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Map export Help ;)

Map export Help ;)

From:
Lucelio Mattoso
Date:
2012-10-20 @ 02:47
Hello guys, I'm having trouble exporting the game map. I want to develop 
more new places can not ...

nothing better than seeking friends .. ^ ^ ... I've tried the plugin on 
github tiled but could not compile ...

finally someone has a walkthrough or something new to export the map in 
json format ...

I can even make a json alert by MapEditor "tiled" but is not valid because
the file ... Fiza huge and cluttered ....

I apologize for my horrible english ...

after all I am Brazilian Portuguese ee speak hehehe ...

thanks for listening friends 		 	   		  

Map export Help ;)

From:
Lucelio Mattoso
Date:
2012-10-21 @ 04:15
Hi .. My operating system is windowns ... as I said in the first post 
could not compile MapEditor "tiled" the companion shared
and also already tried installing the linux packages virtualenv + pip lxml
but had no success ...
what confuses me is that what seems to be the simplest being the more 
complicated ..
I say because I only have problems when exporting *. tmx format to json 
and js that the game needs ...
help me please
thank you friends. 		 	   		  

Map export Help ;)

From:
Lucelio Mattoso
Date:
2012-10-20 @ 02:58
Hello guys, I'm having trouble exporting the game map. I want to develop 
more new places can not ...

nothing better than seeking friends .. ^ ^ ... I've tried the plugin on 
github tiled but could not compile ...

finally someone has a walkthrough or something new to export the map in 
json format ...

I can even make a json alert by MapEditor "tiled" but is not valid because
the file ... Fiza huge and cluttered ....

I apologize for my horrible english ...

after all I am Brazilian Portuguese ee speak hehehe ...

thanks for listening friends 		 	   		  

Re: [browserquest] Map export Help ;)

From:
Justin Clift
Date:
2012-10-20 @ 18:47
On 20/10/2012, at 1:58 PM, Lucelio Mattoso wrote:
> Hello guys, I'm having trouble exporting the game map. I want to develop
more new places can not ...
> 
> nothing better than seeking friends .. ^ ^ ... I've tried the plugin on 
github tiled but could not compile ...
> 
> 
> finally someone has a walkthrough or something new to export the map in 
json format ...
> 
> 
> I can even make a json alert by MapEditor "tiled" but is not valid 
because the file ... Fiza huge and cluttered ....
> 
> 
> I apologize for my horrible english ...
> 
> 
> after all I am Brazilian Portuguese ee speak hehehe ...

Hi Lucelio,

Which operating system are you using?

We know it works on MacOS X.  There are problems with it on Linux though.

I haven't tried very hard to fix any of it though.  I'm in the process of
moving overseas so haven't got any free time at the moment. :(

+ Justin

-
Aeolus Community Manager
http://www.aeolusproject.org

Re: [browserquest] Map export Help ;)

From:
Mathieu Loiseau
Date:
2013-01-14 @ 15:37
Hi,
I'm very new at looking at the browser quest code, so I probably lack 
info...
I have succesfully imported a tiled (.tmx) map under linux (or so it 
seems: I could add a door and a room communicating together).
I'm not familiar with windows, so I can't help you on that front (maybe 
running OS X in a virtual machine would be the safest bet, even though 
it's kind of like killing a mosquito with a machine gun in terms of 
problem solving) especially since I'm not a python expert.
For the map, it is normal that the .tmx file is huge, every tile is 
described as an xml element. Tiled is able to save the data compressing 
the content of some elements thus making files like 600 times smaller.
json specifications concern how to write into strings the content of 
variables, not how to write into strings the content of tiled maps. 
Therefore, the json out of tiled map editor is of course not using the 
same conventions as the ones chosen inside browser quest. Ideally, the 
exportmap.js and processmap.js could be rewritten to work with the json 
output of tiled, but can't work on that...
Some documentation 

<https://github.com/browserquest/BrowserQuest/wiki/Create-a-map-using-tiled-map-editor>

is being added, regarding the attributes to use in tiled map editor.
Sorry I can't be of more help... good luck



