From dnh at hawthorn.csse.monash.edu.au Thu Nov 1 19:51:09 2001 From: dnh at hawthorn.csse.monash.edu.au (David Hurst) Date: Thu Jan 13 18:01:45 2005 Subject: [CF-Devel] Message to those interested in gods (leaf) Message-ID: <20011102125109.A11381@hawthorn.csse.monash.edu.au> I have added another god given relic. This time to Ruggilli, the proud new owner of the first whip in the game (with it's own attack messages >=), thanks garbled). stats: Object burningtail name Burning Tail of many lashings of Ruggilli dam 40 resist_cold 25 resist_fire 15 attacktype 4101 (fire, paralyze, physical) this is the real ouch of this weapon, fire and paralyze.. magic 15 (burning tail +15) Its attack speed is quite slow though at speed 0.4 it is really hard to get.. (from treasures) arch god_grace_limit_high more arch god_spelldirect_retributive_strike more arch burningtail chance 2 also there are some bracers for gnarg, not very exciting to get and again hard to get.. arch god_grace_limit_medium arch bracers_gnarg chance 2 Str 2 resist_physical 30 resist_cold 20 Dam 15 hp 1 dnh ps. I am very open to suggestion on anything I commit =) From dnh at hawthorn.csse.monash.edu.au Thu Nov 1 21:29:44 2001 From: dnh at hawthorn.csse.monash.edu.au (David Hurst) Date: Thu Jan 13 18:01:45 2005 Subject: [CF-Devel] Dragon powermail Message-ID: <20011102142944.B11381@hawthorn.csse.monash.edu.au> If no one objecs I will replace the Powermail grapics in the standard set with that of the alternate set. While the powermail isn't that bad, the one in the laternate set fits much better with the style of the robe, midnight robe, wdsm. (plus the animation is cooler =)) dnh From dnh at hawthorn.csse.monash.edu.au Fri Nov 2 08:48:57 2001 From: dnh at hawthorn.csse.monash.edu.au (David Hurst) Date: Thu Jan 13 18:01:45 2005 Subject: [CF-Devel] attack messages and GTK client Message-ID: <20011103014857.C11381@hawthorn.csse.monash.edu.au> Two feature requests. 1) the ability to set a maximum scrolling buffer size on the gtk client so as to avoid the crazy memory and performance problems associated with lots of messages (try casting a few burning hands in the titan castle.. eeek.. my client slowed down.. It took me a while to realise it wasn't the game but the client!) 2) have the ability to turn attack messages off. Though I love them and will continue to use them, I KNOW modem users will NOT!. It will probably use alittle to much bandwidth and thus detract from the actual game. dnh From leaf at real-time.com Fri Nov 2 12:17:27 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 18:01:45 2005 Subject: [CF-Devel] Message to those interested in gods (leaf) In-Reply-To: <20011102125109.A11381@hawthorn.csse.monash.edu.au> Message-ID: The Crossfire Pantheon page has been updated with this info http://crossfire.real-time.com/CF_Handbook/AppendixC/crossfire_pantheon.html Thanks for the alert! ;) - Rick Tanner leaf@real-time.com On Fri, 2 Nov 2001, David Hurst wrote: > I have added another god given relic. This time to Ruggilli, the proud new owner of the first whip in the game (with it's own attack messages >=), thanks garbled). > stats: > Object burningtail > name Burning Tail of many lashings of Ruggilli > also there are some bracers for gnarg, not very exciting to get and again hard to get.. > arch god_grace_limit_medium > arch bracers_gnarg From michael.toennies at nord-com.net Sat Nov 3 12:01:04 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:01:45 2005 Subject: [CF-Devel] arch bug Message-ID: In the arches are chole_1.arc and chole_2.arc . Inside, both are Object chole_1 . Should we change one to chole_2 or should we remove it? From mwedel at sonic.net Sun Nov 4 01:05:03 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:45 2005 Subject: [CF-Devel] arch bug References: Message-ID: <3BE4E89F.E6CC3307@sonic.net> Michael Toennies wrote: > > In the arches are chole_1.arc and chole_2.arc . > > Inside, both are Object chole_1 . > > Should we change one to chole_2 or should we remove it? chole_2 (the file) should be listed as being chole_2 in its name. I've fixed it in the arch directory, but haven't run a collect on it. From mwedel at sonic.net Mon Nov 5 02:34:35 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:45 2005 Subject: [CF-Devel] attack messages and GTK client References: <20011103014857.C11381@hawthorn.csse.monash.edu.au> Message-ID: <3BE64F1B.E7067ACC@sonic.net> David Hurst wrote: > > Two feature requests. > 1) the ability to set a maximum scrolling buffer size on the gtk client so as to avoid the crazy memory and performance problems associated with lots of messages (try casting a few burning hands in the titan castle.. eeek.. my client slowed down.. It took me a while to realise it wasn't the game but the client!) This is possible with the -triminfowindow option in the gtkclient. Note that the scrollback buffer is currently hardcoded at 100k. Also note that there are some reliablity problems with it, but interesting enough it was fairly stable when I tried it tonight. I think there may be some case of the delete lining up on some specific boundary (end of line, or one character before or something). This can be fixed - I just need it to trace down if that is really the case. > 2) have the ability to turn attack messages off. Though I love them and will continue to use them, I KNOW modem users will NOT!. It will probably use alittle to much bandwidth and thus detract from the actual game. Is it really possible to play over the modem now? I think a bigger point is that while having tons of configuration options may be nice, it is more a pain to code. For just the attack messages, this is not a big deal, but I could see other things like 'I don't want XYZ, so how about being able to turn that off because it saves 50 bytes/second of download', etc. Most messages seem to be pretty integral. OTOH, what could perhaps be done is that I believe there is a random factor to decrease these messages. Maybe remove that, and let the user control what portion of the messages they see (ie, if set to 10, they see every 10'th message, if set to 1, they see every message). This is probably more predictable than using random values, and also allows a better level of control. From mwedel at sonic.net Mon Nov 5 02:58:45 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:45 2005 Subject: [CF-Devel] SDL client and debian/linux References: Message-ID: <3BE654C5.D81D2AD7@sonic.net> Michael Toennies wrote: > > Hm, when you guys has tried it with the ^M inside and you don't has tools > to handle it, you has problems. The issue isn't what was the right thing that should have been done in the history of computers and OS's, as that is something no one can really change (or most people are not willing to change OS's, and even if it was, then you get into what OS is the right OS). Certainly there are ways to strip the ^M out of the files. The issue here is that it is more a bother. Simply put, if the code is a pain for people to use (because of the ^M's, or it uses non standard extensions, or whatever else), people will probably not work on it. You will have to ask yourself if that is your intended goal or not. > There are more bad points, where unix really sucks when it tries to do other > things then > the standard ones - cvs is totally crappy in working with windows ascii > files or binaries. > Notice, that in the real big world (banks and other big data handling > companies) most count cvs > as "not useful for professional use". I think that is a spurious argument. Many big instutions consider open source programs in general not useful for professional use. Yet that is what we are doing here. Should we pack it all up because of that? > > Btw, under windows, every slightly good shareware tool (text editor or > compiler) can handle all > this stuff. The point is, that i DON'T SEE in windows any difference in > editor or VC between a > windows or unix file - they handled 100% in the right way. You can even mix > unix and windows text- > it will shown right. The ^M is more of an issue of just being obnoxious than anything serious. The // issue is serious - simply put it is not legal ANSI C code. Sure, people can go off and find compilers that may take it, but if I have a working ANSI C compiler on my system yet can't compile because of special extensions, I think it is fair to complain about the code. And in fact, at my old company (pyramid), there was no option except to use the C compiler they provided, as GCC had not been ported. And the pyramid C compiler was strictly ansi conforming, hence various changes so that function parameters did not match the same as typedef structures, as that is illegal, but most compilers don't have a problem with. AT some level, you can write whatever you want, and if its something seperate, like the SDL client, not a big deal. Yet at the same time, you should then not be surprised that no one else is working on it when they can't even compile it. I'm willing to spend a few minutes fixing a configuration file, but I'm not willing to spend a bunch of time fixing up non standard code just to see how it works. And I think others may have similar feelings. > > Ok, we should set for the source there some rules. In all ways, this above > is pur trivial. There are some in doc/programming_guide. A couple points from it: 9) Assume all names use one namespace. For example, if there is a struct called spell, don't make the name of an optional parameter spell. This will break on ANSI C compilers that follow the spec strictly (gcc does not, even with -strict -ansi) 10) As a followup on 9 above, don't use nonstandard gcc extensions (// for comment lines, ability to nest functions, declare arrays with variable bounds, etc.) Likewise, don't