From dnh at hawthorn.csse.monash.edu.au Mon Jan 1 17:57:02 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh@hawthorn.csse.monash.edu.au) Date: Thu Jan 13 17:59:37 2005 Subject: [CF-Devel] Spells? Message-ID: Erm, big bug. I just started a Q character, and my fire breath is very broken. If I cast next to something, then it will only go one square, if I fire it out in the open it will go for 5 or so. If I fire where there are a few scatter monsters it will go the full length, but if it is too compressed it will only travel 2 or so.. this sounds BaaaD. I am playing on the Tanner's server. dnh From andi.vogl at gmx.net Mon Jan 1 17:44:39 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:37 2005 Subject: [CF-Devel] the new scheme of gods is on cvs Message-ID: <000001c0744c$cfdd57a0$1819993e@kyle> Happy new year to everybody! Now that the new god-intervention code exists, I've done all the dirty work to translate the new god-scheme from dnh's "crossfire pantheon" into reality (in this case: cvs). Evil by nature, I made some personal changes too. :P No, the true reason is: The code doesn't support all features from the pantheon yet. I tried to create a "first-shot-version" that works and is balanced too. Discussion and modifications are of course welcomed! For my own part, I'm gonna escape into skiing holidays in austria. :-))) I will be back in six days. Feel free to change the god's stuff during my absence. All the details about the new gods can be found in the attached text-file "new_gods.txt". It is *long*. I wrote it for the people who are closely interested. I'm quite satisfied with it so far. What we could still need is lots more god-gift artifacts. A few more spells are missing as well (wrathful eye ?, ironwood skin ?... ). Btw, "divine shock" definitly needs to be toned down a little. What I would also love to see in future is a set of god-related quests for each cult. Through god intervention, the diety could encourage the worshipping player to do one of these quests. Of course with appropriate rewards in sight. Andreas Vogl -------------- next part -------------- ************************************************************* List of the new god's properties, by Andreas Vogl. I tried to keep everything according to dnh's god-"pantheon". Some stuff needed a little more finetuning IMHO, so I did my best... ;) Keep in mind that the following list does not mention artifacts that the gods might hand out (Hey it *already* took me a day). For this, take a look at the "treasures"-file in /crossfire/lib. Also, a few spells aren't done yet, hence missing. Special thanks to Darth bob for the "pantheon", Peter M. for creating the new special prayers, Jan and Mark for the new god intervention code. ************************************************************* ############################################################# # Gorokh - Demon King, Duke of Hell, Temptor and Tormentor # enemy god: variel enemy races: angel enchant_weapon_medium attacktypes: fear (avatar: fear, physical) spells: - flaming_aura (medium lvl) - rage (high lvl) - vitriol (high lvl) properties: - resist : magic +30, fear +100 - attuned : wounding, death - repelled: protection - denied : restoration (!) - health-regen -2, luck -1 desc: Gorokh is not the newbies choice: Due to his love for blood and pain he has denied restoration (healing/cures) and reduced health regen... ouch! In return he gives good magic res. (demon-like) and vitriol at higher levels. Vitriol is probably one of the most powerful spells existing. ############################################################# # Devourers - Soul Eaters, Harbingers of Death, Nameless Lords # of the Tomb enemy god: gaea enemy races: NONE enchant_weapon_medium attacktypes: drain, depletion, death spells: - nightfall (medium lvl) - finger_of_death (medium lvl) - face_of_death (medium lvl) - cause_many_wounds (medium lvl) - cause_black_death (medium lvl) - cause_white_death (high lvl) properties: - resist : drain/deplete/death/fear +100, fire -30 (!) - attuned : wounding, death - repelled: protection, restoration - denied : fire, light, turning - immune diseases (!), health-regen -1, sustenance +100, infravision desc: Devourers fire vuln/path_denied make them very unattractive at first glance. The question is: Will the combo of "black/white death" and disease-immu make up for that? Might this even be an exploit or does it just suck? Anyways, at low levels devourers will be hard to play yet. Devourers might need some further adjustments. ############################################################# # Gnarg - Father of goblins, Lord Troll, Master of poisons, # Patron of assassins, The Unclean one enemy god: mostrai enemy races: faire, dwarf enchant_weapon_high attacktypes: poison (avatar: poison, physical) spells: - cause_smallpox (low lvl) - poison_fog (medium lvl) - cause_red_death (medium lvl) - cause_white_death (high lvl) properties: - resist : poison +30 (holy poss.: poison +95), magic -20 - attuned : missiles, wounding - repelled: protection, turning desc: Gnarg is definitly a god for warrior-priests, suiting low-levels for granting smallpox and poison resist. At higher levels, the magic -20 might hurt, but due to poison fog and the diseases Gnarg remains a good choice for a whole player's life. ############################################################# # Mostrai - Dwarven deity of metal smithing and warcraft, # Giant basher, Delver of secrets enemy god: gnarg enemy races: goblin, giant enchant_weapon_high attacktypes: weaponmagic spells: - wall_of_thorns (medium lvl) properties: - resist : fire +30, slow/paralyze -20 - attuned : creation, transmutation - repelled: summoning desc: Good old mostrai. Having the most powerful holy word + avatar and maybe the most desireable blessing for weapons, leveling up with Mostrai seems like a cakewalk. Even more: fire +30! Mostrai is probably the best choice for newbies. But reaching higher levels, Mostrai has some drawbacks too: Paralyze -20 looks harmless, but at a certain level it starts to hurt. Also, there are no great special-spells waiting at higher levels. ############################################################# # Lythander - Elven god of luck, Huntsman of Goblins, Trollslayer, # the Trickster enemy god: gnarg enemy races: goblin, troll enchant_weapon_medium attacktypes: confusion (avatar: confusion, physical) spells: - conflict (medium lvl) properties: - resist : confuse +100 (!), acid/poison -40 - attuned : missiles - denied : detonation - spell-regen +1, luck +2, stealth desc: Lythander is an allrounder. An effective holy word (priest), increased spell-regen (wizards) and confuse-immu (warriors) are a powerful combo, especially for low level. The price to pay is denied detonation (no create bomb) and great troubles with acid/poison (Elves don't like "dirty" stuff). Real useful special-prayers for high levels are missing too. ############################################################# # Gaea - Goddess of peace, Guardian of life, Mother of nature # enemy god: devourers enemy races: undead, unnatural attacktypes: - (avatar: physical) spells: - spiderweb (low lvl) - wall_of_thorns (medium lvl) - insect_plague (medium lvl) - remove_damnation (medium lvl) - daylight (medium lvl) - nightfall (medium lvl) - peace (medium lvl) - (raise_dead/resurrection)(medium lvl) - (reincarnation) (high lvl) properties: - resist : drain/deplete/death +100, fear -100 - attuned : protection, summoning - denied : wounding, death - health-regen +2, grace-regen +3, no weapon (!) desc: Gaea's disadvantage is well-known: "NO WEAPON". To balance this out, gaea grants a huge amount of special prayers, fast hp/grace-regen, valuable path-attunes and drain/deplete-immu. The "goddess of peace" is surely not designed for the newbies. But I think it is well possible to build a character from this cult. ############################################################# # Ruggilli - Chaos God of slaughter and terror, Consuming worm, # Greedy gut enemy god: NONE enemy races: NONE enchant_weapon_medium attacktypes: fire, physical spells: - flaming_aura (medium lvl) - rage (medium lvl) - retributive strike (high lvl) - immolation (high lvl) properties: - resist : fire +30 (holy poss.: +95), magic/armour +30, cold -30 - attuned : fire, wounding - repelled: cold, creation, restoration - denied : turning - no armour (!), reflect missile, health-reg +1 desc: Honestly, I have no idea how that ruggilli scheme will work out. Needs some testing. ############################################################# # Sorig - Lord of Storms, King of Thunder and Lightning, Sky Lord # enemy god: NONE enemy races: NONE enchant_weapon_medium attacktypes: electricity spells: - divine_shock (low lvl) - cause_critical_wounds (medium lvl) - windstorm (medium lvl) - cause_many_wounds (medium lvl) - retributive_strike (high lvl) properties: - resist : electricity +30 (holy poss.: +95) - attuned : electricity, missiles, wounding - repelled: restoration - denied : turning, protection (!) desc: Sorig is one mighty god when it comes to attack-spells, very suitable for the "true" priests. Retributive strike and divine shock can kill anything in short time. The high elec-resist is very helpful as well. To prevent everyody playing sorig again, I left him "deny protection". Lack of protection spells hurt, especially at low levels. Btw, divine shock needs to be toned down a bit. At medium level killing a Jessy with one or two casts... wuah! ######################################################### # Valriel - Lord of Angels, Duke of the Heavens, Healer and Protector # enemy god: gorokh enemy races: demon This god is only half-done. We need some spells or anything to make it playable. What was "wrathful eye" supposed to be for example? Glowing players aren't implemented yet. Sunspear seems useless to me. I guess Valriel requires some additional work... Andreas Vogl From andi.vogl at gmx.net Mon Jan 1 17:54:38 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:37 2005 Subject: [CF-Devel] Spells? In-Reply-To: Message-ID: <000001c0744e$35ebf0a0$1819993e@kyle> > Erm, big bug. I just started a Q character, and my fire breath is very > broken. If I cast next to something, then it will only go one square, if I > fire it out in the open it will go for 5 or so. If I fire where there are > a few scatter monsters it will go the full length, but if it is too > compressed it will only travel 2 or so.. this sounds BaaaD. > > I am playing on the Tanner's server. Think this must be an older version of CF. Cone-spells used to be broken some time, long ago. Andreas V. From dnh at hawthorn.csse.monash.edu.au Mon Jan 1 19:12:38 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh@hawthorn.csse.monash.edu.au) Date: Thu Jan 13 17:59:37 2005 Subject: [CF-Devel] re: Spells Message-ID: Well the meta server says its a new CVS... I shall update my CVS and play at home I think =). ps. A barbarian Q has a max int and wis of 12 =). My latest character turned out to have an int of 1 and wis of 4.. woohoo =) AV, thanks for your work. Yes Valriel needs alot of work, but no one has sent any ideas and mine are limited. Please ANYONE, help with valriel =). dnh From dnh at hawthorn.csse.monash.edu.au Mon Jan 1 19:13:30 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh@hawthorn.csse.monash.edu.au) Date: Thu Jan 13 17:59:37 2005 Subject: [CF-Devel] Err Message-ID: How is it that AV replied before my post arrived? Future echos? dnh From dnh at hawthorn.csse.monash.edu.au Mon Jan 1 21:30:35 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh@hawthorn.csse.monash.edu.au) Date: Thu Jan 13 17:59:37 2005 Subject: [CF-Devel] Sound/s Message-ID: I have just met a fine fellow on irc who was once a sound recordist. He informs me that there may well be some sounds of combat he has on tape that he has used for presentations etc. I am wondering if we are interested in these free professional sounds? In particular sounds of swords ringing and hitting. Adding a simple one line if player hits play sound to the server which then chooses one of a random (10 or so perhaps) combat sounds would add a nice feel. I remember MichToen was doing something along these lines. Well tell me if you are interested, I will recieve the sounds anyway and tell you of their quality and use later. dnh From dnh at hawthorn.csse.monash.edu.au Mon Jan 1 22:18:18 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh@hawthorn.csse.monash.edu.au) Date: Thu Jan 13 17:59:37 2005 Subject: [CF-Devel] Holidays.. sorry Message-ID: Sorry about the large number of posts.. but I have !TIME! so i am doing some crossfiring =). I have started work on some new monsters for lowish to medium level characters. First of the ranks is the Skeletal Mage. I have almost finished the xpm but I don't know if I can draw a png.. i'm not that good =|. I have a good sketch here if someone is interested in drawing something along the lines of it... otherwise expect a crappy looking png, sorry. My quest currently is to finish up what AV has done so much of the gods, and create some new maps for level 8-15 or so characters with some new monsters. I feel there are a few holes which need to be patched when it comes to maps. This I am going to attempt to rectify, these skeletal mages will be a fairly easy spell casters at the end of some quest around scorn somewhere. Perhaps of the level of a beholder but without the paralyze etc spells. Well i hope you guys start returning from your various holidays soonish.. as I am pumped and ready to go ;). dnh From dnh at hawthorn.csse.monash.edu.au Mon Jan 1 23:14:22 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh@hawthorn.csse.monash.edu.au) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] image up Message-ID: mids.student.utwente.nl/~dnh/monsters/undead/ please take alook (I suggest typing the image urls in seperately then running through them to get the effect of the animation.. plus it looks alittle funny on a black background. I shall create the bitmaps and pngs very soon.. I am currently creating the arch file dnh From leaf at real-time.com Tue Jan 2 00:02:11 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] Spells? In-Reply-To: <000001c0744e$35ebf0a0$1819993e@kyle> Message-ID: I will confirm this tomorrow, since I can't remember what it was exactly. The reason cone spells only travel out until a target is hit and stops is because of the setting in the server config. Something to do with cone spells. - Rick On Tue, 2 Jan 2001, Andreas Vogl wrote: > > > Erm, big bug. I just started a Q character, and my fire breath is very > > broken. If I cast next to something, then it will only go one square, if I > > fire it out in the open it will go for 5 or so. If I fire where there are > > a few scatter monsters it will go the full length, but if it is too > > compressed it will only travel 2 or so.. this sounds BaaaD. > > > > I am playing on the Tanner's server. > > Think this must be an older version of CF. > Cone-spells used to be broken some time, long ago. From leaf at real-time.com Tue Jan 2 12:41:50 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] Spells? In-Reply-To: Message-ID: Okay, here it is... The NO_CONE_PROPOGATE option is on, which means when a cone spell hits a monster the spell stops progressing. Yes, this weakens cone spells a bit. Why is it on? Curiosity ;) - Rick On Tue, 2 Jan 2001, Rick Tanner wrote: > > I will confirm this tomorrow, since I can't remember what it was exactly. > > The reason cone spells only travel out until a target is hit and stops is > because of the setting in the server config. Something to do with cone > spells. > > - Rick > > > On Tue, 2 Jan 2001, Andreas Vogl wrote: > > > > > > Erm, big bug. I just started a Q character, and my fire breath is very > > > broken. If I cast next to something, then it will only go one square, if I > > > fire it out in the open it will go for 5 or so. If I fire where there are > > > a few scatter monsters it will go the full length, but if it is too > > > compressed it will only travel 2 or so.. this sounds BaaaD. > > > > > > I am playing on the Tanner's server. > > > > Think this must be an older version of CF. > > Cone-spells used to be broken some time, long ago. > > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > -- From leaf at real-time.com Tue Jan 2 12:44:57 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] Err In-Reply-To: Message-ID: Let me make sure I understand. You sent a post to the mailing list, and you received AV's reply _before_ you actually saw your (original) post make it to the mailing list? - Rick On Tue, 2 Jan 2001 dnh@hawthorn.csse.monash.edu.au wrote: > How is it that AV replied before my post arrived? Future echos? > > dnh > From echter at informatik.uni-rostock.de Tue Jan 2 13:00:07 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] Future development & version 1.0. In-Reply-To: <3A308E6D.10E4E996@scruz.net>; from mwedel@scruz.net on Thu, Dec 07, 2000 at 11:31:57PM -0800 References: <3A308E6D.10E4E996@scruz.net> Message-ID: <20010102200007.A13127@hokkaido.informatik.uni-rostock.de> On Thu, Dec 07, 2000 at 11:31:57PM -0800, Mark Wedel wrote: > 2) Scalibility of server. I don't know the most heavily loaded a server has > been, but potentially if we are trying to make crossfire mainstream, this could > be tens to hundreds of users. I'm not sure how well it currently does - even on > my slow sparc 10 running the tavern, a couple players did not seem to chew up > much cpu, so I think we may be OK on that. I think I've figured out what caused very bad performance on my local server. It's easy to reproduce this way: Take a level 100 wizard and cast meteor swarms at a wall for about 10 seconds. My Pentium-133 slows down to a crawl because there is a O(n^2) in this scenario. There can be as many as 100 active fire cone objects on one map square, each trying to hit each other in hit_map(). > of various buildings/dungeons having bee ncleared out. With 30 players on a > server, I could see it being quite difficult to find available dungeons. The One thing that makes this worse is that each time a player enters a map to look if it has been resetted the time until map reset is restored to its initial value. All players would have to agree on using the "maps" command to find available dungeons. -- Jan From echter at informatik.uni-rostock.de Tue Jan 2 13:04:43 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] Ello In-Reply-To: <3A344A72.31B62F0D@scruz.net>; from mwedel@scruz.net on Sun, Dec 10, 2000 at 07:30:58PM -0800 References: <3A344A72.31B62F0D@scruz.net> Message-ID: <20010102200443.B13127@hokkaido.informatik.uni-rostock.de> On Sun, Dec 10, 2000 at 07:30:58PM -0800, Mark Wedel wrote: > David Hurst wrote: > > This can be prevented by setting them to initial items and handing them > > directly into the players inventory. Is this satisfactory, Jan, can you work > > that in?. Secondly, there may be alot of issues regarding the relative There are two ways of handing out items. They should be documented along with the FLAG_STARTEQUIP issue in crossfire.doc. > I would rather that the value of the item be set to 0 (so it can't be sold for > any money) than being marked as starting equipment. > > It would be quite annoying to accidentally drop that item and have it > disappear. You could get it again from your god. And there is already this inv-lock feature. -- Jan From dnh at hawthorn.csse.monash.edu.au Tue Jan 2 16:41:38 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh@hawthorn.csse.monash.edu.au) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] Completed. Message-ID: I have completed the graphics for the skeletal mage, but I don't know how to set what spells the monster can use. I would now like it to cast a small icestorm and fear. I have completed a series of animated shots of a new dragon. Called a "small dragon" because it is currently the smallest dragon picture we have. This could be used for Q, or for a completely new dragon, I am open to suggestion. It can be found @ http://mids.student.utwente.nl/~dnh/monsters/dragons/smalldragon/ I have also done a sketch of a Gryphon and am working on some animated shots. I have a much better version than the one currently on the website, plus that one has lost alot of res in the scan. Sorry. I have completeled the Ruggilli temple/s (two floors) and put it in the Alley of Gods in scorn. It is in a little wooden shack next to Sorig and Lythander. I thought this appropriate as Ruggilli is defn not going to be used as much as them (lythander still needs more work, it had alot of stuff to do with bows which we cna't put in yet). There are around 7 NPCs in the maps and a book explaining some of the strengths and weaknesses of Ruggilli. I don't have CVS access, so I am waiting to give this to peterm to put in. dnh More work to be done yet =). From dnh at hawthorn.csse.monash.edu.au Tue Jan 2 16:56:58 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh@hawthorn.csse.monash.edu.au) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] Re: Err Message-ID: >Let me make sure I understand. You sent a post to the mailing list, and >you received AV's reply _before_ you actually saw your (original) post >make it to the mailing list? Well I didn't see the time in between... but this is what the website looks like to me. [CF-Devel] the new scheme of gods is on cvs Andreas Vogl [CF-Devel] Spells? Andreas Vogl [CF-Devel] Spells? dnh@hawthorn.csse.monash.edu.au Where the second Spells? is my post, the original post. If you look at the times... this is what you see: Andreas Vogl andi.vogl@gmx.net Tue, 2 Jan 2001 00:54:38 +0100 dnh@hawthorn.csse.monash.edu.au dnh@hawthorn.csse.monash.edu.au Tue, 2 Jan 2001 10:57:02 +1100 (EST) ie. 0157 I think the website just got confused. About the mailing list, is it possible firstly to change my name to dnh (not dnh@hawthorn.csse.monash.edu.au) because currently it is alittle long =). Secondly is there anyway you can send me the posts as soon as they come instead of wrapping them up? It is very hard for me to reply (currently I have to copy from the website) if they are all together. dnh From leaf at real-time.com Tue Jan 2 17:04:29 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] Re: Err In-Reply-To: Message-ID: On Wed, 3 Jan 2001 dnh@hawthorn.csse.monash.edu.au wrote: > About the mailing list, is it possible firstly to change my name to dnh > (not dnh@hawthorn.csse.monash.edu.au) because currently it is alittle long > =). I think this might be a mail client config issue. Since your email address is the only "name" that shows up in the From: field, this is what is used on the website archives. Look at some other peoples' posts, it shows up like this: Firstname Lastname > Secondly is there anyway you can send me the posts as soon as they come > instead of wrapping them up? It is very hard for me to reply (currently I > have to copy from the website) if they are all together. You signed up to the list so that emails are received in digest format. Visit here: https://mailman.real-time.com/mailman/listinfo/crossfire-devel and scroll down to the "crossfire-devel Subscribers" section and enter your password to edit your options. _IF_ you have any problems, send email to me personally and I uncheck the digest option through the admin interface. Hope this helps! - Rick From dnh at hawthorn.csse.monash.edu.au Tue Jan 2 17:53:30 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] test. n/t (no text) Message-ID: test dnh From mwedel at scruz.net Tue Jan 2 22:28:40 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] Ello References: <3A344A72.31B62F0D@scruz.net> <20010102200443.B13127@hokkaido.informatik.uni-rostock.de> Message-ID: <3A52AA78.8D86CE0C@scruz.net> Jan Echternach wrote: > > On Sun, Dec 10, 2000 at 07:30:58PM -0800, Mark Wedel wrote: > > David Hurst wrote: > > > This can be prevented by setting them to initial items and handing them > > > directly into the players inventory. Is this satisfactory, Jan, can you work > > > that in?. Secondly, there may be alot of issues regarding the relative > > There are two ways of handing out items. They should be documented > along with the FLAG_STARTEQUIP issue in crossfire.doc. > > > I would rather that the value of the item be set to 0 (so it can't be sold for > > any money) than being marked as starting equipment. > > > > It would be quite annoying to accidentally drop that item and have it > > disappear. > > You could get it again from your god. And there is already this > inv-lock feature. Ok. Then maybe make it startequip and inventory locked by default? Even your god doesn't want you to drop it, so puts that little extra stickiness to it? Player could still get rid of it with just minor extra effort. From mwedel at scruz.net Tue Jan 2 22:35:42 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] Completed. References: Message-ID: <3A52AC1E.5D44088F@scruz.net> dnh@hawthorn.csse.monash.edu.au wrote: > > I have completed the graphics for the skeletal mage, but I don't know how > to set what spells the monster can use. I would now like it to cast a > small icestorm and fear. This is done by the monsters treasurelist (randomitems). For most monsters, this is done through abilities. I would suggest you look at the lib/treasures file. Note that the monster does need to have an sp and maxsp value, as even if it uses abilities, they basically count as spells in terms of casting costs (this is basically what limits how much a wyvern can breath for example). the treasurelist also includes just want the normal treasure it has also. Treasurelists can include other treasurelists. So if for example it is fine for the skeletal mage to have the skeltons items but you want it to have spells, you could have something like: treasure skeletal_mage arch ability_firespell more arch ability_fear more list skeleton end (note I'm not sure those are all valid abilities and that the skeletons treasurelist is really called skeleton, but you should get the point.) From mwedel at scruz.net Tue Jan 2 22:48:38 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] Future development & version 1.0. References: <3A308E6D.10E4E996@scruz.net> <20010102200007.A13127@hokkaido.informatik.uni-rostock.de> Message-ID: <3A52AF26.D840A52E@scruz.net> Jan Echternach wrote: > > On Thu, Dec 07, 2000 at 11:31:57PM -0800, Mark Wedel wrote: > > 2) Scalibility of server. I don't know the most heavily loaded a server has > > been, but potentially if we are trying to make crossfire mainstream, this could > > be tens to hundreds of users. I'm not sure how well it currently does - even on > > my slow sparc 10 running the tavern, a couple players did not seem to chew up > > much cpu, so I think we may be OK on that. > > I think I've figured out what caused very bad performance on my local > server. It's easy to reproduce this way: Take a level 100 wizard and > cast meteor swarms at a wall for about 10 seconds. My Pentium-133 > slows down to a crawl because there is a O(n^2) in this scenario. > There can be as many as 100 active fire cone objects on one map square, > each trying to hit each other in hit_map(). Any reason we can't make them sort of mergable? IF for example they are the same except for damage (ie, they are moving the same direction, have the same distance to still move, and so on), merge them but have the damage additive? Would that work? (I guess the better question is - does anyone see any terrible side effects with that?) Otherwise, other than limiting amount of objects per space, I don't see an easy solution to that (a harder one would be to have a seperate list/stacking on each space that represents objects or livable creatures, which wouldn't get too large by its nature, so performance wouldn't get as terrible). Another possible solution which may work would be to stop searching the space (which goes from bottom up) once we find another arch of the same type. This would sort of make the assumption that anything to be affected would already be below it, but that isn't perfect in that if a monster moves, it will now be on top. Also, insert_ob_in_map would need to be changed in a similar fashion, as otherwise I think it will have to travers X number of objects in order to find the top to insert the fire. This could be changed by using double pointers in the map structure - top and bottom. Probably a good thing to do for 2.0, as lots of places out there need to go and find the top object and they then work downwards. > > > of various buildings/dungeons having bee ncleared out. With 30 players on a > > server, I could see it being quite difficult to find available dungeons. The > > One thing that makes this worse is that each time a player enters a map > to look if it has been resetted the time until map reset is restored to > its initial value. All players would have to agree on using the "maps" > command to find available dungeons. Lots of maps are also only 1 player friendly at a time (narrow passages and the like). The map reset also gets a little tricky - if your working on some of the longer quests, it will simply take more than 2 hours to complete it, so you don't want the maps reseting behind if you leave/beam out for whatever reason (say to pick up some new items/food/whatever else). What would probably be useful is some object on the map that could be a trigger to reset a bunch of maps. So for example, you complete the quests, and in the process of stepping over some space or using the exit, there is some object that contains the maps to reset. The server then goes through and marks those maps to say reset in a few minutes (in case there were any stragglers with the first player player on a map or two behind lets say), and we also set a flag so force a reset (so if someone does wander in or as the other players are leaving, it doesn't postpone that for a few hours). The only potential problem with this is that if a player knows that behaviour, they could perhaps go through and wait on the next to last map, know it will reset in just a few minutes and grab the loot again. But I don't think that is too terrible - the toughest monsters tend to be on the last map, and repeat treasure doesn't get you a lot. From mwedel at scruz.net Tue Jan 2 22:52:31 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] Sound/s References: Message-ID: <3A52B00F.CC7E3824@scruz.net> dnh@hawthorn.csse.monash.edu.au wrote: > > I have just met a fine fellow on irc who was once a sound recordist. He > informs me that there may well be some sounds of combat he has on tape > that he has used for presentations etc. I am wondering if we are > interested in these free professional sounds? In particular sounds of > swords ringing and hitting. Adding a simple one line if player hits play > sound to the server which then chooses one of a random (10 or so perhaps) > combat sounds would add a nice feel. I remember MichToen was doing > something along these lines. Well tell me if you are interested, I will > recieve the sounds anyway and tell you of their quality and use later. Presuming that it is OK to redistribute them (ie, someone doesn't claim ownership on them), I say go for it. Worst case is that we don't find the sounds useful. But what I would really like would be not as much combat sounds as sounds for other things, like the gates/stoneblocks/other features moving. That could really add something to the game - you pull the handle, and even though you can't see it, you can hear the sound of the stoneblock moving. Support for those is another matter, and the sound scheme probably needs to be completely redone for 2.0 (all sounds are currently hardcoded, so combat sounds, for example, can not easily be tuned depending on if you are using a staff vs sword). I would much rather have sound information in the objects with hints on how to use it (ie, applying/unapplying a sword would have a differnent sound compared to when you are using it.) From mwedel at scruz.net Tue Jan 2 22:58:27 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] re: Spells References: Message-ID: <3A52B173.9947D409@scruz.net> dnh@hawthorn.csse.monash.edu.au wrote: > AV, thanks for your work. Yes Valriel needs alot of work, but no one has > sent any ideas and mine are limited. Please ANYONE, help with valriel =). Valriel is god of light, correct? (or at least that is one interpertation). So attacking with blinding would certainly make sense. You could also basically give a version of confusion (say like hypnotism/dancing lights from AD&D?) And probably spells pretty devastating against undead (As they are dark). The problem may be that gaea and valriel over lap a lot, at least in the sense of some abilities, as I think some of the above also describes gaea (life sort of equates to light in some sense I guess). Rather than perhaps looking at all the gods and trying to find what balances/makes sense for them, perhaps we should like at spell paths and monsters and see what is missing so there is a complete set? From mwedel at scruz.net Tue Jan 2 23:12:07 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] apply bug References: Message-ID: <3A52B4A7.AA3C5F7D@scruz.net> Michael Toennies wrote: > > Hi > If you apply a sword and put it in a container, is it still apllied in > there. > It should not be. > MichToen > Not doubting that this does not happen, but can you provide more details on how to reproduce this? I tried it just now, and the weapon became unapplied and a message was printed to that effect. From mwedel at scruz.net Tue Jan 2 23:19:15 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] leprose References: Message-ID: <3A52B653.655A0F40@scruz.net> Michael Toennies wrote: > > hi > The xpm/png for the disease leprose (the skin you drop to floor) > is broken and set to blank.111.png/xpm. I've fixed this. From michael.toennies at nord-com.net Wed Jan 3 01:26:37 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] directx client 0.99 beta 2 Message-ID: Hi I finished the directx client for the first public release. I mail it to rick so he can put it in the cf page. Also, i upload it to mids, ask him for downloading. I spend some hours to create a good sound interface adding about 50 new sounds to the client from my libs. So, give him a try. Also new features like a shortcut panel are working now, full metaserver support, etc. Michael From echter at informatik.uni-rostock.de Wed Jan 3 06:59:52 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] Future development & version 1.0. In-Reply-To: <3A52AF26.D840A52E@scruz.net>; from mwedel@scruz.net on Tue, Jan 02, 2001 at 08:48:38PM -0800 References: <3A308E6D.10E4E996@scruz.net> <20010102200007.A13127@hokkaido.informatik.uni-rostock.de> <3A52AF26.D840A52E@scruz.net> Message-ID: <20010103135952.A16052@hokkaido.informatik.uni-rostock.de> On Tue, Jan 02, 2001 at 08:48:38PM -0800, Mark Wedel wrote: > IF for example they are the same except for damage (ie, they are moving the > same direction, have the same distance to still move, and so on), merge them but > have the damage additive? Would that work? (I guess the better question is - There are other differences like stats.hp, but it might still help a bit. I just noticed that explosions are not CONE, but FBALL objects, handled by explosion() in server/spell_util.c. This function does a remove_ob()/insert_ob_in_map() (almost) every time to keep the fire object on top (which isn't working properly anyway). Maybe removing that would improve performance significantly. > Otherwise, other than limiting amount of objects per space, I don't see an easy > solution to that (a harder one would be to have a seperate list/stacking on each > space that represents objects or livable creatures, which wouldn't get too large > by its nature, so performance wouldn't get as terrible). I don't see any other solution than this, either. > Another possible solution which may work would be to stop searching the space > (which goes from bottom up) once we find another arch of the same type. This [...] You'd end up with the same thing as above: You need the objects to be sorted some way, and you need extra pointers to do this efficiently. I think you might as well start with an explicit list for movable and living objects. -- Jan From dnh at hawthorn.csse.monash.edu.au Wed Jan 3 07:13:27 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:38 2005 Subject: [CF-Devel] Sillyness. (server speed) Message-ID: Okay I was just testing the new ruggilli temple (which is very close to completion) when I died by annoying the templar and knights in there (not a wise move). I tried to see if that wrap around stats bug still occured.. so I started killing myself. After about 40 deaths, the server was running at a crawl. Now I am running this on my Dual G4 450 with 256 ram, there is NO way it should be slowing down. After I exited and rejoined it was faster.. but I notice this same speed reduction when playing on other servers, after I start etting above a certain level the player starts getting slow. My first guess as to why it was slowing down was because it was keeping track of all the depleted stats, if this is true then the other speed reduction must be another thing. Anyway, this was on todays CVS, please try the same experiment.. kill yourself alot.. then see if it slows down. dnh From leaf at real-time.com Wed Jan 3 13:58:48 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] directx client 0.99 beta 2 In-Reply-To: Message-ID: I created a DirectX client page and published it. http://crossfire.real-time.com/Clients/DirectX/directx.html I also added a post to the Crossfire board at: http://www.viksten.com/ And made an announcement on the crossfire discussion list: http://mailman.real-time.com/pipermail/crossfire-list/2001-January/000613.html I will have to wait a few more hours before I can install and test the client myself, so if anyone has any suggestions for the webpage - please let me know. Thanks. - Rick leaf@real-time.com On Wed, 3 Jan 2001, Michael Toennies wrote: > Hi > > I finished the directx client for the first public release. > > I mail it to rick so he can put it in the cf page. > > Also, i upload it to mids, ask him for downloading. > > I spend some hours to create a good sound interface adding about > 50 new sounds to the client from my libs. > > So, give him a try. Also new features like a shortcut panel are working now, > full metaserver support, etc. > > Michael From peterm at tesla.EECS.Berkeley.EDU Wed Jan 3 17:32:32 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] Ello In-Reply-To: Your message of "Tue, 02 Jan 2001 20:28:40 PST." <3A52AA78.8D86CE0C@scruz.net> Message-ID: <200101032332.PAA27104@tesla.EECS.Berkeley.EDU> > > > > You could get it again from your god. And there is already this > > inv-lock feature. > > Ok. Then maybe make it startequip and inventory locked by default? Even yo >ur > god doesn't want you to drop it, so puts that little extra stickiness to it? > Player could still get rid of it with just minor extra effort. This seems like a great way to do it to me..... PeterM From peterm at tesla.EECS.Berkeley.EDU Wed Jan 3 17:42:04 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] O(n^2) hit-map In-Reply-To: Your message of "Tue, 02 Jan 2001 20:48:38 PST." <3A52AF26.D840A52E@scruz.net> Message-ID: <200101032342.PAA13280@tesla.EECS.Berkeley.EDU> > > Any reason we can't make them sort of mergable? > > IF for example they are the same except for damage (ie, they are moving the > same direction, have the same distance to still move, and so on), merge them > have the damage additive? Would that work? (I guess the better question is - > does anyone see any terrible side effects with that?) I don't see merging them as very straightforward. You see, each fireball is going to be in a different stage of development. Limiting the objects per space seems a pretty bad idea to me as well: too high a cost. How about this: 1) Only make certain types of objects "hittable". 2) Sort the stack: a) floor b) items c) monsters + players d) non-hittable stuff 3) Stop "hit_map" at d) Well, it seems like you proposed something like this below, but I think this would work. PeterM From mwedel at scruz.net Thu Jan 4 01:53:09 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] O(n^2) hit-map References: <200101032342.PAA13280@tesla.EECS.Berkeley.EDU> Message-ID: <3A542BE5.68BF078E@scruz.net> For the most part, stacking with insert_ob_in_map doesn't really need to worry about stacking. And you are correct in that we could stack things by things like spells, objects/monsters, floors, and then the stuff below floors. That would work a little better. But as I think about it, another problem area is still with the update_map_look logic - it will probably still have to go through all the objects on the space, and I think it still does it pretty stupidly (basically, anytime something is inserted in the space, it re-does what the map should look like). So fixing insert_ob... doesn't really help out that out much. One of the things I do want to do is change that so that instead the map has a flag for each space if it needs to update the look of the space. Then when weare about to send a space on the map to the player, we see if that is set, and if so, update the look then. That at least will reduce the number of looks to at most once per tick, and doesn't have us update the look for spaces outside the players view (which can be many of those). However, I think that function also does other think, like update the flags (blocked on so on). But that can probably get done more intelligently (if were adding an object, see if it has any flags that are not set, and if so, set them. IF removing an object, we would still need to search the entire stack until we get another object with the same flag (I'm thinking of the P_ flags, like blocksview, alive, etc). Fortunately, I don't think the fireballs have any of those set, and that is really where the performance gets costly.) I was putting off the update of the map view to once a tick for version 2.0. But that may be easier to do, and may improve the performance a bit right now - that at least removes one major calculation. One of the current issues is that the insert ob stuff tries to put players and monsters on top so they are more visible, as they are more important objects. But since there are now visibility flags, that may not be as important, as when it figures out the spaces, it would figure out what should be most visible at that point. From echter at informatik.uni-rostock.de Thu Jan 4 10:55:12 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] Ello In-Reply-To: <200101032332.PAA27104@tesla.EECS.Berkeley.EDU>; from peterm@tesla.EECS.Berkeley.EDU on Wed, Jan 03, 2001 at 03:32:32PM -0800 References: <3A52AA78.8D86CE0C@scruz.net> <200101032332.PAA27104@tesla.EECS.Berkeley.EDU> Message-ID: <20010104175512.A627@hokkaido.informatik.uni-rostock.de> On Wed, Jan 03, 2001 at 03:32:32PM -0800, Peter Mardahl wrote: > > Ok. Then maybe make it startequip and inventory locked by default? Even yo > >ur > > god doesn't want you to drop it, so puts that little extra stickiness to it? > > Player could still get rid of it with just minor extra effort. > > This seems like a great way to do it to me..... Should be a trivial change to fix_generated_item() in common/treasure.c: Just set FLAG_INV_LOCKED together with FLAG_STARTEQUIP. This will also lock the start equipment of new players. -- Jan From tanner at real-time.com Thu Jan 4 14:11:35 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] PGP (gpg?) key for crossfire Message-ID: <20010104141135.Z24102@real-time.com> Is there a PGP key for the crossfire stuff yet? I'd like to sign the client rpms. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From tanner at real-time.com Thu Jan 4 19:12:50 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] Official crossfire-client RPMs available Message-ID: <20010104191250.C24102@real-time.com> I have decided to take on maintaining the official crossfire-client RPMs. Thanks to Peter, I got access to SourceForge and have the RPMs up on the site now. http://sourceforge.net/projects/crossfire/ I have access to intel, sparc, ultra and alpha, so those are the binaries I'll put up. I cannot find a way to seperate releases of Redhat Linux. So the RPMs are RedHat 6.2 binaries. I do have RedHat 7.0 RPMs, but I don't know how to make another package for these files. Push comes to shove, grab the .src.rpm and build it your self. :-) Also, I'll put these up on http://crossfire.real-time.com as the back-up site, since SourceForge can be dog slow at times. I'll let Leaf announce where they are located. Thanks. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From dnh at hawthorn.csse.monash.edu.au Thu Jan 4 20:06:13 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] Animations Message-ID: Hello this is the line I added to a new monster peterm and I have created, the drake, in its arc file. anim facings 2 drake.111 drake.112 drake.113 drake.112 drake.211 drake.212 drake.213 drake.212 mina This is so that the animation properly loops is this correct? there are only 2 facings (left and right) each with three animations (111,112,113 and 211,212,213). I am not sure if crossfire can run an animation of 4 frames and I don't really understand how it works. Can someone inform me? thanks alot dnh From mwedel at scruz.net Thu Jan 4 21:50:30 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] Animations References: Message-ID: <3A554486.DCE44DCA@scruz.net> That should work. The animation code should be able to support any number of faces and any number of images within any sequence (there are some practical limit, like only 8 facings). dnh wrote: > > Hello this is the line I added to a new monster peterm and I have created, > the drake, in its arc file. > > anim > facings 2 > drake.111 > drake.112 > drake.113 > drake.112 > drake.211 > drake.212 > drake.213 > drake.212 > mina > > This is so that the animation properly loops is this correct? there are > only 2 facings (left and right) each with three animations (111,112,113 > and 211,212,213). I am not sure if crossfire can run an animation of 4 > frames and I don't really understand how it works. Can someone inform me? > thanks alot > > dnh > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From mwedel at scruz.net Thu Jan 4 21:51:12 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] PGP (gpg?) key for crossfire References: <20010104141135.Z24102@real-time.com> Message-ID: <3A5544B0.1C23912B@scruz.net> Bob Tanner wrote: > > Is there a PGP key for the crossfire stuff yet? > > I'd like to sign the client rpms. I don't believe a pgp key has ever been set for the crossfire stuff. From michael.toennies at nord-com.net Fri Jan 5 00:45:57 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] new god code broken Message-ID: Hi There are some problems with the CVS >3.1. and the gods. - enchanting weapons don't work anymore (i test devourer and mostrai with a light sword, and char with priest level 11 and wis 24). - player told me uncursing potions also don't work anymore, but i don't prove it - sorigs protection spells still denied. MichToen From peterm at tesla.EECS.Berkeley.EDU Fri Jan 5 01:11:46 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] A bug with the new gods code? Message-ID: <200101050711.XAA30249@tesla.EECS.Berkeley.EDU> Today the spell "small fireball" was withdrawn from dnh when he switched religions. small fireball is NOT a divinely granted spell.... PeterM From peterm at tesla.EECS.Berkeley.EDU Fri Jan 5 01:15:15 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] more questions on new god code Message-ID: <200101050715.XAA18122@tesla.EECS.Berkeley.EDU> I was able to re-enchant a weapon, apparently? It got reconsecrated to a new god I think? First I forsook my old god however. At one point we had it so it was impossible to reconsecrate weapons. PeterM From peterm at tesla.EECS.Berkeley.EDU Fri Jan 5 01:20:23 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] Collect them all! (god code) Message-ID: <200101050720.XAA10415@tesla.EECS.Berkeley.EDU> It seems that at the cost of a great deal of experience, a player can cycle through the gods and collect all the artifacts available by praying. Probably on conversion blessed artifacts should be withdrawn as well as special prayers. PeterM From peterm at tesla.EECS.Berkeley.EDU Fri Jan 5 01:53:21 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] Special prayers.... Message-ID: <200101050753.XAA20402@tesla.EECS.Berkeley.EDU> "divine shock" should be a special prayer of sorig it doesn't seem to be. PeterM From peterm at tesla.EECS.Berkeley.EDU Fri Jan 5 01:55:05 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] Special prayer NOT withdrawn on change of religion Message-ID: <200101050755.XAA13353@tesla.EECS.Berkeley.EDU> I noticed that I kept "pacify" after I changed away from Gaea. So that special prayer at least was retained through a change of religion. This was not intended. peterM From peterm at tesla.EECS.Berkeley.EDU Fri Jan 5 02:01:54 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] Sign wrong on hunger for devourers? Message-ID: <200101050801.AAA32408@tesla.EECS.Berkeley.EDU> A convert to devourers will soon starve to death, it seems. Instead of having massively reduced need for food it is much larger. Food vanishes almost instantly. PeterM From echter at informatik.uni-rostock.de Fri Jan 5 05:49:24 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] Special prayer NOT withdrawn on change of religion In-Reply-To: <200101050755.XAA13353@tesla.EECS.Berkeley.EDU>; from peterm@tesla.EECS.Berkeley.EDU on Thu, Jan 04, 2001 at 11:55:05PM -0800 References: <200101050755.XAA13353@tesla.EECS.Berkeley.EDU> Message-ID: <20010105124924.A8177@hokkaido.informatik.uni-rostock.de> On Thu, Jan 04, 2001 at 11:55:05PM -0800, Peter Mardahl wrote: > I noticed that I kept "pacify" after I changed away from Gaea. > So that special prayer at least was retained through a change > of religion. If the character has learned "pacify" by reading a normal spellbook, he'll keep it even if it is also a special prayer of a god. -- Jan From echter at informatik.uni-rostock.de Fri Jan 5 05:56:57 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] A bug with the new gods code? In-Reply-To: <200101050711.XAA30249@tesla.EECS.Berkeley.EDU>; from peterm@tesla.EECS.Berkeley.EDU on Thu, Jan 04, 2001 at 11:11:46PM -0800 References: <200101050711.XAA30249@tesla.EECS.Berkeley.EDU> Message-ID: <20010105125657.B8177@hokkaido.informatik.uni-rostock.de> On Thu, Jan 04, 2001 at 11:11:46PM -0800, Peter Mardahl wrote: > Today the spell "small fireball" was withdrawn from dnh > when he switched religions. small fireball is NOT > a divinely granted spell.... I think I've spotted the bug: do_learn_spell() will teach the player all new spells as if they are special prayers. Please try changing insert_special_prayer_mark (op, spell); to if (special_prayer) insert_special_prayer_mark (op, spell); -- Jan From echter at informatik.uni-rostock.de Fri Jan 5 06:11:04 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] Collect them all! (god code) In-Reply-To: <200101050720.XAA10415@tesla.EECS.Berkeley.EDU>; from peterm@tesla.EECS.Berkeley.EDU on Thu, Jan 04, 2001 at 11:20:23PM -0800 References: <200101050720.XAA10415@tesla.EECS.Berkeley.EDU> Message-ID: <20010105131104.C8177@hokkaido.informatik.uni-rostock.de> On Thu, Jan 04, 2001 at 11:20:23PM -0800, Peter Mardahl wrote: > It seems that at the cost of a great deal of experience, > a player can cycle through the gods and collect all the > artifacts available by praying. > > Probably on conversion blessed artifacts should be withdrawn > as well as special prayers. Indeed, there is nothing that prevents this. A solution similar to special prayers would look like this: * god_gives_present() will insert a marker object like do_learn_spell() if the present has FLAG_STARTEQUIP. * A function similar to check_special_prayers() checks all marker objects and tries to see if the god still hands out such an item. If not, it'll remove all such items with FLAG_STARTEQUIP from the player's inventory. I'm not sure how the marker object can identify the special item. Maybe all items given by god_gives_present() need their own archetype, and the archetype name is stored in the marker object (but not in marker->other_arch, because you may want to remove a special item completely, and the server wouldn't like the ->other_arch references anymore). I don't think we need to do anything about the treasure lists that can also be used to hand out items. You wouldn't use them for things like a helmet of Mostrai anyway. -- Jan From echter at informatik.uni-rostock.de Fri Jan 5 06:11:44 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:39 2005 Subject: [CF-Devel] Special prayers.... In-Reply-To: <200101050753.XAA20402@tesla.EECS.Berkeley.EDU>; from peterm@tesla.EECS.Berkeley.EDU on Thu, Jan 04, 2001 at 11:53:21PM -0800 References: <200101050753.XAA20402@tesla.EECS.Berkeley.EDU> Message-ID: <20010105131144.D8177@hokkaido.informatik.uni-rostock.de> On Thu, Jan 04, 2001 at 11:53:21PM -0800, Peter Mardahl wrote: > "divine shock" should be a special prayer of sorig > it doesn't seem to be. AFAIK it has never been one. -- Jan From echter at informatik.uni-rostock.de Fri Jan 5 06:17:44 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] more questions on new god code In-Reply-To: <200101050715.XAA18122@tesla.EECS.Berkeley.EDU>; from peterm@tesla.EECS.Berkeley.EDU on Thu, Jan 04, 2001 at 11:15:15PM -0800 References: <200101050715.XAA18122@tesla.EECS.Berkeley.EDU> Message-ID: <20010105131744.E8177@hokkaido.informatik.uni-rostock.de> On Thu, Jan 04, 2001 at 11:15:15PM -0800, Peter Mardahl wrote: > I was able to re-enchant a weapon, apparently? It > got reconsecrated to a new god I think? I've no idea how this can happen. There's a god_examines_item() check right at the beginning of god_enchants_weapon(), and the next thing that happens is that weapons without a title get the god's title. This should be even better than the old code because the old code didn't always set a title before enchanting the weapon, allowing certain weapons to be enchanted by different gods. Did the weapon have a title before it got reconsecrated? What was the weapon's title after this had happened? -- Jan From echter at informatik.uni-rostock.de Fri Jan 5 06:23:11 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] new god code broken In-Reply-To: ; from michael.toennies@nord-com.net on Fri, Jan 05, 2001 at 07:45:57AM +0100 References: Message-ID: <20010105132311.F8177@hokkaido.informatik.uni-rostock.de> On Fri, Jan 05, 2001 at 07:45:57AM +0100, Michael Toennies wrote: > - enchanting weapons don't work anymore (i test devourer and mostrai with a > light sword, > and char with priest level 11 and wis 24). I've also got reports that enchanting weapons isn't as restricted as it should be. :-) Unfortunately, I can't test anything myself. Please be aware that you're lacking grace if you get holy possessions instead of weapon enchantements. > - player told me uncursing potions also don't work anymore, but i don't > prove it Please test it yourself, and make sure that the god really has the ability to uncurse. > - sorigs protection spells still denied. My patch isn't supposed to change this. -- Jan From mwedel at scruz.net Fri Jan 5 22:29:44 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] Collect them all! (god code) References: <200101050720.XAA10415@tesla.EECS.Berkeley.EDU> <20010105131104.C8177@hokkaido.informatik.uni-rostock.de> Message-ID: <3A569F38.1A9FBE8B@scruz.net> Jan Echternach wrote: > I'm not sure how the marker object can identify the special item. > Maybe all items given by god_gives_present() need their own archetype, > and the archetype name is stored in the marker object (but not in > marker->other_arch, because you may want to remove a special item > completely, and the server wouldn't like the ->other_arch references > anymore). The most foolproof way might be to add something like FLAG_HOLY_RELIC for those god given items. Then you can just hunt the inventory and remove those. such a flag could also have other potential uses. While I know that backward compatibility is not a big issue now, looking to see if the god gives out the item and then remove it doesn't work really well if the god is tuned such that they no longer do give out that special item. So I think its certainly better for the object itself to have a hint about what should happen to it rather than trying to look at the old god and determine appropriateness. More practical would not just be for those old items to get removed, but for the new god to re-consecrate them with his powers (perhaps weaker version). but it seems like there are lots of issues to work out with changing gods. One valid question is should this even be allowed? It seems like it would make things a lot simpler if once you choose a god, you have to stick with it. If you want to player worshipping another god, start another character. AFter all, we don't let you switch classes after you start, and many games have it such that once you make a decision about that, you need to stick with it. From michael.toennies at nord-com.net Sat Jan 6 07:52:44 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] metaserver timeout Message-ID: Hi Mids server was down since friday, but in the real-time metaserver it is in, marked as >1000 minutes idle. Thats fine, but down is down. Should we not make a dead time, about 30 minutes, and then the server get deleted from metaserver until it say again hello to metaserver? MichToen From michael.toennies at nord-com.net Sat Jan 6 09:19:31 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] Major bug in CF server Message-ID: Hi In the last time, i notice and get also called from players, a bad behavior of the last versions of the CF server. The bug/behavior is a big periodical performance breakin, mainly when you fight, but also in "normal" playing. Because the effect is often "eaten" by lag and get so invisible, i played now with my client much on mids server, which is a "high performance" server. The other good server is the voldsboks server. Voldsboks runs 95.7 from 08.10.2000. After finishing my client on mids server, i start to notice the bad effect. If you fight, the server have BIG performance holes of about 500ms, where the server simply not send you anything. Then you got a row, then it stops. The effect gets mad, if you enter the dragon hangar! Do it! The game start to be frozen!! Tray praying. You will see, that every second you stay in the hangar (and you only enter, do nothing) the server goes more down in periodical steps. If you leave, all is fine! Do it on the 95.7 server - nothing!! The effect is simply not in this version and not in a version <95.7 which i can remember. As one here say, that the new CF version even goes down on a dual pentium, i think it is an bug! I play the dragon hangar much in version 95.7 and lower! Also when i in fight, get spelled like mad from all sides the server NEVER has a so big performance loss like this version. This is NOT normal. It is definitly a bug! In normal playing (like running through maps) i notice this performance holes with my client! Please, check out the 95.7 version from 08.10. from CVS and install it on your system, and look for the difference when you fight the hangar or the wiztower elemental level. MichToen From michael.toennies at nord-com.net Sat Jan 6 09:44:17 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] Major bug in CF server 2 In-Reply-To: Message-ID: Hi When i play around with the 2 version, it looks to me, that we have 2 effects: - a performance breakin in some cases - the server sends cmds and updates as blocks, with lags between 400 - 600ms and highs above 750ms. The last effect let you jump through the actions. Often you got a block of dozens of cmds&updates, then nothing. Funny thing is, that the effect is not effected by number of player onlines. I have it when i play alone, also with 9 players there is no difference! The 95.7 version don't do it! Well, we can stretch this blocks on client sides, but this is far "out of range", we can stretch the block but the player will notice this big "non interaction" blocks of about 500ms. Also, this is not normal from a server with a ping of <100ms! The voldsboks server has not this problems, here you have the feeling your character moves smoother. MichToen From michael.toennies at nord-com.net Sat Jan 6 10:02:26 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] map sets Message-ID: Hi I have setup a new permanent server as damn.informatik.uni-bremen.de. I have put in a new mapset, the "warrior proofing ground", also called mak map set. I chained it to the 3rd newbie tower in scorn for testing. Should be run good with some changes and testing. I notice in the list 2 other "non standard" maps - greyshield maps (greyshield.tar.gz) - goldcity Anyone has this maps? I search, but i can't find any valid places where the sets are. All old downloads places are gone. So, mark, peter, one of you have it in your lib? The please mail it to me, i and AV will rework then when possible. Also, when anyone on the list have older map sets, own map sets, alien map sets - you got the point, mail it to me or AV, even when they are worse - we will try to work over them and put them in my server maps. MichToen From andi.vogl at gmx.net Sat Jan 6 11:32:55 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] Sillyness. (server speed) In-Reply-To: Message-ID: <000501c07806$b7b80040$3b20993e@kyle> on Thu, 4 Jan 2001, dnh wrote: > Okay I was just testing the new ruggilli temple (which is very close to > completion) when I died by annoying the templar and knights in there (not > a wise move). I tried to see if that wrap around stats bug still occured.. > so I started killing myself. After about 40 deaths, the server was running > at a crawl. Now I am running this on my Dual G4 450 with 256 ram, there is > NO way it should be slowing down. After I exited and rejoined it was > faster.. but I notice this same speed reduction when playing on other > servers, after I start etting above a certain level the player starts > getting slow. My first guess as to why it was slowing down was because it > was keeping track of all the depleted stats, if this is true then the > other speed reduction must be another thing. Anyway, this was on todays > CVS, please try the same experiment.. kill yourself alot.. then see if it > slows down. I have the strong suspection that not the server slowed down, but your character's speed of walking/acting, which is normal and intended. The loss of STR due to repeated death reduces a character's speed greatly. Andreas V. From mwedel at scruz.net Sat Jan 6 13:58:12 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] metaserver timeout References: Message-ID: <3A5778D4.DAE68E32@scruz.net> Michael Toennies wrote: > > Hi > > Mids server was down since friday, but in the real-time > metaserver it is in, marked as >1000 minutes idle. > > Thats fine, but down is down. Should we not make a dead time, > about 30 minutes, and then the server get deleted from metaserver > until it say again hello to metaserver? That is all setable in the metaserver script. Default right now is one day of idle, but those running the metaserver can change it to whatever time they like From dnh at hawthorn.csse.monash.edu.au Sat Jan 6 15:59:53 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] Speed Message-ID: Yeah AV, I figured that out awhile ago =), you are indeed correct. Mich, well I often had "bad" days on all the servers, where lag would com ein pulses like you describe. I found often it was because i didn't have image caching on, and so that big piece of lag is it downloading the images, this may not be the case for you though. /me pokes AV, come into #crossfire soon dude, got much to talk about. dnh From andi.vogl at gmx.net Sat Jan 6 17:09:53 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] new god code broken In-Reply-To: Message-ID: <000701c07836$73f3d2a0$d39fe23e@kyle> on Fr 5. Jan, Michael T. wrote: > There are some problems with the CVS >3.1. and the gods. As you know, the god-intervention code has just been re-done. That means, of course, that the way certain things work has changed. Usually players have no idea about code-changes so they think it's all bugs - until they get used to the new (and hopefully better) code. While listening to players has pointed out hundreds of bugs yet, one must still be aware that players have a "smaller view" than developers. > - enchanting weapons don't work anymore (i test devourer and mostrai > with a light sword, and char with priest level 11 and wis 24). It does work, but there are restrictions now. Every god has a large treasurelist with objects that he might hand out to the player. These can be special prayers, artifacts, cures/restores, weapon enchants, special messages... - practically anything. To keep this in balance, the player must exceed certain grace levels in order to "access" the lower-end parts of the treasurelist. Most gods hand out the first weapon enchantments after the player has reached "medium grace level". Currently "medium grace level" is set to 300 grace. (note that grace can be doubled when praying over altars => 300 means 150 without altar). > - player told me uncursing potions also don't work anymore, but i > don't prove it This works when the player's god has the "god_remove_curse" in the treasurelist. Currently there are only "god_remove_damnation"- objects available. Question: Is this good, bad, intended or a mistake? =) > - sorigs protection spells still denied. Yes, this is true. I changed my mind and left sorig with denied protection. The reason is: Sorig has the potentially strongest attack spells and he direly needs some disadvantage in return. We don't want all players worshipping the same god again, do we? Andreas V. From andi.vogl at gmx.net Sat Jan 6 17:48:33 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] RE: [Crossfire-cvs] CVS update: crossfire/lib In-Reply-To: <200101030519.VAA23837@boltzmann.eecs.berkeley.edu> Message-ID: <001001c0783b$412ac720$d39fe23e@kyle> This is a cvs change log from a few days ago: > Date: Tuesday January 2, 2001 @ 21:19 > Author: cvs > > Update of /home/cvs/CVS/crossfire/lib > In directory boltzmann.eecs.berkeley.edu:/tmp/cvs-serv23834 > > Modified Files: > archetypes > Log Message: > commit to get the fix for leprosy skin face. Looks like I may have also > caught some changes for the gods (either that or some aspect of my arch directory > has old data in it.) > > MSW 2000-1-2 > > [...] Thanks for fixing the leprosy skin face. However, you have seemingly checked in server arch-files, collected from an out-of-date local arch dir - hence messed up the server arch files (related to gods) a little. I fixed it now by running/committing a collect from todays arch dir. Please be careful not to forget updating your whole local cvs-tree before doing changes. Andreas V. From andi.vogl at gmx.net Sat Jan 6 18:07:34 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] Collect them all! (god code) In-Reply-To: <3A569F38.1A9FBE8B@scruz.net> Message-ID: <001901c0783d$e4fb8180$d39fe23e@kyle> Peter M. wrote: > It seems that at the cost of a great deal of experience, > a player can cycle through the gods and collect all the > artifacts available by praying. > > Probably on conversion blessed artifacts should be withdrawn > as well as special prayers. This is absolutely true. "Holy" artifacts must be removed on conversion. Mark W. wrote: > The most foolproof way might be to add something like FLAG_HOLY_RELIC > for those god given items. Then you can just hunt the inventory and > remove those. [...] Yeah, that seems like the most efficient and most simple way to do it: Godgiven artifacts have both FLAG_STARTEQUIP and FLAG_HOLY_RELICT set. When the player changes cults, all items containing those flags get removed. No great effort, except adding the new FLAG_HOLY_RELICT to the game. > but it seems like there are lots of issues to work out with changing gods. > One valid question is should this even be allowed? It seems like it would > make things a lot simpler if once you choose a god, you have to stick with > it. If you want to player worshipping another god, start another character. > After all, we don't let you switch classes after you start, and many games > have it such that once you make a decision about that, you need to stick > with it. I think the ability to switch gods adds a big deal of fun to the lives of priest-chars. Moreover, at different levels of experience and equipment, the importance of certain advantages/penalties of gods change. So I would prefer to leave god-conversion being possible. Andreas V. From andi.vogl at gmx.net Sat Jan 6 18:35:43 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] Sign wrong on hunger for devourers? In-Reply-To: <200101050801.AAA32408@tesla.EECS.Berkeley.EDU> Message-ID: <000801c07841$e7214ae0$3ea4e23e@kyle> > A convert to devourers will soon starve to death, it seems. > Instead of having massively reduced need for food it is much > larger. Food vanishes almost instantly. Erm.. it seems to be okay - right now. Do you still see this effect with current cvs? I don't. In devourers.arc there is "last_eat 100" (positive sign -> sustenance slowing down). Guess you all do know that this will not affect food drained for regenerating health/mana. Andreas V. From michael.toennies at nord-com.net Sat Jan 6 22:41:27 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] new god code broken In-Reply-To: <000701c07836$73f3d2a0$d39fe23e@kyle> Message-ID: > > - enchanting weapons don't work anymore (i test devourer and mostrai > > with a light sword, and char with priest level 11 and wis 24). > > It does work, but there are restrictions now. > > Every god has a large treasurelist with objects that he might > hand out to the player. These can be special prayers, artifacts, > cures/restores, weapon enchants, special messages... - > practically anything. To keep this in balance, the player must > exceed certain grace levels in order to "access" the lower-end > parts of the treasurelist. > > Most gods hand out the first weapon enchantments after the > player has reached "medium grace level". Currently "medium > grace level" is set to 300 grace. (note that grace can be > doubled when praying over altars => 300 means 150 without altar). Uh I must strongly disagree to this change. 150 grace are NOT medium sized. Weapon enchantments are for warriors, but many warriors has only medium/low wisdom. I often play warriors with about level 35-40 and they have not 150 grace! I know the tricks to get fast priest levels, but "normal" players will never come to it. Forget it, you reserve this now for extra advanced players like us. I mean, look in the hit lists, how much players are in there with grace >150? Without the dev team people? 1 or 2. I don't want enchant dragonbane, i want enchant my long sword, which i have enchanted by scroll. Enchanting by gods brings them the needed special attacks. Enchanting weapons is now pretty useless, except you use it as "stat bringer", holding in hand (like echanting it with much pow/wis for spellcaster). But thats not the way this should go. There are to many monsters out, which have physical res. You even can't kill a vampire, skull or other with it. There are not enough sources for low weapons with special attacks out, when we go here, we need low quests, where you get a sword of hitting or sword of cold or so. But i play it as level 20 warrior, enchanting a sword with my stat potion to bring me the last str points to max out, enchanting it with special power and then i go for the arctifact. This 150 grace thing will break weapon enchanting. So - bring the god enchanting down to about 50 - 75 grace (and thats also a lot) or better: - allow scrolls where you can enchanting normal weapons only with special attacks. This will bring the things back to order. MichToen From andi.vogl at gmx.net Sun Jan 7 08:33:56 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] new god code - weapon enchantment In-Reply-To: Message-ID: <000b01c078b7$23fceb20$0aa0e23e@kyle> Michael T. wrote: > > Most gods hand out the first weapon enchantments after the > > player has reached "medium grace level". Currently "medium > > grace level" is set to 300 grace. (note that grace can be > > doubled when praying over altars => 300 means 150 without altar). > > Uh > I must strongly disagree to this change. 150 grace are NOT medium > sized. Oh, 150 grace IS medium sized for priests. There are 107 wisdom levels out there, with good stats a player can reach more than 500 grace. If you push your POW and WIS up high (like with rings/amulets) you can reach 150 grace at wisdom levels in the range of 10-20. Here's the full current set of grace levels: - grace_limit_low = 100 grace (= 50 without altar) - grace_limit_medium = 300 grace (= 150 without altar) - grace_limit_high = 600 grace (= 300 without altar) - grace_limit_insane = 1000 grace (= 500 without altar) > Weapon enchantments are for warriors, but many warriors has > only medium/low wisdom. I often play warriors with about level 35-40 > and they have not 150 grace! God intervention in general is for priests, not for warriors. But I agree that (low) weapon enchantments should be available at lower levels so that warriors can access them as well. I will set enchant_weapon_low (that means bonus +3 is max) for "low grace level". So that warriors are able to get the attacktypes and slayings at least. But enchant_weapon_medium will still be available at "medium grace level" only. Similar: enchant_weapon_high at high grace level. Note that enchant_weapon_high is only available for Mostrai and Gnarg, the warrior gods. Here's the full current set of enchant_weapon levels: - enchant_weapon_low = weapon bonus +3 is max - enchant_weapon_medium = weapon bonus +7 is max - enchant_weapon_high = weapon bonus +12 is max There are scrolls of weapon enchantment too, remember? Players used to laugh at these. Now for the first time, they can be useful. > I know the tricks to get fast priest levels, but "normal" players will > never come to it. Forget it, you reserve this now for extra advanced > players like us. > > I mean, look in the hit lists, how much players are in there with > grace 150? Without the dev team people? 1 or 2. If nobody except the dev-team is able to play CF properly, does this mean we should make the game easier? No, I think this does only show us that we need a better play-guide and much more in-game hints on how to play. I know that CF still lacks some serious in-game docus, I hope there will be some development in this direction. Naturally, many players underestimate the complexity of CF due to the "simple outlook". Better docus have a second benefit next to helping players: They work like advertising for the game. > [...] > This 150 grace thing will break weapon enchanting. > > So - bring the god enchanting down to about 50 - 75 grace (and thats > also a lot) That's what I'm gonna do (see above). > or better: > > - allow scrolls where you can enchanting normal weapons only with > special attacks. This will bring the things back to order. I doubt that a feature like this would bring things "back to order". We're just at removing the ability to collect more than one god's attacktype on a weapon. Better not start messing with this kinda stuff again. ;) Andreas V. From echter at informatik.uni-rostock.de Sun Jan 7 10:47:03 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] new god code broken In-Reply-To: <000701c07836$73f3d2a0$d39fe23e@kyle>; from andi.vogl@gmx.net on Sun, Jan 07, 2001 at 12:09:53AM +0100 References: <000701c07836$73f3d2a0$d39fe23e@kyle> Message-ID: <20010107174703.A27759@hokkaido.informatik.uni-rostock.de> On Sun, Jan 07, 2001 at 12:09:53AM +0100, Andreas Vogl wrote: > That means, of course, that the way certain things work has > changed. Usually players have no idea about code-changes so they > player has reached "medium grace level". Currently "medium > grace level" is set to 300 grace. (note that grace can be > doubled when praying over altars => 300 means 150 without altar). My patch38d/arch38d has "medium grace level" at 80 (40 without altar), exactly as it was before. Maybe somebody else has set it to a higher value. Anyhow, a "enchant weapon low" without that limit is a good idea. Even low level fighters should get a sword that is slaying the god's enemies. > This works when the player's god has the "god_remove_curse" > in the treasurelist. Currently there are only "god_remove_damnation"- > objects available. Question: Is this good, bad, intended or > a mistake? =) "god_remove_damnation" includes "god_remove_curse". -- Jan From andi.vogl at gmx.net Sun Jan 7 13:20:36 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:40 2005 Subject: [CF-Devel] new god code - weapon enchantment In-Reply-To: <20010107174703.A27759@hokkaido.informatik.uni-rostock.de> Message-ID: <001101c078df$2bbe3620$6c9fe23e@kyle> I wrote: > I will set enchant_weapon_low (that means bonus +3 is max) for > "low grace level". So that warriors are able to get the attacktypes and > slayings at least. But enchant_weapon_medium will still be available at > "medium grace level" only. Similar: enchant_weapon_high at high grace > level. Note that enchant_weapon_high is only available for Mostrai and > Gnarg, the warrior gods. > > Here's the full current set of enchant_weapon levels: > - enchant_weapon_low = weapon bonus +3 is max > - enchant_weapon_medium = weapon bonus +7 is max > - enchant_weapon_high = weapon bonus +12 is max Uh oh, I've just realized that I have misinterpreted some parts of the new weapon-enchant code. The maximum amount of wc bonus granted is dependant on the player's wisdom level already. So there is absolutely no need for any grace limit. And it doesn't make sense to put more than one type of enchant_weapon_xxx into a god's treasurelist. I have corrected these things on cvs now. Jan E. wrote: > > player has reached "medium grace level". Currently "medium > > grace level" is set to 300 grace. (note that grace can be > > doubled when praying over altars => 300 means 150 without altar). > > My patch38d/arch38d has "medium grace level" at 80 (40 without altar), > exactly as it was before. Maybe somebody else has set it to a higher > value. Anyhow, a "enchant weapon low" without that limit is a good > idea. Even low level fighters should get a sword that is slaying the > god's enemies. First, I have to say that none of these "original" god_*.arc files got checked into cvs. Some time after the new god-intervention-code was put in, I realized that these arches were missing and CF-server didn't work. So I looked at the code, created all the required god_*.arc files and did the gods-rebalancing stuff while at it (affecting the existing god's arches and lib/treasures). So don't be surprised to find new values in the god-related arches. About weapon enchanting: I have put the enchant_weapon objects before the grace-limits in the gods' treasurelists now. So there is no minimum grace needed anymore to get the slayings/attacktypes. However, there is still some natural minimum of grace and stats required to get any god-intervention to happen at all. Moreover, the max. amount of wc-bonus on weapons depends on the player's wisdom level as well as the "enchanting-difficulty". The latter differs for weapon_echant_low/medium/high. Andreas V. From peterm at tesla.EECS.Berkeley.EDU Mon Jan 8 23:31:46 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] Spells granted by gods code bear little resemblance to plan? Message-ID: <200101090531.VAA16491@tesla.EECS.Berkeley.EDU> Hello, I've been reviewing the contents of lib/treasures with an eye on the spells given. They don't seem to jibe with http://mids.student.utwente.nl/~dnh/crossfire_pantheon.html Where there some discussions that I missed on these topics? If so, would someone please see that http://mids.student.utwente.nl/~dnh/crossfire_pantheon.html is updated with the new plan? If not, I'll make the two agree more or less exactly. PeterM From mwedel at scruz.net Tue Jan 9 01:06:37 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] map sets References: Message-ID: <3A5AB87D.E53C2BE8@scruz.net> Michael Toennies wrote: > > - greyshield maps (greyshield.tar.gz) Don't know where to get those. > - goldcity That was included in some of the releases. If need be, I can look through the old map files - I have all them dating back to 91.8. The reason they were removed was because the auther (Brian Thomas) said they were not ready yet for inclusion - the main reason was that while there was a continent pretty much set up, there was nothing to do there - it was just empty for the most part. From tanner at real-time.com Tue Jan 9 01:49:11 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] SourceForge File Release Notice: client-linux-rpm Message-ID: <20010109014911.A7607@real-time.com> For those who do not know or just don't read these posts :-) The crossfire source has been moved to sourceforge. I have volunteered to maintain the official rpms for the crossfire client. Just released a new version of the rpms, so check them out. If you want to get this sort of thing automatically, you can monitor the client-linux-rpm package. Thanks. > A new version of client-linux-rpm has been released. > You can download it from SourceForge by following this link: > > > > You requested to be notified when new versions of this file > were released. If you don't wish to be notified in the > future, please login to SourceForge and click this link: > -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From peterm at tesla.EECS.Berkeley.EDU Tue Jan 9 02:14:07 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] Moving onto sourceforge. In-Reply-To: Your message of "Tue, 09 Jan 2001 01:49:11 CST." <20010109014911.A7607@real-time.com> Message-ID: <200101090814.AAA31893@tesla.EECS.Berkeley.EDU> Well, a small correction: we're EVENTUALLY going to move the crossfire source to sourceforge. Right now, we're distributing a set of RPMS at sourceforge. I guess the next logical step is to move the crossfire client over. It is a smaller package and would serve nicely to "get our feet wet", as Mark had proposed previously. On a related note, how important is it for us to keep all the history? For example, the log file alone is 25M: I've *never* looked at it. I think messages sent to crossfire-cvs are probably good enough. The rest of it is about 83M (maps, server, client, arch). PeterM > For those who do not know or just don't read these posts :-) > > The crossfire source has been moved to sourceforge. I have volunteered to > maintain the official rpms for the crossfire client. > > Just released a new version of the rpms, so check them out. > > If you want to get this sort of thing automatically, you can monitor the > client-linux-rpm package. > > Thanks. > > > A new version of client-linux-rpm has been released. > > You can download it from SourceForge by following this link: > > > > 83> > > > > You requested to be notified when new versions of this file > > were released. If you don't wish to be notified in the > > future, please login to SourceForge and click this link: > > > > > -- > Bob Tanner | Phone : (952)943-8700 > http://www.mn-linux.org | Fax : (952)943-8500 > Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From pjka at cc.jyu.fi Tue Jan 9 05:55:51 2001 From: pjka at cc.jyu.fi (Pertti Karppinen (OH6KTR)) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] dump_gods & server/editor split Message-ID: <20010109135551.A4064@tukki.jyu.fi> I did a fix to get dump_gods to print out avatar and servant info correctly. Reason why I didn't put it into CVS is that as dump_gods is in common/holy.c and thus goes into the libcross.a but determine_holy_arch is in server/gods.c. One or the other needs to be moved, but I'm not sure which one. Most probably the dump_god, because I see not a lot of use for it in crossedit. This brings up the point of splitting server/editor again. It seems that we need not a 2-way split but 3-way: server, editor and lib. We need to strip the lib down as much ass possible, but not more :), as we don't want to do all the loader stuff and such twice everytime something changes. So first thing to do, if we aim for the split, is to identify which stuff in the lib (dir common) is actually used, or potentially useable, in both server and editor. Functions that are clearly needed in one or the other, need to be moved to the appropriate dir. There seems to 352 functions, according to libproto.h, in the lib now. A script to check actual calls made to these functions in both server and editor should be trivial to do. -----------------------diff_starts--------------------------------- Index: holy.c =================================================================== RCS file: /home/cvs/CVS/crossfire/common/holy.c,v retrieving revision 1.3 diff -u -r1.3 holy.c --- holy.c 2000/12/04 00:40:03 1.3 +++ holy.c 2001/01/09 11:35:55 @@ -6,6 +6,7 @@ #include #include #include +#include static godlink *init_godslist() { godlink *gl = (godlink *) malloc(sizeof(godlink)); @@ -129,22 +130,26 @@ fprintf(stderr,"\n"); for(glist=first_god;glist;glist=glist->next) { object *god=pntr_to_god_obj(glist); + object *avatar=NULL,*serv=NULL; char tmpbuf[HUGE_BUF]; int tmpvar,gifts=0; fprintf(stderr,"GOD: %s\n",god->name); - fprintf(stderr," avatar stats:\n"); - fprintf(stderr," S:%d C:%d D:%d I:%d W:%d P:%d\n", - god->stats.Str,god->stats.Con,god->stats.Dex, - god->stats.Int,god->stats.Wis,god->stats.Pow); - fprintf(stderr," lvl:%d speed:%4.2f\n", - god->level,god->speed); - fprintf(stderr," wc:%d ac:%d hp:%d dam:%d \n", - god->stats.wc,god->stats.ac,god->stats.hp,god->stats.dam); - fprintf(stderr," enemy: %s\n",god->title?god->title:"NONE"); - if(god->other_arch) { - object *serv = &god->other_arch->clone; - fprintf(stderr," servant stats: (%s)\n",god->other_arch->name); + avatar=arch_to_object(determine_holy_arch(god,"avatar")); + if(avatar) { + fprintf(stderr," avatar stats:\n"); + fprintf(stderr," S:%d C:%d D:%d I:%d W:%d P:%d\n", + avatar->stats.Str,avatar->stats.Con,avatar->stats.Dex, + avatar->stats.Int,avatar->stats.Wis,avatar->stats.Pow); + fprintf(stderr," lvl:%d speed:%4.2f\n", + avatar->level,avatar->speed); + fprintf(stderr," wc:%d ac:%d hp:%d dam:%d \n", + avatar->stats.wc,avatar->stats.ac,avatar->stats.hp,avatar->stats.dam); + } else + fprintf(stderr," avatar: NONE\n"); + serv=arch_to_object(determine_holy_arch(god,"holy servant")); + if(serv) { + fprintf(stderr," servant stats: (%s)\n",serv->name); fprintf(stderr," S:%d C:%d D:%d I:%d W:%d P:%d\n", serv->stats.Str,serv->stats.Con,serv->stats.Dex, serv->stats.Int,serv->stats.Wis,serv->stats.Pow); -----------------------diff_ends----------------------------------- -- BSc. Pertti Karppinen |'Bridge Players | Systems Designer, University of Jyvaskyla, Finland | Do | http://www.iki.fi/~pjka/ | Office : +358 14 260 2088 | It | HAM: OH6KTR QTH: KP22UF | Cellular: +358 40 564 0786 | on the Table' | From michael.toennies at nord-com.net Tue Jan 9 05:54:24 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] map sets In-Reply-To: <3A5AB87D.E53C2BE8@scruz.net> Message-ID: > Michael Toennies wrote: > > > > - greyshield maps (greyshield.tar.gz) > > Don't know where to get those. Hm, there was 2 old links in the list from 98 i think, but they are not valid. As i read, this mapset was was described as nice, but the author want make a few changes, then they retire before it makes the way in the CVS. (that was what i read). Anyone has a copy anywhere? Please look for it, we are all times short in maps. > > - goldcity > > That was included in some of the releases. If need be, I can > look through the > old map files - I have all them dating back to 91.8. The reason they were > removed was because the auther (Brian Thomas) said they were not > ready yet for > inclusion - the main reason was that while there was a continent > pretty much set > up, there was nothing to do there - it was just empty for the most part. Hm, because i never see it: It is worth to work with it? Or is it better to skip them and make some new? BTW: I have included a new mapset (a whole quest) from mak in my server (damn.informatik.uni-bremen.de). Player plays it some times and it seems ok. Also, its one we really need: "After start" to medium warrior and warrior class quest/test, also playable from other classes. Give him a look, i put it in the 3rd tower in scorn, up the newbie tower. MichToen From andi.vogl at gmx.net Tue Jan 9 14:02:08 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] Spells granted by gods code bear little resemblance to plan? In-Reply-To: <200101090531.VAA16491@tesla.EECS.Berkeley.EDU> Message-ID: <000101c07a77$0d78eea0$0897e23e@kyle> Peter M wrote: > I've been reviewing the contents of lib/treasures with an eye > on the spells given. They don't seem to jibe with > http://mids.student.utwente.nl/~dnh/crossfire_pantheon.html > > Where there some discussions that I missed on these topics? > If so, would someone please see that > http://mids.student.utwente.nl/~dnh/crossfire_pantheon.html > is updated with the new plan? > > If not, I'll make the two agree more or less exactly. If you want to commit changes please keep an eye on the balance between the gods. And yes, as I implemented the new gods I did diverge from the original pantheon a bit. There were two reasons: First, a few spells were missing or at least didn't look like being finished to me. I see that you have inserted them now Peter, thank you. Second, some gods just needed little changes for balance. Every god needs *both* advantages and disadvantages in similar severity, so that there isn't one "best cult". E.g. look at Lythander and Sorig in the pantheon: I see heaps of bonus and not one single penalty. However, I didn't change very much. No matter what way to go, I think it is most important that everyone knows what's going on. Anyone should be able to participate. So I took the ascii-file of god-description that I already had posted, made a nice-looking html-site out of it and here it is: . (It's kinda silly to have two seperated pantheons kept updated, so maybe darth bob wants to take this site and use it as new crossfire-pantheon