[CF-Devel] CF DX Snapshot

Michael Toennies mtx93 at informatik.uni-bremen.de
Tue Oct 31 23:40:06 CST 2000


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      -----Original Message-----
     
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      From: 
      
      master at scruz.net
      
       [mailto:
      
      master at scruz.net
      
      ]On Behalf Of Mark Wedel
     
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      Sent: Wednesday, November 01, 2000 2:35 AM
     
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      To: Michael Toennies
     
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      Cc: Crossfire-Devel
     
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      Subject: Re: [CF-Devel] CF DX Snapshot
     
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      Michael Toennies wrote:
     
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      > > The Big one is that you only have the Image of
     
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      > > the item in inventory. That makes play the game
     
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      > > a major pain. May items look alike eg. rings.
     
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      > > from  the design lay out I think you could push it
     
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      > > inventory window up to and then spread things out.
     
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      > Hm, i don't know exactly what you mean. At the moment, i draw all
     
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      > items with his faces, of course i will use the animations of it after
     
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      > i go on with the interface.
     
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       I think his point is a ring of strength +2 has the same face as
     
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      a ring pro
     
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      fire/vuln cold, as well as most any other ring, and you probably
     
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      want a quick
     
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      way to know what ring is what.
     
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      > Nope, i use the linux client as source base, i never see the
     
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      windows client
     
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      > source. One reason to write it was the poor key bindings of the windows
     
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      > client,
     
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      > i will make almost of the keyboard free for binding, except
     
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      some defined key
     
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      > for
     
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      > the basic interface (like the keyboard num block for walking on
     
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      the map and
     
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      > the
     
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      > cursor keys  for cursor moving in inventory.)
     
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       Fortunately for windows at least is tht you have fewer keyboard
     
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      layouts to deal
     
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      with (the unix client has bindings for a decent variety of
     
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      keyboards to try to
     
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      make it more functional on first use).  I think tht might still
     
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      be nice for a
     
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      windows client for basic action, like apply below, search for
     
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      traps, etc.  You
     
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      can let those keys be unbound/rebound, but I think it is
     
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      preferable for a client
     
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      to have a more functional setup as distributed.
     
     
i will use direct input as keyboard interface, this will give a nice
access to the keyboard.


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      > **** At all, we need more people drawing pngs in 24bit and draw the
     
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      > backgrounds        ****
     
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      > **** for the dx client. All gfx in there are frome me and i nothing more
     
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      > than dummys!! ****
     
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      > **** Give me a mail, if you want try some gfx, i have all backgrounds as
     
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      > pngs dummys!! ****
     
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       Why are you using your own png's instead of downloading them
     
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      from the server?
     
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      It seems like that creates more work for yourself - you need your
     
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      own set of
     
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      images, but also creates a scenario where each time the server has new
     
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      items/monsters/whatever with images, you will need to make a new client.
     
     
Eh, no you misunderstod me. I use of course the tiles from the server,
getting the pngs.

The background pngs are the one of the dx client. Remember that he is a
"real"
dx game, means there are no windows style elements drawn by windows.
So, i must draw every slider or box by myself.

Michael


    
    


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