> On 20/10/2012, at 1:58 PM, Lucelio Mattoso wrote:
>> > Hello guys, I'm having trouble exporting the game map.
>> > I want to develop more new places can not ...
>> >
>> > nothing better than seeking friends .. ^ ^ ... I've tried the
>> > plugin on github tiled but could not compile ...
>> >
>> >
>> > finally someone has a walkthrough or something new to export
>> > the map in json format ...
>> >
>> >
>> > I can even make a json alert by MapEditor "tiled" but is not
>> > valid because the file ... Fiza huge and cluttered ....
>> >
>> >
>> > I apologize for my horrible english ...
>> >
>> >
>> > after all I am Brazilian Portuguese ee speak hehehe ...
>
>
> Hi Lucelio,
>
> Which operating system are you using?
>
> We know it works on MacOS X.  There are problems with it on Linux though.
>
> I haven't tried very hard to fix any of it though.  I'm in the process of
> moving overseas so haven't got any free time at the moment. :(
>
> + Justin
>
> -
> Aeolus Community Manager
> http://www.aeolusproject.org


-- 
Mathieu Loiseau (LIRIS -- équipe SILEX)
Bâtiment Blaise Pascal --- INSA de Lyon
20, av. Albert Einstein
69100 Villeurbanne
http://www.lezinter.net/~lzbk

starting in the browser quest world

From:
Mathieu Loiseau
Date:
2013-01-14 @ 17:49
Hi everyone,
I am working at the LIRIS lab in Lyon (France) and I am involved in a 
research project the aim of which is the design of a serious game to learn
the scientific method in archaeology. It involves researchers both in 
computer science and in archaeology and needs to conciliate both real and 
virtual gameplay elements. For the latters, customizing Browser Quest 
seems a quite interesting lead. For the moment, we are working on a type 
of feasability study : I'm working on adding a few sprites (items, NPC, 
armor) and at customizing the map.
I therefore have the following questions :
	. Did someone document the addition of a new item, character, etc. to the
game ? (I guess it'd be in the wiki if someone did, but it never hurts to 
ask. If not, I might have to make that contribution...)
	. Have you ever heard of a version of browserquest completely striped 
from its game content, that would allow someone to create their own game 
using the base of BQ but not on top of the whole software ?

I'm not sure we will stick with BQ nor how my work can help you guys, as 
most of my code will concern the precise application I'm trying to 
develop. Plus, I'm very new at the technologies involved. But of course, 
if we select browser quest as a base for our prototype, it'll be duely 
mentioned (and it might attract other researchers). Additionally, I'm 
trying to document everything I figure out in this process. I've started 
with a "how-to" page concerning themaps  
<https://github.com/browserquest/BrowserQuest/wiki/Create-a-map-using-tiled-map-editor>.
It's not done yet, but hopefuly it can be useful for people to understand 
how BQ works. Still, I suggest that you guys who really know how this 
thing works keep an eye on my modifications to make sure I don't make 
errors.
Kind regards,
Mathieu
PS : Did you end up implementing some sort of DB support? I'm going to 
need one, but for the prototype I'll probably stick with storing just the 
user profiles. Therefore I will probably not go into space database/nor 
noSQL as I'm not familiar with these technologies. But I cannot stick with
client profile info as users are expected to use both mobile devices and 
PC. So, considering these constraints, if you have requests for a few DB 
features, I can try to include them in my backlog, provided I'm capable to
implement them (and knowing that the research project will unfortunately 
always supersede your requests, but hopefuly they might sometimes be in 
line).

Re: [browserquest] starting in the browser quest world

From:
Brynn
Date:
2013-01-14 @ 20:45
Hello Mathieu,

I don't believe there's any explicit documentation on adding items or
characters to the game, or really customizing it at all aside from
maps. I haven't heard of anyone stripping BQ down without any art
assets or maps, but it shouldn't be that hard to do. The last time I
looked there was a developer who was working on adding a database to
store game info, but I can't recall much of anything about it now.

BQ is unfortunately a difficult starting point for someone unfamiliar
with programming. There are some good platforms out there that would
be a good match for you, though. Maybe check out http://unity3d.com/.
There are a lot of resources available for new developers and it's
designed to be customized.