use special system functions - don't assume the target system will be bsd or svr4 - if using a potentially non standard function, add checks in the autoconf script and include a version of the function in case it is not on that system. They key word here is portability - don't assume everyone else has the same system as you do. > > To the source - remember i hacked the flat mode in 4 hours. And some is > ripped from dx client. > For other system you don't have to compile it - you have to implement it. > This is the stage the source go to alpha - is even pur work source yet. > So don't expect a non warning/error compiling in the first steps. That is perfectly fair. In that case, just giving some warning like 'this is experimental, it may not work, let me know of any bugs'. It is often very difficult to know the status of code without it explicitly being said - I always had a problem when people posted patches to the mailing list, and I learned that I had to explicity ask the person posting the patch if they were intending for that patch to get included in the source, or if that was an 'alpha' level patch that they put out for other people to test. Do note that modification to the CVS repository is meant to at least be alpha+ level code (ie, it compiles, is portable, and has gone through at least some testing). But if your making your own code, putting it up someplace for people to download, it seems people deserve what they get (but you may want to give better status of the code). IMO, such an approach may be better then committing potentially buggy code into CVS, OTOH, it may not get used as much. I will say that if you do look at committing such code into CVS, look at the tagging facility - tagging a distribution then allows people to easily go back to code prior to the changes just be giving the right tag (eg, cvs tag snapshot_2001_11_03 would then allow anyone to easily get all the files as they were at the time of the snapshot - in the above case, I used a date, typically, someting more descriptive like 'pre_new_iso_code' or something would probably be better. From root at garbled.net Mon Nov 5 11:46:39 2001 From: root at garbled.net (Tim Rightnour) Date: Thu Jan 13 18:01:45 2005 Subject: [CF-Devel] attack messages and GTK client In-Reply-To: <3BE64F1B.E7067ACC@sonic.net> Message-ID: On 05-Nov-01 Mark Wedel wrote: > OTOH, what could perhaps be done is that I believe there is a random factor > to > decrease these messages. Maybe remove that, and let the user control what > portion of the messages they see (ie, if set to 10, they see every 10'th > message, if set to 1, they see every message). This is probably more > predictable than using random values, and also allows a better level of > control. Actually.. I was thinking of letting the player set a multiplier for the random factors. or perhaps an additive. The random factor works out alot better than what you suggest IMHO, because then you have to track what message number you are on in each player. Additionaly, I can tune messages with the random factor by messagetype, because some are more frequent than others. The random values really are predictable.. because basically.. we are expecing that if a message is displayed 1/6 times, overall you will get 1/6th the messages. It's done on a per-message basis. My idea.. is currently I do something similar to: if (rndm(0, 6) == 0) show_message(); to change to: if (rndm(0, 6+player->message_factor) == 0) show_message(); so a player could 'setmfactor 99 and pretty much wipe them out. Either way.. I make no assertions that the current random values are perfect. I am tuning still, and will continue to do so. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi From bugs at mail.real-time.com Sun Nov 4 23:35:18 2001 From: bugs at mail.real-time.com (bugs@mail.real-time.com) Date: Thu Jan 13 18:01:45 2005 Subject: [CF-Devel] [Bug 387] New - configure complains about gnome Makefile, and doesn't compile Message-ID: <200111050535.fA55ZIq22606@crusader.real-time.com> http://bugzilla.real-time.com/show_bug.cgi?id=387 *** shadow/387 Sun Nov 4 23:35:18 2001 --- shadow/387.tmp.22603 Sun Nov 4 23:35:18 2001 *************** *** 0 **** --- 1,24 ---- + +============================================================================+ + | configure complains about gnome Makefile, and doesn't compile | + +----------------------------------------------------------------------------+ + | Bug #: 387 Product: Crossfire | + | Status: NEW Version: CVS | + | Resolution: Platform: PC | + | Severity: normal OS/Version: Linux | + | Priority: P2 Component: GTK client | + +----------------------------------------------------------------------------+ + | Assigned To: crossfire-devel@lists.real-time.com | + | Reported By: john.cater@eng.monash.edu.au | + | CC list: Cc: | + +----------------------------------------------------------------------------+ + | URL: | + +============================================================================+ + | DESCRIPTION | + I use "configure --disable-gnome" and get the output + + configure: creating ./config.status + config.status: creating Makefile + config.status: creating gnome/Makefile + config.status: error: cannot find input file: gnome/Makefile.in + + The client does not compile. \ No newline at end of file From bugs at real-time.com Mon Nov 5 02:10:01 2001 From: bugs at real-time.com (bugs@real-time.com) Date: Thu Jan 13 18:01:45 2005 Subject: [CF-Devel] Your Bugzilla buglist needs attention. Message-ID: <200111050810.fA58A1B24163@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=368 http://bugzilla.real-time.com/show_bug.cgi?id=369 http://bugzilla.real-time.com/show_bug.cgi?id=374 http://bugzilla.real-time.com/show_bug.cgi?id=379 http://bugzilla.real-time.com/show_bug.cgi?id=381 http://bugzilla.real-time.com/show_bug.cgi?id=382 http://bugzilla.real-time.com/show_bug.cgi?id=384 http://bugzilla.real-time.com/show_bug.cgi?id=385 http://bugzilla.real-time.com/show_bug.cgi?id=386 From mwedel at sonic.net Mon Nov 5 18:24:53 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:45 2005 Subject: [CF-Devel] attack messages and GTK client References: Message-ID: <3BE72DD5.84EA927C@sonic.net> Tim Rightnour wrote: > > The random factor works out alot better than what you suggest IMHO, because > then you have to track what message number you are on in each player. > Additionaly, I can tune messages with the random factor by messagetype, because > some are more frequent than others. The random values really are predictable.. > because basically.. we are expecing that if a message is displayed 1/6 times, > overall you will get 1/6th the messages. It's done on a per-message basis. Ok. Didn't realize that some messages would appear more often than other based on random type. Tracking one or two values in the player structure of how many messages we have not sent out would not be hard, but if there are 20 different categories, that is more of a pain. Vaguely related to this, at some time I do want to redo how messages are sent to the client. Instead of the server specifying color, it would instead specify content (eg, NDI_SPELL_LIST, NDI_PLAYER_KILLED_SOMETHING, NDI_PLAYER_WAS_KILLED, etc, although maybe not that refined). Then the client (player) can decide how to display those messages. For example, maybe the player decides he wants the messages that when he killed something to be in blue, but have level gains be bold black or the like (no reason the selection for what each message looks like can't include a font - this is especially useful for things like lists which the server does try to format, although perhaps those should be redone so that the server just puts a tab or the like for the seperator in columns,and the client (knowing that message type) formats appropriately. Reason this is vaguely related is that if such tags are done, then perhaps also a importance tag could be added to the new_draw_info calls, and the player can set something like 'ignore messages below priority 12' or the like. Perhaps under such a scheme, the random factor could be the priority, so some would end up really high, others really low. I'm not planning on doing this immediately (at least a few other things of higher importance on my list), but it could be reasonable to keep that in mind so when that is done, it will be easier for whoever is doing that to figure out the priority (or, right now, you could define a simple function that takes the priority, but just discards it as it calls new_draw_info without that) From bugs at mail.real-time.com Mon Nov 5 18:14:40 2001 From: bugs at mail.real-time.com (bugs@mail.real-time.com) Date: Thu Jan 13 18:01:45 2005 Subject: [CF-Devel] [Bug 387] Changed - configure complains about gnome Makefile, and doesn't compile Message-ID: <200111060014.fA60Eel02084@crusader.real-time.com> http://bugzilla.real-time.com/show_bug.cgi?id=387 *** shadow/387 Sun Nov 4 23:35:18 2001 --- shadow/387.tmp.2080 Mon Nov 5 18:14:40 2001 *************** *** 2,9 **** | configure complains about gnome Makefile, and doesn't compile | +----------------------------------------------------------------------------+ | Bug #: 387 Product: Crossfire | ! | Status: NEW Version: CVS | ! | Resolution: Platform: PC | | Severity: normal OS/Version: Linux | | Priority: P2 Component: GTK client | +----------------------------------------------------------------------------+ --- 2,9 ---- | configure complains about gnome Makefile, and doesn't compile | +----------------------------------------------------------------------------+ | Bug #: 387 Product: Crossfire | ! | Status: RESOLVED Version: CVS | ! | Resolution: FIXED Platform: PC | | Severity: normal OS/Version: Linux | | Priority: P2 Component: GTK client | +----------------------------------------------------------------------------+ *************** *** 22,24 **** --- 22,28 ---- config.status: error: cannot find input file: gnome/Makefile.in The client does not compile. + + ------- Additional Comments From mwedel@scruz.net 2001-11-05 18:14 ------- + configure.in, configure: Modified so that if not compiling the + gnome client, we don't create the gnome Makefile. MSW 2001-11-05 From mwedel at sonic.net Tue Nov 6 00:40:55 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:45 2005 Subject: [CF-Devel] poisoning References: <20011031002128.A3096@hawthorn.csse.monash.edu.au> Message-ID: <3BE785F7.A7E61918@sonic.net> David Hurst wrote: > > Hi ya again, > just been playing around with gnarg and I have found that weapons blessed by him, although gaining (poison) do not actually poison. I am not sure whether it is this specific case or just poisoning on weapons in general but it is fairly annoying. Anyone see any obvious problems? want me to do further testing? This should now work - I'm not positive if you are reporting the same bug in bugzilla, which you don't get experience for monsters that you kill via poisoned weapons (the poisoned kill them). I made a simple poisoned weapon, and the creatures were getting poisoned, just you weren't getting experience until the fix below (now in CVS): common/object.c: Modify copy_owner so that if a player is passed in as the object to copy, we properly set that player as the owner of the object instead of returning. This fixes the lack of exp when poison inflicted from a weapon kills something. MSW 2001-11-05 From bugs at mail.real-time.com Tue Nov 6 00:44:50 2001 From: bugs at mail.real-time.com (bugs@mail.real-time.com) Date: Thu Jan 13 18:01:46 2005 Subject: [CF-Devel] [Bug 369] Changed - Kills via "sword of poisoning" don't assign any exp Message-ID: <200111060644.fA66iot06089@crusader.real-time.com> http://bugzilla.real-time.com/show_bug.cgi?id=369 *** shadow/369 Mon Jun 4 02:38:27 2001 --- shadow/369.tmp.6085 Tue Nov 6 00:44:50 2001 *************** *** 2,9 **** | Kills via "sword of poisoning" don't assign any exp | +----------------------------------------------------------------------------+ | Bug #: 369 Product: Crossfire | ! | Status: NEW Version: CVS | ! | Resolution: Platform: All | | Severity: normal OS/Version: Linux | | Priority: P2 Component: server | +----------------------------------------------------------------------------+ --- 2,9 ---- | Kills via "sword of poisoning" don't assign any exp | +----------------------------------------------------------------------------+ | Bug #: 369 Product: Crossfire | ! | Status: RESOLVED Version: CVS | ! | Resolution: FIXED Platform: All | | Severity: normal OS/Version: Linux | | Priority: P2 Component: server | +----------------------------------------------------------------------------+ *************** *** 19,21 **** --- 19,30 ---- any exp. PeterM + + ------- Additional Comments From mwedel@scruz.net 2001-11-06 00:44 ------- + + Fixed in CVS: + + common/object.c: Modify copy_owner so that if a player is passed in + as the object to copy, we properly set that player as the owner of the + object instead of returning. This fixes the lack of exp when poison + inflicted from a weapon kills something. MSW 2001-11-05 From dnh at hawthorn.csse.monash.edu.au Tue Nov 6 19:11:18 2001 From: dnh at hawthorn.csse.monash.edu.au (David Hurst) Date: Thu Jan 13 18:01:46 2005 Subject: [CF-Devel] poisoning In-Reply-To: <3BE785F7.A7E61918@sonic.net> References: <20011031002128.A3096@hawthorn.csse.monash.edu.au> <3BE785F7.A7E61918@sonic.net> Message-ID: <20011107121118.B17956@hawthorn.csse.monash.edu.au> Ahh okay this would explain it, thanks for that Mark. Another quick question about poison, I recently hacked a player on my home computer server to have the spell poison cloud. I found, though it ABSOLUTELY rocked in terms of coolness, it didn't do much. This was because it hardly infected anything even at level 35 (ogres and orcs I am talking about..). Is there someway to increase the speed of infection for poison? dnh On Mon, Nov 05, 2001 at 10:40:55PM -0800, Mark Wedel wrote: > David Hurst wrote: > > > > Hi ya again, > > just been playing around with gnarg and I have found that weapons blessed by him, although gaining (poison) do not actually poison. I am not sure whether it is this specific case or just poisoning on weapons in general but it is fairly annoying. Anyone see any obvious problems? want me to do further testing? > > This should now work - I'm not positive if you are reporting the same bug in > bugzilla, which you don't get experience for monsters that you kill via poisoned > weapons (the poisoned kill them). I made a simple poisoned weapon, and the > creatures were getting poisoned, just you weren't getting experience until the > fix below (now in CVS): > > common/object.c: Modify copy_owner so that if a player is passed in > as the object to copy, we properly set that player as the owner of the > object instead of returning. This fixes the lack of exp when poison > inflicted from a weapon kills something. MSW 2001-11-05 > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From attila at civ.hu Wed Nov 7 05:58:20 2001 From: attila at civ.hu (Beno Attila) Date: Thu Jan 13 18:01:46 2005 Subject: [CF-Devel] crossfire vs mud Message-ID: -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 hi, I'm new to the list, and although I browsed through the archives by subject, this question may have already come up. If so, sorry. I come from a mudding background, and am used to having 100+ users on the same server. Looking at the metaserver stats, there are max 2-3 people online at a time on a crossfire server. I don't assume there is a technical reason for it, right? So why do all running servers have the out-of-the-box maps? Again, please exuse me, I'm fairly new to crossfire, but fell in love with in pretty quickly. :) With an out-of-the-box mud, the situation is the same, there are max 2-3 people online. But with unique servers, that have maps that you can not play elsewhere, many people start joining, and it all becomes more fun. You can form parties etc. So is it, for some reason required that you use the original maps? (I've only seen one server that had EXTRA maps, but even that had the original set.) Question #2. :) I'm thinking about starting a crossfire server in a different language (Hungarian). Writing the maps is no problem, translating the server is no problem, translating the X client is no problem, but the Windows client is more tricky. (For one, I use linux, and have no idea how to compile stuf that runs under Win :), and two, I don't even remember seeing the source.) Is there a way that this can be done, or should I just forget it? :) For the server, I was thinking about a script that goes through the source files, and changes the texts, so the server itself can be upgraded anytime, and still have the correct translations. (This could work for any other language as well hopefully.) Thanks for any replies. :) Attila ........................................................................... We must believe in luck. For how else can we explain the success of those we don't like? -Jean Cocteau, author and painter (1889-1963) - --- Public key: http://civ.hu/attila.asc -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.0.6 (GNU/Linux) Comment: For info see http://www.gnupg.org iD8DBQE76SHeDeyfLhmXxQwRAqNEAJ45MiJRLhC9w5nW2cFb/T1lFvTc6ACcCkJr efDigSyzkVGKfPjeTEYGZjs= =kKFO -----END PGP SIGNATURE----- From dnh at hawthorn.csse.monash.edu.au Thu Nov 8 07:09:22 2001 From: dnh at hawthorn.csse.monash.edu.au (David Hurst) Date: Thu Jan 13 18:01:46 2005 Subject: [CF-Devel] 2x2 - Avatars Message-ID: <20011109000922.A1460@hawthorn.csse.monash.edu.au> Okay, regardless of your opinions I have posted a few updates to convert all the 2x2 avatars to 1x1 avatars. The 3 are: Gaea: Ent -> Panther Ruggilli: Burning head thing -> fire elemental Gnarg: Big troll -> little one This is for two reasons, firstly because they sucked and secondly because they were broken (or at least were on my server). Don't be alarmed, I have kept a full backup of the gods. If or when the bug is found, or it is found that my update is wrong, I will fix them np's. In terms of changes I have edited the animation and face and _reduced their hp by half_. This means: Gaea: 1000 -> 500 Ruggilli: 650 -> 400 (not half, but that avatar really sucked) Gnarg: 1000 -> 500 Leaf if no one no one wants this changed back please update the webpage. dnh ps. Any thoughts on making fire repelled on wraiths? denied does make it very difficult, perhaps even attuning it to cold? From dnh at hawthorn.csse.monash.edu.au Thu Nov 8 07:18:07 2001 From: dnh at hawthorn.csse.monash.edu.au (David Hurst) Date: Thu Jan 13 18:01:46 2005 Subject: [CF-Devel] ALERT! Message-ID: <20011109001807.B1460@hawthorn.csse.monash.edu.au> ALERT! Has someone edited anything in the transports dir in the archs? We have losts this .arc files and images: Warning: failed to find arch big_galleon Couldn't find archetype big_galleon_2 Warning: failed to find arch big_galleon_2 Couldn't find archetype big_galleon_3 Warning: failed to find arch big_galleon_3 Couldn't find archetype big_galleon_4 Warning: failed to find arch big_galleon_4 Couldn't find archetype dragon_exit Warning: failed to find arch dragon_exit Couldn't find archetype dragon_exit_2 Warning: failed to find arch dragon_exit_2 Couldn't find archetype dragon_exit_3 Warning: failed to find arch dragon_exit_3 Couldn't find archetype dragon_exit_4 Warning: failed to find arch dragon_exit_4 Couldn't find archetype dragon_exit_5 Warning: failed to find arch dragon_exit_5 Couldn't find archetype