of his?) Andreas V. From mwedel at scruz.net Tue Jan 9 19:21:35 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] Moving onto sourceforge. References: <200101090814.AAA31893@tesla.EECS.Berkeley.EDU> Message-ID: <3A5BB91F.67F1BA93@scruz.net> Peter Mardahl wrote: > I guess the next logical step is to move the crossfire client over. > It is a smaller package and would serve nicely to "get our feet wet", > as Mark had proposed previously. > > On a related note, how important is it for us to keep > all the history? > > For example, the log file alone is 25M: I've *never* looked > at it. I think messages sent to crossfire-cvs are probably > good enough. > > The rest of it is about 83M (maps, server, client, arch). I'm guessing the log is a list of all checkins? If so, then it probably is not needed. However, the log entries for each file I do find useful (ie, doing cvs log on various files). It could probably be argued that any logs for entries more than a few revs ago on the file are not needed, but I'm not sure if thats easier to do than just take them all (I find that cvs log can be useful in trying to track down reports where someone reports something got broken between this release and X - log entries can narrow it down easier to where I can then do cvs diff's). And in actuality, probably that diff data is much larger than that log data. OTOH, if its too much a pain to do it, we could of course do a new import or put those logs files elsewhere for referance/archival purposes. If no one else wants them, you could just give them to me and I can store them away and use them as needed. From tanner at real-time.com Tue Jan 9 19:30:13 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] Bug in cvs checkout on 09-Jan-2001? Message-ID: <20010109193013.D3238@real-time.com> Upgraded to the latest cvs snapshot and I am getting these message in my /tmp/crossvlog files: Waiting for connections... ReadPacket got an error.: Connection reset by peer ReadPacket got error 54, returning 0 CS: connection from client of type CF DX CLIENT Waiting for connections... Any ideas? -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From mwedel at scruz.net Tue Jan 9 19:36:22 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] map sets References: Message-ID: <3A5BBC96.394019FC@scruz.net> Michael Toennies wrote: > > That was included in some of the releases. If need be, I can > > look through the > > old map files - I have all them dating back to 91.8. The reason they were > > removed was because the auther (Brian Thomas) said they were not > > ready yet for > > inclusion - the main reason was that while there was a continent > > pretty much set > > up, there was nothing to do there - it was just empty for the most part. > > Hm, because i never see it: > It is worth to work with it? Or is it better to skip them and make some new? It depends on what is needed. As a recall, the goldcity map was basically a big city on a medium sized continent, without much other content. If we need another city/continent, it can be useful. The author, Brian Thomas (who the thomas directory in the current map distribution refers to) did the maps. I think his idea was originally that he was going to fill that with his various maps, but never got around to do it, so those maps/quests that were ready got put into the thomas directory. Looking through the archives, it appears the goldcity maps appear from version 91.8 thru 92.5 map sets. HEre is a list of the files (from the 0.92.5 set): drwxr-x--- master/users 0 1994-11-13 12:49:46 maps/thomas/goldcity/ drwxr-x--- master/users 0 1994-11-23 08:56:13 maps/thomas/goldcity/cntr/ -rw-r----- master/users 5429 1994-11-13 12:41:38 maps/thomas/goldcity/cntr/opt_shop -rw-r----- master/users 17485 1994-11-15 17:27:44 maps/thomas/goldcity/cntr/zeno -rw-r----- master/users 38557 1994-11-23 08:56:35 maps/thomas/goldcity/cntr/waterworks1 -rw-r----- master/users 39791 1994-11-17 22:00:53 maps/thomas/goldcity/cntr/waterworks2 -rw-r----- master/users 49496 1994-11-20 23:37:58 maps/thomas/goldcity/cntr/sewer_3 -rw-r----- master/users 39351 1994-11-20 18:39:23 maps/thomas/goldcity/cntr/sewer_def -rw-r--r-- master/users 10461 1994-11-23 08:26:38 maps/thomas/goldcity/cntr/visit_cntr drwxr-x--- master/users 0 1994-11-23 02:15:15 maps/thomas/goldcity/se/ -rw-r----- master/users 19177 1994-11-13 15:00:15 maps/thomas/goldcity/se/fishmarket -rw-r----- master/users 13551 1994-11-13 18:02:00 maps/thomas/goldcity/se/adjami_bakery -rw-r----- master/users 17235 1994-11-13 23:19:34 maps/thomas/goldcity/se/used_furn -rw-r--r-- master/users 11658 1994-11-23 02:32:31 maps/thomas/goldcity/se/ali_jewel -rw-r--r-- master/users 13585 1994-11-23 02:17:43 maps/thomas/goldcity/se/adjami_baker drwxr-x--- master/users 0 1994-11-23 02:56:25 maps/thomas/goldcity/sp/ -rw-r--r-- master/users 11984 1994-11-23 02:49:02 maps/thomas/goldcity/sp/visit_cntr -rw-r----- master/users 931 1994-11-13 16:42:34 maps/thomas/goldcity/sp/citymap -rw-r--r-- master/users 5700 1994-11-23 02:54:43 maps/thomas/goldcity/sp/weep_whale -rw-r--r-- master/users 22522 1994-11-23 03:35:11 maps/thomas/goldcity/sp/sleasy_rest -rw-r----- master/users 47169 1994-11-12 21:49:17 maps/thomas/goldcity/g_city_nw -rw-r----- master/users 72978 1994-10-30 11:44:49 maps/thomas/goldcity/g_city -rw-r--r-- master/users 61364 1994-11-23 08:54:42 maps/thomas/goldcity/g_city_sw -rw-r--r-- master/users 43194 1994-11-23 03:47:23 maps/thomas/goldcity/g_city_se -rw-r--r-- master/users 44642 1994-11-23 07:55:44 maps/thomas/goldcity/g_city_cntr -rw-r--r-- master/users 36573 1994-11-23 07:53:25 maps/thomas/goldcity/g_city_sp -rw-r----- master/users 29607 1994-11-15 16:30:09 maps/thomas/goldcity/g_city_np drwxr-x--- master/users 0 1994-11-23 08:59:54 maps/thomas/continent/ -rw-r----- master/users 34682 1994-10-16 13:40:42 maps/thomas/continent/cont_a2 -rw-r----- master/users 92384 1994-10-15 13:19:48 maps/thomas/continent/new_cont -rw-r----- master/users 33971 1994-10-16 13:40:36 maps/thomas/continent/cont_a1 -rw-r----- master/users 36110 1994-10-16 13:40:46 maps/thomas/continent/cont_b2 -rw-r----- master/users 35820 1994-10-16 13:40:39 maps/thomas/continent/cont_b1 -rw-r----- master/users 33733 1994-10-16 13:29:26 maps/thomas/continent/cont_c1 -rw-r----- master/users 36123 1994-10-16 13:14:22 maps/thomas/continent/cont_b3 -rw-r----- master/users 32848 1994-10-16 12:26:33 maps/thomas/continent/cont_a3 -rw-r----- master/users 34735 1994-10-16 13:29:42 maps/thomas/continent/cont_c2 -rw-r----- master/users 34846 1994-10-16 13:03:49 maps/thomas/continent/cont_c3 -rw-r----- master/users 29715 1994-10-16 18:49:21 maps/thomas/continent/cont_a4 -rw-r----- master/users 1465 1994-10-16 14:10:56 maps/thomas/continent/file -rwxr-x--- master/users 281 1994-10-16 14:10:51 maps/thomas/continent/ex -rw-r----- master/users 37709 1994-10-18 03:06:25 maps/thomas/continent/cont_b4 -rw-r----- master/users 34965 1994-10-16 18:59:53 maps/thomas/continent/cont_c4 -rw-r----- master/users 35578 1994-11-10 15:34:42 maps/thomas/continent/cont_b5 -rw-r----- master/users 38439 1994-10-16 18:58:32 maps/thomas/continent/cont_c5 -rw-r----- master/users 36348 1994-10-16 02:24:12 maps/thomas/continent/cont_c6 -rw-r----- master/users 33139 1994-10-16 18:51:41 maps/thomas/continent/cont_b6 -rw-r----- master/users 17694 1994-10-16 14:22:11 maps/thomas/continent/cont_a5 -rw-r----- master/users 22922 1994-10-16 14:04:40 maps/thomas/continent/cont_a6 -rw-r----- master/users 26824 1994-10-15 12:05:09 maps/thomas/continent/cont_b7 -rw-r----- master/users 29666 1994-10-15 13:18:44 maps/thomas/continent/cont_c7 -rw-r----- master/users 15263 1994-10-15 14:26:36 maps/thomas/continent/cont_d1 -rw-r----- master/users 13915 1994-10-15 15:03:28 maps/thomas/continent/cont_d2 -rw-r----- master/users 13293 1994-10-15 15:27:04 maps/thomas/continent/cont_d3 -rw-r----- master/users 13825 1994-10-15 15:44:21 maps/thomas/continent/cont_d4 -rw-r----- master/users 16504 1994-10-15 16:07:21 maps/thomas/continent/cont_d5 -rw-r----- master/users 17374 1994-10-15 16:38:33 maps/thomas/continent/cont_d6 -rw-r----- master/users 15648 1994-10-15 16:55:34 maps/thomas/continent/cont_d7 From mwedel at scruz.net Tue Jan 9 20:10:37 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] dump_gods & server/editor split References: <20010109135551.A4064@tukki.jyu.fi> Message-ID: <3A5BC49D.B9356EDE@scruz.net> I agree the meaning of 'common' has lost much of its meaning. Ideally, maybe for version 2.0, I would really like to do this, each being a directory: base (or lib): Very basic functions - load & saving objects, loading archetype, etc. engine: Goes on top of base, and is the basic for the game, which allows basic actions but nothing complex (ie, movement, but not spellcasting or attacking), etc. Would include communication with client. rules (or system): Customizable for type of game. IE, if you want to do a SF game instead of fantasy, you would replace this directory (and archetypes) with your own. This is where spell and god stuff would go. socket would remain largely unchanged (but there are issues as the communication is a bit specialized, but I imagine that could be extended easily enough (I'm thinking of things like the stats - maybe you don't want power but instead psionics. But it would be easy enough to just add flags for all the different stats) I don't really know the likelihood that happening, as it would be a bit of work, and to be feasible, would require a lot of stuff to be more generalized. In the shorter term, the direction of the editor needs to be determined. I have heard discussions that a new one needs to be written, the old is fine, and what language if any the new one will be written in. If it is written in non C, then obviously it will have to roll its own version of the basic functions, and the split is then less relevant. From mwedel at scruz.net Tue Jan 9 20:57:10 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] Bug in cvs checkout on 09-Jan-2001? References: <20010109193013.D3238@real-time.com> Message-ID: <3A5BCF86.62130F4D@scruz.net> Bob Tanner wrote: > > Upgraded to the latest cvs snapshot and I am getting these message in my > /tmp/crossvlog files: > > Waiting for connections... > ReadPacket got an error.: Connection reset by peer > ReadPacket got error 54, returning 0 > CS: connection from client of type CF DX CLIENT > Waiting for connections... My understanding is that the DX client does a connection/disconnect to the servers to find out relative latency, so those messages are harmless. From michael.toennies at nord-com.net Wed Jan 10 00:29:30 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] Bug in cvs checkout on 09-Jan-2001? In-Reply-To: <3A5BCF86.62130F4D@scruz.net> Message-ID: > > Upgraded to the latest cvs snapshot and I am getting these message in my > > /tmp/crossvlog files: > > > > Waiting for connections... > > ReadPacket got an error.: Connection reset by peer > > ReadPacket got error 54, returning 0 > > CS: connection from client of type CF DX CLIENT > > Waiting for connections... > > My understanding is that the DX client does a > connection/disconnect to the > servers to find out relative latency, so those messages are harmless. Thats right, i just connect to the server, send/get version cmd and use the time the server needed to answer as latency and disconnect then. The error comes because there is no "bye" or "logout" cmd. The server can't determinate the difference between a broken connect or a client side closed connect. Perhaps we should add a quick "bye" cmd, so the server can handle it in the right? It works so fine, but its a somewhat dirty way. Also, iam not sure that the way i connect direct to the server is a good way to get the latency. The idea is of course to get the time the server really need to serve a single user. But when we have many users, the server can get dozens of these "ping connects" per seconds. I have no idea about th effects on server speed or connections. Any ideas what happens then or will it a bad attack to server performance? A normal ping will also work, but only show you the connect to the used server, not the real cf speed. And this can change when much user are online or the server thread runs with low priority. From peterm at tesla.EECS.Berkeley.EDU Wed Jan 10 00:46:43 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] Moving onto sourceforge. In-Reply-To: Your message of "Tue, 09 Jan 2001 17:21:35 PST." <3A5BB91F.67F1BA93@scruz.net> Message-ID: <200101100646.WAA11158@tesla.EECS.Berkeley.EDU> > > For example, the log file alone is 25M: I've *never* looked > > at it. I think messages sent to crossfire-cvs are probably > > good enough. > I'm guessing the log is a list of all checkins? If so, then it probably is > needed. Yes. I don't have any particular problem with keeping the by-file logs. The 25M file is a big summary file. PeterM From mwedel at scruz.net Wed Jan 10 01:36:22 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] Bug in cvs checkout on 09-Jan-2001? References: Message-ID: <3A5C10F6.B538AE77@scruz.net> Michael Toennies wrote: > The error comes because there is no "bye" or "logout" cmd. The server can't > determinate the difference between a broken connect or a client side closed > connect. Note that the server reports connections of all types, so even with a bye command, you will still see a lot of connects/disconnects reported. Now whether this really needs to be logged is a different story - potentially not, as even 'bad' disconnects are not a problem on the server side of things but is instead on the client. > Also, iam not sure that the way i connect direct to the server is a good way > to > get the latency. The idea is of course to get the time the server really > need to > serve a single user. But when we have many users, the server can get dozens > of these > "ping connects" per seconds. I have no idea about th effects on server speed > or > connections. It certainly won't help. I'm unsure of the actual speed concerns - I think most of the work is done by the OS, but I'm not sure how costly things like the accept is. Certainly, for each active connection, the server has to monitor it for input, and if it gets input, do that action, but that should be fairly trivial unless you get a lot of clients out there, which could happen. That is probably the bigger concern, as hundred/thousands of clients connecting/disconnecting probably will have performance problems. I'm not sure how soon that will be an issue. > A normal ping will also work, but only show you the connect to the used > server, > not the real cf speed. And this can change when much user are online or the > server thread runs with low priority. Of course, your current method only shows statistics as when the player is determining where to log in, correct? So that data is only valid for that time being. I would guess that the general case is that a server can handle a certain number of players/connections adequately, but once it gets beyond some number, the performance really starts to nosedive (especially if the performance issue is bandwidth and not say cpu time). The problem that even with pings is once again, if there are thousands of clients out there sending ping requests, while it doesn't harm the actual crossfire server, thousands of pings would start to take up some significant amount of bandwidth. So I can't really come up with a good solution without knowing the potential user base. I would guess if the user base gets significantly large, even the load on the metaserver could start becoming significant. From michael.toennies at nord-com.net Wed Jan 10 02:38:56 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] Bug in cvs checkout on 09-Jan-2001? In-Reply-To: <3A5C10F6.B538AE77@scruz.net> Message-ID: > > The error comes because there is no "bye" or "logout" cmd. The > server can't > > determinate the difference between a broken connect or a client > side closed > > connect. > > Note that the server reports connections of all types, so even with a bye > command, you will still see a lot of connects/disconnects > reported. Now whether > this really needs to be logged is a different story - potentially > not, as even > 'bad' disconnects are not a problem on the server side of things > but is instead > on the client. Then we should stay with it. > > Also, iam not sure that the way i connect direct to the server > is a good way > > to > > get the latency. The idea is of course to get the time the server really > > need to > > serve a single user. But when we have many users, the server > can get dozens > > of these > > "ping connects" per seconds. I have no idea about th effects on > server speed > > or > > connections. > > It certainly won't help. I'm unsure of the actual speed > concerns - I think > most of the work is done by the OS, but I'm not sure how costly > things like the > accept is. Certainly, for each active connection, the server has > to monitor it > for input, and if it gets input, do that action, but that should be fairly > trivial unless you get a lot of clients out there, which could > happen. That is > probably the bigger concern, as hundred/thousands of clients > connecting/disconnecting probably will have performance problems. > I'm not sure > how soon that will be an issue. > > > > A normal ping will also work, but only show you the connect to the used > > server, > > not the real cf speed. And this can change when much user are > online or the > > server thread runs with low priority. > > Of course, your current method only shows statistics as when the > player is > determining where to log in, correct? So that data is only valid > for that time > being. > > I would guess that the general case is that a server can handle a certain > number of players/connections adequately, but once it gets beyond > some number, > the performance really starts to nosedive (especially if the > performance issue > is bandwidth and not say cpu time). > > The problem that even with pings is once again, if there are thousands of > clients out there sending ping requests, while it doesn't harm the actual > crossfire server, thousands of pings would start to take up some > significant > amount of bandwidth. > > So I can't really come up with a good solution without knowing > the potential > user base. I would guess if the user base gets significantly > large, even the > load on the metaserver could start becoming significant. Thats also exactly what i think about it. What are your plans for the linux client? Will you also do a ping or simply list the metaserver servers? I find, we should stay set with the server ping, because it its useful and its works, but we should give him always an eye when the user base starts growing. Perhaps one time, we must decide to skip this feature. Then the problem are the older client versions out there doing it. The good point of the direct server us ping way is, that we can more easier change this (for example to change the server port as worst szenario) - if we start using real pings we have to shut down the ping cmd for the server to end it and thats starts some more problem (at last we not own the server hardware in most times). From michael.toennies at nord-com.net Wed Jan 10 02:43:56 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:41 2005 Subject: [CF-Devel] random map -> hall of selection bug Message-ID: Hi In the CVS from 8.1. is still the random map bug in. Means if you logout in a random map, you appear after login in the hall of selection. btw: if you step on a teleporter then, you simply change your profession and all works fine, but you got all special skills 2 times if you already own them. So, i change to a ninja, and i ended up with 2 hinding skills and 2 times use magic items when i use the skill cmd. Perhaps there should be generally a test function, to avoid double skills. From echter at informatik.uni-rostock.de Wed Jan 10 03:42:17 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:42 2005 Subject: [CF-Devel] Re: [Crossfire-cvs] CVS update: crossfire/server In-Reply-To: <200101092350.PAA03234@boltzmann.eecs.berkeley.edu>; from crossfire-cvs-admin@lists.sourceforge.net on Tue, Jan 09, 2001 at 03:50:37PM -0800 References: <200101092350.PAA03234@boltzmann.eecs.berkeley.edu> Message-ID: <20010110104217.A6359@hokkaido.informatik.uni-rostock.de> On Tue, Jan 09, 2001 at 03:50:37PM -0800, crossfire-cvs-admin@lists.sourceforge.net wrote: > diff -u crossfire/server/apply.c:1.28 crossfire/server/apply.c:1.29 > --- crossfire/server/apply.c:1.28 Tue Dec 26 23:53:35 2000 > +++ crossfire/server/apply.c Tue Jan 9 15:50:37 2001 > @@ -1575,7 +1579,7 @@ > } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || RANDOM()%150-(2*SK_level(op)) < > learn_spell[spells[tmp->stats.sp].cleric ? op->stats.Wis : op->stats.Int]) { > new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); > - do_learn_spell (op, tmp->stats.sp, tmp->stats.Wis); > + do_learn_spell (op, tmp->stats.sp, 0); > #ifdef ALLOW_SKILLS /* xp gain to literacy for spell learning */ > if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) > add_exp(op,calc_skill_exp(op,tmp)); Why this change? The purpose if tmp->stats.Wis is to support the god_spellbook_*.arc objects as an alternative to the old-style god_spelldirect_*.arc objects. god_intervention() inserts a spellbook with stats.Wis = 1 in the players inventory. This seems to be broken now. -- Jan From dnh at hawthorn.csse.monash.edu.au Wed Jan 10 07:27:46 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] The Monk Message-ID: I have started testing out Gaea with a monk and have come across a few issues. First off I have started redoing the xpm images for the monk as I don't like the current ones. The first of this set can be found at, http://mids.student.utwente.nl/~dnh/religous/monk/newmonk/* I believe the monk should be a powerful cross between warrior wizard and monk. Strongly religous to the state of a zealot, these warriors go out in search of blasphemers and put them to rights. I disagree with the current setup, which is (remember there is +2 because of weapon disadvantage) Str Dex Con Int Wis Pow Cha 21 21 21 20 20 22 17 i think more focus on dex and wisdom at the cost of str and int. Str Dex Con Int Wis Pow Cha 19 23 20 19 21 20 17 Also I think monks should get a little extra bonus on the wc and weapon speed as they gain levels. Like Qs now get armour I think a Monk should rapidly develop deadly karate skills. Towards later levels a monk is left with only physical attack and a pathetic damage. By adding the extra wc and damage a monk wont be completely dead in the water (although it is impossible to get points off alot of high monsters.. and in some cases impossible to kill them (shadow tiger, which could be moved to unnatural). These are my thoughts now, but they are subject to rapid change, currently with a whole host of special defensive spells gaea is quite a good god, and with a monk an exception level gainer at low levels. After dreads though points become harder to gain than standard gods and players. Infact at level 20 I am still having troubles killing hill giants, and I have no chance against a troll, meditate is good but can only be used away from combat, it is no help in the middle of a battle unless you can retreat. Basically the monk and fireborn are facing some serious problems, map makers have made maps for themselves, and they forget about the fact that some players can't get any attack type other than physical (and fire). The only way they can complete maps is with the aid of a friend, which is fine but creates some big problems. It has been suggested by peterm that we leave the fireborn alone as it can be the super challenge character for the most experienced players to prove themselves. dnh PS. I have taken up AVs offer and shall replace my pantheon with his version, discussion continues regarding exactly what we are changing so keep an eye on it. From pjka at cc.jyu.fi Wed Jan 10 07:59:39 2001 From: pjka at cc.jyu.fi (Pertti Karppinen (OH6KTR)) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] monster.c:communicate "feature" Message-ID: <20010110155939.A206@tukki.jyu.fi> In line 1348-1349 in monster.c function communicate we see: if (talk_to_npc(npc,txt)) return; /* Can be crowded */ This seems to have funny side effect: You can be standing on a magic ear and say the 'magic' words, but if there's' a npc earlier in the search path, the ear never gets the message (provided that npc has match * or otherwise a match for what You have said). This also brings with it a restriction for map makers, as they need to place 'important' NPCs far enough away from other NPCs, so one can talk to them. The magic ear should still always get the message IMO. Easy fix, which retains the behaviour, that only one NPC needs to hear us, follows: void communicate(object *op, char *txt) { object *npc; int i; int flag=1; for(i = 0; i <= SIZEOFFREE2; i++) if (!out_of_map(op->map, op->x+freearr_x[i], op->y+freearr_y[i])) for(npc = get_map_ob(op->map,op->x+freearr_x[i],op->y+freearr_y[i]); npc != NULL; npc = npc->above) { if (npc->type == MAGIC_EAR) (void) talk_to_wall(npc, txt); /* Maybe exit after 1. success? */ else if(flag) { if (talk_to_npc(npc,txt)) flag=0; /* Can be crowded */ } } } -- BSc. Pertti Karppinen |'Bridge Players | Systems Designer, University of Jyvaskyla, Finland | Do | http://www.iki.fi/~pjka/ | Office : +358 14 260 2088 | It | HAM: OH6KTR QTH: KP22UF | Cellular: +358 40 564 0786 | on the Table' | From michael.toennies at nord-com.net Wed Jan 10 11:11:07 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] The Monk In-Reply-To: Message-ID: > > I have started testing out Gaea with a monk and have come across a few > issues. First off I have started redoing the xpm images for the monk as I > don't like the current ones. The first of this set can be found at, > http://mids.student.utwente.nl/~dnh/religous/monk/newmonk/* > > I believe the monk should be a powerful cross between warrior wizard and > monk. Strongly religous to the state of a zealot, these warriors go out in > search of blasphemers and put them to rights. I disagree with the current > setup, which is (remember there is +2 because of weapon disadvantage) > > Str Dex Con Int Wis Pow Cha > 21 21 21 20 20 22 17 > > i think more focus on dex and wisdom at the cost of str and int. > > Str Dex Con Int Wis Pow Cha > 19 23 20 19 21 20 17 > Hm, now you have removed all warrior abilities. 21 for a char which should fight is not much, with 19 he is really weak. Dex is in CF as fighting skill pretty useless yet and i play all times fighter classes beecause i love the action. Raise Dex from 21 to 23 will make no real difference in hacking, but every str point above or downwards 20 will make a real bad difference. Count a str point more or less as 2.5 points to other stats if we talk about the cross characters (ninja, paladin, etc.). Because he can't hold a weapon, it will be nearly impossible to him to get real high str, but by fighting high class monsters you will need and feel every point. If i remove for example my gauntlets and fight with 28 instead of 30 str with my ninja, i need about 3 times longer to kill high level monsters. So, you have to adjust the wc and others to compensate it. But is it not easier to give him str 25 or so and high dex and make spell little more harder? The we have a real "fighting monk". Spellcasters have we enough. There is one simply way to avoid the special attack problem: Give him a special attack tye which no monster can avoid except it is set to invulnerable to all, so he don't need any other attack type. Let him meditate and when he is full of all states and he meditate a time, he becomes double damage for some time. This will be powerful indead, but its will fix the higher level problem and it will be a real bonus the player missed all the fun with the weapons. I mean, i don't play the game because i will first win. I will have fun first, and win second. (When we ever have a player who need win first, we should give it to him, because he has a phychological problem and we can easy help him with let him win... :). Playing (and first finding or questing) with weapon is some of the fun of the game. We must make the non weapon chars more interesting. And why should one play a monk when he can play a fireborn with fire immun and so good spell casting ? Or the Q.? > Also I think monks should get a little extra bonus on the wc and weapon > speed as they gain levels. Like Qs now get armour I think a Monk should > rapidly develop deadly karate skills. Towards later levels a monk is left > with only physical attack and a pathetic damage. By adding the extra wc > and damage a monk wont be completely dead in the water (although it is > impossible to get points off alot of high monsters.. and in some cases > impossible to kill them (shadow tiger, which could be moved to > unnatural). These are my thoughts now, but they are subject to rapid > change, currently with a whole host of special defensive spells gaea is > quite a good god, and with a monk an exception level gainer at low levels. > After dreads though points become harder to gain than standard gods and > players. Infact at level 20 I am still having troubles killing hill > giants, and I have no chance against a troll, meditate is good but can > only be used away from combat, it is no help in the middle of a battle > unless you can retreat. > > Basically the monk and fireborn are facing some serious problems, map > makers have made maps for themselves, and they forget about the fact that > some players can't get any attack type other than physical (and fire). The > only way they can complete maps is with the aid of a friend, which is fine > but creates some big problems. It has been suggested by peterm that we > leave the fireborn alone as it can be the super challenge character for > the most experienced players to prove themselves. > > dnh > > PS. I have taken up AVs offer and shall replace my pantheon with his > version, discussion continues regarding exactly what we are changing so > keep an eye on it. > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From michael.toennies at nord-com.net Wed Jan 10 11:22:52 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] mostrai paralyze malus Message-ID: Hi A problem is the -20 (i think?) paralyze malus for mostrai. It makes mostrai a "forbidden" god for > level 25 players who hand combat. In first line, you can't play him as fighter. If i run in a crowded area of higher monsters, i need speed. Run in, hack some, watch for hp and run out when start to be low. With the paralyze malus, you can count, that all x attacks you stay frozen = you get killed. There is no real difference in paralyze 50 or 90. 50 kills you (ok, thats not true so, so you got the point) in 5 of 10 runs, 90 in 1 of 10. But you will make 10 runs in a minute, means you get killed with 50 some seconds fewer than with 90. Don't understand me false: Killing means killing. Try to run in areas with higher level monsters (dreads,skulls or vampires for example) with non paralyze. In all cases there comes an point where you stay frozen and then you die. The bad point is, that you can't do anything!! Confusion can be healed instand. by fast hitting >invoke cure confusion<. But by paralyze? When it happens, you can't do anything. No chance to heal. So, better to make monstrai -slow and -confusion or allow priest spells when you get paralyzed. MichToen From leaf at real-time.com Wed Jan 10 11:37:12 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] Followup on Greyshield maps Message-ID: I did some searching in the archives, sent out some email asking if Stefan Reich still had the maps, and Christian Stieber responded. Can anyone answer Christian's first question? ---------- Forwarded message ---------- Date: Wed, 10 Jan 2001 18:30:13 +0100 From: Christian Stieber To: leaf@real-time.com Subject: Re: (Fwd) Crossfire Maps On Wed, Jan 10, 2001 at 10:14:32AM +0100, Stefan Reich wrote: > === BEGIN FORWARDED MESSAGE === > > ... > > I was going through some older posts and saw that a server that you and > Christian Stieber ran (or played on) had the greyshield and goldcity maps. Hm.. I remember greyshield, but "goldcity" just rings a faint bell. I've heard the name before, but don't actually know whether I had them installed :-) You don't have a filename of one of the goldcity files that I can look for? > By chance, do you still have them? I still have the greyshield stuff around, although not in its original form --- the maps are unchanged except for the initial entry point and one or two additional small maps (back then I hadn't linked grey island to Scorn as suggested by the author, but instead set up a very small quest that would bring players to grey island --- I figured it would be nice if players had to find grey island before they could retrieve the best shield and the best bag in the game. So grey island had patches in other maps (Navar city prison and one of the Navar houses, IIRC)). I can send you the greyisland directory, or even the complete cf map set I had back then (which probably won't work with current servers --- it still has the original Scorn (which is a big plus), but all the gods have changed --- so altars with fixed god names are probably broken. Christian From andi.vogl at gmx.net Wed Jan 10 11:45:42 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] random map -> hall of selection bug In-Reply-To: Message-ID: <000201c07b2d$2a009580$6a9ee23e@kyle> Michael T. wrote: > In the CVS from 8.1. is still the random map bug in. Still?? This is the first time I hear about it! > Means if you logout in a random map, you appear after login > in the hall of selection. Waaah! What a terrible bug. Thank you for telling me. When a player logged into the game and the map he was on was no longer existing (like a randommap), then he was put onto the starting map (HallOfSelection). I changed this now so that players are put on their home-savebed in such cases. > btw: if you step on a teleporter then, you simply change your profession > and all works fine, but you got all special skills 2 times if you already > own them. > > So, i change to a ninja, and i ended up with 2 hinding skills and 2 times > use magic items when i use the skill cmd. > > Perhaps there should be generally a test function, to avoid double skills. Guess this is not really neccessary unless we start using player_changers on other maps than HallOfSelection. Andreas V. From andi.vogl at gmx.net Wed Jan 10 11:05:12 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] CVS update: crossfire/server In-Reply-To: <20010110104217.A6359@hokkaido.informatik.uni-rostock.de> Message-ID: <000101c07b27$812c9ee0$6a9ee23e@kyle> Jan E. wrote: > On Tue, Jan 09, 2001 at 03:50:37PM -0800, crossfire-cvs-admin@lists.sourceforge.net > wrote: > > diff -u crossfire/server/apply.c:1.28 crossfire/server/apply.c:1.29 > > --- crossfire/server/apply.c:1.28 Tue Dec 26 23:53:35 2000 > > +++ crossfire/server/apply.c Tue Jan 9 15:50:37 2001 > > @@ -1575,7 +1579,7 @@ > > } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || RANDOM()%150-(2*SK_level(op)) < > > learn_spell[spells[tmp->stats.sp].cleric ? op->stats.Wis : op->stats.Int]) { > > new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); > > - do_learn_spell (op, tmp->stats.sp, tmp->stats.Wis); > > + do_learn_spell (op, tmp->stats.sp, 0); > > #ifdef ALLOW_SKILLS /* xp gain to literacy for spell learning */ > > if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) > > add_exp(op,calc_skill_exp(op,tmp)); > > Why this change? The purpose if tmp->stats.Wis is to support the > god_spellbook_*.arc objects as an alternative to the old-style > god_spelldirect_*.arc objects. god_intervention() inserts a spellbook > with stats.Wis = 1 in the players inventory. This seems to be broken > now. The function "do_learn_spell" has the following format: "extern void do_learn_spell (object *op, int spell, int special_prayer)". If special_prayer is greater zero, the spell you learn is marked as godgiven spell. It is possible that the above change I've made was unneccessary. I first thought the "tmp->stats.Wis" was the reason that *all* spells were marked as godgiven. At second thought, I guess the true bug was fixed in the following lines: > Index: crossfire/server/apply.c > diff -u crossfire/server/apply.c:1.28 crossfire/server/apply.c:1.29 > --- crossfire/server/apply.c:1.28 Tue Dec 26 23:53:35 2000 > +++ crossfire/server/apply.c Tue Jan 9 15:50:37 2001 > @@ -1459,7 +1459,11 @@ > op->contr->known_spells[op->contr->nrofknownspells++] = spell; > if (op->contr->nrofknownspells == 1) > op->contr->chosen_spell = spell; > - insert_special_prayer_mark (op, spell); > + > + /* For godgiven spells the player gets a reminder-mark inserted, > + that this spell must be removed on changing cults! */ > + if (special_prayer) > + insert_special_prayer_mark (op, spell); > > new_draw_info_format (NDI_UNIQUE, 0, op, > "Type 'bind cast %s", spells[spell].name); So, please revert my changes to function "apply_spellbook" above, as long as you know what you're doing. Maybe make a short test afterwards. Some players might kill me if they lost spells again, since I promised them this has been fixed now ;) Andreas V. From tanner at real-time.com Wed Jan 10 14:00:35 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] The Monk In-Reply-To: ; from michael.toennies@nord-com.net on Wed, Jan 10, 2001 at 06:11:07PM +0100 References: Message-ID: <20010110140035.F3238@real-time.com> Quoting Michael Toennies (michael.toennies@nord-com.net): > > I have started testing out Gaea with a monk and have come across a few > > issues. First off I have started redoing the xpm images for the monk as I > > don't like the current ones. The first of this set can be found at, > > http://mids.student.utwente.nl/~dnh/religous/monk/newmonk/* > > > > I believe the monk should be a powerful cross between warrior wizard and > > monk. Strongly religous to the state of a zealot, these warriors go out in > > search of blasphemers and put them to rights. I disagree with the current > > setup, which is (remember there is +2 because of weapon disadvantage) I always thought of monks as warrior/priests. Spells of healing and nature. The monk is a master at defense, not offense. That is why DEX is so important. That is also why as the monk levels, his AC drops. I have never played nor have I read where a monk (reglious person) running into melee shouting the praises of his god and casting fireball. :-) Why play the monk? The criticial hit. Every RPG I have played gives the monk a critical hit and that is why the monk can rock. I always visioned the monk standing behind the melee, casting cure light wounds on his party, until that fateful momement when one comrade drops. The monk springs forward to defend his fallen friend and strikes the monster just below the base of the skull and the monster drops dead. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From peterm at tesla.EECS.Berkeley.EDU Wed Jan 10 14:12:33 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] random map -> hall of selection bug In-Reply-To: Your message of "Wed, 10 Jan 2001 09:43:56 +0100." Message-ID: <200101102012.MAA26592@tesla.EECS.Berkeley.EDU> > In the CVS from 8.1. is still the random map bug in. > Means if you logout in a random map, you appear after login > in the hall of selection. That's not really a random map bug. The problem is that ANYTIME a map isn't available, you get stuck in the "starting map", which AV has recently changed to be the Hall of Selection instead of Scorn. I believe Mark has already done some work addressing this. > btw: if you step on a teleporter then, you simply change your profession > and all works fine, but you got all special skills 2 times if you already > own them. > So, i change to a ninja, and i ended up with 2 hinding skills and 2 times > use magic items when i use the skill cmd. > > Perhaps there should be generally a test function, to avoid double skills. This SHOULD be already fixed too. Apply and unapply the various skills you have "two" of, and after that, there should be ONE skill. PeterM From michael.toennies at nord-com.net Wed Jan 10 15:28:03 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] Followup on Greyshield maps In-Reply-To: Message-ID: Ah, very fine Rick! Nice idea to email them. (why i had not this idea? :) Please let you email the greyshield maps and mail me a copy. I will and perhaps AV will update them and i will them then in my server for further testing. We don't need all of the old maps, the greyshied only will be ok. I will think about how i chain them to the current map set. > I did some searching in the archives, sent out some email asking if Stefan > Reich still had the maps, and Christian Stieber responded. > > Can anyone answer Christian's first question? Yes, Mark wrotes about the goldcity maps a few mails before in the list, that the goldcity are an unfinished part of the thomas maps. He added a list of files of them. > ---------- Forwarded message ---------- > Date: Wed, 10 Jan 2001 18:30:13 +0100 > From: Christian Stieber > To: leaf@real-time.com > Subject: Re: (Fwd) Crossfire Maps > > On Wed, Jan 10, 2001 at 10:14:32AM +0100, Stefan Reich wrote: > > > === BEGIN FORWARDED MESSAGE === > > > > ... > > > > I was going through some older posts and saw that a server that you and > > Christian Stieber ran (or played on) had the greyshield and > goldcity maps. > > Hm.. I remember greyshield, but "goldcity" just rings a faint > bell. I've heard the name before, but don't actually know whether I > had them installed :-) You don't have a filename of one of the goldcity > files that I can look for? > > > By chance, do you still have them? > > I still have the greyshield stuff around, although not in its original > form --- the maps are unchanged except for the initial entry point and > one or two additional small maps (back then I hadn't linked grey > island to Scorn as suggested by the author, but instead set up a very > small quest that would bring players to grey island --- I figured it > would be nice if players had to find grey island before they could > retrieve the best shield and the best bag in the game. So grey island > had patches in other maps (Navar city prison and one of the Navar > houses, IIRC)). > > I can send you the greyisland directory, or even the complete cf map > set I had back then (which probably won't work with current servers > --- it still has the original Scorn (which is a big plus), but all the > gods have changed --- so altars with fixed god names are probably > broken. > > Christian > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From dnh at hawthorn.csse.monash.edu.au Wed Jan 10 22:29:42 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] The Monk In-Reply-To: <20010110140035.F3238@real-time.com> Message-ID: On Wed, 10 Jan 2001, Bob Tanner wrote: > Quoting Michael Toennies (michael.toennies@nord-com.net): No you are quoting me =) > > > I have started testing out Gaea with a monk and have come across a few > > > issues. First off I have started redoing the xpm images for the monk as I > > > don't like the current ones. The first of this set can be found at, > > > http://mids.student.utwente.nl/~dnh/religous/monk/newmonk/* > > > > > > I believe the monk should be a powerful cross between warrior wizard and > > > monk. Strongly religous to the state of a zealot, these warriors go out in > > > search of blasphemers and put them to rights. I disagree with the current > > > setup, which is (remember there is +2 because of weapon disadvantage) > > I always thought of monks as warrior/priests. > > Spells of healing and nature. Spells? do you mean prayers? > The monk is a master at defense, not offense. That is why DEX is so important. > That is also why as the monk levels, his AC drops. A Qs AC drops with levels, this doesn't mean it is a defensive creature. > I have never played nor have I read where a monk (reglious person) running into > melee shouting the praises of his god and casting fireball. :-) Why is this important? A monk will use what ever it has at hand to uphold its beliefs, whether that be a fist of a fireball. I think it is important (and peterm tells me this all the time) to remember crossfire is crossfire not any other game. We can make any character how we want, and I think a monk is more than just a healer and defense player. Remember Gaea needs zealots too, to make sure no undead can destroy her work. However would survive if all her followers were happy to heal other gods players? Gaea needs some law enforcement too. Monks recieve as a gift meditation in exchange for the promiss of purity. Meditation helps both hp and sp but not gr, what does that indicate? it is a gift from the gods to help spell using. > Why play the monk? The criticial hit. Every RPG I have played gives the monk a > critical hit and that is why the monk can rock. Nope, monks rock because they are cool =). I hope to see our monk having super fast speeds beyond any other player, and while having such a low damage, they have the most rapid attack speed moving like bolts of lightning, striking with no remorse and radiating pure magic energies. =) > I always visioned the monk standing behind the melee, casting cure light wounds > on his party, until that fateful momement when one comrade drops. The monk > springs forward to defend his fallen friend and strikes the monster just below > the base of the skull and the monster drops dead. Any character can do this, but that isn't how crossfire is played. A monk has to be able to make a living just like anything else and can't be expected to wait around for other players. How is it ever going to gain experience if all it is doing is waiting for the other players to die? In crossfire it doesn't kill in one hit, it creates a swarm of fists, forcing any and all to retreat back, anything that doesn't is in for trouble. dnh From tanner at real-time.com Wed Jan 10 15:49:25 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] Still getting errors Message-ID: <20010110154925.I29088@real-time.com> I updated today 10-Jan-2001 and I am still getting these errors in my /tmp/crosservlog ReadPacket got error 54, returning 0 CS: connection from client of type CF DX CLIENT ReadPacket got an error.: Connection reset by peer ReadPacket got error 54, returning 0 Any ideas? -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From leaf at real-time.com Wed Jan 10 16:08:05 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] CVS update: crossfire/server In-Reply-To: <000101c07b27$812c9ee0$6a9ee23e@kyle> Message-ID: On Wed, 10 Jan 2001, Andreas Vogl wrote: > So, please revert my changes to function "apply_spellbook" above, as > long as you know what you're doing. > Maybe make a short test afterwards. Some players might kill me if they > lost spells again, since I promised them this has been fixed now ;) I'm not sure if this is related to your last statement or not.. I have a character that worships Mostrai. I found and learned the following spells: Divine Shock, Cause Flu and Cause Cold. I prayed over the alter of Mostrai and I got a message saying something to the effect of "You no longer know Divine Shock" etc. If this is suppose to happen, no problem - I'm just checking to see if this is intentional or not. The server was the latest CVS update from 9-January - Rick leaf@real-time.com From michael.toennies at nord-com.net Thu Jan 11 01:18:44 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] Still getting errors In-Reply-To: <20010110154925.I29088@real-time.com> Message-ID: > I updated today 10-Jan-2001 and I am still getting these errors in my > /tmp/crosservlog > > ReadPacket got error 54, returning 0 > CS: connection from client of type CF DX CLIENT > ReadPacket got an error.: Connection reset by peer > ReadPacket got error 54, returning 0 > > Any ideas? Bob, this is normal and not a bug. The DX client get the server data from the meta server. Then it starts connecting to all server, get/send a version cmd, use the time the server needs to answer as latency (so the user can see how good his connect to this special server is) and then the client close the socket before login to the server. Then he connect to the next server in list, until end then he starts again. Because there is no "logout" command, the server don't know what happened: - has the client disconnected for some reason (= no error) - or has the socket broken (= error) So, when the client disconnect, the server don't no it and try to recieve more data. Then the recv() function (socket read function) notice that the socket is closed, it breaks and send this error number to the server. The server say: "Oh, client is away" and do a (normal and legal) shutdown of this socket. But because the recv() has send the error message, the server announce this to you, because the server don't know the reason why the client close the socket. From peterm at tesla.EECS.Berkeley.EDU Thu Jan 11 02:44:37 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] The God Stuff Message-ID: <200101110844.AAA09171@tesla.EECS.Berkeley.EDU> Are we finished? What remains? I gave Valriel's players a Glow, and Ruggilli's immolation works now. They'll even be taken away if the player switches religions. What remains? Bugfixes? Missing features? Let's finish this project and move on. PeterM From seansd at yahoo.com Wed Jan 10 17:23:28 2001 From: seansd at yahoo.com (sean a) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] exploit bug involving quests Message-ID: <20010110232328.19915.qmail@web12107.mail.yahoo.com> after a server crash while in a quest. reentered game in class selection. after selecting same class, got upgraded by the class bonuses. verified it a second time to prove repeatable. this happened on the 134.102.218.67 (damn.informatik.uni-bremen.de) server. aka Morigu __________________________________________________ Do You Yahoo!? Yahoo! Photos - Share your holiday photos online! http://photos.yahoo.com/ From peterm at tesla.EECS.Berkeley.EDU Thu Jan 11 03:07:31 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] bug in lighting code Message-ID: <200101110907.BAA31075@tesla.EECS.Berkeley.EDU> 1) player lights a torch. 