Good luck,

Brynn

On Mon, Jan 14, 2013 at 9:49 AM, Mathieu Loiseau
<mathieu.loiseau@liris.cnrs.fr> wrote:
> Hi everyone,
> I am working at the LIRIS lab in Lyon (France) and I am involved in a
> research project the aim of which is the design of a serious game to learn
> the scientific method in archaeology. It involves researchers both in
> computer science and in archaeology and needs to conciliate both real and
> virtual gameplay elements. For the latters, customizing Browser Quest seems
> a quite interesting lead. For the moment, we are working on a type of
> feasability study : I'm working on adding a few sprites (items, NPC, armor)
> and at customizing the map.
> I therefore have the following questions :
> 	• Did someone document the addition of a new item, character, etc. to the
> game ? (I guess it'd be in the wiki if someone did, but it never hurts to
> ask. If not, I might have to make that contribution…)
> 	• Have you ever heard of a version of browserquest completely striped from
> its game content, that would allow someone to create their own game using
> the base of BQ but not on top of the whole software ?
>
> I'm not sure we will stick with BQ nor how my work can help you guys, as
> most of my code will concern the precise application I'm trying to develop.
> Plus, I'm very new at the technologies involved. But of course, if we select
> browser quest as a base for our prototype, it'll be duely mentioned (and it
> might attract other researchers). Additionally, I'm trying to document
> everything I figure out in this process. I've started with a "how-to" page
> concerning the maps. It's not done yet, but hopefuly it can be useful for
> people to understand how BQ works. Still, I suggest that you guys who really
> know how this thing works keep an eye on my modifications to make sure I
> don't make errors.
> Kind regards,
> Mathieu
> PS : Did you end up implementing some sort of DB support? I'm going to need
> one, but for the prototype I'll probably stick with storing just the user
> profiles. Therefore I will probably not go into space database/nor noSQL as
> I'm not familiar with these technologies. But I cannot stick with client
> profile info as users are expected to use both mobile devices and PC. So,
> considering these constraints, if you have requests for a few DB features, I
> can try to include them in my backlog, provided I'm capable to implement
> them (and knowing that the research project will unfortunately always
> supersede your requests, but hopefuly they might sometimes be in line).

Re: [browserquest] starting in the browser quest world

From:
Mathieu Loiseau
Date:
2013-01-15 @ 01:52
Hi Brynn,
thanks a lot for your answer. I might have misexpressed myself. I am 
familiar with programming, but more used to a classic 
php/mysql/javascript type of (research) web applications, at a stage 
where they are not yet destined to the end user (which is also the case 
here, more of a feasability study). I "just" have to get used to server 
side javascript and its programming style. What I meant is that 
considering our deadlines in the project, I'd unfortunately better try 
to stick to the task as much as I can and do as much as possible with 
the technologies I already master sufficiently.
The choice of browser quest as a potential starting point was guided by 
various features:

  * adaptability of the gameplay for our needs
  * open source
  * multiplayer
  * works in a browser (→ portable device and PC)
  * html5 → easy linking with other (own) ressources (from within one
    interface)
  * sufficient in game communication between players

Thanks for the unity advice, I'll look into it, but I'm not sure it will 
comply better.
Anyway, if you can think of anything i can do to help the project, 
within the possibilities offered by my position, please ask.
If someone recalls who was working on the DB addition, maybe I can lend 
a hand there.
Thanks again for all the info
kind regards
Mathieu