dragon_exit_6 Warning: failed to find arch dragon_exit_6 Couldn't find archetype fishboat Warning: failed to find arch fishboat Couldn't find archetype fishboat_2 Warning: failed to find arch fishboat_2 Couldn't find archetype galleon Warning: failed to find arch galleon Couldn't find archetype longship Warning: failed to find arch longship Couldn't find archetype longship_2 Warning: failed to find arch longship_2 Couldn't find archetype rowboat Warning: failed to find arch rowboat Couldn't find archetype rowboat_2 Warning: failed to find arch rowboat_2 Couldn't find archetype s_ship Warning: failed to find arch s_ship Couldn't find archetype s_ship2 Warning: failed to find arch s_ship2 Couldn't find archetype s_ship3 Warning: failed to find arch s_ship3 Couldn't find archetype s_ship4 Warning: failed to find arch s_ship4 Couldn't find archetype wagon Warning: failed to find arch wagon Couldn't find archetype trap_blades Warning: failed to find arch trap_blades I don't have these files on either of my cvs dirs (hawthorn.csse.monash.edu.au and home). Can someone please check this out, and if so re commit the missing files. I am now going to scan through the cvs logs. dnh 9/11/01 From dnh at hawthorn.csse.monash.edu.au Thu Nov 8 07:27:20 2001 From: dnh at hawthorn.csse.monash.edu.au (David Hurst) Date: Thu Jan 13 18:01:46 2005 Subject: [CF-Devel] uhh ohh Message-ID: <20011109002720.C1460@hawthorn.csse.monash.edu.au> Messages haven't been getting logged because: Cannot open file /cvsroot/crossfire/CVSROOT/commitlog for append. This is a big problem, I have commited a few small patches or late (fixed avatars, fixed some typos etc). I don't know what everyone else has been doing but I have no way of checking cause there aren't any logs. CHAOS! this reminds me of a classic goodies episode... Panic, Panic, Panic all over the place. I'm a teapot! I'm a teapot! =) dnh From root at garbled.net Wed Nov 7 13:36:05 2001 From: root at garbled.net (Tim Rightnour) Date: Thu Jan 13 18:01:46 2005 Subject: [CF-Devel] crossfire vs mud In-Reply-To: Message-ID: On 07-Nov-01 Beno Attila wrote: > hi, Hello. > I come from a mudding background, and am used to having 100+ users on the > same server. Looking at the metaserver stats, there are max 2-3 people > online at a time on a crossfire server. I don't assume there is a > technical reason for it, right? It's a popularity thing. Also word of mouth. Crossfire has long been unix-only, so that hurt us too. > So why do all running servers have the out-of-the-box maps? Again, please > exuse me, I'm fairly new to crossfire, but fell in love with in pretty > quickly. :) Maps aren't the easiest thing in the world to write. Very few people write maps. If more people wrote maps.. more people would play. The problem is that the reverse is true as well. Generally, we try to encourage new maps to be submitted to the repository. IMHO, the more maps that show up in the base tree, the more popular and fun crossfire will be. Once you reach a critical mass of players, what you describe will happen on it's own. > For the server, I was thinking about a script that goes through the > source files, and changes the texts, so the server itself can be upgraded > anytime, and still have the correct translations. (This could work for any > other language as well hopefully.) So, having spent some time in the past doing things like i18n, I really have to suggest you don't take that approach to the server side. Thats going to cause a zillion little problems. There are two generally accepted ways of i18n'ing something: 1) Use catgets and catalog facilities. This is actually really easy. 2) Use gettext and friends. I've heard this is easy, but never done it. The problem is.. if you just convert it all to hungarian, then every time we do any work on the server, you will have to manually apply our patches to the server. Now you could also do the mud thing, and branch off completely. But personally I think that would be a mistake. Besides.. if you do one of those methods, when someone wants to come by and translate it to french, they won't have to repeat your whole excersize. As for the windows client.. umm.. yeah. There is no source for the DX client. It will be solved eventually when replaced with the SDL client. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi From mwedel at sonic.net Thu Nov 8 23:36:29 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:46 2005 Subject: [CF-Devel] uhh ohh References: <20011109002720.C1460@hawthorn.csse.monash.edu.au> Message-ID: <3BEB6B5D.547C783F@sonic.net> David Hurst wrote: > > Messages haven't been getting logged because: > Cannot open file /cvsroot/crossfire/CVSROOT/commitlog for append. > > This is a big problem, I have commited a few small patches or late (fixed avatars, fixed some typos etc). I don't know what everyone else has been doing but I have no way of checking cause there aren't any logs. CHAOS! > > this reminds me of a classic goodies episode... > > Panic, Panic, Panic all over the place. I'm a teapot! I'm a teapot! This should be fixed - I can't easily confirm it since it always worked for me (not positive why it would for me but not others - must be an ownership thing on the server). For now, I've just removed it from adding to the commitlog, since that wasn't really being used anyways, and it will still generate mail messages even without writing to that file (or so the docs suggest). From mwedel at sonic.net Thu Nov 8 23:41:52 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:46 2005 Subject: [CF-Devel] 2x2 - Avatars References: <20011109000922.A1460@hawthorn.csse.monash.edu.au> Message-ID: <3BEB6CA0.81F8935B@sonic.net> David Hurst wrote: > > Okay, regardless of your opinions I have posted a few updates to convert all the 2x2 avatars to 1x1 avatars. The 3 are: > Gaea: Ent -> Panther May be beter to have made this one of the small trees? Or even just shrink down a big ent into a single space monster just to keep appearances the same? > This is for two reasons, firstly because they sucked and secondly because they were broken (or at least were on my server). Don't be alarmed, I have kept a full backup of the gods. If or when the bug is found, or it is found that my update is wrong, I will fix them np's. Yeah - I recall previous discussions that multi part archetypes really suck. One reason being that so many maps are only single space wide (which suck for other reasons). > > In terms of changes I have edited the animation and face and _reduced their hp by half_. This means: > Gaea: 1000 -> 500 > Ruggilli: 650 -> 400 (not half, but that avatar really sucked) > Gnarg: 1000 -> 500 > > Leaf if no one no one wants this changed back please update the webpage. Note that I think some playbalance on the gods was related to how good/bad the avatars were. So at some level, all the avatars do not need to be equal - if some gods have really good higher level spells, the need for a good avatar is dimished. > > ps. Any thoughts on making fire repelled on wraiths? denied does make it very difficult, perhaps even attuning it to cold? At some level, it is a player choice what race/class to choose. Wraith is definately one of those more special classes - at some level, I would prefer to have some things more difficult just to make life a little more varied. From mwedel at sonic.net Thu Nov 8 23:59:57 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:46 2005 Subject: [CF-Devel] crossfire vs mud References: Message-ID: <3BEB70DD.C5445ED3@sonic.net> Beno Attila wrote: > I come from a mudding background, and am used to having 100+ users on the > same server. Looking at the metaserver stats, there are max 2-3 people > online at a time on a crossfire server. I don't assume there is a > technical reason for it, right? Probably several aspects in addition to popularity: 1) Lag is probably more relevant for crossfire than muds, simply because of the much faster action (a do or die battle may only be 5 seconds), and because much more data is being transmitted. Playing on a slow link more or less amounts to death. 2) Because of the amount of data and additional calculations the server does, the load a server can handle is also likely to be smaller than that of a mud. But to be honest, except for some bad bugs/maps, I don't know if the cpu or network has yet to be saturated by most of the public servers out there. 3) Crossfire is likely to be much more playable on a solo server than other games - as you mention below, most all maps are available, so many people may in fact be players on solo servers or on private lans/whatever else. Same probably can not be said for muds, as you won't get much with just the server. > > So why do all running servers have the out-of-the-box maps? Again, please > exuse me, I'm fairly new to crossfire, but fell in love with in pretty > quickly. :) As said: 1) Making maps is somewhat time consuming. 