> Frank McKenney wrote: > > > > - 'Inventory:' items are no longer pluralized... until I drop them. > > Once an item moves ot the 'You see:' window, it gets pluralized. > > If I pick it up again, the plural vanishes. E.g., > > > > "20 gold coin" -> "20 gold coins" -> "20 gold coin" > > This is more because the client is supposed to handle the pluralization of > words. This was done somewhat to conserve bandwidth (save transmitting the > names when the only thing that has changed is the number.) > > However, the client doesn't do that right now. Okay. So this was not a result of somethign __I did during installation. Got it. --snip-- > > - When picking up items, the 'You see:' window will frequently reset > > itself to display the top item on the stack rather than the items > > surrounding the on(s) I picked up. > > Do you mean the scroll bar resets, or something different? Which client are > you using? Sorry, thought I included that in my original message. Client and Server 0.95.6. Assume you walk up to a location with your typical post-combat Pile-o-Junque(tm). The top item in the window is initially the first item on the list, but you scroll down looking for "interesting" stuff. Let's say there are three items in a row you want to pick up. You pick up the first, it pops into your 'Inventory:', and the 'You see:' window gets redrawn at the same point in the list, but without the item you just picked up. So far, all is normal, working as expected. Then you mouse-click on the _second_ item. It, too, gets transferred to your inventory, and the 'You see:' window gets redrawn. _This_ time, however, the top item in the 'You see:' window is the item(s) on top of the Pile-o-Junque. So... you scroll back down, finally relocate the second item, and pick _it_ up. Zap! The 'You see:' window is redrawn to show the _top_ of the Pile-o-Junque(tm), and you've lost your place again. This is one example. The window "reset" may occur after you pick up the first item, or not until later - or not at all. It does occur fairly frequently, however. > > - The client dumps some new messages to stdout/stderr (I can't tell > > which, since I'm capturing both): > > > > Playing on server type Crossfire Server > > > > Couldn't open /dev/dsp: No such device > > the /dev/dsp means it didn't find a sound card/driver for your system. Not > critical - sounds are strictly optional and not used all that extensively > anyways. Right. I just wanted to offer an "anchor" so you had some idea of where the mesages were appearing. > > Could not find match for a sacred text of turn undead > > Could not find match for a holy symbol > > Harmless but annoying. The client tries to sort items of a similar type > together (so all your weapons are together, all your armor, etc). To do this, > it parses the item_types file from which it makes it classifications. Not all > names are in that file - especially as new items are added. Okay. Not a problem for me as long as it doesn't represent some insidious corruption problem (;-). When one installs a "released" version of something one does not know well, one tends to assume any oddities are due to one's own clumsiness. > > Wont send command search - window oversized 186 175 > > Wont send command search - window oversized 189 178 > > ---etc---etc---etc--- > > I'll remove those warnings. With the split, it is theoretically possible for > any number of commands to get cached by the server if you type them quickly or > the character has a very slow speed. In order to keep a bit better interactive > performance and not have the server get too far ahead, they use a mechanism so > that if the client has sent so many more commands than the server has yet to > process, the client won't send more commands to the server - that is what the > above descibes. Does the presence of these messages indicate that commands _were_ getting lost? Or just that I was approaching some limit? I ask because of another "bug?" I was about to report regarding lost input. Let's say I have a key (say 'P') defined to 'use_skill praying' five times and I press 'P' four times quickly. Under 0.93,x, this would advance my 'Grace' value, if possible, by 20. With 0.95.6 this will often give me less than 20, and it _felt_ like this was worse in situations with some activity (animation, e.g. of your favorite horde-of-choice). > this can really happend if the key repeat rate on your system is pretty fast - > each key generates a command to send to the server, and if you hold that key > down, it is very easy for the client to have sent hundreds of commands to the > server that have yet to be processed. This mechanism is to try and limit that > to a reasonable number. I have been careful in most cases to use tap-tap-tap so I have some feel for how many keystrokes I'm sending. What you are describing sounds like a "command buffer full" situation and the server deciding to ignore input until things "calm down" a bit. My server/client machine is a lowly 486DX4-100 which ran 0.93.x just fine, but I realize Much Has Changed Since Then. It may simply be that my machine doesn't have the horsepower CF 0.95.6 requires. Still, I'd like to see how far I can get with it (see also: "glutton for punishment" (;-)). Is there a "control knob" somewhere I can tweak to control how/when the server makes this decision? > > 2x Got update_item command for item we don't have (5794) ---snip near-duplicates--- > Those are more a problem/mystery. IT basically means that the server believes > the client has some object that the client does not think it has. The cause > should be tracked down and fixed, since it means the client & server are not in > a consistent state. My guess on the cause of these is that an object in the > players inventory has changed its tag value because it merged with something > else, but the client still thinks it has the old tag value. IT also means that > try to access this object on the client won't work because the server won't > claim any knowledge of it. It sounds like these messages could be occurring because of the 'Arrows Of Mystery' (;-) problem I reported at: http://bugzilla.real-time.com/show_bug.cgi?id=27 Can't drop them, can't sell them, can't fire them... um. Come to think of it, I never _did_ try _firing_ one (;-). ... I realize this is taking up a bit of your time. Is there a list somewhere of these little 'quirks' in 0.95.6 that I can check before posting here and "Bugzilla"? Frank McKenney, McKenney Associates Richmond, Virginia / (804) 320-4887 E-mail: frank_mckenney at mindspring.com