Le lun. 14 janv. 2013 21:45:50 CET, Brynn a écrit :
>
> Hello Mathieu,
>
> I don't believe there's any explicit documentation on adding items or
> characters to the game, or really customizing it at all aside from
> maps. I haven't heard of anyone stripping BQ down without any art
> assets or maps, but it shouldn't be that hard to do. The last time I
> looked there was a developer who was working on adding a database to
> store game info, but I can't recall much of anything about it now.
>
> BQ is unfortunately a difficult starting point for someone unfamiliar
> with programming. There are some good platforms out there that would
> be a good match for you, though. Maybe check out http://unity3d.com/.
> There are a lot of resources available for new developers and it's
> designed to be customized.
>
> Good luck,
>
> Brynn
>
> On Mon, Jan 14, 2013 at 9:49 AM, Mathieu Loiseau
> <mathieu.loiseau@liris.cnrs.fr> wrote:
>>
>> Hi everyone,
>> I am working at the LIRIS lab in Lyon (France) and I am involved in a
>> research project the aim of which is the design of a serious game to 
>> learn
>> the scientific method in archaeology. It involves researchers both in
>> computer science and in archaeology and needs to conciliate both real and
>> virtual gameplay elements. For the latters, customizing Browser Quest 
>> seems
>> a quite interesting lead. For the moment, we are working on a type of
>> feasability study : I'm working on adding a few sprites (items, NPC, 
>> armor)
>> and at customizing the map.
>> I therefore have the following questions :
>> • Did someone document the addition of a new item, character, etc. to the
>> game ? (I guess it'd be in the wiki if someone did, but it never hurts to
>> ask. If not, I might have to make that contribution…)
>> • Have you ever heard of a version of browserquest completely striped 
>> from
>> its game content, that would allow someone to create their own game using
>> the base of BQ but not on top of the whole software ?
>>
>> I'm not sure we will stick with BQ nor how my work can help you guys, as
>> most of my code will concern the precise application I'm trying to 
>> develop.
>> Plus, I'm very new at the technologies involved. But of course, if we 
>> select
>> browser quest as a base for our prototype, it'll be duely mentioned 
>> (and it
>> might attract other researchers). Additionally, I'm trying to document
>> everything I figure out in this process. I've started with a "how-to" 
>> page
>> concerning the maps. It's not done yet, but hopefuly it can be useful for
>> people to understand how BQ works. Still, I suggest that you guys who 
>> really
>> know how this thing works keep an eye on my modifications to make sure I
>> don't make errors.
>> Kind regards,
>> Mathieu
>> PS : Did you end up implementing some sort of DB support? I'm going 
>> to need
>> one, but for the prototype I'll probably stick with storing just the user
>> profiles. Therefore I will probably not go into space database/nor 
>> noSQL as
>> I'm not familiar with these technologies. But I cannot stick with client
>> profile info as users are expected to use both mobile devices and PC. So,
>> considering these constraints, if you have requests for a few DB 
>> features, I
>> can try to include them in my backlog, provided I'm capable to implement
>> them (and knowing that the research project will unfortunately always
>> supersede your requests, but hopefuly they might sometimes be in line).
>



-- 
Mathieu Loiseau (LIRIS – équipe SILEX)
Bâtiment Blaise Pascal — INSA de Lyon
20, av. Albert Einstein
69100 Villeurbanne
http://www.lezinter.net/~lzbk

Proofreading

From:
Mathieu Loiseau
Date:
2013-01-22 @ 16:37
Hi people,
I've added a couple articles to the documentation wiki under the form of 
"How-Tos" concerning the expanding of the game. I figure it would be a 
good way to get into the code of BQ (that's the one I chose due to the 
constraints of my project):

  * how to expand/create a map:
    
https://github.com/browserquest/BrowserQuest/wiki/Create-a-map-using-tiled-map-editor
    (just a stub, a lot of work required here, maybe it is a waste of
    time to read it now);
  * how to create a new item:
    https://github.com/browserquest/BrowserQuest/wiki/How-to-add-an-item
    (the most complete article of the three);
  * how to create a new armor/persona:
    https://github.com/browserquest/BrowserQuest/wiki/How-to-add-a-persona
    (I kind of lack node.js/BQ background and the end of the article is
    probably lacking precision in the concepts used).

If someone feels like proofreading them in order to make sure I did not 
make errors (linguistic or otherwise), that would probably improve the 
said content.
In the meantime, I'll be writing an "how-to" add an achievement…
kind regards (and thanks for all the work you've put up).
Mathieu
PS : if anyone remembers who started working on that DB link, please 
don't hesitate to contact me…

-- 
Mathieu Loiseau (LIRIS – équipe SILEX)
Bâtiment Blaise Pascal — INSA de Lyon
20, av. Albert Einstein
69100 Villeurbanne
http://www.lezinter.net/~lzbk

Re: [browserquest] Proofreading

From:
Steve Gricci
Date:
2013-01-22 @ 17:02
Hey Mathieu,

There was actually a Korean team that expanded on the game adding XP and 
levels, as well as a Database link (using Redis).