2) I think most of the developers figured there would be greater good in contributing the maps they do to the common pool, increasing the size of the set. There may also be some peer pressure - if you do come up with a really cool mapset, you'll probably get some people saying 'that is really cool - you should contribute it to the main set'. There are obviously good reasons not to do so: 1) Non public maps can not be examined by other people, so people can't easily find out how to navigate it/passwords/powers of customized monsters, etc. 2) differentation of servers - If my world looks nothing like yours, it means each server has a new play experience. Unfortunately, due to possible lag, it may not be feasible for people to play your server simply because it would be too painful. > So is it, for some reason required that you use the original maps? (I've > only seen one server that had EXTRA maps, but even that had the original > set.) No requirement. Just a bit of work to come up with your own set. Probably an easier solution would be to start with the standard set, but move thing around. Maybe have characters start in navar city, move dungeons here and there, etc. Experience is still somewhat the same, but a bit different (as that tough dragon at the end may now be a different type than people expected, etc). From mwedel at sonic.net Fri Nov 9 00:09:23 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:46 2005 Subject: [CF-Devel] poisoning References: <20011031002128.A3096@hawthorn.csse.monash.edu.au> <3BE785F7.A7E61918@sonic.net> <20011107121118.B17956@hawthorn.csse.monash.edu.au> Message-ID: <3BEB7313.B00E35D2@sonic.net> David Hurst wrote: > > Ahh okay this would explain it, thanks for that Mark. > Another quick question about poison, I recently hacked a player on my home computer server to have the spell poison cloud. I found, though it ABSOLUTELY rocked in terms of coolness, it didn't do much. This was because it hardly infected anything even at level 35 (ogres and orcs I am talking about..). Is there someway to increase the speed of infection for poison? There are three variables for poison: 1) How much damage it does 2) How much time elapses between each does 3) How long it lasts for. Certainly, poison cloud can be beefed up somewhat. OTOH, you have to remember that anything the players can use can also get used against the players - if you make poison cloud too nasty, it may kill some players. Poison against players is rarely deadly on its own - often, it is combined with something else (like nasty monsters) that actually results in death. One problem about using it against monsters is the same as against players - the regen rate for the creature may very well be faster than what the poison does. What may make sense would be to modify the code so that additional damage is sustained for creatures within the poison cloud. Right now, typically, once poisoned, you really don't care if your in the poison cloud - this could certainly be changed so there is incentive to get out of the poisoned area - in some sense, it would be a bit like a fireball. From mwedel at sonic.net Fri Nov 9 00:36:45 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:46 2005 Subject: [CF-Devel] World Maps Redux Message-ID: <3BEB797D.61F20C89@sonic.net> I've given some thoughts to the world map redo. May basic plan is: 1) Expand the world map by a factor of around 30 2) Use the new map tiling to join the maps, so they appear correctly if playing with larger map windows. Also fixes things like dimension door. 3) Remove the city icons, and instead they get placed on full scale on the world maps. Some other dungeons may be similarly put. This reduces crossfire to a 2 scale system, but also gives some other benefits (different ways to enter/exit the city, etc. 4) I'm not completely decided on the size for each piece - I'm thinking something a little smaller (30x30 or so) - this is small enough that one could view the entire segment on most standard monitors when editing it. Something ideas I've had: 1) Make the game a little less blocky - do this by putting some curved type objects for things like trees, roads, etc, I'm really not sure how useful this will be unless there are a lot of different curved type pieces. This is purely cosmetic change. Related here would be to make some 'edge' cases for the forest - ie, at the edge, you would see the tree trunks. 2) add an outdoor flag to these maps. Currently, this would not have any use, but could be used in the future to know that the map should have weather effects or get adjusted via setting sun, etc. 3) Random generation on these maps. these maps could generate random objects - the frequency could be controlled via an attribute in the map header. this can be useful for generating some random monsters in the world maps, but can also be used to generate other random objects, like random herbs in swamps or forest,random minerals in the mountains,etc. I personally think it would be sort of cool to go hunting in the forest looking for some herb you need for that potion. The problem is that this really won't be much of a search - if your playing with a 25x25 map, you'll be able to spot that special plant from a good distance. My thoughts on this: a) use something like the rune code - if you search for it, you may find something (if there is in fact anything), but if theres nothing around, you don't find it. This may not be very useful. b) Redo stacking - eg, instead of forest being one object, it would instead be grass and then the trees. The the special plants could get put between those layers, making it harder to see. I figure that for the random generation, the type of terrain would determine what type of thing is generated. For areas with cities, the encounter chance would be 0. Alternatively, a bunch of different encounter lists could be used, so for things like cities, it would be benign stuff. I really don't want to get into 'this batch of squares shouldn't have anything generated, but this batch should'. 4) Maybe add some partial line of sight blockage, eg, maybe a total of 4 is needed to completely block line of sight. A row of trees/forest has a blocking factor of 1, so it would take 4 rows to completely block sight. Jungle may have a value of 4 for example, so one row blocks it. I'm not sure if this is worth it or not. Just some thoughts. From root at garbled.net Fri Nov 9 01:04:24 2001 From: root at garbled.net (Tim Rightnour) Date: Thu Jan 13 18:01:46 2005 Subject: [CF-Devel] poisoning In-Reply-To: <3BEB7313.B00E35D2@sonic.net> Message-ID: On 09-Nov-01 Mark Wedel wrote: > Poison against players is rarely deadly on its own - often, it is combined > with > something else (like nasty monsters) that actually results in death. Heh.. Try playing as a elf worshiper of lythander. Poison for me means run like hell, sit in a corner praying and healing like mad until it's over. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi From John.Cater at eng.monash.edu.au Fri Nov 9 04:05:16 2001 From: John.Cater at eng.monash.edu.au (John Cater) Date: Thu Jan 13 18:01:46 2005 Subject: [CF-Devel] World Maps Redux Message-ID: <85e30186434d.86434d85e301@mail1.monash.edu.au> Hear hear! I'd agree with you on every point, and I hereby offer myself to contribute to this effort - though it would be nice if we could use the GTK editor... :-) At the same time I'd like to shift a few of the existing maps around. e.g. Fold Port Joseph into Scorn port area, and move beginners 2 into Scorn central. I suggest a new CVS directory, where the new maps go as we create them. Maybe start-off with a blank canvas for the world, and go from there. Personally, 32 x 32 appeals to me as a map size or maybe 24x24? At the same time, I'd like to see the directory structure for the maps rationalized, so that maps in similar places were grouped together. What happened to our Map Czar? > 1) Expand the world map by a factor of around 30 > 2) Use the new map tiling to join the maps, so they appear > correctly if playing > with larger map windows. Also fixes things like dimension door. > 3) Remove the city icons, and instead they get placed on full scale > on the world > maps. Some other dungeons may be similarly put. This reduces > crossfire to a 2 > scale system, but also gives some other benefits (different ways to > enter/exitthe city, etc. > 4) I'm not completely decided on the size for each piece - I'm > thinkingsomething a little smaller (30x30 or so) - this is small > enough that one could > view the entire segment on most standard monitors when editing it. From John.Cater at eng.monash.edu.au Fri Nov 9 04:08:47 2001 From: John.Cater at eng.monash.edu.au (John Cater) Date: Thu Jan 13 18:01:46 2005 Subject: [CF-Devel] World Maps Redux Message-ID: <861913864a92.864a92861913@mail1.monash.edu.au> I've got a funky idea for the maps. What if monsters could apply exits? I can imagine some fun, when the monster you have been teasing follows you outside - imagine being chased by a Balrog around the city! At least monsters should follow you up stairs etc. I've noticed tons of people dropping down stairs, letting off all their mana and then applying the stairs again to regenerate. Maybe only single-square monsters that apply things (like vampires) could apply the stairs too and follow you. From bugs at mail.real-time.com Fri Nov 9 03:28:29 2001 From: bugs at mail.real-time.com (bugs@mail.real-time.com) Date: Thu Jan 13 18:01:46 2005 Subject: [CF-Devel] [Bug 388] New - Fireborns can't seem to go invisible Message-ID: <200111090928.fA99STv21403@crusader.real-time.com> http://bugzilla.real-time.com/show_bug.cgi?id=388 *** shadow/388 Fri Nov 9 03:28:29 2001 --- shadow/388.tmp.21400 Fri Nov 9 03:28:29 2001 *************** *** 0 **** --- 1,18 ---- + +============================================================================+ + | Fireborns can't seem to go invisible | + +----------------------------------------------------------------------------+ + | Bug #: 388 Product: Crossfire | + | Status: NEW Version: CVS | + | Resolution: Platform: PC | + | Severity: normal OS/Version: Linux | + | Priority: P2 Component: server | + +----------------------------------------------------------------------------+ + | Assigned To: crossfire-devel@lists.real-time.com | + | Reported By: john.cater@eng.monash.edu.au | + | CC list: Cc: | + +----------------------------------------------------------------------------+ + | URL: | + +============================================================================+ + | DESCRIPTION | + Fireborns are only momentarily invisible after casting one