2) player saves and restores. 3) now the torch won't work, unless he drops it and picks it up. You can't drop the "valriel priest glow" and pick it up. If someone gets to this bug before I do, I'll be happy. PeterM From echter at informatik.uni-rostock.de Thu Jan 11 05:18:59 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:43 2005 Subject: [CF-Devel] CVS update: crossfire/server In-Reply-To: ; from leaf@real-time.com on Wed, Jan 10, 2001 at 04:08:05PM -0600 References: <000101c07b27$812c9ee0$6a9ee23e@kyle> Message-ID: <20010111121859.A25809@hokkaido.informatik.uni-rostock.de> On Wed, Jan 10, 2001 at 04:08:05PM -0600, Rick Tanner wrote: > I have a character that worships Mostrai. I found and learned the > following spells: Divine Shock, Cause Flu and Cause Cold. > > I prayed over the alter of Mostrai and I got a message saying something to > the effect of "You no longer know Divine Shock" etc. > The server was the latest CVS update from 9-January Only server version at the time you learned the spells is relevant for this bug. -- Jan From andi.vogl at gmx.net Thu Jan 11 05:25:15 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] CVS update: crossfire/server In-Reply-To: Message-ID: <000001c07bc1$2cce5c40$6a9ee23e@kyle> Rick Tanner wrote: > On Wed, 10 Jan 2001, Andreas Vogl wrote: > > > So, please revert my changes to function "apply_spellbook" above, as > > long as you know what you're doing. > > Maybe make a short test afterwards. Some players might kill me if they > > lost spells again, since I promised them this has been fixed now ;) > > I'm not sure if this is related to your last statement or not.. > > I have a character that worships Mostrai. I found and learned the > following spells: Divine Shock, Cause Flu and Cause Cold. > > I prayed over the alter of Mostrai and I got a message saying > something to the effect of "You no longer know Divine Shock" etc. This is indeed the effect of the bug that I fixed with this CVS checkin. But although the bug is gone, it still has an "afterlife"-effect... =) The bug caused all spells/prayers that ppl learned (from spellbooks) while it was in effect, to be marked as godgiven special spells. So even now that the bug is fixed, players will lose these spells when praying over an altar. > If this is suppose to happen, no problem - I'm just checking to see if > this is intentional or not. > > The server was the latest CVS update from 9-January It was never supposed to happen, but it happened. However, the bug causing this problem should be fixed. Andreas V. From peterm at tesla.EECS.Berkeley.EDU Thu Jan 11 15:45:40 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] Bug in gcfclient on starting a char Message-ID: <200101112145.NAA31632@tesla.EECS.Berkeley.EDU> Whenever I start a char and go to switch races, a window pops open which has no buttons, just a blank field for entering text. Not really very intuitive for a new player. I can get around in it by pressing "space" and "d" when I'm done, but I only know that because I've hacked the source. Fixing this soon would be good. PeterM From dnh at hawthorn.csse.monash.edu.au Thu Jan 11 18:14:32 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] 2 x 2 avatars Message-ID: I am sending again this again cause mail doesn't seem to have been working. Well they are broken. You can't cast them unless you have at least 2 squares free completely surrounding the player, they show up invisible tiles if they walk over them and you can't swap places with them (like a 1 x 1 avatar). Not only this, but even if you could cast it, these things take 4 times the damage, and can't go down most corridors. I would say we really need to revise these things, either a) remove them completely (in the case of Gaea an idea for that has popuped up, werecreatures). b) do some serious thinking about how we can make 2 x 2 avatars useful. c) remove them completely. d) leave them alone. e) replace them with 1 x 1 versions. I would tend to head for b) first, what can we do to make them useful? well obviously we could just give them ALOT more hp and speed etc but that just doesn't sit right with me. AV tells me he would go for c) or e) (his exact words were "do away with"). Changing them to 1 x 1 avatars seems to easiest way to me, but destroys that whole idea perhaps abit drastic? Well there it is, I personally consider this a pre-version 1 change. I welcome your throughts on the matter. dnh ps. a new version of the monk is on the way now with some nice tweaks. From dnh at hawthorn.csse.monash.edu.au Thu Jan 11 09:05:29 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] 2 x 2 avatars Message-ID: Well they are broken. You can't cast them unless you have at least 2 squares free completely surrounding the player, they show up invisible tiles if they walk over them and you can't swap places with them (like a 1 x 1 avatar). Not only this, but even if you could cast it, these things take 4 times the damage, and can't go down most corridors. I would say we really need to revise these things, either a) remove them completely (in the case of Gaea an idea for that has popuped up, werecreatures). b) do some serious thinking about how we can make 2 x 2 avatars useful. c) remove them completely. d) leave them alone. e) replace them with 1 x 1 versions. I would tend to head for b) first, what can we do to make them useful? well obviously we could just give them ALOT more hp and speed etc but that just doesn't sit right with me. AV tells me he would go for c) or e) (his exact words were "do away with"). Changing them to 1 x 1 avatars seems to easiest way to me, but destroys that whole idea perhaps abit drastic? Well there it is, I personally consider this a pre-version 1 change. I welcome your throughts on the matter. dnh ps. a new version of the monk is on the way now with some nice tweaks. From dnh at hawthorn.csse.monash.edu.au Thu Jan 11 09:07:22 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] hmmm mailing list going really slowly. Message-ID: Is it just me or is the list moving very slowly at the moment. It takes a half a day or so to get a message through for me =|. dnh From tanner at real-time.com Thu Jan 11 19:54:45 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] hmmm mailing list going really slowly. In-Reply-To: ; from dnh@hawthorn.csse.monash.edu.au on Fri, Jan 12, 2001 at 02:07:22AM +1100 References: Message-ID: <20010111195445.S27573@real-time.com> Quoting dnh (dnh@hawthorn.csse.monash.edu.au): > Is it just me or is the list moving very slowly at the moment. It takes a > half a day or so to get a message through for me =|. Long story, but another mailing list on the server had a user whose domain expired. So the mailing list was sitting there trying to a MX for the domain that does not exist. All 10 queues on the box where clogged with messages to this domain. By the time I noticed it there was over 10,000 messages in the queue. We are down to 1,195 messages now, but the box is working overtime to get through them all. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From dnh at hawthorn.csse.monash.edu.au Thu Jan 11 20:16:04 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] hmmm mailing list going really slowly. In-Reply-To: <20010111195445.S27573@real-time.com> Message-ID: > All 10 queues on the box where clogged with messages to this domain. > > By the time I noticed it there was over 10,000 messages in the queue. We are > down to 1,195 messages now, but the box is working overtime to get through them > all. OHHHHHHHHHHHHHHHHHHHHHHHHH hehehehe that sucks =). I wouldn't want to get that in my mail box ;). dnh From tanner at real-time.com Thu Jan 11 22:18:04 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] Slow mailing list, should be faster :-) Message-ID: <20010111221804.W27573@real-time.com> Ok, we are done to 195 messages. I also doubled the queues, so that outgoing email should process faster. Hopefully this will fix some of the problems of slow delivery. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From mwedel at scruz.net Thu Jan 11 23:32:05 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] Bug in cvs checkout on 09-Jan-2001? References: Message-ID: <3A5E96D5.370112BB@scruz.net> Michael Toennies wrote: > > Thats also exactly what i think about it. > What are your plans for the linux client? > Will you also do a ping or simply list the metaserver servers? I don't have any plans to add ping or anything else. metaserver list and thats it. I will note that if the server list grows very long (say 30 or 40), then all the server connects/disconnects can become costly on the client side. I don't know how your client currently does it (if it does all servers in parallel (threaded), or does one, gets data, does next, etc), but either way, with a large number of servers this could be problematic - if you do it parallel, then all the requests the client is making could soak up enough bandwidth (especially if the client is at the end of a slower connection) to skew the results, if you do one at a time, then the time to check out 40 servers could be significant enough to be annoying for the user. Especially if some of the servers are alive but fairly unresponsive (say the connection between you and the server is dropping some packets, then those need to get re-transmitted, and that could very well mean several second delays). > > I find, we should stay set with the server ping, because it its useful > and its works, but we should give him always an eye when the user base > starts growing. > > Perhaps one time, we must decide to skip this feature. > Then the problem are the older client versions out there doing it. You probably want to at least add a toggle option even on the current DX client. As said, if the server base gets very large, it may not be desirable to do it from a client perspective. > > The good point of the direct server us ping way is, that we can more easier > change this (for example to change the server port as worst szenario) - if > we > start using real pings we have to shut down the ping cmd for the server to > end it > and thats starts some more problem (at last we not own the server hardware > in most times). changing server port is a pretty harsh scenario. Especially because as an oversite, the port is actually not reported to the metaserver. Note that most hosts support ping, so that is fairly trivial to do. granted, it can easily be disabled. It would be possible to the server to report to the metaserver at leasts its local load. For example, the server currently tracks its performance - each tick is 120 ms (standard), and the server does track how many times its processing for a tick took more than 120 ms as well as average time (do the 'time command for details). so the server could report some of those details to the metaserver, so at least the server loading is available (just looking at players is not accurate, as obviously a p4-1500 will do a much better job than a p1-100 with the same number of players). For now, I don't see any problem with the DX client doing its connect/disconnect. But we may need to revisit it later on. > From mwedel at scruz.net Thu Jan 11 23:47:57 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] The Monk References: Message-ID: <3A5E9A8D.38A2E0B5@scruz.net> I think ones vision of the monk will vary depending on your source. For example, AD&D took the monk or less as the Shaolin Priest from Kung Fu. Basically, a warrior with some mystic abilities. But one thing that both the TV series and AD&D did was allow monks to use weapons. While Cain may have typically used his hands, he certain did use a bo/jo stick and nunchuks once in a while. Even the openining credits show them using such things and throwing spears. Thats not to say that crossfire should do that, but that may be where some of the history for that came from. As MichT said, one serious disadvantage with the monk (and any/all classes/races that can't use weapons) is that is where a major portions of ones abilities at higher levels come from. I wonder if it may be more interesting to give some of the classes/races special abilities at certain times (for example, AD&D gives the monk basically some special ability every level). Perhaps have a monk training center, and if the monk goes there and trains (and is appropriate level), he basically gets some bonus, like extra strength or speed or damage (he has learned the 'quivering palm' technique and does more damage or has an additional attacktype now). This would be a lot like what you currently get praying over altars, but instead be class specific. Note that this could be added for all classes, but for some classes this makes more sense - you want to make them decently powerful at high level without making them way more powerful at low level. Giving special abilities would seem to be the way to do that. I wouldn't worry about removing the abilities if the character loses levels, but he can't gain the same one multiple times. Since you can't change classes, losing exp never would seem like a good idea in any case. From peterm at tesla.EECS.Berkeley.EDU Fri Jan 12 00:09:56 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] The Monk In-Reply-To: Your message of "Thu, 11 Jan 2001 21:47:57 PST." <3A5E9A8D.38A2E0B5@scruz.net> Message-ID: <200101120609.WAA28151@tesla.EECS.Berkeley.EDU> > I wonder if it may be more interesting to give some of the classes/races > special abilities at certain times (for example, AD&D gives the monk basicall > some special ability every level). Perhaps have a monk training center, and > the monk goes there and trains (and is appropriate level), he basically gets > some bonus, like extra strength or speed or damage (he has learned the > 'quivering palm' technique and does more damage or has an additional attackty > now). This would be a lot like what you currently get praying over altars, b > instead be class specific. In the past, I've argued against "guilds", because I didn't want the code so intertwined with the mapset: i.e., you have to have the monk guild map present in the set or monks won't be fully implemented. However, I like this idea better than special-case code in the server itself. We can enhance the "player changer" to grant slightly better monk-skills every level by operating on a hypothetical monk's player force. We could similarly have a "molting center" for the Quetzalcoatl, and a "rekindler" for the fireborn. Perhaps these places could ask questions or set quests for access to the upgrades. I'm not willing to do the maps, but I'll hack the new abilities into the player changer. PeterM From mwedel at scruz.net Fri Jan 12 00:24:15 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] 2 x 2 avatars References: Message-ID: <3A5EA30F.9E2C5B86@scruz.net> dnh wrote: > > You can't cast them unless you have at least 2 squares free completely > surrounding the player, they show up invisible tiles if they walk over > them and you can't swap places with them (like a 1 x 1 avatar). Not only > this, but even if you could cast it, these things take 4 times the damage, > and can't go down most corridors. I would say we really need to revise > these things, either It should be possible to change it so that the player only needs to have a 2x2 space next to him somewhere when he casts the spell. > a) remove them completely (in the case of Gaea an idea for that has > popuped up, werecreatures). > b) do some serious thinking about how we can make 2 x 2 avatars useful. > c) remove them completely. > d) leave them alone. > e) replace them with 1 x 1 versions. > > I would tend to head for b) first, what can we do to make them useful? > well obviously we could just give them ALOT more hp and speed etc but that > just doesn't sit right with me. AV tells me he would go for c) or e) (his > exact words were "do away with"). Changing them to 1 x 1 avatars seems to > easiest way to me, but destroys that whole idea perhaps abit drastic? The problem is a lot of maps are simply 2x2 unfriendly. Most of the random maps also fall into that category. Note that avatars are really the earthly versions of the gods - I don't see any reason they can't be all 1x1. Most gods are usually much larger than the mortals, so it could be argued that most/all should be quite bit. I also think 1x1 versions will also be much easier to tune/balance between the gods, as they are are normalized relative to each other. And unless the maps get fixed up, balancing the avatars in terms of hp still only works to a limited fashion as big avatars will just be less useful simply because they will be usuable on fewer maps. From mwedel at scruz.net Fri Jan 12 00:46:11 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] The Monk References: <200101120609.WAA28151@tesla.EECS.Berkeley.EDU> Message-ID: <3A5EA833.3CDA1735@scruz.net> Peter Mardahl wrote: > In the past, I've argued against "guilds", because I didn't want > the code so intertwined with the mapset: i.e., you have to have > the monk guild map present in the set or monks won't be fully implemented. I agree to some extent. It also creates a problem that either you need multiple guilds, or need to wander to wherever the guild is located to get your abilities, which could also be annoying. > > However, I like this idea better than special-case code in the server > itself. We can enhance the "player changer" to grant slightly better > monk-skills every level by operating on a hypothetical monk's player force. The other problem is that if its in the code, you starting having to put many checks whenever the player gains a level. Something that happens on player action is probably more efficient in that regard also. > > We could similarly have a "molting center" for the Quetzalcoatl, and > a "rekindler" for the fireborn. Perhaps these places could ask questions > or set quests for access to the upgrades. True - I know someone was commenting about special quest maps for certain classes or gods - it could work in this also - return item XXXX from the map and you get promoted to super monk or the like and gain the ability. I would still like to have some level check, simply so someone can't give you that special item (being it may not be useful for them if they're not that class) to prevent low level people from getting too powerful. > > I'm not willing to do the maps, but I'll hack the new abilities > into the player changer. Depending how this is done, the maps could be pretty simple (same complexity as say the temples), but if you tie that to quests, then it gets more complicated as quests either need to be updated or created. From peterm at tesla.EECS.Berkeley.EDU Fri Jan 12 01:06:07 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] player lighting bug fixed. Message-ID: <200101120706.XAA04114@tesla.EECS.Berkeley.EDU> From mwedel at scruz.net Fri Jan 12 01:49:56 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] Bug in gcfclient on starting a char References: <200101112145.NAA31632@tesla.EECS.Berkeley.EDU> Message-ID: <3A5EB724.9E21070B@scruz.net> This is fixed with my checkin to player.c. REally, the gtk client should better handle non default cases, as right now it relies on getting certain strings from the server for its popups, so if those are changed just for cosmetic reasons, that may result in the same situation. I guess the problem is really that the gcfclient does not handle the 1 key input types correctly unless it knows the type of question. Peter Mardahl wrote: > > Whenever I start a char and go to switch races, > a window pops open which has no buttons, just > a blank field for entering text. > > Not really very intuitive for a new player. > I can get around in it by pressing "space" and > "d" when I'm done, but I only know that because > I've hacked the source. > > Fixing this soon would be good. > > PeterM > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From dnh at hawthorn.csse.monash.edu.au Fri Jan 12 06:03:53 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] The Monk In-Reply-To: <3A5EA833.3CDA1735@scruz.net> Message-ID: On Thu, 11 Jan 2001, Mark Wedel wrote: > Peter Mardahl wrote: > > > In the past, I've argued against "guilds", because I didn't want > > the code so intertwined with the mapset: i.e., you have to have > > the monk guild map present in the set or monks won't be fully implemented. > > I agree to some extent. It also creates a problem that either you need > multiple guilds, or need to wander to wherever the guild is located to get your > abilities, which could also be annoying. Agreed. I know Realmz (great fantasy game by fantasoft) just hands out special attributes (like magic resistances (done by level) and regen points faster). I wouldn't like to see guilds.. to much work for little gain. > > > > However, I like this idea better than special-case code in the server > > itself. We can enhance the "player changer" to grant slightly better > > monk-skills every level by operating on a hypothetical monk's player force. > > The other problem is that if its in the code, you starting having to put many > checks whenever the player gains a level. Something that happens on player > action is probably more efficient in that regard also. mmmpf. In this regard adding items is easier. Giving a player and invisible item that does something by stepping on a teleporter is the easiest, because you can easily track where the player is at. None the less, I think some things are best done/given via hard code, than via player changes (which are slightly messy). Being able to say, "A monk gains speed much more rapidly than a normal character" is better than "A monk can gain faster speed by completeing challenges". > > > > We could similarly have a "molting center" for the Quetzalcoatl, and > > a "rekindler" for the fireborn. I like the rekindler and molting. Infact you could actually make those two "grow". AV I know has already thought of this, actually making Qs grow up into bigger nastier creatures is a cool idea. Perhaps these places could ask questions > > or set quests for access to the upgrades. > > True - I know someone was commenting about special quest maps for certain > classes or gods - it could work in this also - return item XXXX from the map > and you get promoted to super monk or the like and gain the ability. Well this is like peterms scorn quests, hands it to the player directly. > I would still like to have some level check, simply so someone can't give you > that special item (being it may not be useful for them if they're not that > class) to prevent low level people from getting too powerful. Erk messy. If a player can complete something, it should be worthy of the upgrade regardless. > > > > I'm not willing to do the maps, but I'll hack the new abilities > > into the player changer. > > Depending how this is done, the maps could be pretty simple (same complexity as > say the temples), but if you tie that to quests, then it gets more complicated > as quests either need to be updated or created. Well yeah, we already sort of do that by adding certain monsters. Dragons are easier to kill with magic, Shadow tigers have to really be killed by hand thus warriors do the maps with shadow tigers, and wizards to the maps with dragons.. to a certain extent. dnh > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From dnh at hawthorn.csse.monash.edu.au Fri Jan 12 22:56:10 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] Status update Message-ID: Current status. DX client: v0.99 beta2 PR: finished. At testing stage, and currently no real issues just looking for out of balance items. Gods: close to completion. Valriel completed thanks to peterms lighting fixes. See, http://mids.student.utwente.nl/~avogl/gods_pantheon.htm Map updating: On going. Preparing to test old Grey Shield maps, see if they are still useable. Crossedit: Question of updating, revise. No current work on it. hall of selection: some issues regarding players starting there, AV believes he has removed them. I am not sure about crossedit, but once these have been wrapped up I suggest we feature freeze and ALL work overtime to test then release version 0.99 or even 1. I cannot promise this information is correct, any errors please reply to this. Thanks. dnh From dnh at hawthorn.csse.monash.edu.au Fri Jan 12 23:01:15 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] Ohh ohhh nasty bug alert Message-ID: Okay folks stay frosty. Both peterm's and MiDS' servers seem to be experiencing unexpected random crashes. The reason is unknown, and it is unknown whether the crashes were related, but I got a badddd feeling =). Time to turn on the debuggers. dnh From andi.vogl at gmx.net Sat Jan 13 07:46:50 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:44 2005 Subject: [CF-Devel] Status update In-Reply-To: Message-ID: <000001c07d67$494d9aa0$9a1f993e@kyle> Thanks for the status update darth bob, it's good to see a summarizing from time to time. But there is one thing left that we *must* do before 1.0. That is: Rising server performance! Remember what MichToen wrote about one week ago: > When i play around with the 2 version, it looks to me, that we > have 2 effects: > > - a performance breakin in some cases > > - the server sends cmds and updates as blocks, with lags > between 400 - 600ms and highs above 750ms. > > The last effect let you jump through the actions. Often you got a > block of dozens of cmds&updates, then nothing. Funny thing is, that > the effect is not effected by number of player onlines. I have it > when i play alone, also with 9 players there is no difference! > > The 95.7 version don't do it! What MichToen has discovered here, it is 100% true! I have proven this for myself, we do have a serious server-sided performance problem right now. It appears on all clients just alike. The characters don't ever move smooth in combat, no matter how good my connection is. I suspect there are two reasons: 1) SPELLS. Not that this is a new issue, but the new attack functions might have increased the time needed to process the immense amount of spell-effects that appear in combats. Anyways, if we ever want to make CF fit for "mainstream", there is no other choice: We must work on the spell-problem. A personal idea how we could solve this problem: Seperate the processing of spell-effects. On the map, there appear only "spell containers" - ONE object per square containing all spell effects of the same class (e.g. fire, cold.. etc). The processing of spell-effects happens internally between the spell containers. When this is done, damage is summed up and transferred to the spell container object. Only this one object is then used for map-processing like hit_map(). And only one object (per spell-class and square) is visible to the player and client! 2) SOCKET. I have no proof that this is true. But the fact that commands get updated as blocks leads to the suspection that the recent changes to the socket-stuff might also be involved here. I get this "disrupted character movement" in rooms with lots of non-spellcasting monsters as well. Of course to much lower extent, but still noticeable. Or am I wrong and this is caused by something else? Anyone got ideas? Andreas V. From peterm at tesla.EECS.Berkeley.EDU Sat Jan 13 12:46:48 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:45 2005 Subject: [CF-Devel] DB's notice of crashing.. on crossfire.csua, etc. Message-ID: <200101131846.KAA02981@tesla.EECS.Berkeley.EDU> I dont believe that the crashing on crossfire.csua can be due ot my recently lighting fix, because I haven't updated crossfire.csua in a while. Is it possible it's due to the reintroduction of the FLAG_BERSERK? I *thought* that I had got that right this time, but it is something to think about. PM From mwedel at scruz.net Sat Jan 13 18:00:39 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:45 2005 Subject: [CF-Devel] DB's notice of crashing.. on crossfire.csua, etc. References: <200101131846.KAA02981@tesla.EECS.Berkeley.EDU> Message-ID: <3A60EC27.29FC4791@scruz.net> Peter Mardahl wrote: > > I dont believe that the crashing on crossfire.csua > can be due ot my recently lighting fix, because I haven't updated > crossfire.csua in a while. > > Is it possible it's due to the reintroduction of the FLAG_BERSERK? > I *thought* that I had got that right this time, but it is something > to think about. Any tips on reproducing this, or does it just happen over play? If it actually crashes, it hopefully shouldn't be too hard to find the problem - thta is easier than when the server starts acting strange. From mwedel at scruz.net Sat Jan 13 23:48:12 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:45 2005 Subject: [CF-Devel] Status update References: <000001c07d67$494d9aa0$9a1f993e@kyle> Message-ID: <3A613D9C.419C82D3@scruz.net> As a note, I plan to make at least some performance improvements. Hopefully they don't break anything too critical. > 2) SOCKET. I have no proof that this is true. But the fact that > commands get updated as blocks leads to the suspection > that the recent changes to the socket-stuff might also > be involved here. I get this "disrupted character movement" > in rooms with lots of non-spellcasting monsters as well. > Of course to much lower extent, but still noticeable. > Or am I wrong and this is caused by something else? > Anyone got ideas? Not much has changed recently with the socket code that I am aware of. I will note that there could be several causes with the 'block of updates at once': 1) crossfire server is chewing up its time doing expensive processing, and when it finally gets around to dealing with the player, it has lots of processing to do, so it does a lot of player processing at once, hence a block of updates. 2) Could be similar to above, but the problem is more that the socket buffers as maintained by the OS are emptying, so it may not be doing much player updating, but the block of data could be caused by the fact that the socket (OS buffer) gets filled with a bunch of data it sends to the client. 3) Could be something got broken, and the server is just sending a lot more data that it did not send before or is not re-filling buffers when it should. It would be interesting to get some cpu statistic at the time of observed behaviour. IS cpu time maxed out (at least relative to number of cpu's, since crossfire will only use one cpu)? The cpu load is reasonable, that would point to some issue with the socket code. IF cpu is maxed out, then probably #1 or #2 is the cause, but the real fix is not to max out cpu time. From dnh at hawthorn.csse.monash.edu.au Sun Jan 14 00:41:28 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:45 2005 Subject: [CF-Devel] New undead. Message-ID: I have most of the images for a new monster, the "Skree", done. I would just like to check that you are happy with what I have planned. The skree will be the most deadly of the undead set thus far, but wont really be a magic caster (Fear and paralyze only). It is immune to Magic and very resistant to God power (when I say magic I mean everything, fire elec cold.) and thus will be very nasty to wizards and priests especially. This thing will also move VERY fast, faster than reapers, and will have a fairly large attack. Basically it is a mega skeleton. I plan to make it around the same difficulty as the mighty shadow dragon. What do you all think? This is one nasty undead. images can be found at http://mids.student.utwente.nl/~dnh/monsters/undead/skree/ and will be 2 x 2. thanks dnh From mwedel at scruz.net Sun Jan 14 03:05:00 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:45 2005 Subject: [CF-Devel] Major bug in CF server References: Message-ID: <3A616BBC.98843DBF@scruz.net> Michael Toennies wrote: > The effect gets mad, if you enter the dragon hangar! Do it! > The game start to be frozen!! Tray praying. You will see, that every second > you stay > in the hangar (and you only enter, do nothing) the server goes more down in > periodical steps. > If you leave, all is fine! > > Do it on the 95.7 server - nothing!! The effect is simply not in this > version and not in a version > <95.7 which i can remember. Actually, the performance seems very inconsistant. On my home system (dual p3-500, 256 mb ram), I went into the dragon hangar and wandered into the middle of the melee. Perfomance/cpu time of the server actually was not that bad (less than 10% of the cpu time). Since the client was on the same system, the big server was actually the x-server (taking around 40% of the cpu time). I'm not sure of these percentages are overall cpu time or that by cpu (ie, system has 200% cpu total). These numbers are what is reported by top. But at some point, the server started chewing up much more cpu time. And this started appearing in the output: BUG: get_attack_mode(): freed object Tracking this back, the bad object seems to go back to line 428 in server/monster.c (enemy). Stepping through the debugger, even at that point, the enemy it is passing has been freed. Further tracking reveals that find_enemy is returning a freed pointer. Final tracking realizes that the friendly object list has a free object on it, and it is using that. I'll put some check into get_nearest_player to check for freed objects and do something intelligent when it finds one on the friendly list (like not use it and update the friendly). I'm not sure how it got in that state originally, and I'm not sure if that is a factor at all in poor performance. But I'll put a fix in for that, and if it helps at all. IF nothing else, it fixes a potentially serious bug. From andi.vogl at gmx.net Sun Jan 14 10:22:47 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:45 2005 Subject: [CF-Devel] Status update In-Reply-To: <3A613D9C.419C82D3@scruz.net> Message-ID: <000001c07e46$3da4e0c0$d29de23e@kyle> Mark W. wrote: > > 2) SOCKET. I have no proof that this is true. But the fact that > > commands get updated as blocks leads to the suspection > > that the recent changes to the socket-stuff might also > > be involved here. I get this "disrupted character movement" > > in rooms with lots of non-spellcasting monsters as well. > > Of course to much lower extent, but still noticeable. > > Or am I wrong and this is caused by something else? > > Anyone got ideas? > > Not much has changed recently with the socket code that I am aware of. New cmds have been created for PR, metaserver stuff has been added.. etc. There have well been changes to the socket code. > I will note that there could be several causes with the 'block of > updates at once': > > 1) crossfire server is chewing up its time doing expensive processing, > and when it finally gets around to dealing with the player, it has > lots of processing to do, so it does a lot of player processing at > once, hence a block of updates. > 2) Could be similar to above, but the problem is more that the socket > buffers as maintained by the OS are emptying, so it may not be doing > much player updating, but the block of data could be caused by the > fact that the socket (OS buffer) gets filled with a bunch of data > it sends to the client. > 3) Could be something got broken, and the server is just sending a lot > more data that it did not send before or is not re-filling buffers > when it should. > > It would be interesting to get some cpu statistic at the time of observed > behaviour. IS cpu time maxed out (at least relative to number of cpu's, > since crossfire will only use one cpu)? The cpu load is reasonable, that > would point to some issue with the socket code. IF cpu is maxed out, then > probably #1 or #2 is the cause, but the real fix is not to max out cpu time. I am absolutely sure that the CPU is never maxed out. I get this "disrupted character movement" when I'm playing alone on one server with formidable connection speed. When there are ten other players online, behaviour is *exactly* the same. No doubt, the reason must be #3. Don't forget that this problem did not exist on servers of older CVS-versions. (There was lag when I entered a room full of spellcasters, but there was definitly no diruption when I entered a room full of trolls!) Andreas V. From michael.toennies at nord-com.net Sun Jan 14 11:43:53 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:45 2005 Subject: [CF-Devel] Major bug in CF server In-Reply-To: <3A616BBC.98843DBF@scruz.net> Message-ID: Very good Mark! This sounds like one of the problems we have encountered. Has you check your fix in? Then MiDS and i will update our server and let them test by the people. Btw, at this time we don't have make any "public calls" for CF but we always have 2-6 players online on the 3 metaserver servers, sometimes up to 10. Thats sounds nice, or not? MichToen > Michael Toennies wrote: > > The effect gets mad, if you enter the dragon hangar! Do it! > > The game start to be frozen!! Tray praying. You will see, that > every second > > you stay > > in the hangar (and you only enter, do nothing) the server goes > more down in > > periodical steps. > > If you leave, all is fine! > > > > Do it on the 95.7 server - nothing!! The effect is simply not in this > > version and not in a version > > <95.7 which i can remember. > > Actually, the performance seems very inconsistant. > > On my home system (dual p3-500, 256 mb ram), I went into the > dragon hangar and > wandered into the middle of the melee. > > Perfomance/cpu time of the server actually was not that bad > (less than 10% of > the cpu time). Since the client was on the same system, the big > server was > actually the x-server (taking around 40% of the cpu time). I'm > not sure of > these percentages are overall cpu time or that by cpu (ie, system > has 200% cpu > total). These numbers are what is reported by top. > > But at some point, the server started chewing up much more cpu > time. And this > started appearing in the output: > > BUG: get_attack_mode(): freed object > > Tracking this back, the bad object seems to go back to line 428 in > server/monster.c (enemy). Stepping through the debugger, even at > that point, > the enemy it is passing has been freed. > > Further tracking reveals that find_enemy is returning a freed pointer. > > Final tracking realizes that the friendly object list has a free > object on it, > and it is using that. > > I'll put some check into get_nearest_player to check for freed > objects and do > something intelligent when it finds one on the friendly list > (like not use it > and update the friendly). > > I'm not sure how it got in that state originally, and I'm not > sure if that is a > factor at all in poor performance. But I'll put a fix in for > that, and if it > helps at all. IF nothing else, it fixes a potentially serious bug. > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From tanner at real-time.com Sun Jan 14 14:34:47 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:45 2005 Subject: [CF-Devel] New crossfire-client RPMS released Message-ID: <20010114143447.D14816@real-time.com> I have uploaded the rpms for the latest version of the crossfire-client. Here is the official SourceForge announcement: A new version of client-linux-rpm has been released. You can download it from SourceForge by following this link: You requested to be notified when new versions of this file were released. If you don't wish to be notified in the future, please login to SourceForge and click this link: ChangeLog: - MSW 2000/1/13 (except as mentioned, all changes by MSW): - Makefile.in: Create destination dirs, remove extra tab. Patch also by Dave. - Protocol: typo fixed. - config.h, config.h.in: Add HVAE_DMALLOC_H #ifdefs. Checks currently disable in configure.in, as with it, the sound won't like properly since it needs -ldmalloc, and I haven't bothered investing that much time into fixing the Makefile. - gx11.c: Patches by Dave Peticolas - mostly code cleanup, but one new feature is support of wheel mice to move the scrollbars. - png.c: No real code change, just adjustments in some ordering which I think makes the code appear a little simpler. - x11.c: Minor code cleanups, some formatting changes, some to make better error messages. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From tanner at real-time.com Sun Jan 14 14:35:00 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:45 2005 Subject: [CF-Devel] New crossfire-client RPMS released Message-ID: <20010114143447.D14816@real-time.com> I have uploaded the rpms for the latest version of the crossfire-client. Here is the official SourceForge announcement: A new version of client-linux-rpm has been released. You can download it from SourceForge by following this link: You requested to be notified when new versions of this file were released. If you don't wish to be notified in the future, please login to SourceForge and click this link: ChangeLog: - MSW 2000/1/13 (except as mentioned, all changes by MSW): - Makefile.in: Create destination dirs, remove extra tab. Patch also by Dave. - Protocol: typo fixed. - config.h, config.h.in: Add HVAE_DMALLOC_H #ifdefs. Checks currently disable in configure.in, as with it, the sound won't like properly since it needs -ldmalloc, and I haven't bothered investing that much time into fixing the Makefile. - gx11.c: Patches by Dave Peticolas - mostly code cleanup, but one new feature is support of wheel mice to move the scrollbars. - png.c: No real code change, just adjustments in some ordering which I think makes the code appear a little simpler. - x11.c: Minor code cleanups, some formatting changes, some to make better error messages. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From mwedel at scruz.net Sun Jan 14 17:03:30 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:45 2005 Subject: [CF-Devel] Status update References: <000001c07e46$3da4e0c0$d29de23e@kyle> Message-ID: <3A623042.E7B716E@scruz.net> Andreas Vogl wrote: > > Not much has changed recently with the socket code that I am aware of. > > New cmds have been created for PR, metaserver stuff has been added.. etc. > There have well been changes to the socket code. Actually, the PR code basically just sends more data with the existing stats command. metaserver is sort of seperate from normal socket code. Also, there is no reason to expect metaserver updates to vary at all on load - if there were periodic pauses for no good reasons, I might look closer at the metaserver code to see if its blocking. IF this is a strong suspicion, it is easy enough to turn off the metaserver update code. The problem is that I'm not positive the change really happened since 0.95.7. As said in another message, I went into the dragon hangar and was there for 5-10 minutes before performance started getting bad. This suggest to me that there could be some trigger event which then causes this performance problem, and perhaps some servers are jsut more immune to that event than others. > I am absolutely sure that the CPU is never maxed out. I get this "disrupted > character movement" when I'm playing alone on one server with formidable > connection speed. When there are ten other players online, behaviour > is *exactly* the same. Number of players is sort of an odd metric. Going into the dragon hangar probably represents a load by that one player comparable to 10-15 other players doing mundane things. And multiple characters in the dragon hangar wouldn't make much different, since it is the same set of monsters. 10 players on 10 different dragon hangar style maps may be interesting. Note that with a bug in the server, one player could max out cpu time in the server if it starts speding too much time looping over something. The cast a bunch of fireballs at a wall illustrates that point. > > No doubt, the reason must be #3. Don't forget that this problem did not > exist > on servers of older CVS-versions. (There was lag when I entered a room > full of spellcasters, but there was definitly no diruption when I > entered a room full of trolls!) Note that it would not be hard to track the amount of data the client is receiving. I'm actually going to make a small change so that the client will also print out the size of the packets it receives - you can then fire up the client and see how much data the client really is getting. From andi.vogl at gmx.net Sun Jan 14 20:24:10 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:45 2005 Subject: [CF-Devel] armour- & stats-spells Message-ID: <000101c07e9a$4004e5a0$999ae23e@kyle> This is a minor issue, but I have received several complaints from players on this topic. Stats-spells (strenght, constitution, dexterity, charisma): While ignored by warrior-class characters, these spells play a very important role for wizards. They used to be stackable and provided wizards with an easy way to boost certain stats to 30. I think this was an exploit. Now they're not stackable at all, a bonus of +2 per stat is practically the best one can get. Players have told me that this renders these spells totally useless and poses a bad drawback for all wizard classes. My feeling is that we should go for a way in between: Have them stackable, but with every additional stat-bonus, success chance for further improvement is *greatly* reduced. So "boosting" a certain stat will get enourmously mana-intensive (And the effect is only temporare!). Armour spell: This spell is still stackable just like it used to be. But I think it is far too powerful. Physical is the most common attacktype in the game. Cast a level 1 spell for a few times and you are almost immune to it?? It should get a growing chance of failure with every additional recast. And probably a max limit too (like +50%). That would also justify the existance of "ironwood skin". And it would make "protection from attack" look a little bit less silly. (The latter is a lvl 13 spell, 5x the mana cost, not stackable and has about the same effect as one "armour"-cast). Any comments? Andreas V. From mwedel at scruz.net Sun Jan 14 22:09:38 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:45 2005 Subject: [CF-Devel] armour- & stats-spells References: <000101c07e9a$4004e5a0$999ae23e@kyle> Message-ID: <3A627802.7E07BE13@scruz.net> Andreas Vogl wrote: > > This is a minor issue, but I have received several complaints > from players on this topic. > > Stats-spells (strenght, constitution, dexterity, charisma): > > While ignored by warrior-class characters, these spells > play a very important role for wizards. They used to be > stackable and provided wizards with an easy way to boost > certain stats to 30. I think this was an exploit. > Now they're not stackable at all, a bonus of +2 per stat is > practically the best one can get. Players have told me > that this renders these spells totally useless and poses > a bad drawback for all wizard classes. i don't know if this is still the case, but at one point, even when stackable, the amount of improvement would depend on the current value of the stat. This basically put some maximum value because at some point there was a maximum value. I notice that code still exists, so you get a lot more strength if your strength is low. If your strength is high, you don't get much. The only effect on caster level is duration. I think it would be better for the bonuses to be based on caster level and be constant. Perhaps square root of caster level or the like. I disagree with the sentiment that if you can't get a stat up to 30 easily/by spells there is a problem. In fact, I think the above might be a good thing - if you chose to be a spell caster, cast spells now and don't revert to being a fighter. I will note it is probably much harder for the fighters to revert into spell casters. > Armour spell: > > This spell is still stackable just like it used to be. > But I think it is far too powerful. Physical is the > most common attacktype in the game. Cast a level 1 spell > for a few times and you are almost immune to it?? > It should get a growing chance of failure with every > additional recast. And probably a max limit too (like +50%). > That would also justify the existance of "ironwood skin". > And it would make "protection from attack" look a little > bit less silly. (The latter is a lvl 13 spell, 5x the mana > cost, not stackable and has about the same effect as one > "armour"-cast). Yeah - looking at the code, it is stackable. I don't know what that spell is and the others are not. Perhaps want might be better is make it non stackable, but once again, have the maximum protection value it gives higher based on caster level. Right now, the max is capped at 25, and if the players armour value is already pretty high, it has a pretty low value set. From echter at informatik.uni-rostock.de Tue Jan 16 05:26:25 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:45 2005 Subject: [CF-Devel] Major bug in CF server In-Reply-To: <3A616BBC.98843DBF@scruz.net>; from mwedel@scruz.net on Sun, Jan 14, 2001 at 01:05:00AM -0800 References: <3A616BBC.98843DBF@scruz.net> Message-ID: <20010116122625.A4065@hokkaido.informatik.uni-rostock.de> On Sun, Jan 14, 2001 at 01:05:00AM -0800, Mark Wedel wrote: > Final tracking realizes that the friendly object list has a free object on it, > and it is using that. A problem that might be related to this is that several maps have monsters with "friendly 1". AFAIK the friendly list is only for pet monsters. The only effect that I've observed so far is that you don't get any experience from killing Mork in Scorn (who is one of the monsters with FLAG_FRIENDLY), but an error message in the server log instead. -- Jan From andi.vogl at gmx.net Tue Jan 16 10:14:16 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:45 2005 Subject: [CF-Devel] BUG, probably concerning friendly_objects Message-ID: <000001c07fd7$6140b260$bf9de23e@kyle> When I enter a map for the first time, sometimes the monsters don't notice me. They don't attack, they're not even moving. When I log out and re-enter again they usually start attacking. Weird... The reason might be that the friendly object "player" is not treated right, maybe it's even missing in the list of friendly objects when this happens. I tried as DM "dumpfriendlyobjects" on such a map, and I couldn't find anything in the logs. Looks like this bug appeared after checkin of Mark's patch concerning friendly_objects. But it could well be that the bug existed before and has only been "triggered" by one of the changes. I can remember similar things happening before, but it used to be much more rare. - Any ideas? Andreas V. From michael.toennies at nord-com.net Tue Jan 16 14:05:21 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:45 2005 Subject: [CF-Devel] BUG, probably concerning friendly_objects In-Reply-To: <000001c07fd7$6140b260$bf9de23e@kyle> Message-ID: Hi This bug is an old one, i wrote about it some weeks ago i think. So, it can't be Mark's changes. This bug if often hidden, because the monsters have in many maps other targets. This is then the effect, thats a dragon for example fire in some other directions or the monster stay on a wall, trying to attack an invisible target. In many maps you step over the bug then, because you don't look for it. MichToen > > When I enter a map for the first time, sometimes the > monsters don't notice me. They don't attack, they're > not even moving. > When I log out and re-enter again they usually > start attacking. Weird... > > The reason might be that the friendly object "player" > is not treated right, maybe it's even missing in the > list of friendly objects when this happens. > I tried as DM "dumpfriendlyobjects" on such a map, > and I couldn't find anything in the logs. > > Looks like this bug appeared after checkin of Mark's > patch concerning friendly_objects. But it could well > be that the bug existed before and has only been > "triggered" by one of the changes. > I can remember similar things happening before, but it > used to be much more rare. - Any ideas? > > > Andreas V. > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From dnh at hawthorn.csse.monash.edu.au Tue Jan 16 21:12:48 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:45 2005 Subject: [CF-Devel] 3 things Message-ID: Firstly, I am not sure Karate is actually working. When I attack with a monk, the damage changes quite dramtically (a fairly hack character with maxed everything). Before i hit its up about 260 damage, while im hitting it goes down to 100 and once I stop hitting it goes back to 260. I don't think this is correct. Secondly, is a feature that you cannot cast walls while under the effect of sanctuary? The second you cast the wall, your sanctuary destroys it. Thirdly, The monks meditation is completely useless at high levels. The sp regens twice as fast as meditation. This of course could be a feature. hmmm I guess this is the Spanish Inquisition, 4th thing, it is very clear that the is a MASSIVE bug where monster don't attack the players. It happens on both dxclient and gcfclient and lots of people have been complaining. I think this may be priority one now. dnh From mwedel at scruz.net Tue Jan 16 22:21:28 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:45 2005 Subject: Friendly objects, was Re: [CF-Devel] Major bug in CF server References: <3A616BBC.98843DBF@scruz.net> <20010116122625.A4065@hokkaido.informatik.uni-rostock.de> Message-ID: <3A651DC8.5EBC0B5B@scruz.net> Jan Echternach wrote: > > On Sun, Jan 14, 2001 at 01:05:00AM -0800, Mark Wedel wrote: > > Final tracking realizes that the friendly object list has a free object on it, > > and it is using that. > > A problem that might be related to this is that several maps have > monsters with "friendly 1". AFAIK the friendly list is only for pet > monsters. The only effect that I've observed so far is that you don't > get any experience from killing Mork in Scorn (who is one of the > monsters with FLAG_FRIENDLY), but an error message in the server log > instead. Actually, I don't think the friendly flag will effect exp. Its possible the mork is just worth 0 exp since you are not supposed to kill them. Using friendly object on maps shouldn't create any problems - I'm not sure if it does anything or not (ie, will friendly monsters actually attack anything to help you out). If we really say no friendly monsters should be on maps, then we should not save the friendly flag and ignore it on load. Pets are not saved on maps (they follow you map to map), so it wouldn't break any aspect of that. From mwedel at scruz.net Tue Jan 16 22:26:28 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] BUG, probably concerning friendly_objects References: <000001c07fd7$6140b260$bf9de23e@kyle> Message-ID: <3A651EF4.CEE4FC5D@scruz.net> Andreas Vogl wrote: > > When I enter a map for the first time, sometimes the > monsters don't notice me. They don't attack, they're > not even moving. > When I log out and re-enter again they usually > start attacking. Weird... What portion of the time is 'sometimes'? 10%? 90%? > > The reason might be that the friendly object "player" > is not treated right, maybe it's even missing in the > list of friendly objects when this happens. > I tried as DM "dumpfriendlyobjects" on such a map, > and I couldn't find anything in the logs. Does that mean you couldn't find any output from that command, or does it mean you saw nothing unusual? > > Looks like this bug appeared after checkin of Mark's > patch concerning friendly_objects. But it could well > be that the bug existed before and has only been > "triggered" by one of the changes. > I can remember similar things happening before, but it > used to be much more rare. - Any ideas? To track this down, you may want to look at the enemy value in move_monster (server/monster.c - enemy is initialized at the top of the function). So what its value is if anything. Its possible its finding some other friendly on the map to kill. From mwedel at scruz.net Tue Jan 16 22:36:45 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] 3 things References: Message-ID: <3A65215D.6B45DBEB@scruz.net> dnh wrote: > > Firstly, I am not sure Karate is actually working. When I attack with a > monk, the damage changes quite dramtically (a fairly hack character with > maxed everything). Before i hit its up about 260 damage, while im hitting > it goes down to 100 and once I stop hitting it goes back to 260. I don't > think this is correct. I'm unclear by what you mean damage - do you mean hp, and what are you attacking? Monsters, just like players, do regen hp, so if you don't attack something, it will heal itself up. > > Secondly, is a feature that you cannot cast walls while under the effect > of sanctuary? The second you cast the wall, your sanctuary destroys it. Dunno. > > Thirdly, The monks meditation is completely useless at high levels. The sp > regens twice as fast as meditation. This of course could be a feature. Meditation should probably adjust sp/hp regain rate based on the characters. I notice the code lets do_some_living do the adjustment, so if you have magical adjustments, those will add with the meditation, but looking at do_some_living, that doesn't really appear to be the case (since the meditation basically pre-empts the processing and says 'regain a sp right now' - if you were going to regain one on that tick anyways, it doesn't help out much (you do get one bonus point, but as said, that can be pretty meaningless at high levels). OTOH, usefulness of skills varies at different levels - the id item skills are always useful, but probably more useful at lower levels where saving a lot of money/sp id'ing stuff is relatively useful - at high levels, it probably makes no real difference as the money or sp savings isn't as big a deal. From mwedel at scruz.net Wed Jan 17 00:15:42 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] friendly bug fixed. Message-ID: <3A65388E.64870B5B@scruz.net> I've just checked in a fix for the monsters not attacking players: Changes to fix monsters not attacking players. Player was not getting marked as friendly, and thus getting removed from the list. server/login.c: set FLAG_FRIENDLY when we load the player and call add_friendly_object. server/player.c: add_player: set FLAG_FRIENDLY. get_nearest_player modified to discard non friendly objects on friendly list - makes bug reprocible much more easily. MSW 2001-1-16 From michael.toennies at nord-com.net Wed Jan 17 03:14:40 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] talisman & holy symbol Message-ID: Hi Hm, if you have the skills you will not apply the talisman or the holy symbol in your backpack. Was this not fixed some times ago? How its appear again? Or was i wrong? I just wonder. Well, in any cases a char should be apply his symbol/talisman also when he has the skill. Because this is the way he can use special items like holy symbol of fire god for example. MichToen From tanner at real-time.com Wed Jan 17 18:35:44 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] CVS lock? Message-ID: <20010117183544.D9243@real-time.com> Someone is either very busy, or we got a problem. cvs server: failed to create lock directory in repository `/home/cvs/CVS/arch/monster/undead/skree': Permission denied cvs server: failed to obtain dir lock in repository `/home/cvs/CVS/arch/monster/undead/skree' I have been trying for several hours and I cannot believe that the cvs server is so busy that I am hitting this file when someone is checking it in. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From tanner at real-time.com Wed Jan 17 18:51:59 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] CVS lock? In-Reply-To: <20010117183544.D9243@real-time.com>; from tanner@real-time.com on Wed, Jan 17, 2001 at 06:35:44PM -0600 References: <20010117183544.D9243@real-time.com> Message-ID: <20010117185159.E9243@real-time.com> Quoting Bob Tanner (tanner@real-time.com): > Someone is either very busy, or we got a problem. > > cvs server: failed to create lock directory in repository > `/home/cvs/CVS/arch/monster/undead/skree': Permission denied cvs server: > failed to obtain dir lock in repository > `/home/cvs/CVS/arch/monster/undead/skree' > > I have been trying for several hours and I cannot believe that the cvs server > is so busy that I am hitting this file when someone is checking it in. This is important because: head /tmp/crosservlog/1 Starting Crossfire Wed Jan 17 18:23:14 CST 2001 for the 1 time... Reading bmaps from /usr/games/crossfire/share/crossfire/bmaps...done (got 3532/3533/3533) Reading faces from /usr/games/crossfire/share/crossfire/faces...done Reading animations from /usr/games/crossfire/share/crossfire/animations...done. got (763) Reading archetypes from /usr/games/crossfire/share/crossfire/archetypes... arch-pass 1...Switching lex buffers Adding friendly object Evil Master, Bonehead. done Setting up archetable...done loading treasure...Treasure-list didn't understand: Couldn't find archetype skreeclaw Treasure lacks archetype: skreeclaw Couldn't find archetype skreeeye Treasure lacks archetype: skreeeye Treasurelist skree_bits has element with no name or archetype Treasurelist skree_bits has element with no name or archetype -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From dnh at hawthorn.csse.monash.edu.au Wed Jan 17 19:11:12 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] CVS lock? In-Reply-To: <20010117185159.E9243@real-time.com> Message-ID: On Wed, 17 Jan 2001, Bob Tanner wrote: > Quoting Bob Tanner (tanner@real-time.com): > > Someone is either very busy, or we got a problem. > > > > cvs server: failed to create lock directory in repository > > `/home/cvs/CVS/arch/monster/undead/skree': Permission denied cvs server: > > failed to obtain dir lock in repository > > `/home/cvs/CVS/arch/monster/undead/skree' > > > > I have been trying for several hours and I cannot believe that the cvs server > > is so busy that I am hitting this file when someone is checking it in. > > This is important because: > > head /tmp/crosservlog/1 > > Starting Crossfire Wed Jan 17 18:23:14 CST 2001 for the 1 time... > Reading bmaps from /usr/games/crossfire/share/crossfire/bmaps...done (got > 3532/3533/3533) > Reading faces from /usr/games/crossfire/share/crossfire/faces...done > Reading animations from /usr/games/crossfire/share/crossfire/animations...done. > got (763) > Reading archetypes from /usr/games/crossfire/share/crossfire/archetypes... > arch-pass 1...Switching lex buffers > Adding friendly object Evil Master, Bonehead. > done > Setting up archetable...done > loading treasure...Treasure-list didn't understand: > > Couldn't find archetype skreeclaw > Treasure lacks archetype: skreeclaw > Couldn't find archetype skreeeye > Treasure lacks archetype: skreeeye > Treasurelist skree_bits has element with no name or archetype > Treasurelist skree_bits has element with no name or archetype hmmm peterm and I had it working perfectly well. I am not sure what has happened here. Wait for peterm there is a perfectly good explaination ;). dnh From peterm at tesla.EECS.Berkeley.EDU Wed Jan 17 13:33:28 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] Re: Sanctuary destroying created walls In-Reply-To: Your message of "Wed, 17 Jan 2001 14:12:48 +1100." Message-ID: <200101171933.LAA10437@tesla.EECS.Berkeley.EDU> > Secondly, is a feature that you cannot cast walls while under the effect > of sanctuary? The second you cast the wall, your sanctuary destroys it. This is a bug, sorta. Counterspell is not supposed to remove your own spells. However, should it be a feature? PeterM From peterm at tesla.EECS.Berkeley.EDU Wed Jan 17 20:59:02 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] CVS lock? In-Reply-To: Your message of "Thu, 18 Jan 2001 12:11:12 +1100." Message-ID: <200101180259.SAA29284@tesla.EECS.Berkeley.EDU> > hmmm peterm and I had it working perfectly well. I am not sure what has > happened here. Wait for peterm there is a perfectly good explaination ;). I'm not sure if I fixed it or not. I chmodded the whole arch dir: it looked to me that it wasn't a lock, but rather a permission problem. PM From tanner at real-time.com Wed Jan 17 21:23:17 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] CVS lock? In-Reply-To: <200101180259.SAA29284@tesla.EECS.Berkeley.EDU>; from peterm@tesla.EECS.Berkeley.EDU on Wed, Jan 17, 2001 at 06:59:02PM -0800 References: <200101180259.SAA29284@tesla.EECS.Berkeley.EDU> Message-ID: <20010117212317.D16455@real-time.com> Quoting Peter Mardahl (peterm@tesla.EECS.Berkeley.EDU): > > > hmmm peterm and I had it working perfectly well. I am not sure what has > > happened here. Wait for peterm there is a perfectly good explaination ;). > > I'm not sure if I fixed it or not. I chmodded the whole arch dir: > it looked to me that it wasn't a lock, but rather a permission problem. It's working now. But, still get this: Couldn't find archetype skreeclaw Treasure lacks archetype: skreeclaw Couldn't find archetype skreeeye Treasure lacks archetype: skreeeye Treasurelist skree_bits has element with no name or archetype Treasurelist skree_bits has element with no name or archetype Not finding it in my run time archetypes: bash$ pwd /usr/games/crossfire/share/crossfire bash$ grep -i skreeclaw archetypes OR in the cvs % pwd ~/projects/crossfire/lib % grep -i skreeclaw archetypes -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From tanner at real-time.com Wed Jan 17 21:40:30 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] playbook build bugs Message-ID: <20010117214030.B19403@real-time.com> Got some problems building the playbook, see http://bugzilla.real-time.com/show_bug.cgi?id=339 For details. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From mwedel at scruz.net Wed Jan 17 21:59:45 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] talisman & holy symbol References: Message-ID: <3A666A31.E3C613D7@scruz.net> Michael Toennies wrote: > > Hi > > Hm, if you have the skills you will not apply the talisman or the holy > symbol > in your backpack. > > Was this not fixed some times ago? How its appear again? > Or was i wrong? I just wonder. It was changed a little while ago so that it will not apply a talisman/holy symbol if you have the skill to cast the spells without it. I think this is probably the right behaviour IMO. > > Well, in any cases a char should be apply his symbol/talisman also > when he has the skill. Because this is the way he can use special > items like holy symbol of fire god for example. The problem is that their are talismans out there that repel/deny spellpaths, and you certainly don't want to use the talisman if it makes your spell casting worse. However, at the time we are checking for skills/talismans is before we do really any of the spellcasting code, so we really don't know if the talisman will help/hurt the casting of the spell. To make this work perfectly, code would be added that finds the spellpath of the desired spell (and makes sure the character knows the spell), then go and check the inventory for the best casting aid for that spell (attuned, then no plus/minus, then repelled, then denied), and then go and cast the spell. It might be a matter of playing preferance if the server should do all of that for you. After all, the player should play the game. It could be equally handy to have the server do many actions at certain points (spell points = 0, drink that magic power potion or apply that crystal. hp < 10? drink that healing potion/cast a healing spell, etc). This would be convenient and make the game easier to play, but would probably prove less interesting. It could be argued that having the server eat food for you if food == 0 should probably be removed. Player should take responsibility for eating on their own. Plus, auto eat sometimes eats poision, which may be less desirable than losing the hp from starving. From bugs at real-time.com Wed Jan 17 21:39:43 2001 From: bugs at real-time.com (bugs@real-time.com) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] [Bug 339] Changed - playbook does not build clean Message-ID: <200101180339.f0I3dhZ17983@crusader.real-time.com> http://bugzilla.real-time.com/show_bug.cgi?id=339 *** shadow/339 Wed Jan 17 21:38:52 2001 --- shadow/339.tmp.17980 Wed Jan 17 21:39:43 2001 *************** *** 40,42 **** --- 40,62 ---- $ l.2 Elf & Quiver, Arrows, Bow, Elf player_ force \\ + + ------- Additional Comments From tanner@real-time.com 2001-01-17 21:39 ------- + Underfull \vbox (badness 10000) detected at line 34 + [40] [41]) (appC.tex [42] + Appendix C. + (gods.tex) + Underfull \vbox (badness 10000) detected at line 40 + ) (index.tex [43] [44] [45]) (handbook.aux) + + LaTeX Warning: There were undefined references. + + + LaTeX Warning: Label(s) may have changed. Rerun to get cross-references right. + + ) + (see the transcript file for additional information) + Output written on handbook.dvi (48 pages, 169992 bytes). + Transcript written on handbook.log. + make: *** [handbook.aux] Error 1 + From bugs at real-time.com Wed Jan 17 21:38:52 2001 From: bugs at real-time.com (bugs@real-time.com) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] [Bug 339] Changed - playbook does not build clean Message-ID: <200101180338.f0I3cqR17962@crusader.real-time.com> http://bugzilla.real-time.com/show_bug.cgi?id=339 *** shadow/339 Wed Dec 13 16:19:43 2000 --- shadow/339.tmp.17958 Wed Jan 17 21:38:52 2001 *************** *** 1,20 **** Bug#: 339 ! Product: NationShapers ! Version: 0.0 Platform: PC OS/Version: Linux ! Status: VERIFIED ! Resolution: FIXED Severity: normal Priority: P2 ! Component: Admin ! AssignedTo: tanner@real-time.com ! ReportedBy: amy@real-time.com ! URL: http://samurai.castle.real-time.com/nationshapers/admin/Verses.po ! Cc: ! Summary: Show Only drop-down ! In Show Only drop-down, sort the Topics by Topic.Name ! ------- Additional Comments From tanner@real-time.com 2000-12-12 13:19 ------- ! Done. --- 1,42 ---- Bug#: 339 ! Product: Crossfire ! Version: CVS Platform: PC OS/Version: Linux ! Status: NEW ! Resolution: Severity: normal Priority: P2 ! Component: documentation ! AssignedTo: crossfire-devel@lists.real-time.com ! ReportedBy: tanner@real-time.com ! URL: ! Summary: playbook does not build clean ! Leaf wanted the playbook, so I thought I'd build it from scratch. ! Got a problem and I am not a LaTeX expert. ! ! (char.tex ! ! ) ! ! LaTeX Warning: Reference `tab:char_cls' on page 8 undefined on input line 225. ! ! ! LaTeX Warning: Reference `sec:combat' on page 8 undefined on input line 233. ! ! ! LaTeX Warning: Reference `tab:start_equip' on page 8 undefined on input line 24 ! 0. ! ! ! LaTeX Warning: Reference `tab:skill_start' on page 8 undefined on input line 24 ! 2. ! ! (equip.tex ! ! Missing $ inserted. ! ! $ ! l.2 Elf & Quiver, Arrows, Bow, Elf player_ ! force \\ From peterm at tesla.EECS.Berkeley.EDU Wed Jan 17 22:03:27 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] CVS lock? In-Reply-To: Your message of "Wed, 17 Jan 2001 21:23:17 CST." <20010117212317.D16455@real-time.com> Message-ID: <200101180403.UAA10110@tesla.EECS.Berkeley.EDU> > Couldn't find archetype skreeclaw > Treasure lacks archetype: skreeclaw > Couldn't find archetype skreeeye > Treasure lacks archetype: skreeeye > Treasurelist skree_bits has element with no name or archetype > Treasurelist skree_bits has element with no name or archetype Is it causing a crash? If not, then ignore it. It'll go away in a few days when someone gets around to rebuilding (make collect) the archetypes and images. > Not finding it in my run time archetypes: > > bash$ pwd > /usr/games/crossfire/share/crossfire > bash$ grep -i skreeclaw archetypes > > OR in the cvs > > % pwd > ~/projects/crossfire/lib > % grep -i skreeclaw archetypes > > > -- > Bob Tanner | Phone : (952)943-8700 > http://www.mn-linux.org | Fax : (952)943-8500 > Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From mwedel at scruz.net Wed Jan 17 22:06:24 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] playbook build bugs References: <20010117214030.B19403@real-time.com> Message-ID: <3A666BC0.742E29E0@scruz.net> This may bring up the question of how much longer, if at all, should the tex playbook and spoiler be supported. I really don't know how many people know (la)tex. I don't, but can muddle through minor stuff. It is probably safe that like roff, new people are probably not learning it. And it doesn't gain us a lot. the tex generated postcript versions are probably a little nicer for printing, since tex was designed for typsetting much more than html was. But I'm really not sure to what extent that makes much difference for certainly the spoiler (which doesn't really have many breaks), and even perhaps the playbook. Thoughts/comments? From tanner at real-time.com Wed Jan 17 22:14:12 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] CVS lock? In-Reply-To: <200101180403.UAA10110@tesla.EECS.Berkeley.EDU>; from peterm@tesla.EECS.Berkeley.EDU on Wed, Jan 17, 2001 at 08:03:27PM -0800 References: <20010117212317.D16455@real-time.com> <200101180403.UAA10110@tesla.EECS.Berkeley.EDU> Message-ID: <20010117221412.D19403@real-time.com> Quoting Peter Mardahl (peterm@tesla.EECS.Berkeley.EDU): > > Couldn't find archetype skreeclaw > > Treasure lacks archetype: skreeclaw > > Couldn't find archetype skreeeye > > Treasure lacks archetype: skreeeye > > Treasurelist skree_bits has element with no name or archetype > > Treasurelist skree_bits has element with no name or archetype > > Is it causing a crash? If not, then ignore it. > It'll go away in a few days when someone gets around > to rebuilding (make collect) the archetypes and images. No, not crashing. Just being picky. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From tanner at real-time.com Wed Jan 17 22:14:48 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] [Bug 339] Changed - playbook does not build clean In-Reply-To: <200101180338.f0I3cqR17962@crusader.real-time.com>; from bugs@real-time.com on Wed, Jan 17, 2001 at 09:38:52PM -0600 References: <200101180338.f0I3cqR17962@crusader.real-time.com> Message-ID: <20010117221448.E19403@real-time.com> Quoting bugs@real-time.com (bugs@real-time.com): > http://bugzilla.real-time.com/show_bug.cgi?id=339 Bugzilla is wacked. Please ignore some of the fields like url and stuff. The above url will take you to the right info. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From tanner at real-time.com Wed Jan 17 22:20:06 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] CVS lock? In-Reply-To: <200101180403.UAA10110@tesla.EECS.Berkeley.EDU>; from peterm@tesla.EECS.Berkeley.EDU on Wed, Jan 17, 2001 at 08:03:27PM -0800 References: <20010117212317.D16455@real-time.com> <200101180403.UAA10110@tesla.EECS.Berkeley.EDU> Message-ID: <20010117222006.F19403@real-time.com> Quoting Peter Mardahl (peterm@tesla.EECS.Berkeley.EDU): > > Couldn't find archetype skreeclaw > > Treasure lacks archetype: skreeclaw > > Couldn't find archetype skreeeye > > Treasure lacks archetype: skreeeye > > Treasurelist skree_bits has element with no name or archetype > > Treasurelist skree_bits has element with no name or archetype > > Is it causing a crash? If not, then ignore it. > It'll go away in a few days when someone gets around > to rebuilding (make collect) the archetypes and images. This is just going into the crossfire/lib and running "make collect" right? -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From dnh at hawthorn.csse.monash.edu.au Thu Jan 18 03:21:09 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:46 2005 Subject: [CF-Devel] Monk's Damage Problems Message-ID: Okay I have started a new Monk and now I am 100% sure this karate stuff is complete broken. I put on a girdle of damage which now adds +10 to my damage so it goes from +8 to +18. Excellent I think. When I hold run and start attacking, I look back at my damage... suddenly it is 7?? I stop attacking and step back, still 7. I take of girdle, it rises to 8 again, I put girdle back on it rises to 18. This is not correct. Either the girdle should add damage or it shouldn't, this is doing both and neither. Could someone PLEASE have alook ASAP cause this is a big pain in the arse for a monk. dnh From michael.toennies at nord-com.net Thu Jan 18 03:33:22 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:47 2005 Subject: [CF-Devel] talisman & holy symbol In-Reply-To: <3A666A31.E3C613D7@scruz.net> Message-ID: Make it not so complicate. Just apply the first talisman/symbol in your inventory you find. If the player has different he must put it in a bag. (if he doesn't have a bag he has a problem, but then he has both in hand or so, so we should not care). The point is a different one: Its now a feature when you don't have the priest/wiz skill. And a malus when you have the skill. Look for the holy symbol of the firegod, giving pow/wis +2. Without "auto apply when skill is set on" i start all times a char without priest skill and i avoid all times to learn the skill. He will auto apply nicely the symbol. With skill, you can't do it right in action, you don't have the time. But the guy without skill will get with every priest action automatically the bonus. Thats somewhat stupid. To have the wiz/priest skills will now be a malus. (and getting every priest action a +wies/pow+2 bonus IS a big bonus). To avoid this we should simply turn on the auto apply also when the char has not the skill. This will not hurt him. And if the guy is not intelligent enough to drop a bad talisman/symbol who denied his best spells or putting it in a bag, well, let him die. ;) > > > > Hm, if you have the skills you will not apply the talisman or the holy > > symbol > > in your backpack. > > > > Was this not fixed some times ago? How its appear again? > > Or was i wrong? I just wonder. > > It was changed a little while ago so that it will not apply a > talisman/holy > symbol if you have the skill to cast the spells without it. I > think this is > probably the right behaviour IMO. > > > > > Well, in any cases a char should be apply his symbol/talisman also > > when he has the skill. Because this is the way he can use special > > items like holy symbol of fire god for example. > > The problem is that their are talismans out there that > repel/deny spellpaths, > and you certainly don't want to use the talisman if it makes your > spell casting > worse. > > However, at the time we are checking for skills/talismans is before we do > really any of the spellcasting code, so we really don't know if > the talisman > will help/hurt the casting of the spell. > > To make this work perfectly, code would be added that finds the > spellpath of > the desired spell (and makes sure the character knows the spell), > then go and > check the inventory for the best casting aid for that spell > (attuned, then no > plus/minus, then repelled, then denied), and then go and cast the spell. > > It might be a matter of playing preferance if the server should > do all of that > for you. After all, the player should play the game. > > It could be equally handy to have the server do many actions at > certain points > (spell points = 0, drink that magic power potion or apply that > crystal. hp < > 10? drink that healing potion/cast a healing spell, etc). This would be > convenient and make the game easier to play, but would probably prove less > interesting. > > It could be argued that having the server eat food for you if > food == 0 should > probably be removed. Player should take responsibility for > eating on their > own. Plus, auto eat sometimes eats poision, which may be less > desirable than > losing the hp from starving. > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From pjka at cc.jyu.fi Thu Jan 18 05:56:21 2001 From: pjka at cc.jyu.fi (Pertti Karppinen (OH6KTR)) Date: Thu Jan 13 17:59:47 2005 Subject: [CF-Devel] playbook build bugs In-Reply-To: <3A666BC0.742E29E0@scruz.net>; from mwedel@scruz.net on Wed, Jan 17, 2001 at 08:06:24PM -0800 References: <20010117214030.B19403@real-time.com> <3A666BC0.742E29E0@scruz.net> Message-ID: <20010118135621.A17079@tukki.jyu.fi> On Wed, Jan 17, 2001 at 08:06:24PM -0800, Mark Wedel wrote: > > This may bring up the question of how much longer, if at all, should the tex > playbook and spoiler be supported. > > I really don't know how many people know (la)tex. I don't, but can muddle > through minor stuff. It is probably safe that like roff, new people are > probably not learning it. And it doesn't gain us a lot. Everybody knows (La)TeX :-) > > the tex generated postcript versions are probably a little nicer for printing, > since tex was designed for typsetting much more than html was. But I'm really > not sure to what extent that makes much difference for certainly the spoiler > (which doesn't really have many breaks), and even perhaps the playbook. > > Thoughts/comments? html files are unprintable 99.9% of the time, so we need something that is printable. I vote that we support the TeX version. -- BSc. Pertti Karppinen |'Bridge Players | Systems Designer, University of Jyvaskyla, Finland | Do | http://www.iki.fi/~pjka/ | Office : +358 14 260 2088 | It | HAM: OH6KTR QTH: KP22UF | Cellular: +358 40 564 0786 | on the Table' | From echter at informatik.uni-rostock.de Thu Jan 18 07:29:32 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:47 2005 Subject: Friendly objects, was Re: [CF-Devel] Major bug in CF server In-Reply-To: <3A651DC8.5EBC0B5B@scruz.net>; from mwedel@scruz.net on Tue, Jan 16, 2001 at 08:21:28PM -0800 References: <3A616BBC.98843DBF@scruz.net> <20010116122625.A4065@hokkaido.informatik.uni-rostock.de> <3A651DC8.5EBC0B5B@scruz.net> Message-ID: <20010118142932.A11659@hokkaido.informatik.uni-rostock.de> On Tue, Jan 16, 2001 at 08:21:28PM -0800, Mark Wedel wrote: > Actually, I don't think the friendly flag will effect exp. Its possible the > mork is just worth 0 exp since you are not supposed to kill them. Mork has "exp 1", but IIRC the "a pet was killed" branch in hit_player() was triggered, which won't give any exp to the hitter in any case, just an error message because the "pet" didn't have an owner. > Using friendly object on maps shouldn't create any problems - I'm not sure if > it does anything or not (ie, will friendly monsters actually attack anything to > help you out). find_enemy() looks like it might do something useful, but I'm not sure if all code handles friendly monsters without an owner correctly. -- Jan From echter at informatik.uni-rostock.de Thu Jan 18 07:39:40 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:47 2005 Subject: [CF-Devel] 3 things In-Reply-To: <3A65215D.6B45DBEB@scruz.net>; from mwedel@scruz.net on Tue, Jan 16, 2001 at 08:36:45PM -0800 References: <3A65215D.6B45DBEB@scruz.net> Message-ID: <20010118143940.B11659@hokkaido.informatik.uni-rostock.de> On Tue, Jan 16, 2001 at 08:36:45PM -0800, Mark Wedel wrote: > dnh wrote: > > > > Firstly, I am not sure Karate is actually working. When I attack with a > > monk, the damage changes quite dramtically (a fairly hack character with > > maxed everything). Before i hit its up about 260 damage, while im hitting > > it goes down to 100 and once I stop hitting it goes back to 260. I don't > > think this is correct. > > I'm unclear by what you mean damage - do you mean hp, and what are you > attacking? The damage the player is doing to his enemy using a skill attack. The damage value displayed in the client is inconsistent. There is a value displayed right after selecting the skill, and a different value after actually attacking something. -- Jan From peterm at tesla.EECS.Berkeley.EDU Thu Jan 18 10:30:46 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:47 2005 Subject: [CF-Devel] talisman & holy symbol In-Reply-To: Your message of "Thu, 18 Jan 2001 10:33:22 +0100." Message-ID: <200101181630.IAA12681@tesla.EECS.Berkeley.EDU> I agree with MT below: 1) Auto-apply any holy symbol or talisman or lockpick, even if you have the skill. 