All of that stuff is in this repo: 
https://github.com/browserquest/BrowserQuest-Asky

--s
On 01/22/2013 09:37 AM, Mathieu Loiseau wrote:
> Hi people,
> I've added a couple articles to the documentation wiki under the form 
> of "How-Tos" concerning the expanding of the game. I figure it would 
> be a good way to get into the code of BQ (that's the one I chose due 
> to the constraints of my project):
>
>   * how to expand/create a map:
>     
https://github.com/browserquest/BrowserQuest/wiki/Create-a-map-using-tiled-map-editor
>     (just a stub, a lot of work required here, maybe it is a waste of
>     time to read it now);
>   * how to create a new item:
>     https://github.com/browserquest/BrowserQuest/wiki/How-to-add-an-item
>     (the most complete article of the three);
>   * how to create a new armor/persona:
>     https://github.com/browserquest/BrowserQuest/wiki/How-to-add-a-persona
>     (I kind of lack node.js/BQ background and the end of the article
>     is probably lacking precision in the concepts used).
>
> If someone feels like proofreading them in order to make sure I did 
> not make errors (linguistic or otherwise), that would probably improve 
> the said content.
> In the meantime, I'll be writing an "how-to" add an achievement…
> kind regards (and thanks for all the work you've put up).
> Mathieu
> PS : if anyone remembers who started working on that DB link, please 
> don't hesitate to contact me…
>
> -- 
> Mathieu Loiseau (LIRIS – équipe SILEX)
> Bâtiment Blaise Pascal — INSA de Lyon
> 20, av. Albert Einstein
> 69100 Villeurbanne
> http://www.lezinter.net/~lzbk

Re: [browserquest] Proofreading

From:
Justin Clift
Date:
2013-01-22 @ 18:45
Just checked, and they haven't released any new source code snapshots
since the last stuff 4 months ago:

  http://asky.freethinker.kr

I just downloaded the source code archive that's there and compared
to the GitHub repo... no change.

Steve, how far did you get with looking at your DB stuff?

+ Justin


On 22/01/2013, at 5:02 PM, Steve Gricci wrote:
> Hey Mathieu,
> 
> There was actually a Korean team that expanded on the game adding XP and
levels, as well as a Database link (using Redis).
> 
> All of that stuff is in this repo: 
https://github.com/browserquest/BrowserQuest-Asky
> 
> --s
> On 01/22/2013 09:37 AM, Mathieu Loiseau wrote:
>> Hi people,
>> I've added a couple articles to the documentation wiki under the form 
of "How-Tos" concerning the expanding of the game. I figure it would be a 
good way to get into the code of BQ (that's the one I chose due to the 
constraints of my project):
>> 	• how to expand/create a map: 
https://github.com/browserquest/BrowserQuest/wiki/Create-a-map-using-tiled-map-editor
(just a stub, a lot of work required here, maybe it is a waste of time to 
read it now);
>> 	• how to create a new item: 
https://github.com/browserquest/BrowserQuest/wiki/How-to-add-an-item (the 
most complete article of the three);
>> 	• how to create a new armor/persona: 
https://github.com/browserquest/BrowserQuest/wiki/How-to-add-a-persona (I 
kind of lack node.js/BQ background and the end of the article is probably 
lacking precision in the concepts used).
>> If someone feels like proofreading them in order to make sure I did not
make errors (linguistic or otherwise), that would probably improve the 
said content.
>> In the meantime, I'll be writing an "how-to" add an achievement…
>> kind regards (and thanks for all the work you've put up).
>> Mathieu
>> PS : if anyone remembers who started working on that DB link, please 
don't hesitate to contact me…
>> 
>> -- 
>> Mathieu Loiseau (LIRIS – équipe SILEX)
>> Bâtiment Blaise Pascal — INSA de Lyon
>> 20, av. Albert Einstein
>> 69100 Villeurbanne
>> 
>> http://www.lezinter.net/~lzbk
> 

--
Aeolus Cloud Evangelist
http://www.aeolusproject.org

Re: [browserquest] Proofreading

From:
Steve Gricci
Date:
2013-01-23 @ 20:46
Sadly, I never got anywhere worth writing about in my DB work.

I think the best bet is the Asky stuff.