of the two spells + (invisibility, improved invisibility), then they reappear. \ No newline at end of file From root at garbled.net Fri Nov 9 09:56:34 2001 From: root at garbled.net (Tim Rightnour) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] World Maps Redux In-Reply-To: <3BEB797D.61F20C89@sonic.net> Message-ID: On 09-Nov-01 Mark Wedel wrote: > 2) add an outdoor flag to these maps. Currently, this would not have any Yay. > 3) Random generation on these maps. these maps could generate random objects > - > > I personally think it would be sort of cool to go hunting in the forest > looking > for some herb you need for that potion. The problem is that this really > won't > be much of a search - if your playing with a 25x25 map, you'll be able to > spot > that special plant from a good distance. My thoughts on this: > So.. I'd be more inclined to do it differently than you suggested. Perhaps a skill such as mining, or herbalist. A herbalist could go out into the forest, use his skill, and poof plants appear. Perhaps this could just be another effect of wood-lore. Miners could go out (a pick axe or shovel might grant the skill) and mine rock, and find chunks of gold or gems. That way the items aren't just lying out there for all to find.. you have to go into the forest and look for them. > 4) Maybe add some partial line of sight blockage, eg, maybe a total of 4 is Neat. Perhaps it could work like light dark. As you look into the trees, it gets hashed until it's black. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi From dnh at hawthorn.csse.monash.edu.au Fri Nov 9 11:29:15 2001 From: dnh at hawthorn.csse.monash.edu.au (David Hurst) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] 2x2 - Avatars In-Reply-To: <3BEB6CA0.81F8935B@sonic.net> References: <20011109000922.A1460@hawthorn.csse.monash.edu.au> <3BEB6CA0.81F8935B@sonic.net> Message-ID: <20011110042915.B21710@hawthorn.csse.monash.edu.au> On Thu, Nov 08, 2001 at 09:41:52PM -0800, Mark Wedel wrote: > David Hurst wrote: > > > > Okay, regardless of your opinions I have posted a few updates to convert all the 2x2 avatars to 1x1 avatars. The 3 are: > > Gaea: Ent -> Panther > > May be beter to have made this one of the small trees? Or even just shrink > down a big ent into a single space monster just to keep appearances the same? The small tree looks really evil actually, I don't think it looks appropriate. Shrinking images is generally a bad idea, I would be more inclined to rework the whole image, but this takes time... > > This is for two reasons, firstly because they sucked and secondly because they were broken (or at least were on my server). Don't be alarmed, I have kept a full backup of the gods. If or when the bug is found, or it is found that my update is wrong, I will fix them np's. > > Yeah - I recall previous discussions that multi part archetypes really suck. > One reason being that so many maps are only single space wide (which suck for > other reasons). This patch was actually put in because multitiled monsters seem to be broken abit right now. For example, you can hit a titan with an avatar of gnarg (friend of giants) if you hit on the right side, and the lower parts. If you try to hit its head it tells you that it avoids damaging the titan. Multitiled monsters don't seem to be hitting correctly, some monsters simply don't hit on some angles (see mich's post about trolls, or maybe that was irc.. hmmm). This meant that the avatar of gnarg was only hitting on certain angels, which coupled with the fact that gnarg's avatar can't hit most exp giving monsters in standard maps, and that multitiled avatars are harder to steer meant it was close to unuseable. > > > > In terms of changes I have edited the animation and face and _reduced their hp by half_. This means: > > Gaea: 1000 -> 500 > > Ruggilli: 650 -> 400 (not half, but that avatar really sucked) > > Gnarg: 1000 -> 500 > > > > Leaf if no one no one wants this changed back please update the webpage. > > Note that I think some playbalance on the gods was related to how good/bad the > avatars were. So at some level, all the avatars do not need to be equal - if > some gods have really good higher level spells, the need for a good avatar is > dimished. This is certainly a good point. Firstly I tend to take the roll of fixing balance problems (see many additions of weapons, resistance changes etc.). I have been playing through all the less popular gods (and some popular ones). I have found that on the whole there is a large gap between the favorites, and the unpopular. Devourers for example is really bad right now, I simply didn't find any fun in it at all (vun to fire! and denied fire!). Anyway my point is that this change is part of that balancing process. I don't feel that gnarg, gaea or ruggilli players are getting a very fun experience because there is very limited options for what to use to kill things at many points throughout the game. The good thing about avatars is they tend to fix these holes, sadly the 2x2 avatars weren't. Infact I am considering further changes to gnarg in particular (current god) to make it alittle more fun and playable. > > > > ps. Any thoughts on making fire repelled on wraiths? denied does make it very difficult, perhaps even attuning it to cold? > > At some level, it is a player choice what race/class to choose. Wraith is > definately one of those more special classes - at some level, I would prefer to > have some things more difficult just to make life a little more varied. When was the last time you tried one out? =). It certainly isn't like a fireborn or Q, those two actually have some really nice positives, currently wraiths don't have a favoured god (like fireborns -> gaea, Q's -> ruggilli). In terms of making the game fun, it is important to make some things possible simply to be able to at very least complete maps. How do you kill a dragon, when you have no ice spell and vun fire? you have to wait. If there are enough negatives in key areas a player is effectively starved of any choices. I think for every character (not including god chosen) there should be a fairly balanced or close to balanced level in all races and classes. If players want a challenge above doing maps which a particular char may not be strong at, let them choose a new god, the ultimate challenge, devourers fireborn swashbuckler!. The point is, something has to be fun, I suppose it is subjective as to what fun might be. dnh > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From smurf at CSUA.Berkeley.EDU Fri Nov 9 12:45:30 2001 From: smurf at CSUA.Berkeley.EDU (Scott MacFiggen) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] World Maps Redux In-Reply-To: <3BEB797D.61F20C89@sonic.net>; from mwedel@sonic.net on Thu, Nov 08, 2001 at 10:36:45PM -0800 References: <3BEB797D.61F20C89@sonic.net> Message-ID: <20011109104530.A62831@CSUA.Berkeley.EDU> On Thu, Nov 08, 2001 at 10:36:45PM -0800, Mark Wedel wrote: > > Something ideas I've had: > 1) Make the game a little less blocky - do this by putting some curved > type objects for things like trees, roads, etc, I'm really not sure how > useful this will be unless there are a lot of different curved type pieces. > This is purely cosmetic change. Related here would be to make some 'edge' > cases for the forest - ie, at the edge, you would see the tree trunks. I was actually considering taking this problem on for my next project. There are some good articles on gamedev.net that go over ways to implement this. The one I was going to try was adding a fringe layer to the maps. Although the biggest problem with this is it breaks the new map command since there are not enough bits left to add another map layer. Anyway the basic idea is you have terrain precedences and a fringe bitmap for each terrain border. So to take an example from the article, if you had a forest and a grassland border, the forest would have precedence over the grassland and stick out a bit into the grassland tile. It is a short article, URL is http://www.gamedev.net/reference/articles/article943.asp And I agree with all of your other comments. -Scott From mwedel at sonic.net Sat Nov 10 13:50:11 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] 2x2 - Avatars References: <20011109000922.A1460@hawthorn.csse.monash.edu.au> <3BEB6CA0.81F8935B@sonic.net> <20011110042915.B21710@hawthorn.csse.monash.edu.au> Message-ID: <3BED84F3.53DE0360@sonic.net> David Hurst wrote: > The small tree looks really evil actually, I don't think it looks appropriate. > Shrinking images is generally a bad idea, I would be more inclined to rework the whole image, but this takes time... Ok. Of course, there are the small trees (used in the countryside). But it probably doesn't make a big difference what the avatar looks like. > This patch was actually put in because multitiled monsters seem to be broken abit right now. For example, you can hit a titan with an avatar of gnarg (friend of giants) if you hit on the right side, and the lower parts. If you try to hit its head it tells you that it avoids damaging the titan. Multitiled monsters don't seem to be hitting correctly, some monsters simply don't hit on some angles (see mich's post about trolls, or maybe that was irc.. hmmm). This meant that the avatar of gnarg was only hitting on certain angels, which coupled with the fact that gnarg's avatar can't hit most exp giving monsters in standard maps, and that multitiled avatars are harder to steer meant it was close to unuseable. that should be fixed in CVS (I put a fix in a few days ago which fixed the problem of monsters not attacking if your not next to their head). Now I haven't tested multipart on multipart combat. > The point is, something has to be fun, I suppose it is subjective