2) The player should stuck any unwanted holy symbols/talismans in a pack. PeterM > Make it not so complicate. > Just apply the first talisman/symbol in your inventory you find. > If the player has different he must put it in a bag. > (if he doesn't have a bag he has a problem, but then he has both in hand or > so, so we should not care). > > The point is a different one: > > Its now a feature when you don't have the priest/wiz skill. > And a malus when you have the skill. > > Look for the holy symbol of the firegod, giving pow/wis +2. > > Without "auto apply when skill is set on" i start all times a char without > priest > skill and i avoid all times to learn the skill. He will auto apply nicely > the symbol. > > With skill, you can't do it right in action, you don't have the time. > But the guy without skill will get with every priest action automatically > the bonus. > > Thats somewhat stupid. To have the wiz/priest skills will now be a malus. > (and getting every priest action a +wies/pow+2 bonus IS a big bonus). > > To avoid this we should simply turn on the auto apply also when the char has > not > the skill. This will not hurt him. > > And if the guy is not intelligent enough to drop a bad talisman/symbol who > denied his > best spells or putting it in a bag, well, let him die. ;) > > > > > > > > > Hm, if you have the skills you will not apply the talisman or the holy > > > symbol > > > in your backpack. > > > > > > Was this not fixed some times ago? How its appear again? > > > Or was i wrong? I just wonder. > > > > It was changed a little while ago so that it will not apply a > > talisman/holy > > symbol if you have the skill to cast the spells without it. I > > think this is > > probably the right behaviour IMO. > > > > > > > > Well, in any cases a char should be apply his symbol/talisman also > > > when he has the skill. Because this is the way he can use special > > > items like holy symbol of fire god for example. > > > > The problem is that their are talismans out there that > > repel/deny spellpaths, > > and you certainly don't want to use the talisman if it makes your > > spell casting > > worse. > > > > However, at the time we are checking for skills/talismans is before we do > > really any of the spellcasting code, so we really don't know if > > the talisman > > will help/hurt the casting of the spell. > > > > To make this work perfectly, code would be added that finds the > > spellpath of > > the desired spell (and makes sure the character knows the spell), > > then go and > > check the inventory for the best casting aid for that spell > > (attuned, then no > > plus/minus, then repelled, then denied), and then go and cast the spell. > > > > It might be a matter of playing preferance if the server should > > do all of that > > for you. After all, the player should play the game. > > > > It could be equally handy to have the server do many actions at > > certain points > > (spell points = 0, drink that magic power potion or apply that > > crystal. hp < > > 10? drink that healing potion/cast a healing spell, etc). This would be > > convenient and make the game easier to play, but would probably prove less > > interesting. > > > > It could be argued that having the server eat food for you if > > food == 0 should > > probably be removed. Player should take responsibility for > > eating on their > > own. Plus, auto eat sometimes eats poision, which may be less > > desirable than > > losing the hp from starving. > > _______________________________________________ > > crossfire-devel mailing list > > crossfire-devel@lists.real-time.com > > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From michael.toennies at nord-com.net Thu Jan 18 12:02:57 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:47 2005 Subject: [CF-Devel] major bug in todays snapshot Message-ID: Hi All times one die on my server you got this: Adding friendly object welldressed man. Adding friendly object conjurer. Adding friendly object sage. BUG: hit_player(): Encountered golem without owner. SIGSEGV received. Emergency saves disabled, no save attempted Cleaning up... From michael.toennies at nord-com.net Thu Jan 18 15:21:19 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:47 2005 Subject: [CF-Devel] major bug in server code Message-ID: Hi All times a player dies, the current server version core dumbs. All times one die on my server you got this: Adding friendly object welldressed man. Adding friendly object conjurer. Adding friendly object sage. BUG: hit_player(): Encountered golem without owner. SIGSEGV received. Emergency saves disabled, no save attempted Cleaning up... From michael.toennies at nord-com.net Thu Jan 18 16:34:31 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:47 2005 Subject: [CF-Devel] bug Message-ID: Hi A small bug in lake country/RETower/tower3 if you stand above the dark panther there and do a 'e'xamine, you got all This is a dark Panter @match... [...] The whole text part include the @match. From tanner at real-time.com Thu Jan 18 12:17:40 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:47 2005 Subject: [CF-Devel] major bug in todays snapshot In-Reply-To: ; from michael.toennies@nord-com.net on Thu, Jan 18, 2001 at 07:02:57PM +0100 References: Message-ID: <20010118121740.N28631@real-time.com> Quoting Michael Toennies (michael.toennies@nord-com.net): > Hi > All times one die on my server you got this: > > Adding friendly object welldressed man. > Adding friendly object conjurer. > Adding friendly object sage. > BUG: hit_player(): Encountered golem without owner. > > SIGSEGV received. > Emergency saves disabled, no save attempted > Cleaning up... Heh, I got this in bugzilla. http://bugzilla.real-time.com/show_bug.cgi?id=340 Got logs and core dumps too. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From dnh at hawthorn.csse.monash.edu.au Thu Jan 18 17:23:56 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:47 2005 Subject: [CF-Devel] talisman & holy symbol In-Reply-To: <200101181630.IAA12681@tesla.EECS.Berkeley.EDU> Message-ID: I agree with Peterm on both points dnh > I agree with MT below: > > 1) Auto-apply any holy symbol or talisman or lockpick, even if you have > the skill. > 2) The player should stuck any unwanted holy symbols/talismans in > a pack. > > PeterM > > > > Make it not so complicate. > > Just apply the first talisman/symbol in your inventory you find. > > If the player has different he must put it in a bag. > > (if he doesn't have a bag he has a problem, but then he has both in hand or > > so, so we should not care). > > > > The point is a different one: > > > > Its now a feature when you don't have the priest/wiz skill. > > And a malus when you have the skill. > > > > Look for the holy symbol of the firegod, giving pow/wis +2. > > > > Without "auto apply when skill is set on" i start all times a char without > > priest > > skill and i avoid all times to learn the skill. He will auto apply nicely > > the symbol. > > > > With skill, you can't do it right in action, you don't have the time. > > But the guy without skill will get with every priest action automatically > > the bonus. > > > > Thats somewhat stupid. To have the wiz/priest skills will now be a malus. > > (and getting every priest action a +wies/pow+2 bonus IS a big bonus). > > > > To avoid this we should simply turn on the auto apply also when the char has > > not > > the skill. This will not hurt him. > > > > And if the guy is not intelligent enough to drop a bad talisman/symbol who > > denied his > > best spells or putting it in a bag, well, let him die. ;) > > > > > > > > > > > > > > Hm, if you have the skills you will not apply the talisman or the holy > > > > symbol > > > > in your backpack. > > > > > > > > Was this not fixed some times ago? How its appear again? > > > > Or was i wrong? I just wonder. > > > > > > It was changed a little while ago so that it will not apply a > > > talisman/holy > > > symbol if you have the skill to cast the spells without it. I > > > think this is > > > probably the right behaviour IMO. > > > > > > > > > > > Well, in any cases a char should be apply his symbol/talisman also > > > > when he has the skill. Because this is the way he can use special > > > > items like holy symbol of fire god for example. > > > > > > The problem is that their are talismans out there that > > > repel/deny spellpaths, > > > and you certainly don't want to use the talisman if it makes your > > > spell casting > > > worse. > > > > > > However, at the time we are checking for skills/talismans is before we do > > > really any of the spellcasting code, so we really don't know if > > > the talisman > > > will help/hurt the casting of the spell. > > > > > > To make this work perfectly, code would be added that finds the > > > spellpath of > > > the desired spell (and makes sure the character knows the spell), > > > then go and > > > check the inventory for the best casting aid for that spell > > > (attuned, then no > > > plus/minus, then repelled, then denied), and then go and cast the spell. > > > > > > It might be a matter of playing preferance if the server should > > > do all of that > > > for you. After all, the player should play the game. > > > > > > It could be equally handy to have the server do many actions at > > > certain points > > > (spell points = 0, drink that magic power potion or apply that > > > crystal. hp < > > > 10? drink that healing potion/cast a healing spell, etc). This would be > > > convenient and make the game easier to play, but would probably prove less > > > interesting. > > > > > > It could be argued that having the server eat food for you if > > > food == 0 should > > > probably be removed. Player should take responsibility for > > > eating on their > > > own. Plus, auto eat sometimes eats poision, which may be less > > > desirable than > > > losing the hp from starving. > > > _______________________________________________ > > > crossfire-devel mailing list > > > crossfire-devel@lists.real-time.com > > > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > > > > > > _______________________________________________ > > crossfire-devel mailing list > > crossfire-devel@lists.real-time.com > > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From andi.vogl at gmx.net Thu Jan 18 21:58:36 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:47 2005 Subject: [CF-Devel] major bug in server code In-Reply-To: Message-ID: <000001c081cc$1bc23dc0$0ca7e23e@kyle> > All times a player dies, the current server version core dumbs. > > All times one die on my server you got this: > > Adding friendly object welldressed man. > Adding friendly object conjurer. > Adding friendly object sage. > BUG: hit_player(): Encountered golem without owner. > > SIGSEGV received. > Emergency saves disabled, no save attempted > Cleaning up... Yes, this is very annoying. Server dies every five minutes. I suspect it is probably still related to the friendly_object patch. We have inserted friendly objects for all players recently, and now those seem to get corrupted when a player dies. I hope this will be rather easy to fix then... ? Andreas V. From tanner at real-time.com Fri Jan 19 00:11:14 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:47 2005 Subject: [CF-Devel] Re: [Bug 340] Changed - SIGSEGV received In-Reply-To: <200101190606.f0J668C14936@crusader.real-time.com>; from bugs@real-time.com on Fri, Jan 19, 2001 at 12:06:08AM -0600 References: <200101190606.f0J668C14936@crusader.real-time.com> Message-ID: <20010119001114.B24004@real-time.com> Quoting bugs@real-time.com (bugs@real-time.com): > http://bugzilla.real-time.com/show_bug.cgi?id=340 > > *** shadow/340 Thu Jan 18 12:07:59 2001 > --- shadow/340.tmp.14933 Fri Jan 19 00:06:08 2001 > *************** > *** 3,10 **** > Version: CVS > Platform: PC > OS/Version: Linux > ! Status: NEW > ! Resolution: > Severity: normal > Priority: P2 > Component: server > --- 3,10 ---- > Version: CVS > Platform: PC > OS/Version: Linux > ! Status: RESOLVED > ! Resolution: FIXED Umm, who resolved this? It would be nice if you at leaser said what you did. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From mwedel at scruz.net Fri Jan 19 00:04:24 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:47 2005 Subject: [CF-Devel] major bug in server code References: <000001c081cc$1bc23dc0$0ca7e23e@kyle> Message-ID: <3A67D8E8.AD115223@scruz.net> Its fixed now. Apparantly the attack code presumed all killed friendly objects are golems. Andreas Vogl wrote: > > > All times a player dies, the current server version core dumbs. > > > > All times one die on my server you got this: > > > > Adding friendly object welldressed man. > > Adding friendly object conjurer. > > Adding friendly object sage. > > BUG: hit_player(): Encountered golem without owner. > > > > SIGSEGV received. > > Emergency saves disabled, no save attempted > > Cleaning up... > > Yes, this is very annoying. Server dies every five minutes. > > I suspect it is probably still related to the friendly_object > patch. We have inserted friendly objects for all players > recently, and now those seem to get corrupted when a player > dies. I hope this will be rather easy to fix then... ? > > Andreas V. > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From mwedel at scruz.net Fri Jan 19 01:58:29 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:47 2005 Subject: [CF-Devel] 3 things References: <3A65215D.6B45DBEB@scruz.net> <20010118143940.B11659@hokkaido.informatik.uni-rostock.de> Message-ID: <3A67F3A5.2E47E395@scruz.net> Jan Echternach wrote: > The damage the player is doing to his enemy using a skill attack. The > damage value displayed in the client is inconsistent. There is a value > displayed right after selecting the skill, and a different value after > actually attacking something. The problem is that hth_attack is called each time you attack something, and the damage done could vary based on what you are attacking (you do more damage to lower level creatures for example). This was apparantly a feature. Unfortunately, since hth_attack is called every time you attack something, it is not feasible for it to search the inventory for damage increasing objects. I've checked in a change that just doesn't call hth_damage. Instead, we rely on damage from fix_player - this takes into account girdles of damage and so forth. This may weaken the monk some, as it may now cause less damage by some amount. Also, there is some side effect, as when you first log on, apaprantly the karate skill is not active, so the damage it reports is non skilled damage (at low levels, this seems to be 4 points lower). So it will still change if you attack something - if then later you use another skill, it will go to the non skilled damage. I'm not sure if this is a bug or feature. to fix it would require changes to fix_player to always use the attack skill object. However, I think it is possible that you may be able to have multiple attacktype skills (karate & punching for example?) so that gets more complicated. Note the change above applies to all damage skills (karate, clawing, flame touch, and punching). From pjka at cc.jyu.fi Fri Jan 19 02:51:19 2001 From: pjka at cc.jyu.fi (Pertti Karppinen (OH6KTR)) Date: Thu Jan 13 17:59:47 2005 Subject: [CF-Devel] bug In-Reply-To: ; from michael.toennies@nord-com.net on Thu, Jan 18, 2001 at 11:34:31PM +0100 References: Message-ID: <20010119105119.A7246@tukki.jyu.fi> On Thu, Jan 18, 2001 at 11:34:31PM +0100, Michael Toennies wrote: > Hi > A small bug in lake country/RETower/tower3 > if you stand above the dark panther there and do > a 'e'xamine, you got all > This is a dark Panter > @match... > [...] > > The whole text part include the @match. Fixed. -- BSc. Pertti Karppinen |'Bridge Players | Systems Designer, University of Jyvaskyla, Finland | Do | http://www.iki.fi/~pjka/ | Office : +358 14 260 2088 | It | HAM: OH6KTR QTH: KP22UF | Cellular: +358 40 564 0786 | on the Table' | From echter at informatik.uni-rostock.de Fri Jan 19 06:15:21 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:47 2005 Subject: [CF-Devel] Skill attacks In-Reply-To: <3A67F3A5.2E47E395@scruz.net>; from mwedel@scruz.net on Thu, Jan 18, 2001 at 11:58:29PM -0800 References: <3A65215D.6B45DBEB@scruz.net> <20010118143940.B11659@hokkaido.informatik.uni-rostock.de> <3A67F3A5.2E47E395@scruz.net> Message-ID: <20010119131520.A29280@hokkaido.informatik.uni-rostock.de> On Thu, Jan 18, 2001 at 11:58:29PM -0800, Mark Wedel wrote: > Also, there is some side effect, as when you first log on, apaprantly the > karate skill is not active, so the damage it reports is non skilled damage (at I don't think this can be improved any more. A player can only expect that the skill damage is displayed when the skill is selected. > Note the change above applies to all damage skills (karate, clawing, flame > touch, and punching). There's also jumping. BTW, jumping used to do more damage at a higher weapon speed than karate. I think the jumping speed needs to be reduced drastically if this hasn't be fixed yet. -- Jan From leaf at real-time.com Fri Jan 19 10:01:23 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] [Crossfire-cvs] CVS update: maps/Lake_Country/RETower (fwd) Message-ID: The phrase, "Hello. Finish the training and you may get a price" Is that a typo? Shouldn't it be prize ? **************************************** Index: maps/Lake_Country/RETower/tower3 diff -u maps/Lake_Country/RETower/tower3:1.1 maps/Lake_Country/RETower/tower3:1.2 --- maps/Lake_Country/RETower/tower3:1.1 Sun Mar 28 20:20:49 1999 +++ maps/Lake_Country/RETower/tower3 Fri Jan 19 00:47:53 2001 @@ -2719,7 +2719,6 @@ end arch statue name Dark panther -msg @match push|how|get If you have the dust I requested, I won't push you back. @@ -2738,7 +2737,6 @@ @match * Hello. Finish the training and you may get a price -endmsg face panther.111 x 13 y 15 From bugs at real-time.com Thu Jan 18 11:16:38 2001 From: bugs at real-time.com (bugs@real-time.com) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] [Bug 340] Changed - SIGSEGV received Message-ID: <200101181716.f0IHGcr32335@crusader.real-time.com> http://bugzilla.real-time.com/show_bug.cgi?id=340 *** shadow/340 Wed Dec 13 13:28:02 2000 --- shadow/340.tmp.32332 Thu Jan 18 11:16:38 2001 *************** *** 1,19 **** Bug#: 340 ! Product: NationShapers ! Version: 0.0 Platform: PC OS/Version: Linux ! Status: VERIFIED ! Resolution: FIXED Severity: normal Priority: P2 ! Component: Admin ! AssignedTo: tanner@real-time.com ! ReportedBy: amy@real-time.com ! URL: http://samurai.castle.real-time.com/nationshapers/admin/Verses.po ! Summary: Change Text to Verse in Table column header ! Change Text to Verse in Table column header ! ------- Additional Comments From tanner@real-time.com 2000-12-12 13:01 ------- ! Done. --- 1,26 ---- Bug#: 340 ! Product: Crossfire ! Version: CVS Platform: PC OS/Version: Linux ! Status: NEW ! Resolution: Severity: normal Priority: P2 ! Component: server ! AssignedTo: crossfire-devel@lists.real-time.com ! ReportedBy: tanner@real-time.com ! URL: ! Cc: ! Summary: SIGSEGV received ! Got couple core dumps for the latest version of crossfire via cvs. ! $ uname -a ! Linux sage 2.2.16 #3 Wed Jun 21 01:46:15 CDT 2000 sparc unknown ! ! $ gcc --version ! egcs-2.91.66 ! ! $ rpm -q glibc ! glibc-2.1.3-21 From bugs at real-time.com Thu Jan 18 12:07:59 2001 From: bugs at real-time.com (bugs@real-time.com) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] [Bug 340] Changed - SIGSEGV received Message-ID: <200101181807.f0II7x500895@crusader.real-time.com> http://bugzilla.real-time.com/show_bug.cgi?id=340 *** shadow/340 Thu Jan 18 11:16:38 2001 --- shadow/340.tmp.892 Thu Jan 18 12:07:59 2001 *************** *** 24,26 **** --- 24,45 ---- $ rpm -q glibc glibc-2.1.3-21 + + ------- Additional Comments From tanner@real-time.com 2001-01-18 12:07 ------- + If someone is willing to work on these, let me know. I was going to attach the + core files, but even gzip -9 on them they are huge: + + -rw------- 1 crossfir games 3050656 Jan 18 04:13 core.0.gz + -rw------- 1 crossfir games 1899118 Jan 18 06:15 core.1.gz + -rw------- 1 crossfir games 2019806 Jan 18 07:58 core.2.gz + -rw------- 1 crossfir games 2003142 Jan 18 09:22 core.3.gz + -rw------- 1 crossfir games 1939030 Jan 18 10:53 core.4.gz + + And the /tmp/crosserv logs are not any smaller: + + -rw-r--r-- 1 crossfir games 656844 Jan 18 04:12 0.gz + -rw-r--r-- 1 crossfir games 3937 Jan 18 06:15 1.gz + -rw-r--r-- 1 crossfir games 5401 Jan 18 07:58 2.gz + -rw-r--r-- 1 crossfir games 5472 Jan 18 09:22 3.gz + -rw-r--r-- 1 crossfir games 2721 Jan 18 10:53 4.gz + From bugs at real-time.com Fri Jan 19 00:06:08 2001 From: bugs at real-time.com (bugs@real-time.com) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] [Bug 340] Changed - SIGSEGV received Message-ID: <200101190606.f0J668C14936@crusader.real-time.com> http://bugzilla.real-time.com/show_bug.cgi?id=340 *** shadow/340 Thu Jan 18 12:07:59 2001 --- shadow/340.tmp.14933 Fri Jan 19 00:06:08 2001 *************** *** 3,10 **** Version: CVS Platform: PC OS/Version: Linux ! Status: NEW ! Resolution: Severity: normal Priority: P2 Component: server --- 3,10 ---- Version: CVS Platform: PC OS/Version: Linux ! Status: RESOLVED ! Resolution: FIXED Severity: normal Priority: P2 Component: server From bugs at real-time.com Fri Jan 19 00:44:20 2001 From: bugs at real-time.com (bugs@real-time.com) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] [Bug 340] Changed - SIGSEGV received Message-ID: <200101190644.f0J6iKm15503@crusader.real-time.com> http://bugzilla.real-time.com/show_bug.cgi?id=340 *** shadow/340 Fri Jan 19 00:06:08 2001 --- shadow/340.tmp.15500 Fri Jan 19 00:44:20 2001 *************** *** 43,45 **** --- 43,48 ---- -rw-r--r-- 1 crossfir games 5472 Jan 18 09:22 3.gz -rw-r--r-- 1 crossfir games 2721 Jan 18 10:53 4.gz + + ------- Additional Comments From mwedel@scruz.net 2001-01-19 00:44 ------- + Fixed by MSW 2001-01-18 From michael.toennies at nord-com.net Fri Jan 19 11:16:53 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] [Crossfire-cvs] CVS update: maps/Lake_Country/RETower (fwd) In-Reply-To: Message-ID: Hehe, yes it looks like. There are some non native english people here, me included. This price/prize typo is one of my specials. Good to see, iam not alone ;) > > The phrase, "Hello. Finish the training and you may get a price" > > Is that a typo? Shouldn't it be prize ? > > > > **************************************** > > Index: maps/Lake_Country/RETower/tower3 > diff -u maps/Lake_Country/RETower/tower3:1.1 > maps/Lake_Country/RETower/tower3:1.2 > --- maps/Lake_Country/RETower/tower3:1.1 Sun Mar 28 20:20:49 1999 > +++ maps/Lake_Country/RETower/tower3 Fri Jan 19 00:47:53 2001 > @@ -2719,7 +2719,6 @@ > end > arch statue > name Dark panther > -msg > @match push|how|get > If you have the dust I requested, I > won't push you back. > @@ -2738,7 +2737,6 @@ > @match * > Hello. Finish the training and you may > get a price > -endmsg > face panther.111 > x 13 > y 15 > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From bugs at real-time.com Fri Jan 19 02:10:02 2001 From: bugs at real-time.com (bugs@real-time.com) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] Your Bugzilla buglist needs attention. Message-ID: <200101190810.f0J8A2O16853@crusader.real-time.com> [This e-mail has been automatically generated.] You have one or more bugs assigned to you in the Bugzilla bugsystem (http://bugzilla.real-time.com/) that require attention. All of these bugs are in the NEW state, and have not been touched in 7 days or more. You need to take a look at them, and decide on an initial action. Generally, this means one of three things: (1) You decide this bug is really quick to deal with (like, it's INVALID), and so you get rid of it immediately. (2) You decide the bug doesn't belong to you, and you reassign it to someone else. (Hint: if you don't know who to reassign it to, make sure that the Component field seems reasonable, and then use the "Reassign bug to owner of selected component" option.) (3) You decide the bug belongs to you, but you can't solve it this moment. Just use the "Accept bug" command. To get a list of all NEW bugs, you can use this URL (bookmark it if you like!): http://bugzilla.real-time.com/buglist.cgi?bug_status=NEW&assigned_to=crossfire-devel@lists.real-time.com Or, you can use the general query page, at http://bugzilla.real-time.com/query.cgi. Appended below are the individual URLs to get to all of your NEW bugs that haven't been touched for a week or more. You will get this message once a day until you've dealt with these bugs! http://bugzilla.real-time.com/show_bug.cgi?id=334 From pjka at cc.jyu.fi Fri Jan 19 10:45:15 2001 From: pjka at cc.jyu.fi (Pertti Karppinen (OH6KTR)) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] [Crossfire-cvs] CVS update: maps/Lake_Country/RETower (fwd) In-Reply-To: ; from leaf@real-time.com on Fri, Jan 19, 2001 at 10:01:23AM -0600 References: Message-ID: <20010119184515.A17627@tukki.jyu.fi> On Fri, Jan 19, 2001 at 10:01:23AM -0600, Rick Tanner wrote: > > The phrase, "Hello. Finish the training and you may get a price" > > Is that a typo? Shouldn't it be prize ? From andi.vogl at gmx.net Fri Jan 19 18:06:05 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] polymorph - same old story... Message-ID: <000601c08274$cd76b520$9f9ce23e@kyle> Mark has tried to remove/reduce the worst effects of the polymorph-spell. Unfortunately, polymorph is still terribly broken. Now that we have these god-relicts (Lythander's bow, etc), players gather those with polymorph easily (since the value of these items is null). Moreover, players are still able to morph one artifact (like bonecrusher) into another. No matter what we do, there will always be arches with low/medium value that are *not* meant to be handed out to players freely. Again I ask you: Why don't we remove polymorph? "Balancing" polymorph will never fully work, forget it. And what benefit does that spell add to the game anyways? It's all just for a "certain cool effect". I would not miss it. Andreas V. From mwedel at scruz.net Fri Jan 19 23:14:03 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] Skill attacks References: <3A65215D.6B45DBEB@scruz.net> <20010118143940.B11659@hokkaido.informatik.uni-rostock.de> <3A67F3A5.2E47E395@scruz.net> <20010119131520.A29280@hokkaido.informatik.uni-rostock.de> Message-ID: <3A691E9B.226967AD@scruz.net> Jan Echternach wrote: > There's also jumping. BTW, jumping used to do more damage at a higher > weapon speed than karate. I think the jumping speed needs to be > reduced drastically if this hasn't be fixed yet. Is this still a problem? I took a quick look at the code, and it appears that when you jump into something, it basically uses the same skill_attack function as used for hand to hand attacks, so you should do the same damage as your best hand to hand attack style. I do notice the weight you can be carrying and still be able to jump is quite limited (str*str*str*dex) - and that is in grams. It means if your str and dex are 20, you can only be carrying 160 kg of stuff. at 25, it is 390 kg of stuff, and at 30, it is 810 kg of stuff. It seems that unless the character really strips down, it may be difficult to go within that range. From mwedel at scruz.net Fri Jan 19 23:28:00 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] talisman & holy symbol References: <200101181630.IAA12681@tesla.EECS.Berkeley.EDU> Message-ID: <3A6921E0.1458D12@scruz.net> Peter Mardahl wrote: > > I agree with MT below: > > 1) Auto-apply any holy symbol or talisman or lockpick, even if you have > the skill. > 2) The player should stuck any unwanted holy symbols/talismans in > a pack. Someone want to update the FAQ on this then? The reason I originally fixed it was because a character had two talisman, one denying cold spells. He would log in, attempt to cast a spell, and be denied, log out, log back in, and could now cast that spell. That is pretty non intuitive, but the reason behind it is that whenever you go through a save/load cycle, your inventory is reversed (this is due to efficiencies in the linked list - easier to save starting at the front of the linked list and going backwards, and at same point, when loading, it is more efficient to put now items at the start of the list) Note as you pick stuff up, this will also go at the start of the list, so if you have auto pickup applied and pick up a talisman that denies you something, you may now discover that you can't cast spells until you find that talisman in your inventory and dispose of it. It may have just been before that it used the first matching skill (whether real object or skill object), so it was switching between a talisman and the native skill. I'm just a little concerned that having the game auto choose skill objects is going to create confusion for new players as it did for the case described above. To be honest, I don't really like how skill objects (lockpicks, talismans, etc) are currently handled, as you can't apply them all the time. I would almost rather they stay applied (only one of each type at at time of course), and then when you use a skill, it finds the applied skill object. Maybe this is the way it should be, but I started a paladin character (that gets a holy symbol). Now he only gets the special resistance from his god when that holy symbol is applied, which basically means when hes casting a spell. In his case, I think it might be better for him to have the native skill as then he would always get that benefit. From michael.toennies at nord-com.net Sat Jan 20 03:00:45 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] talisman & holy symbol In-Reply-To: <3A6921E0.1458D12@scruz.net> Message-ID: > > Peter Mardahl wrote: > > > > I agree with MT below: > > > > 1) Auto-apply any holy symbol or talisman or lockpick, even if you have > > the skill. > > 2) The player should stuck any unwanted holy symbols/talismans in > > a pack. > > Someone want to update the FAQ on this then? > > The reason I originally fixed it was because a character had two > talisman, one > denying cold spells. He would log in, attempt to cast a spell, > and be denied, > log out, log back in, and could now cast that spell. > > That is pretty non intuitive, but the reason behind it is that > whenever you go > through a save/load cycle, your inventory is reversed (this is due to > efficiencies in the linked list - easier to save starting at the > front of the > linked list and going backwards, and at same point, when loading, > it is more > efficient to put now items at the start of the list) > > Note as you pick stuff up, this will also go at the start of the > list, so if > you have auto pickup applied and pick up a talisman that denies > you something, > you may now discover that you can't cast spells until you find > that talisman in > your inventory and dispose of it. > > It may have just been before that it used the first matching > skill (whether > real object or skill object), so it was switching between a > talisman and the > native skill. > > I'm just a little concerned that having the game auto choose > skill objects is > going to create confusion for new players as it did for the case described > above. > > To be honest, I don't really like how skill objects (lockpicks, > talismans, etc) > are currently handled, as you can't apply them all the time. I > would almost > rather they stay applied (only one of each type at at time of > course), and then > when you use a skill, it finds the applied skill object. Very true, the real problem is the appling and the autohandling of things. But we got the problem also on a other point: throwing. Your char throws like he can blind catch and it makes the throw skill almost unuseble. I think about one mechanism with can handle booth problems, but iam not sure about how it works in real. I mean to introduce a "use" flag. Like pressing 'u' key and your see a little u on your item. Now this item is marked as used. And now the server search the inventory only for item to throw or auto apply which have use flag set. If we let the server look for the right item tye, so that he don't throw a u-marked holy symbol for example it will work i think. But i will then a more complex iventory managment and i don't now about how good it will work in game play. From dnh at hawthorn.csse.monash.edu.au Sat Jan 20 06:37:07 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] polymorph - same old story... In-Reply-To: <000601c08274$cd76b520$9f9ce23e@kyle> Message-ID: On Sat, 20 Jan 2001, Andreas Vogl wrote: > Mark has tried to remove/reduce the worst effects of the > polymorph-spell. Unfortunately, polymorph is still terribly > broken. Indeed. > Now that we have these god-relicts (Lythander's bow, etc), > players gather those with polymorph easily (since the value > of these items is null). Moreover, players are still able > to morph one artifact (like bonecrusher) into another. > No matter what we do, there will always be arches with low/medium > value that are *not* meant to be handed out to players freely. This is exactly it. The first and most important is it must be taken off rods, but the fact remains with abit of luck and a few spare dollars.. any item can be gotten. That is not right, it should be removed from item transformations. > Again I ask you: Why don't we remove polymorph? Because it is someones work and it seems unfair to do it, none the less I agree it needs to be removed. > "Balancing" polymorph will never fully work, forget it. And what > benefit does that spell add to the game anyways? > It's all just for a "certain cool effect". I would not miss it Yeah, its a great idea... but the way CF works we can't implement it easily. I second AVs opinion. dnh From dnh at hawthorn.csse.monash.edu.au Sat Jan 20 17:56:22 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] Thats IT!! Message-ID: I am gonna remove polymorph today unless there is soe serious complaints.. I just met Raistlin, a mostrai follower walking around with lythanders bow and Gaeas shield. These items are powerful, especially the shield. We must remove polymorph NOW and then revise at out leisure.. people CANNOT get some items like these that I have just added.. the unbalancedness of it all is beyond a joke. dnh From joel at mamia.prninfo.com Sat Jan 20 13:08:32 2001 From: joel at mamia.prninfo.com (Joel South) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] Karate moves Message-ID: <200101201908.OAA09491@mamia.prninfo.com> Hello I think the monk should have more advantages than it does. So I thought,karate should have moves. Lesser moves like various punches,various kicks like front kick,side kick,jump kick. Also varios Judo moves. Moves like "Quivering Fist". You would learn new moves as you advanced in level. Then the more powerful moves. I see it like this. Having advanced himself in the art of karate,the player would become attuned to the forces of life. And now having the ability to channel raw energy in many ways. Using punches or kicks of pure energy,or channeling the raw energies into elements like fire,ice,or lightning. Having attacks like lightning kicks(super fast kicks attacking with electricity) or thunder kick (one powerful kick attacking electricity). Finally the player could fire energy bolts(not like fire bolt,more like magic bullet),energy blasts,and spirit bombs(exploding balls of energy). The really powerful moves like spirit bomb,energy blast,and energy bolt would take away Hp from the user and do a massive amount of damage to the target. The element and Hp idea is credited to Andreas Vogl. From andi.vogl at gmx.net Sat Jan 20 19:41:49 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] Karate moves In-Reply-To: <200101201908.OAA09491@mamia.prninfo.com> Message-ID: <000001c0834b$54c8b740$241a993e@kyle> > I think the monk should have more advantages than it does. So I > thought,karate should have moves. Lesser moves like various punches,various > kicks like front kick,side kick,jump kick. Also varios Judo moves. Moves > like "Quivering Fist". You would learn new moves as you advanced in level. > Then the more powerful moves. I see it like this. Having advanced himself in > the art of karate,the player would become attuned to the forces of life. And > now having the ability to channel raw energy in many ways. Using punches or > kicks of pure energy,or channeling the raw energies into elements like > fire,ice,or lightning. Having attacks like lightning kicks(super fast kicks > attacking with electricity) or thunder kick (one powerful kick attacking > electricity). Finally the player could fire energy bolts(not like fire > bolt,more like magic bullet),energy blasts,and spirit bombs(exploding balls > of energy). The really powerful moves like spirit bomb,energy blast,and > energy bolt would take away Hp from the user and do a massive amount of > damage to the target. The element and Hp idea is credited to Andreas Vogl. I think "moves" for martial arts is a very nice idea. If done right, it would be a lot of fun to play. Monks need some source of serious attacking power. These "dragonball-style" martial arts would make up for the lack of weapons. They could even pose an alternative to weapons in general. Okay, okay... I know coding this will be a lot of work. And currently I don't see time to do it myself. If more people favout the idea, maybe we can at least add it in the TODO file for now? A few notes how I could imagine to realize it: o Split the moves into two cathegories: 1) "melee moves" (like lightning kick) Those do nothing but modify dam, wc and eventually attacktypes for melee. 2) "special moves" (like energy balls) These would basically be spells like the wizard and cleric ones. Only difference: They charge HP instead of mana/grace. (These HP go for the extreme physical and menthal effort to perform such a special move.) o A very important question yet unsolved: How do we evoke/select certain moves from martial arts? This might be the real difficult part involved. I could see two possible ways: a) Make a command like ">perform dragon punch", similar to usage of spells. b) Create street-fighter-style special move key-combos. Of course this would be VERY hard to code. And probably not very efficient. o New moves would be available with increasing skill levels. Maybe put martial arts in a seperate skill-cathegory (Either create a new one, or maybe use "menthal"). That way normal warriors wouldn't automatically have all benefits from martial arts available. The whole thing would be far more exciting if there were more requirements than skill level in order to learn new moves. Maybe NPCs (martial art gurus) teaching certain moves? These could then be put at the end of a quest. Andreas V. From dnh at hawthorn.csse.monash.edu.au Sat Jan 20 22:10:13 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:48 2005 Subject: [CF-Devel] CFMP exciting new ideas. Message-ID: Today I have had a very long discussion with Joris (MiDS) about future client and server handelling of the metaserver. We quickly came to the conclusion that the metaserver is the key, and that statistical data supplied by it is a needed features. Currently information can be found at crossfire.real-time.com/metaserver and http://mids.student.utwente.nl/~crossfire/. The question is, why do we have this split up system based on http? Why don't we incorporate everything into the Crossfire Management Protocol. Basically the idea is that each server has inbuilt scripts which when activated, send information in a strict format to the metaserver which can then disect it and create statistical information. Average users, hours up, are obvious features. What makes this idea so much better is that the client also follows the CFMP, and so it can gather this information at its own leisure and supply it to gamers. A new gcfclient is planned, and with it I hope will come a great change in the way we bind server and client. Within the server selection window on startup, this client would have all the metaserver information; Ping, #players, Build date, platform, hardware, bandwidth. With this information players can more easily choose and play on the most efficient, most active or most quiet server. Simply put, MiDS is going to use MySQL and friends plus perl, to create a far more intelligent metaserver that both dx and gtk clients can use. Adding yet another hopefully, hopefully roWer, njh and I can start the new GTK client very soon and all these features will be availible to Windows and Linux users. I would greatly appreciate any ideas you have regarding CFMP and the metaserver. More posts will probably come with updates on client status and metaserver status, good luck. dnh From michael.toennies at nord-com.net Sun Jan 21 14:04:25 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:49 2005 Subject: [CF-Devel] Bug: show invisible and burning items Message-ID: Hi I played today the shining finger quest. In pupland/s_f/st3 is a invisible door to a secret part. I had some fight to do, and after it i cast show inv to unhide to door. But only the "flash" comes out at the map point where the door is, but the door don't appear. Also, on the map stay artifact rests of burning items. Also, when i logout and in, i got items on the map you cant access they shown as a flame of the burning item animation and are called burning item. Seems, here is same map handling code broken. How show invisible works? Should it not unhide all invisible ? When not, it should, its a pain like in maps for pupland where whole sets work with it. I don't want enter a map x times, because i have a random in the show invisible code. MichToen From echter at informatik.uni-rostock.de Sun Jan 21 14:19:02 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:49 2005 Subject: [CF-Devel] Skill attacks In-Reply-To: <3A691E9B.226967AD@scruz.net>; from mwedel@scruz.net on Fri, Jan 19, 2001 at 09:14:03PM -0800 References: <3A65215D.6B45DBEB@scruz.net> <20010118143940.B11659@hokkaido.informatik.uni-rostock.de> <3A67F3A5.2E47E395@scruz.net> <20010119131520.A29280@hokkaido.informatik.uni-rostock.de> <3A691E9B.226967AD@scruz.net> Message-ID: <20010121211902.A29854@hokkaido.informatik.uni-rostock.de> On Fri, Jan 19, 2001 at 09:14:03PM -0800, Mark Wedel wrote: > Is this still a problem? I don't have the newest CVS version around, but... > I took a quick look at the code, and it appears that when you jump into > something, it basically uses the same skill_attack function as used for hand to > hand attacks, so you should do the same damage as your best hand to hand attack > style. do_skill_attack() will only choose a new hth attack skill if there isn't a physique skill choosen already. Jumping is a physique skill. I don't think this has changed lately. -- Jan From echter at informatik.uni-rostock.de Sun Jan 21 14:35:23 2001 From: echter at informatik.uni-rostock.de (Jan Echternach) Date: Thu Jan 13 17:59:49 2005 Subject: [CF-Devel] [Fwd] Re: [Crossfire-cvs] CVS update: arch/armour/mail Message-ID: <20010121213523.B1502@hokkaido.informatik.uni-rostock.de> I accidently sent that message to the CVS list instead of the developer list. Here's it again for all who are not on the former list. -- Jan -------------- next part -------------- An embedded message was scrubbed... From: crossfire-cvs-admin@lists.sourceforge.net Subject: Re: [Crossfire-cvs] CVS update: arch/armour/mail Date: Sun, 21 Jan 2001 21:31:42 +0100 Size: 3640 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20010121/b23159ec/attachment.mht From andi.vogl at gmx.net Sun Jan 21 17:03:41 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:49 2005 Subject: [CF-Devel] Bug: show invisible and burning items In-Reply-To: Message-ID: <000301c083fe$681348c0$b7a7e23e@kyle> > I played today the shining finger quest. > > In pupland/s_f/st3 is a invisible door to > a secret part. (The map in the ancient ruins (red islands underground) with all the dark angels on it, and kabuto of geisha.) > I had some fight to do, and after it i cast show inv > to unhide to door. > > But only the "flash" comes out at the map point where the door is, > but the door don't appear. True, this happens. It is more a map bug I think. Items with flag "invisible 1" become visible on show-inv, so do items placed under the map-floor. The hidden oakdoor in "s_f/st3" is BOTH under the floor and "invisible 1". In this case show-inv. fails, and that is intentional (There must be some means of hiding stuff from all too curious players). This map is the only place I know of with a "bug" of this kind. And the hidden exit isn't even needed, it's crap. It could be removed, together with the map behind that exit. > Also, on the map stay artifact rests of burning items. > > Also, when i logout and in, i got items on the map you cant access they > shown as a flame of the burning item animation and are called burning item. > > Seems, here is same map handling code broken. What??!! I've never seen anything like this, not on the map mentioned above, nor anywhere else. > How show invisible works? Should it not unhide all invisible ? > > When not, it should, its a pain like in maps for pupland where whole sets > work with it. > > I don't want enter a map x times, because i have a random in the show > invisible code. No, don't worry. This doesn't happen anywhere else to my knowing. However, a short note on show-invisible: While making maps I realized that we need a (simple and clean) way to mark any given object both as "invisible" and "not affectable by show-inv". Typical example: I want to make an invisible teleporter, it has to be on top of the map-floor, but I don't want the player to discover it via sho-inv. Currently this is not possible (except for one dirty workaround). Andreas V. From mwedel at scruz.net Sun Jan 21 20:18:02 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:49 2005 Subject: [CF-Devel] Bug: show invisible and burning items References: <000301c083fe$681348c0$b7a7e23e@kyle> Message-ID: <3A6B985A.A05314D0@scruz.net> Andreas Vogl wrote: > > I had some fight to do, and after it i cast show inv > > to unhide to door. > > > > But only the "flash" comes out at the map point where the door is, > > but the door don't appear. > > True, this happens. It is more a map bug I think. > Items with flag "invisible 1" become visible on show-inv, > so do items placed under the map-floor. > The hidden oakdoor in "s_f/st3" is BOTH under the floor and > "invisible 1". In this case show-inv. fails, and that is > intentional (There must be some means of hiding stuff > from all too curious players). The pup lands maps were done before enhancements to show invisible (so it doesn't show things like magic ears and what not) was added, so it is certainly possible the map is presuming a different behaviour. > > How show invisible works? Should it not unhide all invisible ? > > > > When not, it should, its a pain like in maps for pupland where whole sets > > work with it. > > > > I don't want enter a map x times, because i have a random in the show > > invisible code. > > No, don't worry. This doesn't happen