--Steve
On 01/22/2013 11:45 AM, Justin Clift wrote:
> Just checked, and they haven't released any new source code snapshots
> since the last stuff 4 months ago:
>
>    http://asky.freethinker.kr
>
> I just downloaded the source code archive that's there and compared
> to the GitHub repo... no change.
>
> Steve, how far did you get with looking at your DB stuff?
>
> + Justin
>
>
> On 22/01/2013, at 5:02 PM, Steve Gricci wrote:
>> Hey Mathieu,
>>
>> There was actually a Korean team that expanded on the game adding XP 
and levels, as well as a Database link (using Redis).
>>
>> All of that stuff is in this repo: 
https://github.com/browserquest/BrowserQuest-Asky
>>
>> --s
>> On 01/22/2013 09:37 AM, Mathieu Loiseau wrote:
>>> Hi people,
>>> I've added a couple articles to the documentation wiki under the form 
of "How-Tos" concerning the expanding of the game. I figure it would be a 
good way to get into the code of BQ (that's the one I chose due to the 
constraints of my project):
>>> 	• how to expand/create a map: 
https://github.com/browserquest/BrowserQuest/wiki/Create-a-map-using-tiled-map-editor
(just a stub, a lot of work required here, maybe it is a waste of time to 
read it now);
>>> 	• how to create a new item: 
https://github.com/browserquest/BrowserQuest/wiki/How-to-add-an-item (the 
most complete article of the three);
>>> 	• how to create a new armor/persona: 
https://github.com/browserquest/BrowserQuest/wiki/How-to-add-a-persona (I 
kind of lack node.js/BQ background and the end of the article is probably 
lacking precision in the concepts used).
>>> If someone feels like proofreading them in order to make sure I did 
not make errors (linguistic or otherwise), that would probably improve the
said content.
>>> In the meantime, I'll be writing an "how-to" add an achievement…
>>> kind regards (and thanks for all the work you've put up).
>>> Mathieu
>>> PS : if anyone remembers who started working on that DB link, please 
don't hesitate to contact me…
>>>
>>> -- 
>>> Mathieu Loiseau (LIRIS – équipe SILEX)
>>> Bâtiment Blaise Pascal — INSA de Lyon
>>> 20, av. Albert Einstein
>>> 69100 Villeurbanne
>>>
>>> http://www.lezinter.net/~lzbk
> --
> Aeolus Cloud Evangelist
> http://www.aeolusproject.org
>

Mods

From:
Mathieu Loiseau
Date:
2013-01-25 @ 17:11
So far I have implemented things completely useless to the community (if 
not counterproductive: a couple bad tries, plus I'm erasing a few 
characters and all), but for my own needs, I also succesfully deployed:

  * mechanisms by which npc can now adapt their discourse according to
    whom they talk to ;
  * we needed a way to have the real influence the virtual (we want our
    users to perform their quest on and offline) so I made a package
    that stores procedures to launch upon connection depending on
    variables in the url (which will be accessed through QR codes). The
    values are encoded using sha-1 <http://caligatio.github.com/jsSHA>
    hash, so that users cannot go in the .js file check what value to
    give to their variables.

Don't know if it's of any use to anyone, if yes, I can always apply for 
a push… There might be some programming style hiccups but on the whole, 
it seems to work…
Next up, is trying to create guilds (and chat for among the guild), if 
someone has advices, I'm all ears.
enjoy your week end
Mathieu

Re: [browserquest] Mods

From:
Justin Clift
Date:
2013-01-25 @ 17:16
On 25/01/2013, at 5:11 PM, Mathieu Loiseau wrote:
> So far I have implemented things completely useless to the community (if
not counterproductive: a couple bad tries, plus I'm erasing a few 
characters and all), but for my own needs, I also succesfully deployed:
> 	• mechanisms by which npc can now adapt their discourse according to 
whom they talk to ;
> 	• we needed a way to have the real influence the virtual (we want our 
users to perform their quest on and offline) so I made a package that 
stores procedures to launch upon connection depending on variables in the 
url (which will be accessed through QR codes). The values are encoded 
using sha-1 hash, so that users cannot go in the .js file check what value
to give to their variables.
> Don't know if it's of any use to anyone, if yes, I can always apply for 
a push… There might be some programming style hiccups but on the whole, it
seems to work…

Yep, make sure the commits are squashed and please
make pull requests as appropriate for the useful bits. :)

ie don't make pull requests for code that nukes chars or
something! ;>

That being said, I think you're putting more time into
it than everyone else just now.  I keep on meaning to,
but don't seem to get around to it.

Maybe this weekend... :)

Anyway, please keep on going with it.  It's good. :)

+ Justin


> Next up, is trying to create guilds (and chat for among the guild), if 
someone has advices, I'm all ears.
> enjoy your week end
> Mathieu

--
Aeolus Cloud Evangelist
http://www.aeolusproject.org