原文:
There was a mission statement but I think it's mostly the same as: https://themeldingwars.com/about.html
There's no overall roadmap, some of our repos do have github issues for wants though.
Overall status I'd say while there's still gaps here and there we are quite well off on the network proto since some time, and we can parse the visuals of the world so some (albeit very expensive) collision checking can be done.
So as far as I know at the moment, some major remaining obstacles apart from finding the time, is implementing simulation for different weapon types and mechanics so the server side checks out with the client visuals, more work on abilities that need server-side data to work, AI, and of course implementing the content like encounters / missions etc.
And of course, to build it off a somewhat stable server base that can be flexed into different versions of the game in the future :P
As for an overview of what's available
If you want to go in-game there's currently two public "PoCs":
Arcporter - https://github.com/themeldingwars/Arcporter
Which uses the games replay feature to allow you to load into any zone and fly around with the camera.
Compatible with many builds of the game.
PIN - https://github.com/themeldingwars/PIN
Which sets up a local 'server' allowing you to log in and run around with a predefined character.
Compatible with the last build on Steam (1962), the protocol parsing is dated compared to AeroMessages.
If you are interested in the network protocol:
AeroMessages - https://github.com/themeldingwars/AeroMessages
Which contains definitions for a code generator and produces parsers for essentially the whole 1962 protocol.
PacketPeep - https://github.com/themeldingwars/PacketPeep
Which you can set up with the AeroMessages.dll to explore the network captures with our parsers (https://github.com/themeldingwars/Documentation/blob/master/Captures/2016-11-15%20-%20Gameplay.pcapng.gz) or any replays you have from 1962.
Sift - https://github.com/themeldingwars/Sift
Which contains view and message ids from the different versions of the network protocol used in different builds of the game.
And the relevant primers from the documentation wiki which should be mostly up to date:
https://github.com/themeldingwars/Documentation/wiki/Matrix-Connection-Test
https://github.com/themeldingwars/Documentation/wiki/Game-Server-Protocol-Overview
https://github.com/themeldingwars/Documentation/wiki/Views%2C-Updates-and-Keyframes
If you are interested in the game files:
SDBrowser - https://github.com/themeldingwars/SDBrowser
Which allows you to explore the client.sdb2 database that contains data for npcs/items and more.
It displays all the table and column names even though they are not actually in the database.
Compatible with many builds of the game.
NSRViewer - https://github.com/themeldingwars/NSRViewer
Which can display info and decompress replay .nsr files.
010 Templates (in Documentation repo) - https://github.com/themeldingwars/Documentation/tree/master/010%20Templates
These are effectively the documentation for the formats, the templates are used with https://www.sweetscape.com/010editor/ .
Some files have compressed aspects in them and in some cases we have templates for the decompressed parts (payload) but you'll need some other method to aquire the decompressed files.
FauFau - https://github.com/themeldingwars/FauFau/tree/master/FauFau/Formats
A shared library with parsers for some of the formats, for example SDBrowser depends on this.
It may not be completely up to date with the 010 templates.
And often we have more info about the formats in the documentation wiki:
https://github.com/themeldingwars/Documentation/wiki/Formats
https://github.com/themeldingwars/Documentation/wiki/Settings
Finally, if you are diving into the executable, there's a setup for documenting function names:
https://github.com/themeldingwars/Firefall-DISASM-Name-Manager
https://github.com/themeldingwars/NameManagerDatabases
There was a mission statement but I think it's mostly the same as: https://themeldingwars.com/about.html
There's no overall roadmap, some of our repos do have github issues for wants though.
Overall status I'd say while there's still gaps here and there we are quite well off on the network proto since some time, and we can parse the visuals of the world so some (albeit very expensive) collision checking can be done.
So as far as I know at the moment, some major remaining obstacles apart from finding the time, is implementing simulation for different weapon types and mechanics so the server side checks out with the client visuals, more work on abilities that need server-side data to work, AI, and of course implementing the content like encounters / missions etc.
And of course, to build it off a somewhat stable server base that can be flexed into different versions of the game in the future :P
As for an overview of what's available
If you want to go in-game there's currently two public "PoCs":
Arcporter - https://github.com/themeldingwars/Arcporter
Which uses the games replay feature to allow you to load into any zone and fly around with the camera.
Compatible with many builds of the game.
PIN - https://github.com/themeldingwars/PIN
Which sets up a local 'server' allowing you to log in and run around with a predefined character.
Compatible with the last build on Steam (1962), the protocol parsing is dated compared to AeroMessages.
If you are interested in the network protocol:
AeroMessages - https://github.com/themeldingwars/AeroMessages
Which contains definitions for a code generator and produces parsers for essentially the whole 1962 protocol.
PacketPeep - https://github.com/themeldingwars/PacketPeep
Which you can set up with the AeroMessages.dll to explore the network captures with our parsers (https://github.com/themeldingwars/Documentation/blob/master/Captures/2016-11-15%20-%20Gameplay.pcapng.gz) or any replays you have from 1962.
Sift - https://github.com/themeldingwars/Sift
Which contains view and message ids from the different versions of the network protocol used in different builds of the game.
And the relevant primers from the documentation wiki which should be mostly up to date:
https://github.com/themeldingwars/Documentation/wiki/Matrix-Connection-Test
https://github.com/themeldingwars/Documentation/wiki/Game-Server-Protocol-Overview
https://github.com/themeldingwars/Documentation/wiki/Views%2C-Updates-and-Keyframes
If you are interested in the game files:
SDBrowser - https://github.com/themeldingwars/SDBrowser
Which allows you to explore the client.sdb2 database that contains data for npcs/items and more.
It displays all the table and column names even though they are not actually in the database.
Compatible with many builds of the game.
NSRViewer - https://github.com/themeldingwars/NSRViewer
Which can display info and decompress replay .nsr files.
010 Templates (in Documentation repo) - https://github.com/themeldingwars/Documentation/tree/master/010%20Templates
These are effectively the documentation for the formats, the templates are used with https://www.sweetscape.com/010editor/ .
Some files have compressed aspects in them and in some cases we have templates for the decompressed parts (payload) but you'll need some other method to aquire the decompressed files.
FauFau - https://github.com/themeldingwars/FauFau/tree/master/FauFau/Formats
A shared library with parsers for some of the formats, for example SDBrowser depends on this.
It may not be completely up to date with the 010 templates.
And often we have more info about the formats in the documentation wiki:
https://github.com/themeldingwars/Documentation/wiki/Formats
https://github.com/themeldingwars/Documentation/wiki/Settings
Finally, if you are diving into the executable, there's a setup for documenting function names:
https://github.com/themeldingwars/Firefall-DISASM-Name-Manager
https://github.com/themeldingwars/NameManagerDatabases