anywhere else to my knowing. > > However, a short note on show-invisible: > While making maps I realized that we need a (simple and clean) way to > mark any given object both as "invisible" and "not affectable by show-inv". > > Typical example: I want to make an invisible teleporter, it has to be > on top of the map-floor, but I don't want the player to discover it > via sho-inv. Currently this is not possible (except for one dirty > workaround). Right - some flag that determines if show invisible should work/not work for that object is needed. However, that is a bit of work to update all the arch's and maps to use it (coding it probably would not be too hard - in fact, it would simplify the show invisible function). Whether the flag should be a positive flag (show invisible works for this object) or negative (even with show invis, this should remain invis) should probably be determined by the relative number of objects (and their use) that fall into the category, and the method chosen should be such that requires minimal changes to the arch and maps. From mwedel at scruz.net Sun Jan 21 20:48:56 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:49 2005 Subject: [CF-Devel] CFMP exciting new ideas. References: Message-ID: <3A6B9F98.A55C8A6A@scruz.net> dnh wrote: > > Today I have had a very long discussion with Joris (MiDS) about future > client and server handelling of the metaserver. We quickly came to the > conclusion that the metaserver is the key, and that statistical data > supplied by it is a needed features. Currently information can be found at > crossfire.real-time.com/metaserver and > http://mids.student.utwente.nl/~crossfire/. The question is, why do we > have this split up system based on http? The reason of the split is largely because I wrote the metaserver.pl program to do what was asked for - provide information of other servers. Part of that design was not to gather statistical data or do other complex things. Now I can't speak for the Tanners, but perhaps they would want to run that data collection script on their server of mirror it or something. I'm a little reluctant to make the metaserver.pl script overly complex. Keeping it simple means it is easier to install and easier to make secure. If it relies on other external programs, who knows - the site(s) running the metaserver may not have/may not want to install those additional packages (I will note that for some systems, adding a package is just not a simple matter of going and getting an rpm - even for many mainstream systems, it requires getting the source and doing a compile). > Why don't we incorporate > everything into the Crossfire Management Protocol. Basically the idea is > that each server has inbuilt scripts which when activated, send > information in a strict format to the metaserver which can then disect it > and create statistical information. Average users, hours up, are obvious > features. What makes this idea so much better is that the client also > follows the CFMP, and so it can gather this information at its own leisure > and supply it to gamers. A new gcfclient is planned, and with it I hope > will come a great change in the way we bind server and client. Within the > server selection window on startup, this client would have all the > metaserver information; Ping, #players, Build date, platform, hardware, > bandwidth. With this information players can more easily choose and play > on the most efficient, most active or most quiet server. Note that the current metaserver protocol does support a comment which the adminstrator of the server can put in whatever information they want (platform, hardware, bandwidth could easily be included, and are not things that change very often). Currently, the client does not display the comments simply due to display reasons - trying to display hundreds of characters of comments in the 40 char wide window made things look pretty ugly. If a better metaserver selection method is done (say pop up window), then presumably it could display the comments in a prettier form. platform & hardware, while nice to know, are not something I would really want to try and collect automatically. In my work, I've seen various scripts that try to collect stuff like that, and they get pretty ugly pretty quickly. Plus, this may be information the server admin doesn't want to share. I know of no good way to determine bandwidth. this is something that the server admin probably knows better. Now it certainly may be a good idea to add some note to the settings file about what type of things the server admin should perhaps put in the comment. > > Simply put, MiDS is going to use MySQL and friends plus perl, to create a > far more intelligent metaserver that both dx and gtk clients can use. > Adding yet another hopefully, hopefully roWer, njh and I can start the new > GTK client very soon and all these features will be availible to Windows > and Linux users. > > I would greatly appreciate any ideas you have regarding CFMP and the > metaserver. More posts will probably come with updates on client status > and metaserver status, good luck. Perhaps I'm missing something, but I'm failing to see the current major shortfall of the current metaserver. Now I am probably be biased, and I'll note that having average number of users on the server may be an interesting stat, but is it really going to change many peoples decision on what server to connect to? For example, if I want to play on a server with a bunch of people, I'll see what server has a bunch of people on it right now - the fact that server Z has an average of 10 players but right now only has 1 probably means I'll still play on server Y if it has 6 players on right now even if its average is only 4. That said, I can think of a few enhancements to the current metaserver stuff: 1) The server itself can report load/time issues to the server (some for of interpertation that you get from the 'time command), 2) Perhaps some idea of multiple metaservers and cross peering (so you would have regional metaservers - so europe, north america, australia/asia, etc). This may be more relevant if the number of actual servers gets fairly large, as more likely you may want to keep the numbers reported to a reasonable number and play local to you. I'm not sure best way to deal with that - my initial thought is that the metaservers will send data in a similar form which lists how many servers they know about, ie: Europe (knows about 5 servers) America (knows about 10 servers) The europe server will periodically tell the america metaserver that it knows about 5 servers, but not actually report the servers. And the america metaserver periodically tells the europe metaserver it knows about 5 metaservers. This data would be reported to the client - so when a client connects to the europe metaserver, it gets the information about the 5 servers it knows about and also the fact there is an american metaserver that knows about 10 servers. If the user requests the america option, then the client goes and contacts the america metaserver and then presents those 10 servers to the user, and so on. From michael.toennies at nord-com.net Sun Jan 21 20:48:03 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:49 2005 Subject: [CF-Devel] Bug: show invisible and burning items In-Reply-To: <3A6B985A.A05314D0@scruz.net> Message-ID: Hm, now a different one appears. I was now in the hall near kurte, where the 5 pentragrams are to travel to the past. I had cast show invisible. A TALK symbol for a magic mouth appears in the middle, where then the teleporter appears. After the teleporter appears, i step over it - nothing. It seems, that the teleporter get blocked, looks like from the magic mouth. If i press apply, the magic mouse get triggered. Hm, the bad thing is, that i can't trigger the teleporter "by hand". This can happens in other way, perhaps when items get dropped on the teleporter. This then blocks him. Bad, when you want flee. Teleporter should be also triggered by hand like doors with apply. This should trigger the same routine. Problem with this teleporter is, that there is a pedestal, which triggers the teleporter i think. We should find a solution for this. Or improve the "range" of the pedestal. > > > I had some fight to do, and after it i cast show inv > > > to unhide to door. > > > > > > But only the "flash" comes out at the map point where the door is, > > > but the door don't appear. > > > > True, this happens. It is more a map bug I think. > > Items with flag "invisible 1" become visible on show-inv, > > so do items placed under the map-floor. > > The hidden oakdoor in "s_f/st3" is BOTH under the floor and > > "invisible 1". In this case show-inv. fails, and that is > > intentional (There must be some means of hiding stuff > > from all too curious players). > > The pup lands maps were done before enhancements to show invisible (so it > doesn't show things like magic ears and what not) was added, so > it is certainly > possible the map is presuming a different behaviour. > > > > > How show invisible works? Should it not unhide all invisible ? > > > > > > When not, it should, its a pain like in maps for pupland > where whole sets > > > work with it. > > > > > > I don't want enter a map x times, because i have a random in the show > > > invisible code. > > > > No, don't worry. This doesn't happen anywhere else to my knowing. > > > > However, a short note on show-invisible: > > While making maps I realized that we need a (simple and clean) way to > > mark any given object both as "invisible" and "not affectable > by show-inv". > > > > Typical example: I want to make an invisible teleporter, it has to be > > on top of the map-floor, but I don't want the player to discover it > > via sho-inv. Currently this is not possible (except for one dirty > > workaround). > > Right - some flag that determines if show invisible should > work/not work for > that object is needed. However, that is a bit of work to update > all the arch's > and maps to use it (coding it probably would not be too hard - in > fact, it would > simplify the show invisible function). > > Whether the flag should be a positive flag (show invisible works for this > object) or negative (even with show invis, this should remain > invis) should > probably be determined by the relative number of objects (and > their use) that > fall into the category, and the method chosen should be such that requires > minimal changes to the arch and maps. > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From joel at mamia.prninfo.com Sun Jan 21 18:54:28 2001 From: joel at mamia.prninfo.com (Joel South) Date: Thu Jan 13 17:59:49 2005 Subject: [CF-Devel] Karate moves In-Reply-To: <000001c0834b$54c8b740$241a993e@kyle> from "Andreas Vogl" at Jan 21, 2001 02:41:49 AM Message-ID: <200101220054.TAA12779@mamia.prninfo.com> Ok,this is the third time i've sent this message. It never gets through and I think I know why. I think i've been sending it to AV the whole time. > I think "moves" for martial arts is a very nice idea. If done right, > it would be a lot of fun to play. Monks need some source of serious > attacking power. These "dragonball-style" martial arts would make up > for the lack of weapons. They could even pose an alternative to weapons > in general. I thought up this idea when I tried playing as a monk a few days ago. I didn't really like them because of the lack of attacking power. I wanted to pick a monk because I thought they would be cool. > Okay, okay... I know coding this will be a lot of work. > And currently I don't see time to do it myself. > If more people favout the idea, maybe we can at least add it in the > TODO file for now? I've talked to some players on MiDS' server,including michtoen. And they like the idea. I have yet to ask MiDS himself. I hope to see this in crossfire someday if not sooner. It would be a shame to abandon the idea. > A few notes how I could imagine to realize it: > > o Split the moves into two cathegories: > 1) "melee moves" (like lightning kick) > Those do nothing but modify dam, wc and eventually attacktypes > for melee. > 2) "special moves" (like energy balls) > These would basically be spells like the wizard and cleric ones. > Only difference: They charge HP instead of mana/grace. > (These HP go for the extreme physical and menthal effort to > perform such a special move.) The first moves would be basic ones like front kick,lunge punch,side kick,ect. There would be blocks,Judo moves,kicks,punches,ect. Then the player would learn ones like paralyzing touch,counter(a move that blocks the enemy and does damage to him),and disarm(a move that disarms the enemy of his weapon). Then there would be fairly good ones like paralyzing touch and quivering fist. Finally,at like level 20 the player would reach a state of attunement to the forces of nature. He would have the power to manipulate raw energies. He could use them in his fighting with moves like power punch and power kick and channel and could channel his energies through the elements. Using attacks like fire punch and lightning kicks,or using moves like fireblast. He could also use his raw energies in their purest forms,like energy bolt(not like firebolt,more like magic bullet except more powerful,it would take about 2-5 HP to perform),and spirit bomb(the best move,a large white orb larger than a manaball,making a large explosion of energy.). I also thought of a cool move,energy blade. Energy blade would be a "golem",kind of like dancing sword. It would do a lot of damage and take about 15 HP to perform. Also,I thought of another cool idea. At about level 40,the martial artist would transform into something like a "super sahen". Perhaps half-orcs and trolls could transform into something more grusome. The "super sahen" move would change the characters pick.(If this idea is too much work abandon it. But I would like to see this in crossfire.) The character would get high fighting stats and his hp would be doubled. With the cost of his mana and grace being brought down to zero. His speed would also be increased. > o A very important question yet unsolved: How do we evoke/select > certain moves from martial arts? > This might be the real difficult part involved. > I could see two possible ways: > a) Make a command like ">perform dragon punch", similar to > usage of spells. > b) Create street-fighter-style special move key-combos. > Of course this would be VERY hard to code. > And probably not very efficient. > > o New moves would be available with increasing skill levels. > Maybe put martial arts in a seperate skill-cathegory > (Either create a new one, or maybe use "menthal"). > That way normal warriors wouldn't automatically have all benefits > from martial arts available. Yeah,after all,the studiers of karate are supposed to seek perfection of mind and spirit more than body. Perhaps a new skill should be made like concentration. If a new skill is made like concentration,perhaps meditation should be moved here. > The whole thing would be far more exciting if there > were more requirements than skill level in order to learn > new moves. Maybe NPCs (martial art gurus) teaching certain moves? > These could then be put at the end of a quest. Yeah,you could learn most moves by advancing in level. But some would be taught by gurus. Perhaps there could be dojos to train in and learn new moves. Joel Southall From michael.toennies at nord-com.net Mon Jan 22 09:23:06 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:49 2005 Subject: [CF-Devel] Bug: show invisible and burning items In-Reply-To: Message-ID: Hu, i was false with the teleporter. It works, but with a immense delay of about 15-20 seconds. Think, the mashine attached was very slow. But the problem was still, that i got different results from show invisible. Like AV and Mark say, we really need a flag, to hide magic mouth and others, and show the player only "real" stuff like hidden levers - or hidden doors! I think it is a good idea, to mark hidden doors also with show invisible? Of course, not make then visible, this will not work, but we can fire an animation on the position the door is, to give the player a hint. > Hm, now a different one appears. > > I was now in the hall near kurte, where the 5 pentragrams are to > travel to the past. > > I had cast show invisible. A TALK symbol for a magic mouth appears in the > middle, > where then the teleporter appears. After the teleporter appears, > i step over > it - nothing. > > It seems, that the teleporter get blocked, looks like from the > magic mouth. > > If i press apply, the magic mouse get triggered. > > Hm, the bad thing is, that i can't trigger the teleporter "by hand". > This can happens in other way, perhaps when items get dropped on the > teleporter. > This then blocks him. Bad, when you want flee. > > Teleporter should be also triggered by hand like doors with apply. This > should trigger the > same routine. > > Problem with this teleporter is, that there is a pedestal, which triggers > the teleporter i think. > We should find a solution for this. Or improve the "range" of the > pedestal. > > > > > > I had some fight to do, and after it i cast show inv > > > > to unhide to door. > > > > > > > > But only the "flash" comes out at the map point where the door is, > > > > but the door don't appear. > > > > > > True, this happens. It is more a map bug I think. > > > Items with flag "invisible 1" become visible on show-inv, > > > so do items placed under the map-floor. > > > The hidden oakdoor in "s_f/st3" is BOTH under the floor and > > > "invisible 1". In this case show-inv. fails, and that is > > > intentional (There must be some means of hiding stuff > > > from all too curious players). > > > > The pup lands maps were done before enhancements to show > invisible (so it > > doesn't show things like magic ears and what not) was added, so > > it is certainly > > possible the map is presuming a different behaviour. > > > > > > > > How show invisible works? Should it not unhide all invisible ? > > > > > > > > When not, it should, its a pain like in maps for pupland > > where whole sets > > > > work with it. > > > > > > > > I don't want enter a map x times, because i have a random > in the show > > > > invisible code. > > > > > > No, don't worry. This doesn't happen anywhere else to my knowing. > > > > > > However, a short note on show-invisible: > > > While making maps I realized that we need a (simple and clean) way to > > > mark any given object both as "invisible" and "not affectable > > by show-inv". > > > > > > Typical example: I want to make an invisible teleporter, it has to be > > > on top of the map-floor, but I don't want the player to discover it > > > via sho-inv. Currently this is not possible (except for one dirty > > > workaround). > > > > Right - some flag that determines if show invisible should > > work/not work for > > that object is needed. However, that is a bit of work to update > > all the arch's > > and maps to use it (coding it probably would not be too hard - in > > fact, it would > > simplify the show invisible function). > > > > Whether the flag should be a positive flag (show invisible > works for this > > object) or negative (even with show invis, this should remain > > invis) should > > probably be determined by the relative number of objects (and > > their use) that > > fall into the category, and the method chosen should be such > that requires > > minimal changes to the arch and maps. > > _______________________________________________ > > crossfire-devel mailing list > > crossfire-devel@lists.real-time.com > > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From leaf at real-time.com Mon Jan 22 12:08:53 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 17:59:49 2005 Subject: [CF-Devel] talisman & holy symbol In-Reply-To: <3A6921E0.1458D12@scruz.net> Message-ID: On Fri, 19 Jan 2001, Mark Wedel wrote: > Peter Mardahl wrote: > > > > I agree with MT below: > > > > 1) Auto-apply any holy symbol or talisman or lockpick, even if you have > > the skill. > > 2) The player should stuck any unwanted holy symbols/talismans in > > a pack. > > Someone want to update the FAQ on this then? > For a summary/explanation, how does this look? A character can cast divine magic (prayers) by successfully learning the prayer through a book or manual and the one of the following: 1.) The character has successfully learned the praying skill 2.) The character has choosen a race or class that starts with the praying skill 3.) The character has a holy symbol applied However, if a character has the praying skill and a holy symbol in their inventory (even if it is _not_ applied) they will automatically apply the holy symbol when a prayer is cast. The reason for this is so all characters can take advantage of the special effects of certain holy symbols like attuned: summoning, etc. Note: if you have a holy symbol and do not want to use it due to denied spell paths (for instance), place it in a backpack or other container, sell it, leave it in your apartment, etc. Also, having multiple holy symbols in your inventory may result in your character alternating between them when spells are cast. From tanner at real-time.com Mon Jan 22 12:26:30 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 17:59:49 2005 Subject: [CF-Devel] Death of metaserver Message-ID: <20010122122630.K21062@real-time.com> Anyway I can debug the metaserver? After a couple of days of running it just dies. I have "solved" this problem by wrapping the perl script inside a shell script that is just in an infinite loop. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From dnh at hawthorn.csse.monash.edu.au Mon Jan 22 14:27:55 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:49 2005 Subject: [CF-Devel] Death of metaserver In-Reply-To: <20010122122630.K21062@real-time.com> Message-ID: Err you can, but, MiDS is currently in the process of redoing it. dnh On Mon, 22 Jan 2001, Bob Tanner wrote: > Anyway I can debug the metaserver? > > After a couple of days of running it just dies. > > I have "solved" this problem by wrapping the perl script inside a shell script > that is just in an infinite loop. > > -- > Bob Tanner | Phone : (952)943-8700 > http://www.mn-linux.org | Fax : (952)943-8500 > Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From meeg at mamia.prninfo.com Mon Jan 22 14:57:14 2001 From: meeg at mamia.prninfo.com (Meegwun South) Date: Thu Jan 13 17:59:49 2005 Subject: [CF-Devel] crossfire Message-ID: <200101222057.PAA02378@mamia.prninfo.com> > Wind Siphith > > Wind Siphiths are partly transparent. The are very fast and can fly. The are > magical and know how to use magic. The can even turn into mist. > From meeg at mamia.prninfo.com Mon Jan 22 14:52:54 2001 From: meeg at mamia.prninfo.com (Meegwun South) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] HEY GUYS! Message-ID: <200101222052.PAA02355@mamia.prninfo.com> hurry up will ya! From meeg at mamia.prninfo.com Mon Jan 22 14:59:05 2001 From: meeg at mamia.prninfo.com (Meegwun South) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] crossfire Message-ID: <200101222059.PAA02396@mamia.prninfo.com> > Grellorian > > Humanoid,skin is metallic. > From meeg at mamia.prninfo.com Mon Jan 22 15:24:37 2001 From: meeg at mamia.prninfo.com (Meegwun South) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] crossfire Message-ID: <200101222124.QAA02456@mamia.prninfo.com> ?MAGIC? /RODS\ blackfire blue smog blue smog summon fairy power bomb summon ant energy shield fire bomb inferno warmth blackfire blast blackfire bomb energy bomb set down electric blast If any questons e-mail me at meeg@prninfo.com From mwedel at scruz.net Mon Jan 22 22:42:30 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] talisman & holy symbol References: Message-ID: <3A6D0BB6.7CE3A3B9@scruz.net> Rick Tanner wrote: > Note: if you have a holy symbol and do not want to use it due to denied > spell paths (for instance), place it in a backpack or other container, > sell it, leave it in your apartment, etc. > > Also, having multiple holy symbols in your inventory may result in > your character alternating between them when spells are cast. I would add/clarify that last paragraph: 1) Any new talismans picked up will be used when casting spells. This means the last talisman picked up will be the one that is used. 2) If the character has multiple talismans in their inventory, the talisman used after saving then rejoining will not be the same talisman used prior to the save. From mwedel at scruz.net Mon Jan 22 22:47:51 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] Death of metaserver References: <20010122122630.K21062@real-time.com> Message-ID: <3A6D0CF7.B54BE52E@scruz.net> Bob Tanner wrote: > > Anyway I can debug the metaserver? > > After a couple of days of running it just dies. > > I have "solved" this problem by wrapping the perl script inside a shell script > that is just in an infinite loop. Things to check for: Is there any output from the script? I don't know if your re-directing stdout and stderr to a file or /dev/null - if to a file, anything in it? Any core files around? The first case should happen if there is some actual error in the code (the code itself should loop forever, but I would guess there could be some possibility that due to some strange connection attempt such that the metaserver is trying to do something add that results in an error. The second case could happen if there is some problem with perl itself (and not the script). Perhaps there's a memory leak and its running out of memory, or some other error that manifests itself. From meeg at mamia.prninfo.com Mon Jan 22 12:58:29 2001 From: meeg at mamia.prninfo.com (Meegwun South) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] new creatures Message-ID: <200101221858.NAA02025@mamia.prninfo.com> > maybe you should make panther men > > Pantheir (by the way their names are spelled like that.) > > Pantheir are strong fast and have good health point > they eat a lot of food and hate humans. > Their charisma is low pow medium int low wis low. > From michael.toennies at nord-com.net Tue Jan 23 06:34:43 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] talisman & holy symbol In-Reply-To: <3A6D0BB6.7CE3A3B9@scruz.net> Message-ID: > > Rick Tanner wrote: > > > Note: if you have a holy symbol and do not want to use it due to denied > > spell paths (for instance), place it in a backpack or other container, > > sell it, leave it in your apartment, etc. > > > > Also, having multiple holy symbols in your inventory may result in > > your character alternating between them when spells are cast. > > I would add/clarify that last paragraph: > > 1) Any new talismans picked up will be used when casting spells. > This means the > last talisman picked up will be the one that is used. > 2) If the character has multiple talismans in their inventory, > the talisman used > after saving then rejoining will not be the same talisman used > prior to the > save. Yes to both. The last one is something anyoing, but collecting mass of items in your main inventory is always a problem. From meeg at mamia.prninfo.com Mon Jan 22 14:58:14 2001 From: meeg at mamia.prninfo.com (Meegwun South) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] crossfire Message-ID: <200101222058.PAA02387@mamia.prninfo.com> > Lyphos > > A small green creature. Very magical and intellegent. Has the power to > transform into any plant. Or plantlike creature. It has to touch it before > it can change. High level ones have power over the things of the wood. They > are very good at hiding. > From meeg at mamia.prninfo.com Mon Jan 22 14:55:26 2001 From: meeg at mamia.prninfo.com (Meegwun South) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] crossfire Message-ID: <200101222055.PAA02368@mamia.prninfo.com> > Shroom > > A mushroom creature,short but stout. Some are known to be able to launch > poison spores or sleeping spores at enemies. Is often mistaken for a > toodstool. > From meeg at mamia.prninfo.com Mon Jan 22 15:14:04 2001 From: meeg at mamia.prninfo.com (Meegwun South) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] crossfire Message-ID: <200101222114.QAA02434@mamia.prninfo.com> *TILES* |weapons| sinking sand blackfire sword metal floor toads tongue transport floor whip of Doom fiery floor sai red dirt bo shriken (throwing stars) From meeg at mamia.prninfo.com Mon Jan 22 16:12:59 2001 From: meeg at mamia.prninfo.com (Meegwun South) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] ?? Message-ID: <200101222212.RAA02571@mamia.prninfo.com> how long does it take for you guys to get my message? :( :( :( :( =( =( =( =( 8( 8( 8( 8( From andi.vogl at gmx.net Tue Jan 23 11:09:09 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] ?? In-Reply-To: <200101222212.RAA02571@mamia.prninfo.com> Message-ID: <000201c0855f$3793e300$429ce23e@kyle> > how long does it take for you guys to get my message? > :( :( :( :( =( =( =( =( 8( 8( 8( Would you please make yourself more clear about what you mean and want? When you want to propose new features for crossfire, please send them in *one* post and clearify what it is about - in terms of crossfire game-system. We aren't writing a fantasy story, but a program in C. New ideas and inspirtations are always welcomed, but try to present them in "developer-friendly format". :) Andreas V. From leaf at real-time.com Tue Jan 23 11:28:32 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] ?? In-Reply-To: <200101222212.RAA02571@mamia.prninfo.com> Message-ID: Hi, When you made/sent your first couple of posts you were not subscribed to the list so all the messages required admin approval. And you just happened to send your messages when I was not online checking my email. ;) - Rick leaf@real-time.com On Mon, 22 Jan 2001, Meegwun South wrote: > how long does it take for you guys to get my message? > :( :( :( :( =( =( =( =( 8( 8( 8( 8( > From meeg at mamia.prninfo.com Tue Jan 23 07:02:11 2001 From: meeg at mamia.prninfo.com (Meegwun South) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] new creatures Message-ID: <200101231302.IAA04662@mamia.prninfo.com> Monsters Aichyon Aichyon are beings of earth they are the size of ents but have flat circular hands and feet, they have green and white vines around them,there eyes are glowing green like emeralds. There attacks are vine whip,and fists. Varca Varca are humanlike white skin eyes are mostly green blue and yellow. The Varca are magical they are weak but good at bows most of them are magicains They worship Valrail. From peterm at tesla.EECS.Berkeley.EDU Tue Jan 23 13:44:43 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] crossfire In-Reply-To: Your message of "Mon, 22 Jan 2001 16:14:04 EST." <200101222114.QAA02434@mamia.prninfo.com> Message-ID: <200101231944.LAA18090@tesla.EECS.Berkeley.EDU> Dear Meegwun, Are you willing to do any of the art for these ideas of yours? If not, I'm afraid that they just won't get done anytime soon. PeterM > > > > *TILES* |weapons| > > sinking sand blackfire sword > metal floor toads tongue > transport floor whip of Doom > fiery floor sai > red dirt bo > shriken (throwing stars) > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From michael.toennies at nord-com.net Wed Jan 24 10:39:40 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] Shit happens Message-ID: Hi I test moving an avatar with CTRL+firedir. I notice, that the god handles every move cmd as a new spell when you fail the move, means you got a fumble spell msg. I also lost grace. So i ended up with <-200 grace. Then i tryied to cast a create food in scorn - and Sorig found it not funny, cast over me a restributed strike... Which flashes then through whole scorn city, killing all whats coming up. Well, it was funny for me, but i don't think that most player found it funny. :) MichToen From dnh at hawthorn.csse.monash.edu.au Thu Jan 25 04:36:56 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] medium level prayers. Message-ID: Hello everyone, I have a concern, I am currently a level 45 monk with level 27 wisdom and maxed stats. I have prayed for around 15 minutes to gaea with a stat wisdom of 21 and a total grace of 220, I do not recieve any spells. Is this alittle extreme for medium? could we perhaps turn do the required wis to something that you can actually get to without having to do mwizard tower etc.? dnh ps. I got the spider web spell along time ago. From michael.toennies at nord-com.net Thu Jan 25 10:17:51 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] CFDX Client 0.99 BETA 4 In-Reply-To: Message-ID: Hi I upload a new client version with same new parts to http://mids.student.utwente.nl/~michtoen/cfdxclient/newestversion There are also some snapshots in http://mids.student.utwente.nl/~michtoen/ I have included mouse drag & drop (you can now put items on the mouse cursor). There is also a scroll panels where you can put spell icons in. 2 keys scroll the panel left or right. 2 other keys CAST or INVOKE the spell. You can bind this funtions to key like normal commands. Also, i extend the shortcut panel from 6 slots to 8. You can now put item with the mouse in and out or change the slot. There are much more little changes, so look for yourself. Next thing coming might be the skills experience/level show like the normal experience. The client is ready, just one should change the server do to it. Also, we need a extended spell list. I will write a mail about it. Plus: - palettelized sprites (in but i need a server<->client interface) - true alpha blending From bugs at real-time.com Tue Jan 23 20:11:08 2001 From: bugs at real-time.com (bugs@real-time.com) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] [Bug 339] Changed - playbook does not build clean Message-ID: <200101240211.f0O2B8117879@crusader.real-time.com> http://bugzilla.real-time.com/show_bug.cgi?id=339 *** shadow/339 Tue Jan 23 17:45:31 2001 --- shadow/339.tmp.17876 Tue Jan 23 20:11:08 2001 *************** *** 6,12 **** Status: ASSIGNED Resolution: Severity: normal ! Priority: P2 Component: documentation AssignedTo: crossfire-devel@lists.real-time.com ReportedBy: tanner@real-time.com --- 6,12 ---- Status: ASSIGNED Resolution: Severity: normal ! Priority: P5 Component: documentation AssignedTo: crossfire-devel@lists.real-time.com ReportedBy: tanner@real-time.com From andi.vogl at gmx.net Thu Jan 25 20:28:13 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] patches to polymorph and ball-lightning Message-ID: <000001c0873f$a5091860$831a993e@kyle> Firstly, I commited a patch to fix the most urgent polymorph problem: Polymorph will no longer bring up items that are either "value 0" or "startequip 1". That shall prevent god relicts to pop up. Secondly, I modified ball lightning/divine shock: When this spell is casted by a player, it will hunt monsters/generators only (just like it used to). But when the spell is casted by non-player (monster/firewall/rune), it will track players only. This will re-enable ball lightnings as anti-player weapon in certain maps. Btw, did I mention that this list is creeping slow? Pleeease let us change to the sourceforge lists. I'm sick of waiting days for my mails to get through. Visit to subscribe to crossfire-devel@lists.sourceforge.net. Andreas V. From leaf at real-time.com Thu Jan 25 20:47:07 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 17:59:50 2005 Subject: [CF-Devel] Appendix A - Commands Message-ID: I was working on the website and came across a couple of things that might need clarification... For disarm, the description says "executes a disarming action in facing direction" What I have noticed is my character can stand in the middle of 9 treasure chests arranged in a 3 x 3 square and if all 9 chests were trapped (and I found them of course) then they all get disarmed without having to change the direction my character faces. Am I wrong or does the description need updating? For brace, when that is toggled on, is it possible to attack another player even when peaceful is on? Is experienced gained also halved? I also noticed several other commands that are listed in the playbook that are not available when you type 'help in the game, and vice versa. I can update this section in HTML format, but I'm unable to implement it back into the game. Is anyone available to help me update this section? Or provide descriptions of the commands at least? - Rick Tanner leaf@real-time.com From peterm at tesla.EECS.Berkeley.EDU Fri Jan 26 00:10:46 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:51 2005 Subject: [CF-Devel] png art Message-ID: <200101260610.WAA07990@tesla.EECS.Berkeley.EDU> Hello, I've been looking a bit at the png art and I have some suggestions if anyone has the time or inclination to work on them: 1) The ring png is too large. It is bigger than the player. These animations/images need some work: Power Crystal Magnifying glass writing pen calamity and some other sword artifacts dresses pentagram thundar bolts lightning bow figureine of faerie dragon (probably the faerie dragon image) rocks, piles of alchemical stuff whirling exit directors Monsters: birds, ants, dogs, earth, fire, and water elementals madman hut centipede, violent fungi, blob, bats and battree and large bat snake and giant cobra, rust monster scorpion, bees and beetree, killer bee, xan and spider, slime, dark elf, gnome panther dragoncave chinese dragon small troll, stalker generator mice electric dragons On the plus side: those item images which have been reverted to what they looked like in the xpm image set look pretty good, as do all which were obviously re-drawn for the png set. PeterM From andi.vogl at gmx.net Wed Jan 24 16:57:33 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 17:59:51 2005 Subject: [CF-Devel] player losing the friendly flag? Message-ID: <000001c08659$0b1dfd60$d8a3e23e@kyle> On mids server (running todays cvs) I noticed a very strange effect: Monsters stopped attacking "Quickfists" a monk player (darth bob). You might remember this bug from before, but it doesn't seem to be the same. It never happened to me since Mark's latest patch. And I never heard of it since... till today. After Quickfists saved, disc. and rejoined, the bug was gone. (But believe me, I have seen it with my own eyes! The bug was there.) Now I wonder: Could it be possible to "lose" the friendly flag during play, for some reason? Darth bob can't recall doing any "abnormal" actions, but who knows...? If this is ever spotted again on one of the servers, please ask the victim to try verifying that bug. Andreas V. From michael.toennies at nord-com.net Wed Jan 24 17:39:00 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:51 2005 Subject: [CF-Devel] New directX client version online Message-ID: Hi New dx client version online. http://mids.student.utwente.nl/~michtoen/cfdxclient/newestversion I have made some nice changes , so give him a look. MichToen From dnh at hawthorn.csse.monash.edu.au Fri Jan 26 05:53:04 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:51 2005 Subject: [CF-Devel] gcfclient and configure. Message-ID: I can't seem to get the gcfclient to make. The configure script is complaining that my GTK isn't of a high enough version, and yet I know it is. checking whether make sets ${MAKE}... (cached) yes checking how to run the C preprocessor... (cached) gcc -E checking for gtk-config... (cached) no checking for GTK - version >= 1.0.0... no *** The gtk-config script installed by GTK could not be found *** If GTK was installed in PREFIX, make sure PREFIX/bin is in *** your path, or set the GTK_CONFIG environment variable to the *** full path to gtk-config. checking for X... (cached) libraries /usr/X11R6/lib, headers /usr/X11R6/include checking for dnet_ntoa in -ldnet... (cached) no checking for dnet_ntoa in -ldnet_stub... (cached) no checking for gethostbyname... (cached) yes checking for connect... (cached) yes checking for remove... (cached) yes What does this mean? Exactly what are the required files? Could this be documented please? sorry for length of message, dnh From dnh at hawthorn.csse.monash.edu.au Fri Jan 26 05:57:10 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:51 2005 Subject: [CF-Devel] player losing the friendly flag? In-Reply-To: <000001c08659$0b1dfd60$d8a3e23e@kyle> Message-ID: On Wed, 24 Jan 2001, Andreas Vogl wrote: > On mids server (running todays cvs) I noticed a very strange > effect: > Monsters stopped attacking "Quickfists" a monk player (darth bob). > You might remember this bug from before, but it doesn't seem to > be the same. It never happened to me since Mark's latest patch. > And I never heard of it since... till today. After Quickfists > saved, disc. and rejoined, the bug was gone. > (But believe me, I have seen it with my own eyes! The bug was there.) Indeed since that experience it has happened to SEVERAL other players. It seems to just happen all of a sudden, then in all maps the monsters are friendly to that player. If another player joins the monsters will attack, but they will still ignore the player who is "friendly" to them. Another point I have noticed, monsters tend not to attack you UNLESS you physically attack them. If you attack with spells they remain passive but if you get a successful hit, they will react (learnt that one the hard way). > Now I wonder: Could it be possible to "lose" the friendly flag > during play, for some reason? It would seem so, maybe it happens on start up? > Darth bob can't recall doing any "abnormal" actions, but who > knows...? Well I always seem to be doing abnormal actions ;) > If this is ever spotted again on one of the servers, please > ask the victim to try verifying that bug. It is spotted very regularly. dnh > > Andreas V. > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From bugs at real-time.com Fri Jan 26 20:45:58 2001 From: bugs at real-time.com (bugs@real-time.com) Date: Thu Jan 13 17:59:51 2005 Subject: [CF-Devel] [Bug 345] Changed - BUG: hit_player(): Encountered golem without owner. Message-ID: <200101270245.f0R2jwb01846@crusader.real-time.com> http://bugzilla.real-time.com/show_bug.cgi?id=345 *** shadow/345 Mon Dec 18 13:32:36 2000 --- shadow/345.tmp.1843 Fri Jan 26 20:45:58 2001 *************** *** 1,29 **** Bug#: 345 ! Product: NationShapers ! Version: 0.0 Platform: PC OS/Version: Linux ! Status: VERIFIED ! Resolution: FIXED Severity: normal Priority: P2 ! Component: Admin ! AssignedTo: leaf@real-time.com ! ReportedBy: amy@real-time.com ! URL: samurai.castle.real-time.com/nationshapers/admin/NationShapersDetails.po ! Summary: narrow first column on nationshapersdetails - need to narrow first column on nationshapers details so that the days of hte week - fit within the second column ! ------- Additional Comments From tanner@real-time.com 2000-12-14 16:13 ------- ! Make the left column of this url ! http://samurai.castle.real-time.com/nationshapers/admin/NationShapersDetails.po?handle=81934 ! ! smaller to give the right column more room. When all says of thw eek are ! checked it word wraps. ! ! ------- Additional Comments From leaf@real-time.com 2000-12-14 16:38 ------- ! Adjusting column width will accomplish nothing since the table has a width set ! to 90%. Changed to table width to 700 pixels instead - may require user to ! scroll left and right but keeps all the days of the week on one line. --- 1,63 ---- Bug#: 345 ! Product: Crossfire ! Version: CVS Platform: PC OS/Version: Linux ! Status: NEW ! Resolution: Severity: normal Priority: P2 ! Component: server ! AssignedTo: crossfire-devel@lists.real-time.com ! ReportedBy: tanner@real-time.com ! URL: ! Cc: ! Summary: BUG: hit_player(): Encountered golem without owner. ! Trying to load map /usr/games/crossfire/share/crossfire/maps/world/world_a3. ! load_original_map: /world/world_a3 ! Switching lex buffers ! BUG: hit_player(): Encountered golem without owner. ! Trying to remove removed object. ! arch elf_player ! face wizard_yellow.111 ! animation wizard_yellow ! is_animated 0 ! Str 9 ! Dex 17 ! Con 12 ! Wis 15 ! Pow 13 ! Cha 11 ! Int 21 ! hp -5 ! maxhp 35 ! sp 4 ! maxsp 31 ! grace 3 ! maxgrace 19 ! exp 16217 ! food 792 ! dam 1 ! wc 16 ! ac 8 ! x 11 ! y 23 ! level 5 ! direction 1 ! type 1 ! attacktype 1 ! weight 70000 ! last_heal 37 ! last_sp 22 ! last_grace 40 ! last_eat 33 ! randomitems elf_player_items ! alive 1 ! can_use_armour 1 ! can_use_weapon 1 ! has_ready_skill 1 ! has_ready_weapon 1 ! can_see_in_dark 1 ! end From leaf at real-time.com Fri Jan 26 21:21:05 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 17:59:51 2005 Subject: [CF-Devel] [Bug 345] Changed - BUG: hit_player(): Encountered golem without owner. In-Reply-To: <200101270245.f0R2jwb01846@crusader.real-time.com> Message-ID: Ah man, please visit the URL or see the bottom of this message for the summary... On Fri, 26 Jan 2001 bugs@real-time.com wrote: > > http://bugzilla.real-time.com/show_bug.cgi?id=345 > > Bug#: 345 > ! Product: Crossfire > ! Version: CVS > Platform: PC > OS/Version: Linux > ! Status: NEW > ! Resolution: > Severity: normal > Priority: P2 > ! Component: server > ! AssignedTo: crossfire-devel@lists.real-time.com > ! ReportedBy: tanner@real-time.com > ! URL: > ! Cc: > ! Summary: BUG: hit_player(): Encountered golem without owner. > > > ! Trying to load map /usr/games/crossfire/share/crossfire/maps/world/world_a3. > ! load_original_map: /world/world_a3 > ! Switching lex buffers > ! BUG: hit_player(): Encountered golem without owner. > ! Trying to remove removed object. > ! arch elf_player > ! face wizard_yellow.111 > ! animation wizard_yellow > ! is_animated 0 > ! Str 9 > ! Dex 17 > ! Con 12 > ! Wis 15 > ! Pow 13 > ! Cha 11 > ! Int 21 > ! hp -5 > ! maxhp 35 > ! sp 4 > ! maxsp 31 > ! grace 3 > ! maxgrace 19 > ! exp 16217 > ! food 792 > ! dam 1 > ! wc 16 > ! ac 8 > ! x 11 > ! y 23 > ! level 5 > ! direction 1 > ! type 1 > ! attacktype 1 > ! weight 70000 > ! last_heal 37 > ! last_sp 22 > ! last_grace 40 > ! last_eat 33 > ! randomitems elf_player_items > ! alive 1 > ! can_use_armour 1 > ! can_use_weapon 1 > ! has_ready_skill 1 > ! has_ready_weapon 1 > ! can_see_in_dark 1 > ! end From mwedel at scruz.net Fri Jan 26 22:35:45 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:51 2005 Subject: [CF-Devel] player losing the friendly flag? References: Message-ID: <3A725021.D73D1F9A@scruz.net> As a note, I checked in some code last night that should fix this latest bug. I believe players can lose the friendly flag. Anything that causes it to get lost on monsters should also work for players. So things like mood floors, certain spells, etc, would work. My latest fix no longer requires players to be on the friendly list - instead, when looking for enemies, we will also search the player list for anything appropriate. That should be more bullet proof, as if you get removed from the player list, you can't do anything anyways. dnh wrote: > > On Wed, 24 Jan 2001, Andreas Vogl wrote: > > > On mids server (running todays cvs) I noticed a very strange > > effect: > > Monsters stopped attacking "Quickfists" a monk player (darth bob). > > You might remember this bug from before, but it doesn't seem to > > be the same. It never happened to me since Mark's latest patch. > > And I never heard of it since... till today. After Quickfists > > saved, disc. and rejoined, the bug was gone. > > (But believe me, I have seen it with my own eyes! The bug was there.) > > Indeed since that experience it has happened to SEVERAL other players. It > seems to just happen all of a sudden, then in all maps the monsters are > friendly to that player. If another player joins the monsters will attack, > but they will still ignore the player who is "friendly" to them. Another > point I have noticed, monsters tend not to attack you UNLESS you > physically attack them. If you attack with spells they remain passive but > if you get a successful hit, they will react (learnt that one the hard > way). > > > Now I wonder: Could it be possible to "lose" the friendly flag > > during play, for some reason? > > It would seem so, maybe it happens on start up? > > > Darth bob can't recall doing any "abnormal" actions, but who > > knows...? > > Well I always seem to be doing abnormal actions ;) > > > If this is ever spotted again on one of the servers, please > > ask the victim to try verifying that bug. > > It is spotted very regularly. > > dnh > > > > > Andreas V. > > _______________________________________________ > > crossfire-devel mailing list > > crossfire-devel@lists.real-time.com > > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From dnh at hawthorn.csse.monash.edu.au Sat Jan 27 00:12:25 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:51 2005 Subject: [CF-Devel] Roll-call? Message-ID: Please send me a picture and "something" about yourself. I am creating a quick roll call of CF developers at: http://mids.student.utwente.nl/~dnh/roll-call/roll_call.html Outstanding persons: Tanners, Jan, MichToen, Pungaboiter. This page isn't very serious, its just cause I always wondered what we all look like... I think when you look there you might find some _suprises_. dnh ps. Don't tell Mark but I swear he looks like someone out of an action movie ;). From taporg at yahoo.com Sat Jan 27 10:52:29 2001 From: taporg at yahoo.com (Jonathan Taporg) Date: Thu Jan 13 17:59:51 2005 Subject: [CF-Devel] more on configure script Message-ID: <20010127165229.7741.qmail@web204.mail.yahoo.com> Yesterday, DB and I were looking at the problem he was having in getting the gcfclient's configure script to recognize the fact that he did have the right version of GTK installed. After some searching we were able to track down where the problem was: echo "configure:1740: checking for $ac_word" >&5 if eval "test \"`echo '$''{'ac_cv_path_GTK_CONFIG'+set}'`\" = set"; then echo $ac_n "(cached) $ac_c" 1>&6 else case "$GTK_CONFIG" in ... in the configure script. Basically, the if-then resulting in true would cause the script to fail, otherwise it would succeed. We were able to get things to work in DB's case by replacing the if-then with an unconditional false. The script works without change for me. We were wondering what would have caused the problem for bob in the first place? -j __________________________________________________ Do You Yahoo!? Yahoo! Auctions - Buy the things you want at great prices. http://auctions.yahoo.com/ From dnh at hawthorn.csse.monash.edu.au Sat Jan 27 21:14:10 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:51 2005 Subject: [CF-Devel] Re: [Freeciv-Dev] FreeCiv sounds In-Reply-To: <001801c088d8$811319c0$0301a8c0@home.com> Message-ID: On Sat, 27 Jan 2001, Tom Yoder wrote: > I'm probably going to the range tomorrow, and I'll bring a bunch of stuff > and a recorder, sometimes it is windy at the range, so no promises as to the > quality, but I have the following rifles (and more) M16/M4 5.56mm, AKM > (AK47) 7.62x39, Remington PPS Sniper Rifle 7.62x51NATO, 30-30 Winchester > Lever Action (Model 1894), Mosin Nagant 7.62x54 (Made in 1899 I believe), > Mauser 8x57 (Est 1924 production), In pistols I have Glock 22&23 .40cal, SIG > 239 9mm, Makarov 9x18 (Soviet Pistol from around 1950), Colt 1911 .45, Luger > P-08 .30Luger, Ruger 44Mag, S$W .38 Revovler and Tec22 Pistol. Weee, totally cool =). Well crossfire is actually a fantasy game.. with wizards and warriors etc etc. But I am thinking almost anything can go for a spell sounds, for example, there is a spell called magic bullet. We can probably get a good gun shot sound for that =). There are> several other weapons in my personal arsenal, as well as I have a friend > with a Sherman Tank, though it cost something like $500 each shot, so I > doubt I can record that :). Well explosion sounds would be very useful. Don't spose you got a flame thrower? some fire sounds would be nice. After that its anyones guess as to what might be useable or not. I must point out you are under no obligation what so ever, so if you can only send us one thing, we will still be very happy =). If you can tell me what point in history this is > suposed to take place, I obviously can provide wepaons noise from firearms > dating from 1891 to present. Also this is not a complete list, just what I > think is the most interesting. No crossbows or swords then? Wouldn't mind some swords fighting sounds. Mostly I don't want to record everything I > have, because well, its alot of stuff to pack up and drive out to Knob Creek > Machine Gun Range, and my Mustang won't hold everything and ammo for it, so > if you can tell me more specifically what you're looking for, it would be > helpful :) Also, I can only fire one thing at a time being only human and > all :P > Could you send me a link to a website for crossfire? can you give me more > info? Sounds interesting from what I know so far :D crossfire.real-time.com > Thanks > Tom Yoder No Thankyou, especially for your prompt reply ;) dnh > tom.yoder@home.com > ----- Original Message ----- > From: "dnh" > To: "Tom Yoder" > Sent: Saturday, January 27, 2001 9:29 PM > Subject: Re: [Freeciv-Dev] FreeCiv sounds > > > > Hello, I used to develop for freeciv long ago but read your message and > > had a sudden thought. I am currently developing for another opensource > > game, crossfire, and we also in at the stage of adding sound. We are > > looking for sounds of combat, explosions, fire, basically anything that > > can be used =). If you could supply any of these or anything else which > > may vaguely be useful to us could, would you be able to assist? Any format > > and almost any quality would be great =). > > > > Thanks for your consideration, > > > > dnh > > > > > > > From michael.toennies at nord-com.net Sun Jan 28 06:28:02 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:51 2005 Subject: [CF-Devel] Re: [Freeciv-Dev] FreeCiv sounds In-Reply-To: Message-ID: Really funny. Better don't tell the orcs about this guy, the poor monsters will stay in fear. We should lower for him destruction to level 1 i think ;) > On Sat, 27 Jan 2001, Tom Yoder wrote: > > > I'm probably going to the range tomorrow, and I'll bring a > bunch of stuff > > and a recorder, sometimes it is windy at the range, so no > promises as to the > > quality, but I have the following rifles (and more) M16/M4 5.56mm, AKM > > (AK47) 7.62x39, Remington PPS Sniper Rifle 7.62x51NATO, 30-30 Winchester > > Lever Action (Model 1894), Mosin Nagant 7.62x54 (Made in 1899 I > believe), > > Mauser 8x57 (Est 1924 production), In pistols I have Glock > 22&23 .40cal, SIG > > 239 9mm, Makarov 9x18 (Soviet Pistol from around 1950), Colt > 1911 .45, Luger > > P-08 .30Luger, Ruger 44Mag, S$W .38 Revovler and Tec22 Pistol. > > Weee, totally cool =). Well crossfire is actually a fantasy game.. with > wizards and warriors etc etc. But I am thinking almost anything can go for > a spell sounds, for example, there is a spell called magic bullet. We can > probably get a good gun shot sound for that =). > > There are> several other weapons in my personal arsenal, as well > as I have a friend > > with a Sherman Tank, though it cost something like $500 each shot, so I > > doubt I can record that :). > > Well explosion sounds would be very useful. Don't spose you got a flame > thrower? some fire sounds would be nice. After that its anyones guess as > to what might be useable or not. I must point out you are under no > obligation what so ever, so if you can only send us one thing, we will > still be very happy =). > > If you can tell me what point in history this is > > suposed to take place, I obviously can provide wepaons noise > from firearms > > dating from 1891 to present. Also this is not a complete list, > just what I > > think is the most interesting. > > No crossbows or swords then? Wouldn't mind some swords fighting sounds. > > Mostly I don't want to record everything I > > have, because well, its alot of stuff to pack up and drive out > to Knob Creek > > Machine Gun Range, and my Mustang won't hold everything and > ammo for it, so > > if you can tell me more specifically what you're looking for, > it would be > > helpful :) Also, I can only fire one thing at a time being only > human and > > all :P > > Could you send me a link to a website for crossfire? can you > give me more > > info? Sounds interesting from what I know so far :D > > crossfire.real-time.com > > > > > Thanks > > Tom Yoder > > No Thankyou, especially for your prompt reply ;) > > dnh > > > tom.yoder@home.com > > ----- Original Message ----- > > From: "dnh" > > To: "Tom Yoder" > > Sent: Saturday, January 27, 2001 9:29 PM > > Subject: Re: [Freeciv-Dev] FreeCiv sounds > > > > > > > Hello, I used to develop for freeciv long ago but read your > message and > > > had a sudden thought. I am currently developing for another opensource > > > game, crossfire, and we also in at the stage of adding sound. We are > > > looking for sounds of combat, explosions, fire, basically > anything that > > > can be used =). If you could supply any of these or anything > else which > > > may vaguely be useful to us could, would you be able to > assist? Any format > > > and almost any quality would be great =). > > > > > > Thanks for your consideration, > > > > > > dnh > > > > > > > > > > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From mwedel at scruz.net Sun Jan 28 22:55:19 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:51 2005 Subject: [CF-Devel] Re: [Freeciv-Dev] FreeCiv sounds References: Message-ID: <3A74F7B7.870321D@scruz.net> Seems like this pops up periodically. While any new sounds are cool, I'm not sure if gunfire is going to do much good for us. In fact, there already is gunfire sounds with crossfire which are used for the magic bullet spells. The general problem with combat spells is the frequency of which they might be used. most reasonably characters get 10-30 attacks per real time second. The sounds get repetitive pretty quickly. Sound for melee combat also get tricky. You basically have 9 potential sounds for attacks. The attacker could either be using a flesh (hands) weapon, wooden, or metal. Likewise, the defender may have any of those three things. Having metal clanking would be a bit odd of the character is attacking an unarmored foe with a club for example. That said, where I would like to conentrate sounds for: 1) spell sounds - they are not cast quite as often, plus the information can actually be useful (if you are hearing lightning bolts, you have some idea what may be upcoming. This doesn't work for melee sounds very well, because creatures will not attack anything unless its next to them, but they will often fire spells. Also, many sounds are duplicated for many spells - would be nicer for more unique sounds (102 sounds apparantly use the magic sound effect). 2) Effect sounds. We're still missing a good sound for the opening/closing of gates and grates. The sound for handles right now is a bit iffy (the boink sound). The player is killed sound often is not played, because it is too long and fails a test in the code (same is true for players joining). The gong is probably as good as any in terms of player dead sounds. 3) Background sounds - while less important, some water sounds could be useful for both rivers and fountains (which may help players know there is a fountain in a dungeon for example). At some point, how sounds are played needs to be redone. But I think the above might at least be a decent shopping list for what sounds to look out for. But one thing is that the sound really needs to be distinct. Some sounds are such that when mixed with other sounds, it almost more sounds like static or non distinctive to what it really is for. From mwedel at scruz.net Sun Jan 28 23:03:38 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:51 2005 Subject: [CF-Devel] more on configure script References: <20010127165229.7741.qmail@web204.mail.yahoo.com> Message-ID: <3A74F9AA.8BCA0970@scruz.net> Looking at the script, the section is automatically generated by autoconf. I believe that the first part checks for a cached entry. My guess might be that the cached entry (stored in config.cache) got bogus. Never checking for cached entries would of course work. You can remove config.cache everytime before running configure and things will still work. IT just takes a lot longer for configure to run (one program doesn't take very long to run, but configure runs a whole bunch so using a cache speeds things up). I would be curious to see if a non modified configure script would now work for DB. If so, it really points out that the config.cache was bogus. This is not too uncommon if you update a lot of files on the system - some things may move around. Certainly, if a configure is run on one platform and then i'm going to re-compile on another platform, I do remove the config.cache and config.status files. Jonathan Taporg wrote: > > Yesterday, DB and I were looking at the problem he was having in > getting the gcfclient's configure script to recognize the fact that > he did have the right version of GTK installed. After some searching > we were able to track down where the problem was: > > echo "configure:1740: checking for $ac_word" >&5 > if eval "test \"`echo '$''{'ac_cv_path_GTK_CONFIG'+set}'`\" = set"; > then > echo $ac_n "(cached) $ac_c" 1>&6 > else > case "$GTK_CONFIG" in > > ... in the configure script. Basically, the if-then resulting in > true > would cause the script to fail, otherwise it would succeed. We were > able to get things to work in DB's case by replacing the if-then with > an unconditional false. The script works without change for me. We > were wondering what would have caused the problem for bob in the > first place? > > -j > > __________________________________________________ > Do You Yahoo!? > Yahoo! Auctions - Buy the things you want at great prices. > http://auctions.yahoo.com/ > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From mwedel at scruz.net Sun Jan 28 23:45:55 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:51 2005 Subject: [CF-Devel] Appendix A - Commands References: Message-ID: <3A750393.F88F5E7C@scruz.net> Rick Tanner wrote: > > I was working on the website and came across a couple of things that might > need clarification... > > For disarm, the description says "executes a disarming action in facing > direction" > > What I have noticed is my character can stand in the middle of 9 treasure > chests arranged in a 3 x 3 square and if all 9 chests were trapped (and I > found them of course) then they all get disarmed without having to change > the direction my character faces. Am I wrong or does the description need > updating? yes - disarming will disarm everything in the 9x9 space area. Documentation is incorrect. > > For brace, when that is toggled on, is it possible to attack another > player even when peaceful is on? Is experienced gained also halved? Looking at brace, the following effects seems to happen: ac is 2 points worse, and you get no dex bonus +4 attack bonus to hit. experience is reduced by 80% (you get 1/5 you normally would). I think there may be an interesting bug in this, in that if you are being drained, only 1/5 the amount that would normally be drained will be subtracted - the code does not appear to check to see if the exp is being added or removed. you won't switch spaces with friendly objects. you will still attack friendly creatures even if you are in peaceful mode. You will not roll boulders. At least that is all the code that I see that uses the braced attribute. > > I also noticed several other commands that are listed in the playbook that > are not available when you type 'help in the game, and vice versa. > > I can update this section in HTML format, but I'm unable to implement it > back into the game. Can you clarify that? Does that mean you don't have CVS access, or does it have some other meaning? > > Is anyone available to help me update this section? Or provide > descriptions of the commands at least? Probably drop a message to the list about the commands you have questions about, and someone will answer them at some point. From michael.toennies at nord-com.net Mon Jan 29 01:44:28 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:52 2005 Subject: [CF-Devel] Re: [Freeciv-Dev] FreeCiv sounds In-Reply-To: <3A74F7B7.870321D@scruz.net> Message-ID: Hm, i know that some of you never even started the dx client, but you really should do it. No one said you must play it, but perhaps you will find some interesting. Because i have do some hard work to the sound interface on client side inclusive many new sounds. So, walking around with dxclient in CF with sounds gives you a real new game feeling. I had new sounds for handles and a row of spell sounds included. Also a system of how many and which sounds should be repeat and so on. I had announced the sound interface some times and asked also for spell sounds, but i got more and more the feeling most of my work get ignored because i develop for windows. I mean, the dx client has now more than 50 sounds. You got sound effects when you get drained or depleted, even when you wear/unwear a item which changes states. Warning for food. Dynamic hp lose "ouch" sounds = more hp lose = harder sounds = you got hit hard. Dynamic food steps, looping background sound, give me a server command for it... Spell sounds for many different spells, etc, etc, etc. I put most "weapon" sounds to a "deep" sound, which you can hear longer and don't start to go after 5 minutes on your nerves, etc. Well, look by yourself. > Seems like this pops up periodically. > > While any new sounds are cool, I'm not sure if gunfire is going > to do much good > for us. > > In fact, there already is gunfire sounds with crossfire which > are used for the > magic bullet spells. > > The general problem with combat spells is the frequency of which > they might be > used. most reasonably characters get 10-30 attacks per real time > second. The > sounds get repetitive pretty quickly. > > Sound for melee combat also get tricky. You basically have 9 > potential sounds > for attacks. The attacker could either be using a flesh (hands) > weapon, wooden, > or metal. Likewise, the defender may have any of those three things. > > Having metal clanking would be a bit odd of the character is attacking an > unarmored foe with a club for example. > > That said, where I would like to conentrate sounds for: > > 1) spell sounds - they are not cast quite as often, plus the > information can > actually be useful (if you are hearing lightning bolts, you have > some idea what > may be upcoming. This doesn't work for melee sounds very well, because > creatures will not attack anything unless its next to them, but > they will often > fire spells. Also, many sounds are duplicated for many spells - > would be nicer > for more unique sounds (102 sounds apparantly use the magic sound effect). > > 2) Effect sounds. We're still missing a good sound for the > opening/closing of > gates and grates. The sound for handles right now is a bit iffy > (the boink > sound). The player is killed sound often is not played, because > it is too long > and fails a test in the code (same is true for players joining). > The gong is > probably as good as any in terms of player dead sounds. > > 3) Background sounds - while less important, some water sounds > could be useful > for both rivers and fountains (which may help players know there > is a fountain > in a dungeon for example). > > At some point, how sounds are played needs to be redone. But I > think the above > might at least be a decent shopping list for what sounds to look > out for. But > one thing is that the sound really needs to be distinct. Some > sounds are such > that when mixed with other sounds, it almost more sounds like > static or non > distinctive to what it really is for. > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From dnh at hawthorn.csse.monash.edu.au Mon Jan 29 03:21:17 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:52 2005 Subject: [CF-Devel] Re: [Freeciv-Dev] FreeCiv sounds In-Reply-To: Message-ID: On Mon, 29 Jan 2001, Michael Toennies wrote: > Hm, i know that some of you never even started the dx client, > but you really should do it. No one said you must play it, > but perhaps you will find some interesting. If you don't have access to windows... may I ask how I am _supposed_ to try it?? Perhaps you are making an assumption that everyone has windows somewhere? > Because i have do some hard work to the sound interface on client side > inclusive many new sounds. > > So, walking around with dxclient in CF with sounds gives you a real new game > feeling. Cool. > I had new sounds for handles and a row of spell sounds included. Also a > system > of how many and which sounds should be repeat and so on. Cool. have you got a system for handling multiple sounds for the same thing? Ie two different physical attack sounds that randomly change between the two? > I had announced the sound interface some times and asked also for spell > sounds, but i got more > and more the feeling most of my work get ignored because i develop for > windows. No, it isn't ignored. But what can I say or do? You wont do anything for the linux client.. why should you expect the reverse? > I mean, the dx client has now more than 50 sounds. Wow. That is nice... why haven't you put them in the linux client? > You got sound effects when you get drained or depleted, even when you > wear/unwear a item > which changes states. Warning for food. Dynamic hp lose "ouch" sounds = more > hp lose = > harder sounds = you got hit hard. > Dynamic food steps, looping background sound, give me a server command for > it... > > Spell sounds for many different spells, etc, etc, etc. > > I put most "weapon" sounds to a "deep" sound, which you can hear longer and > don't start to > go after 5 minutes on your nerves, etc. > > Well, look by yourself. This I am afraid is impossible. I have absolutely no access what so ever to a windows machine and thus cannot look. I got a brief glimpse awhile ago cause I installed it on a friends computer (who didn't have sound). Again I stress, you seem to think that the linux developers (I am not sure how many there are) are going to constantly check to see what they can copy from the windows client. I have noted the linux client is being constantly worked on, I assume by Mark, for example there is now code for handling metaserver instructions. For things like your new sounds, please please please, explain to someone that you have them, and ask if they can put them in. It would appear the current situation is, windows client is getting updated completely seperatly to the *nix client, perhaps better team work is involved here?? dnh ps. still waiting for images of _certain_ people ;) pps. Go look at the new poll on Mids web page (mids.student.utwente.nl) > > Seems like this pops up periodically. > > > > While any new sounds are cool, I'm not sure if gunfire is going > > to do much good > > for us. > > > > In fact, there already is gunfire sounds with crossfire which > > are used for the > > magic bullet spells. > > > > The general problem with combat spells is the frequency of which > > they might be > > used. most reasonably characters get 10-30 attacks per real time > > second. The > > sounds get repetitive pretty quickly. > > > > Sound for melee combat also get tricky. You basically have 9 > > potential sounds > > for attacks. The attacker could either be using a flesh (hands) > > weapon, wooden, > > or metal. Likewise, the defender may have any of those three things. > > > > Having metal clanking would be a bit odd of the character is attacking an > > unarmored foe with a club for example. > > > > That said, where I would like to conentrate sounds for: > > > > 1) spell sounds - they are not cast quite as often, plus the > > information can > > actually be useful (if you are hearing lightning bolts, you have > > some idea what > > may be upcoming. This doesn't work for melee sounds very well, because > > creatures will not attack anything unless its next to them, but > > they will often > > fire spells. Also, many sounds are duplicated for many spells - > > would be nicer > > for more unique sounds (102 sounds apparantly use the magic sound effect). > > > > 2) Effect sounds. We're still missing a good sound for the > > opening/closing of > > gates and grates. The sound for handles right now is a bit iffy > > (the boink > > sound). The player is killed sound often is not played, because > > it is too long > > and fails a test in the code (same is true for players joining). > > The gong is > > probably as good as any in terms of player dead sounds. > > > > 3) Background sounds - while less important, some water sounds > > could be useful > > for both rivers and fountains (which may help players know there > > is a fountain > > in a dungeon for example). > > > > At some point, how sounds are played needs to be redone. But I > > think the above > > might at least be a decent shopping list for what sounds to look > > out for. But > > one thing is that the sound really needs to be distinct. Some > > sounds are such > > that when mixed with other sounds, it almost more sounds like > > static or non > > distinctive to what it really is for. > > _______________________________________________ > > crossfire-devel mailing list > > crossfire-devel@lists.real-time.com > > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From leaf at real-time.com Mon Jan 29 14:14:50 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 17:59:52 2005 Subject: [CF-Devel] Appendix A - Commands In-Reply-To: <3A750393.F88F5E7C@scruz.net> Message-ID: On Sun, 28 Jan 2001, Mark Wedel wrote: > > I also noticed several other commands that are listed in the playbook that > > are not available when you type 'help in the game, and vice versa. > > > > I can update this section in HTML format, but I'm unable to implement it > > back into the game. > > Can you clarify that? Does that mean you don't have CVS access, or does it > have some other meaning? I have to stop sending posts late at night, I get too confusing! ;) What I was trying to say is I could update the Commands section on the website, but I am unable to update the help commands in the game because I do not have CVS access, and even if I did I still wouldn't know what to do. If I provide the commands and summaries in something like .txt format, could someone else follow through on this? - Rick Tanner leaf@real-time.com From mwedel at scruz.net Wed Jan 31 01:59:13 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:52 2005 Subject: [CF-Devel] Checkin. Message-ID: <3A77C5D1.CB1992F1@scruz.net> I've justed checked in the following changes. I've tested it quite a bit, but can not guarentee it is 100% bugfree (who can ever do that?), but there could be some bugs out there. But hopefully this will also fix the problem of players ending up in the middle of the ocean sometime. I've also updated the version.h file so it will be more clear if a server is running pre/post this change. MSW 2001/01/30: Complete rewrite of the exit handling code. Hopefully as an effect, this will fix the player appearing in the middle of the oceans. I think the code should also work better in many other areas. Main enhancements is a 3x3 area for pets to follow player to new map, as well as golems now following players to the new maps. include/sproto.h, random_maps/rproto.h - rebuilt. random_maps/random_map.c: Change generate_random_map to take a structure with the random map paremeters. random_maps/reader.l, reader.c: Add set_random_map_variable function that reads the map parameters from a char buffer. Also, remove some leftover comments that were from the common/loader.l file. random_maps/rogue_layout.c: Change some functions to be static so make proto doesn't collect them. random_maps/standalone.c: Add opening of parms file into main function since it ws removed from the random_map.c file. server/apply.c: Don't display the message of random maps to the players as they enter them, as this message is random map parameters, and not a real message. server/login.c: #if 0 out using of the player loading element in the structure. this isn't used right now. server/main.c: Bulk of the changes. main changes are to break apart the old enter_exit function into smaller functions that more logically do the needed function (random maps, unique maps, and transferring the player to the new map). random map code now passes the parameters via structure instead of file in /tmp. Code is much more understandable now and hopefully bugfree. server/pets.c: minor changes/bugfixes. Search full SIZEOFFREE array, use real owner variable when print out messages. server/player.c: Remove usage of the loading variable in the player structure. End of MSW 2001/01/30 checking. From michael.toennies at nord-com.net Tue Jan 30 16:05:50 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 17:59:52 2005 Subject: [CF-Devel] Appendix A - Commands In-Reply-To: Message-ID: Btw, the new handbook looks great. Nice work to copy all these little gfx peace, but thats what we need for newbies. > > > On Sun, 28 Jan 2001, Mark Wedel wrote: > > > > I also noticed several other commands that are listed in the > playbook that > > > are not available when you type 'help in the game, and vice versa. > > > > > > I can update this section in HTML format, but I'm unable to > implement it > > > back into the game. > > > > Can you clarify that? Does that mean you don't have CVS > access, or does it > > have some other meaning? > > I have to stop sending posts late at night, I get too confusing! ;) > > What I was trying to say is I could update the Commands section on the > website, but I am unable to update the help commands in the game because I > do not have CVS access, and even if I did I still wouldn't know what to > do. > > If I provide the commands and summaries in something like .txt format, > could someone else follow through on this? > > - Rick Tanner > leaf@real-time.com > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From dnh at hawthorn.csse.monash.edu.au Wed Jan 31 04:05:57 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:52 2005 Subject: [CF-Devel] Hmmm two things Message-ID: Mark, your patch is very broken you can no longer recall from anywhere. It returns the message (which is quite humourous) 'The force is closed.' Peterm, we must add physical attack to the gloves otherwise they are almost useless =). Couldn't even hit a dread =). dnh From pjka at cc.jyu.fi Wed Jan 31 06:11:09 2001 From: pjka at cc.jyu.fi (Pertti Karppinen (OH6KTR)) Date: Thu Jan 13 17:59:52 2005 Subject: [CF-Devel] cfclient+burning hands+floorless maps In-Reply-To: ; from dnh@hawthorn.csse.monash.edu.au on Wed, Jan 31, 2001 at 09:05:57PM +1100 References: Message-ID: <20010131141109.A6694@tukki.jyu.fi> I just found (atleast on sgi O2 box) that when you cast burning hands or similar spells o a map that has no floor tile, it leaves lot of spell images to map. They get erased when You walk over them though. Also, I may completely clueless coder, but why does following code compile without warnings on gcc (client/x11.c at the bottom): for (i=1; i |'Bridge Players | Systems Designer, University of Jyvaskyla, Finland | Do | http://www.iki.fi/~pjka/ | Office : +358 14 260 2088 | It | HAM: OH6KTR QTH: KP22UF | Cellular: +358 40 564 0786 | on the Table' | From dnh at hawthorn.csse.monash.edu.au Wed Jan 31 08:55:50 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 17:59:52 2005 Subject: [CF-Devel] cfclient+burning hands+floorless maps In-Reply-To: <20010131141109.A6694@tukki.jyu.fi> Message-ID: yeah that bug is an old one, easy solution is to floor all the buildings =) dnh From peterm at tesla.EECS.Berkeley.EDU Wed Jan 31 13:50:31 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:52 2005 Subject: [CF-Devel] Bug confirmed: new exit code breaks Word of Recall In-Reply-To: Your message of "Wed, 31 Jan 2001 21:05:57 +1100." Message-ID: <200101311950.LAA09476@tesla.EECS.Berkeley.EDU> DB is correct: word of recall doesn't work. Other than that the new exit code seems to be working well. I should remark here that the new code SHOULD fix the long-standing exit bug. 1.0, here we come! PeterM > Mark, your patch is very broken you can no longer recall from anywhere. It > returns the message (which is quite humourous) 'The force is closed.' > > Peterm, we must add physical attack to the gloves otherwise they are > almost useless =). Couldn't even hit a dread =). > > dnh > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From peterm at tesla.EECS.Berkeley.EDU Wed Jan 31 14:25:44 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:52 2005 Subject: [CF-Devel] Performance of current CVS is awful? Message-ID: <200101312025.MAA25023@tesla.EECS.Berkeley.EDU> Hello, I (and others: MiDS, rower) have noticed a huge drop in performance. Perhaps maps are not being swapped out anymore, but instead, the game is processing a great many maps? CPU use is definitely greatly increased, to the point where it is lagged on my dual-400MHz-CPU 256M system after a little play. PeterM From pjka at cc.jyu.fi Wed Jan 31 15:30:28 2001 From: pjka at cc.jyu.fi (Pertti Karppinen (OH6KTR)) Date: Thu Jan 13 17:59:52 2005 Subject: [CF-Devel] Informal spell check .... 1.0 in coming In-Reply-To: <200101312025.MAA25023@tesla.EECS.Berkeley.EDU>; from peterm@tesla.EECS.Berkeley.EDU on Wed, Jan 31, 2001 at 12:25:44PM -0800 References: <200101312025.MAA25023@tesla.EECS.Berkeley.EDU> Message-ID: <20010131233028.A9679@tukki.jyu.fi> I saind something oneday. As I was sober then I am about to keep up my with promise: talking about 1.0 ... I will start spell checking the map base ... slowly, and I'will try to make a 'map' page for that, but ... after I make a FORMAL announcement, I will need to be made aware any map changes that chance spelling!!!! -- BSc. Pertti Karppinen |'Bridge Players | Systems Designer, University of Jyvaskyla, Finland | Do | http://www.iki.fi/~pjka/ | Office : +358 14 260 2088 | It | HAM: OH6KTR QTH: KP22UF | Cellular: +358 40 564 0786 | on the Table' | From peterm at tesla.EECS.Berkeley.EDU Wed Jan 31 22:09:58 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 17:59:52 2005 Subject: [CF-Devel] Bizarre effect of stats: Con 6 --> more hp than Con 8 Message-ID: <200102010409.UAA20866@tesla.EECS.Berkeley.EDU> Reason? I don't know. Probably a bug. PeterM From mwedel at scruz.net Wed Jan 31 23:03:15 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:52 2005 Subject: [CF-Devel] Bizarre effect of stats: Con 6 --> more hp than Con 8 References: <200102010409.UAA20866@tesla.EECS.Berkeley.EDU> Message-ID: <3A78EE13.C38DFF2F@scruz.net> Fixed: Fix bug that resulted in higher hp if you had a negative con penalty that was odd than you should have. Basically, if your con penalty was -3, you would have more hp than if your con penalty was -2. Now it works properly. MSW 2001-01-31 Peter Mardahl wrote: > > Reason? I don't know. Probably a bug. > > PeterM > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From mwedel at scruz.net Wed Jan 31 23:26:33 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 17:59:52 2005 Subject: [CF-Devel] Bug confirmed: new exit code breaks Word of Recall References: <200101311950.LAA09476@tesla.EECS.Berkeley.EDU> Message-ID: <3A78F389.601880D@scruz.net> Peter Mardahl wrote: > > DB is correct: word of recall doesn't work. Other than that > the new exit code seems to be working well. I have fixed the word of recall bug. Its in the latest CVS. From bca at magellan.fpms.ac.be Wed Jan 31 04:00:23 2001 From: bca at magellan.fpms.ac.be (bca@magellan.fpms.ac.be) Date: Thu Jan 13 18:00:00 2005 Subject: [CF-Devel] Re: perspective,new tles,... In-Reply-To: <200102161801.f1GI15l00686@sprite.real-time.com> Message-ID: <3A77F047.1136.58CEC8@localhost> A perspective set to that of Diablo ie 2D1/2 could be the best solution. It gives the sensation of 3D allowing in the same time to keep the 2D manner of handling game.Hence some things like seeing a monster preparing to attack. Maybe to have to publish the spec for the perspective with a 3D file format used for modeling and raytracing(POV-ray,3DStudio,...) Callebaut Beno?t E-mail :bca@magellan.fpms.ac.be E-mail FPMS :stu1997023@gaston.fpms.ac.be From leaf at real-time.com Wed Jan 3 13:54:06 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 18:03:52 2005 Subject: [CF List] New DirectX crossfire client for Windows Message-ID: The DirectX client for Windows OS is now in beta release and ready for public testing. To summarize the website: http://crossfire.real-time.com/Clients/DirectX/directx.html At the moment, there are two locations to obtain the client: http://mids.student.utwente.nl/~michtoen/cfdx0301.exe http://crossfire.real-time.com/media/cfdx0301.exe Bug reports, problems, and questions please direct them to: Michael Toennies michael.toennies@nord-com.net As a reminder, the public server list is at: http://crossfire.real-time.com/Website_Index/Servers/servers.html And don't forget about the metaserver page: http://crossfire.real-time.com/metaserver - Rick leaf@real-time.com From tanner at real-time.com Thu Jan 4 19:13:57 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 18:03:52 2005 Subject: [CF List] Official crossfire-client RPMs available Message-ID: <20010104191357.D24102@real-time.com> I have decided to take on maintaining the official crossfire-client RPMs. Thanks to Peter, I got access to SourceForge and have the RPMs up on the site now. http://sourceforge.net/projects/crossfire/ I have access to intel, sparc, ultra and alpha, so those are the binaries I'll put up. I cannot find a way to seperate releases of Redhat Linux. So the RPMs are RedHat 6.2 binaries. I do have RedHat 7.0 RPMs, but I don't know how to make another package for these files. Push comes to shove, grab the .src.rpm and build it your self. :-) Also, I'll put these up on http://crossfire.real-time.com as the back-up site, since SourceForge can be dog slow at times. I'll let Leaf announce where they are located. Thanks. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From tanner at real-time.com Wed Jan 10 15:50:50 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 18:03:52 2005 Subject: [CF List] Metalforge accessible to everyone? Message-ID: <20010110155050.J29088@real-time.com> I am seening some errors in metalforge.real-time.com's logs, can someone OUTSIDE of Real Time verify that they can connect to us? metalforge.real-time.com Thanks. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From jbontje at suespammers.org Thu Jan 11 16:32:02 2001 From: jbontje at suespammers.org (Joris Bontje) Date: Thu Jan 13 18:03:52 2005 Subject: [CF List] Metalforge accessible to everyone? In-Reply-To: <200101111816.f0BIGeu10073@sprite.real-time.com>; from crossfire-list-request@lists.real-time.com on Thu, Jan 11, 2001 at 12:16:40PM -0600 References: <200101111816.f0BIGeu10073@sprite.real-time.com> Message-ID: <20010111233201.A53452@mids.student.utwente.nl> metalforge IS accesible from my place. It is pretty fast even :) 11-01-2001 at 23:30 it worked. Joris Bontje "MiDS" jbontje@suespammers.org From tanner at real-time.com Sun Jan 14 14:35:00 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 18:03:52 2005 Subject: [CF List] New crossfire-client RPMS released Message-ID: <20010114143447.D14816@real-time.com> I have uploaded the rpms for the latest version of the crossfire-client. Here is the official SourceForge announcement: A new version of client-linux-rpm has been released. You can download it from SourceForge by following this link: You requested to be notified when new versions of this file were released. If you don't wish to be notified in the future, please login to SourceForge and click this link: ChangeLog: - MSW 2000/1/13 (except as mentioned, all changes by MSW): - Makefile.in: Create destination dirs, remove extra tab. Patch also by Dave. - Protocol: typo fixed. - config.h, config.h.in: Add HVAE_DMALLOC_H #ifdefs. Checks currently disable in configure.in, as with it, the sound won't like properly since it needs -ldmalloc, and I haven't bothered investing that much time into fixing the Makefile. - gx11.c: Patches by Dave Peticolas - mostly code cleanup, but one new feature is support of wheel mice to move the scrollbars. - png.c: No real code change, just adjustments in some ordering which I think makes the code appear a little simpler. - x11.c: Minor code cleanups, some formatting changes, some to make better error messages. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From tanner at real-time.com Sat Jan 27 00:28:18 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 18:03:52 2005 Subject: [CF List] 157.151.95.203 Message-ID: <20010127002818.B8255@real-time.com> I am not sure if this is someone trying to do a DoS on metalforge, but for the last 16 hours a large number of ICMP packets have been coming from 157.151.95.203, at of 00:30 CST I have blocked all ICMP from this host. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From biggy at biggiesjoint.every1.net Wed Jan 31 03:20:01 2001 From: biggy at biggiesjoint.every1.net (biggy.) Date: Thu Jan 13 18:03:52 2005 Subject: [CF List] problems with crossfire Message-ID: <20010131092001.8796C36F9@sitemail.everyone.net> Until recently i had an older version of crossfire where i could actually play without logging onto the internet, bu with the newest version it always tries to make me go onto the net, is there a way i could play without logging onto the internet? _____________________________________________________________ Get your free email at: http://biggiesjoint.mail.everyone.net! From peterm at tesla.EECS.Berkeley.EDU Wed Jan 31 19:06:41 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:03:52 2005 Subject: [CF List] problems with crossfire In-Reply-To: Your message of "Wed, 31 Jan 2001 01:20:01 PST." <20010131092001.8796C36F9@sitemail.everyone.net> Message-ID: <200102010106.RAA00725@tesla.EECS.Berkeley.EDU> You mean the client? If you're using gcfclient you could do gcfclient -server localhost > Until recently i had an older version of crossfire where i could actually pla >y without logging onto the internet, bu with the newest version it always trie >s to make me go onto the net, is there a way i could play without logging onto > the internet? > > _____________________________________________________________ > Get your free email at: http://biggiesjoint.mail.everyone.net! > _______________________________________________ > crossfire-list mailing list > crossfire-list@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-list