View Full Version : BASH Scripting - Help Request
dulux-oz
June 10th, 2017, 08:29
This may be a seen as a non-gaming question but please trust me that it is actually gaming related:
Is anyone any good with unix/linux bash scripting (ie to a professional level) who could help me out with something?
Cheers
Andraax
June 10th, 2017, 14:52
One of the things I do for a living. Ask me anything. :-)
dulux-oz
June 10th, 2017, 15:31
One of the things I do for a living. Ask me anything. :-)
OK - does your chewing-gum loose its flavour on the bedpost overnight? :p
Seriously, PM sent - and thanks
Andraax
June 10th, 2017, 16:26
OK - does your chewing-gum loose its flavour on the bedpost overnight? :p
Seriously, PM sent - and thanks
Yes. And going to check the PMs now....
Andraax
June 10th, 2017, 16:35
See your PMs.
Ken L
June 10th, 2017, 19:55
I can take a gander if Andraax hasn't already solved it. Most of my BASH is for auto-builds and Cron management or python hooks which is pretty much all that's needed. Unless you're trying to do something crazy.
Zacchaeus
June 10th, 2017, 19:59
I can take a gander if Andraax hasn't already solved it. Most of my BASH is for auto-builds and Cron management or python hooks which is pretty much all that's needed. Unless you're trying to do something crazy.
This is dulux-oz that we are talking about here. Of course he's doing something crazy :)
Ken L
June 10th, 2017, 20:17
I usually jump into python when it's computationally demanding, unless cross system *nix system comparability is your goal. Except those pesky KORN shell users.
dulux-oz
June 11th, 2017, 05:47
Thanks everyone for the help - Andraxx and I got it sorted, so its all good!
And I'm not sure if I should be insulted or not by what Zacc said :confused: :p
Frunobulax
June 27th, 2017, 17:30
Cheers to all the fellow UNIX geeks here (I've been a UNIX sysadmin for almost 30 years). I was really psyched to see that a native Linux version of FG is planned! That's awesome, because it works like crap under WINE. I am psyched!
On a related note, if I wanted to do any mods for FG, specifically the RMC ruleset, what language are they in? Are there any good tutorials for getting started? Thanks!
I really wish FG would hire someone to work on the RMC ruleset full time, poor Dakadin seems swamped. I want it to get all the love that the D&D rulesets get!
Trenloe
June 27th, 2017, 17:34
On a related note, if I wanted to do any mods for FG, specifically the RMC ruleset, what language are they in? Are there any good tutorials for getting started? Thanks!
Depends what you mean by "mod". FG has .mod files that are library modules - they contain data that is used by the ruleset, like "Character Law" being one module. The data in these is stored as a database using XML.
If you mean modify the rulset, then this is XML and LUA. See here for a starting point: https://www.fantasygrounds.com/modguide/
And here for the API: https://www.fantasygrounds.com/refdoc/
Some background general info (and further links) here: https://www.fantasygrounds.com/forums/showthread.php?20651-Modifying-the-CoreRPG-ruleset But keep in mind that RMC is not based on CoreRPG so there may be some differences, but post #1 is pretty generic and will apply.
Frunobulax
June 28th, 2017, 09:14
Thanks, I will look into it. I will probably concentrate my efforts on making new module/adventure stuff for RMC - I don't have time to learn Lua. But I really wish I could help Dakadin. I feel sorry for him, and disappointed that D&D gets all the developer love while RMC depends on just one guy who does it part time. I guess RMC does not sell as many licenses, but since you DO sell it, I feel like there should be at least ONE paid, fiull-time developer working on improving it! I'm pretty disappointed in seeing all the cool things the D&D rulesets can do while RMC more or less languishes, I'm sure Dakadin is doing his very best, but there comes a point when serious (i.e., PAID) work is necessary. And the RMC rulset is why I bought FG - I would not have done it if that ruleset had not existed,
Trenloe
June 28th, 2017, 15:05
I think you have his expectation that SmiteWorks has many employees. They don't. There are three full time guys, only one of which is a full time developer.
Also, I think your idea of the revenue generated from these products is probably a lot higher than it actually is. The level of sales of any of the specific RPG products does not provide for a bunch of full time employees. The model has always been for community Devs to do the work on specific products, and get paid royalties for that work. Even the super popular products won't provide enough money for an individual to live on - devs have to do this as a part time/labor of love. This is the RPG industry, not mainstream computer gaming, and simply does not have enough sales volume for the majority of people to be involved in a full time capacity.
Dakadin can probably give you an idea of the number of RMC rulesets sold since he took over as the ruleset dev. If it's more than 100 I'd be surprised. Any revenue from this small level of sales is split three ways: original content owners, SmiteWorks and the developer themselves. Such levels of sales and revenue split does not make it financially viable for SmiteWorks to put one paid, full time developer working on any such non-mainstream product. If they did, SmiteWorks would soon go under.
Frunobulax
June 29th, 2017, 21:45
Thank you. Sorry I missed this first time around and asked again.
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