gt;
A section to document how to produce, encode and integrate various art forms (graphics, scripting, music, puzzles) into the Uru virtual worlds.&lt;br /&gt;
&lt;br /&gt;
== [[Craftwork|The Craft]] ==&lt;br /&gt;
A section on the underlying mechanics of the Uru game environment.  Server and client code, architectural documentation or analysis.&lt;br /&gt;
&lt;br /&gt;
== [[Canon|The Canon]] ==&lt;br /&gt;
So important to Uru is the underlying storyline.  Use this area to document (or reference) what has been provided to describe the history and known motivations and behaviors of the D'ni.  Also apropriate are discussions about how D'ni ''(in character)'' technology and art worked.&lt;/div&gt;</summary>
		<author><name>Rarified</name></author>
	</entry>
	<entry>
		<id>https://wiki.openuru.org/index.php?title=Main_Page&amp;diff=13</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.openuru.org/index.php?title=Main_Page&amp;diff=13"/>
		<updated>2009-01-10T22:36:31Z</updated>

		<summary type="html">&lt;p&gt;Rarified: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to OpenURU.org==&lt;br /&gt;
&lt;br /&gt;
OpenURU.org provides a venue with resources for a diverse community of projects to encourage a cooperative environment for the exploration, development and exchange of ideas in Cyan Worlds' Myst universe and Open Source URU.&lt;br /&gt;
&lt;br /&gt;
This wiki contains information of interest to ongoing projects at OpenURU.org.&lt;br /&gt;
&lt;br /&gt;
Use 'search' on the left to find information you wish to know.&lt;br /&gt;
&lt;br /&gt;
'''All logged in members''' are able to edit the wiki unless the page is protected. '''Edit responsibly'''.&lt;br /&gt;
&lt;br /&gt;
'''Proper spelling and grammar are taken seriously.'''  Writing well with good grammar is appreciated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Visit our home page at:&lt;br /&gt;
* [http://OpenURU.org OpenURU.org]&lt;br /&gt;
&lt;br /&gt;
Visit our forums at:&lt;br /&gt;
* [http://forums.OpenURU.org forums.OpenURU.org]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[URUDoc:Main|The Open URU Documentation Project]] ==&lt;br /&gt;
&lt;br /&gt;
As we gain knowledge about how URU works, there should be a place to contain or index that knowledge.  This area is proposed as a repository and a place to organize that information.  Right now I've just started filling out a taxonomy.  Let's see where it goes.&lt;/div&gt;</summary>
		<author><name>Rarified</name></author>
	</entry>
</feed>