as to what fun might be. that is certainly true. For some people, fun might be having resistance 90+ to everything and just being able to go through and slaughter everything in sight. But I think we can all agree that is not balanced or good for the game. I guess my worry is that if the wraiths become too similar to some of the races already in the game, it doesn't add a lot. But even with your changes, I don't see that happening real soon. From mwedel at sonic.net Sat Nov 10 14:20:27 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] World Maps Redux References: <3BEB797D.61F20C89@sonic.net> <20011109104530.A62831@CSUA.Berkeley.EDU> Message-ID: <3BED8C0B.E1A40C6D@sonic.net> I'm going to reply to all the responses in one post. John Cater wrote: > > Hear hear! > > I'd agree with you on every point, and I hereby offer myself to > contribute to this effort - though it would be nice if we could use the > GTK editor... :-) Great. This is certainly a task that can easily be split up among several people - different people can take different areas of the world and fix it up. I'll take care of expanding and the initial tiling (simply because that will be done by scripts). Of course, people should communicate what map areas they will be working with. > > At the same time I'd like to shift a few of the existing maps around. > > e.g. Fold Port Joseph into Scorn port area, and move beginners 2 into > Scorn central. Certainly some shuffling can be done. Certain areas are not very large. I've always disliked the number of 'small' places that you get to by boat - they feel disconnected from the rest of the world. > > I suggest a new CVS directory, where the new maps go as we create them. > Maybe start-off with a blank canvas for the world, and go from there. > Personally, 32 x 32 appeals to me as a map size or maybe 24x24? Yes - a new cvs directory is probably appropriate. Something like 'maps-new' or the like - dunno - I would like to keep maps in the name, but generally dislike the idea of using relative terms like 'new'. As then a couple years from now, someone will say 'what is new about these'. Maybe maps-bigworld or the like? Each tile size is a matter of debate. There is no reason the tile size has to be a power of two (or nicely factored). Making the size 25 then means that the math is easy if you want to figure out how many spaces away something on another map is. I would prefer to keep the maps square also for simplicity. The main considerations for a map size are: 1) Number of objects. Making each map 100x100 would mean a lot of objects - thus longer load/save times, and more memory consumption. Given current hardware, both of these may not be that big a deal. 2) Ability to edit and have the entire map on the screen. The editors do have scrollbars - perhaps the point here is that it would be annoying to size something so that it is just a few spaces larger than will appear on your screen. I have no idea the typical resoluation people run out, but if you presume 1280x1024, that means that vertically, you are talking 32 spaces presuming no adornment for the editor at the top or bottom. 3) If some things like random encounters/objects showing up based on overall map attributes (and perhaps other random things based on total map attributes), you want the map such a size that the attributes describe an area of reasonable size. Now one thing I just thought of - if the world is expanded by 30, and the size of each map is also 30, that basically means each space on the current map would become an entirely new map. I'm not sure how useful the auto expansion would be in that case (other than to use as landmarks). > > At the same time, I'd like to see the directory structure for the maps > rationalized, so that maps in similar places were grouped together. Agree. I would think that maps should be sorted based on where they are located, not on author. > I've got a funky idea for the maps. What if monsters could apply exits? > > I can imagine some fun, when the monster you have been teasing follows > you outside - imagine being chased by a Balrog around the city! Note that monsters will follow players across maps that use map tiling. So for example, if you met a giant in the hills and decided to run back to town, it would follow you (presuming the speeds are roughly the same) > At least monsters should follow you up stairs etc. I've noticed tons of > people dropping down stairs, letting off all their mana and then > applying the stairs again to regenerate. Maybe only single-square > monsters that apply things (like vampires) could apply the stairs too > and follow you. I think all this will do is change the strategy players use. The other problem is that the logic here can be difficult. If the vampire is no longer on the same map as the player, it is difficult to know how the vampire should get to the player. If its standing on an exit, then yes, it could see if it leads to that same map. But if it is 10 spaces away, you would need to add code to have it search for exits. And different people may have different opinions on what monsters would really know the layout of the dungeon (eg, something like a black pudding probably would not, but a vampire should). But if the player now puts an extra map between him (eg, goes up two levels), this of course gets very difficult. The other potential problem is that if monsters follow players too far, they may end up where other players do no expect them. Think for example of monsters following some players out of houses in some of the cities. New players showing up may not be very appreciative of there being some nasty things about (and of course the player who lured them there, knowing he is out classed, may have decided to save hoping for a map reset or someone else to take care of them) Tim Rightnour wrote: > So.. I'd be more inclined to do it differently than you suggested. Perhaps a > skill such as mining, or herbalist. A herbalist could go out into the forest, > use his skill, and poof plants appear. Perhaps this could just be another > effect of wood-lore. Miners could go out (a pick axe or shovel might grant the > skill) and mine rock, and find chunks of gold or gems. That way the items > aren't just lying out there for all to find.. you have to go into the forest > and look for them. That could work - using the skills lets you find them if they are there. And of course you would get some small amount of exp for doing this. Of course, if nothing has been generated in that area (or someone else has come through and grabbed what stuff was there), your out of luck. > > > 4) Maybe add some partial line of sight blockage, eg, maybe a total of 4 is > > Neat. Perhaps it could work like light dark. As you look into the trees, it > gets hashed until it's black. Yep - that could get done. Scott MacFiggen wrote: > (my comments about making the game less blocky ommitted) > > I was actually considering taking this problem on for my next project. There > are some good articles on gamedev.net that go over ways to implement this. > The one I was going to try was adding a fringe layer to the maps. > Although the biggest problem with this is it breaks the new map command since > there are not enough bits left to add another map layer. Anyway the basic > idea is you have terrain precedences and a fringe bitmap for each > terrain border. So to take an example from the article, if you had > a forest and a grassland border, the forest would have precedence > over the grassland and stick out a bit into the grassland tile. > > It is a short article, URL is > http://www.gamedev.net/reference/articles/article943.asp That article does not seem to describe anything about terrain, but more overall game design. Note that the protocol/map currently supports three layers. So if you currently have something like FP spaces (F forest P plain), the layers as sent to the client for each would be something like forest, blank, blank then plain, blank, blank. You could put in a 'fringe', and then the stacking would be forest, plain fringe, blank, etc. There are already some maps that use something like this - rounded water spaces - look at wolfsburge/piratetown. The water of course is pretty easy - you just chop the image where needed. Doing forest would be trickier, as you actually need it to tile correctly with the piece adjoining it. But I would think that the same type of thing could be used without much trouble. From smurf at CSUA.Berkeley.EDU Sat Nov 10 17:32:39 2001 From: smurf at CSUA.Berkeley.EDU (Scott MacFiggen) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] World Maps Redux In-Reply-To: <3BED8C0B.E1A40C6D@sonic.net>; from mwedel@sonic.net on Sat, Nov 10, 2001 at 12:20:27PM -0800 References: <3BEB797D.61F20C89@sonic.net> <20011109104530.A62831@CSUA.Berkeley.EDU> <3BED8C0B.E1A40C6D@sonic.net> Message-ID: <20011110153239.A88884@CSUA.Berkeley.EDU> > It is a short article, URL is > http://www.gamedev.net/reference/articles/article943.asp Opps, that should be: http://www.gamedev.net/reference/articles/article934.asp -Scott From andi.vogl at gmx.net Sat Nov 10 22:13:53 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] 2x2 - Avatars In-Reply-To: <20011110042915.B21710@hawthorn.csse.monash.edu.au> Message-ID: dnh wrote: > [...] I tend to take the roll of fixing balance problems (see many > additions of weapons, resistance changes etc.). I have been playing > through all the less popular gods (and some popular ones). [...] Most of your stuff is quite nice, really. I greatly appreciate your creativity and effort. What bothers me a little bit though is that every one of your checkins makes CF a certain degree easier. One-square avatars, more resistances, added artifacts to the random lists, increased god bonuses... - As long as there is no compensation, all this stuff makes the process of beating the game faster and easier. I'm not sure how others think about this point. However, I'd be happy if we could maintain some basic difficulty level for CF without doing branch-offs. Andreas V. From root at garbled.net Sun Nov 11 00:50:53 2001 From: root at garbled.net (Tim Rightnour) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] World Maps Redux In-Reply-To: <3BED8C0B.E1A40C6D@sonic.net> Message-ID: On 10-Nov-01 Mark Wedel wrote: > I'm going to reply to all the responses in one post. And I'll reply to this. If we are going to be undertaking a massive map workover. Can I please beg a request? Can we *please* get the special "map items" out of the map files, and placed under arch? It would make things *sooo* much cleaner. Right now, on my current project of twiddling all the weapons to have the right messages.. I'm going to have to go on some wild crusade through all the maps to find the various daggers/etc buried within and fix them. In addition, it gives people the ability to instanly look over the weapons and know what we have available. There are also lots of strange silly-items like the dwarven keyring, etc. In future overhauls, these will be very difficult to hunt down and fix. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi From tchize at mailandnews.com Sun Nov 11 09:50:48 2001 From: tchize at mailandnews.com (tchize) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] World Maps Redux In-Reply-To: <20011110153239.A88884@CSUA.Berkeley.EDU> References: <3BEB797D.61F20C89@sonic.net> <3BED8C0B.E1A40C6D@sonic.net> <20011110153239.A88884@CSUA.Berkeley.EDU> Message-ID: <01111110504800.01861@Pikachu.Maison> Le Samedi 10 Novembre 2001 18:32, vous avez ?crit : > > It is a short article, URL is > > http://www.gamedev.net/reference/articles/article943.asp > > Opps, that should be: > > http://www.gamedev.net/reference/articles/article934.asp Thisdis quite interresting since it doesn't need work on the server side. Only the client should ask for pictures in the corners. However. This mean we need to draw the graphics. And to do so we need drawers! Don't forget the xpm to PNG process is not yet finished and we lack drawers. If you can send terrain transitions, am ready to do the work oon the client.... (GTK) From dnh at hawthorn.csse.monash.edu.au Sun Nov 11 10:32:45 2001 From: dnh at hawthorn.csse.monash.edu.au (David Hurst) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] 2x2 - Avatars In-Reply-To: References: <20011110042915.B21710@hawthorn.csse.monash.edu.au> Message-ID: <20011112033245.A7897@hawthorn.csse.monash.edu.au> On Sun, Nov 11, 2001 at 05:13:53AM +0100, Andreas Vogl wrote: > dnh wrote: > > > [...] I tend to take the roll of fixing balance problems (see many > > additions of weapons, resistance changes etc.). I have been playing > > through all the less popular gods (and some popular ones). [...] > Most of your stuff is quite nice, really. > I greatly appreciate your creativity and effort. > What bothers me a little bit though is that every one of your checkins > makes CF a certain degree easier. Everything we add adds more options and in a way, makes the game easier. The changes I make are to very specific things, for example I change Gnarg, I change wraiths and I change random shields and gloves. Why? because after playing through with these gods, with these races, I find that comparitively they are not even close to balanced. Now I understand that to a degree many things should be alittle harder, alittle bit less powerful, but there is a range. If something is to hard, we may scare people away, if something is to easy people may get bored and leave. When was the last time you played a wraith out of interest? When did you last play gnarg to level 110? Was it any fun? I certainly didn't find it so. Now this is my own subjective view, and it may well differ from others. That is why I always ask peoples opinions on a commit and invite people to change as they see fit. I do not add these items with the express wish of leaving my change as final. In many cases I add things which I want people to change. In terms of avatars I certainly didn't make it easier in a few ways. Firstly I halved their health. Try using the avatar of gnarg, its rubbish.. but it least it is bug free and uses a pretty image =). Same for gaea and ruggilli but to a lesser extent. Making things hard certainly isn't the answer to making Crossfire fun and more than making it easy is. We could make kobolds have dragon breath, and goblins cast healing spells. It wouldn't be any fun at all, things like this need alot of balancing regularly to keep them up to date compared to the rest of CF, otherwise more items will be added instead, or a new spell will be added. Alot of things in CF have been all but forgotten, when was the last time anyone used archery? > One-square avatars, more resistances, added artifacts > to the random lists, increased god bonuses... - As long as there > is no compensation, all this stuff makes the process of beating > the game faster and easier. Apart from the fact that I haven't touched god bonus for about 2 months, I simply don't agree with this. I finished CF alot faster before PR and I enjoyed it immensly, as you to did AV. I am finding I don't enjoy pupland so much now that it is so hard and fast. I am not saying you have made a mistake or that this is all your fault, but I really do think it is important to keep this sort of thing in perspective. Vun of -40 fire??? How the heck would you manage to play the game that long that you could be bothered actually finishing it? ;) > I'm not sure how others think about this point. However, I'd be > happy if we could maintain some basic difficulty level for CF without > doing branch-offs. Well the level of difficulty certainly hasn't been maintained, I don't know why it is suddenly so important.. ? Perhaps I missed something? If you think these are errors on my behalf, I will revoke my work. dnh From mwedel at sonic.net Sun Nov 11 17:44:20 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] World Maps Redux References: <3BEB797D.61F20C89@sonic.net> <3BED8C0B.E1A40C6D@sonic.net> <20011110153239.A88884@CSUA.Berkeley.EDU> <01111110504800.01861@Pikachu.Maison> Message-ID: <3BEF0D54.31F45B36@sonic.net> tchize wrote: > > Le Samedi 10 Novembre 2001 18:32, vous avez ?crit : > > > It is a short article, URL is > > > http://www.gamedev.net/reference/articles/article943.asp > > > > Opps, that should be: > > > > http://www.gamedev.net/reference/articles/article934.asp > > Thisdis quite interresting since it doesn't need work on the server side. > Only the client should ask for pictures in the corners. However. This mean we > need to draw the graphics. And to do so we need drawers! Don't forget the xpm > to PNG process is not yet finished and we lack drawers. If you can send > terrain transitions, am ready to do the work oon the client.... (GTK) This can only really work on the client side if the client knows the content of the images. EG, if you have image 543 and 865 together, that provides no information if blending happens. But if you know that 543 is plains and 865 is forest (numbers all hypothetical of course), then you can do blending. Now if the client is caching images, it does have the image names, and it probably makes sense to let the client do the blending. Personally, I would think that any images the client needs should be distributed with the client. There has been a lot of discussion about images on the server and so forth - the simple summary is that the server needs to be able to provide images so that all clients don't need to get updated if some new images are added. But if the client must have the image, and in fact the client is the only thing that will use it, it might as well be distributed with the client. I'm not sure what you say when you mean "Don't forget the xpm to PNG process is not yet finished". I'm guessing your are meaning that some of the png images are really just scaled up xpm images and in fact should be redrawn properly? Scott MacFiggen wrote: > I was actually considering taking this problem on for my next project. There > are some good articles on gamedev.net that go over ways to implement this. > The one I was going to try was adding a fringe layer to the maps. > Although the biggest problem with this is it breaks the new map command since > there are not enough bits left to add another map layer. Anyway the basic > idea is you have terrain precedences and a fringe bitmap for each > terrain border. So to take an example from the article, if you had > a forest and a grassland border, the forest would have precedence > over the grassland and stick out a bit into the grassland tile. As tchize mentions, this can all be handled on the client. I can't actually see any reason that it could not be. And there are certain advantages to handling it on the client - less server complexity (and cpu cycles to figure that out), less bandwidth, and in fact no change needed to the protocol. You also have the advantage that all maps basically get updated instantly with this new feature vs people having to redo them. Now I could very well be overlooking something - there could certainly be reasons why this could not be all client - the only one I could really think of is if you really did not want blending in some cases (eg, you really wanted the sharp corners). From mwedel at sonic.net Sun Nov 11 17:55:57 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] World Maps Redux References: Message-ID: <3BEF100D.E5329AE4@sonic.net> Tim Rightnour wrote: > If we are going to be undertaking a massive map workover. Can I please beg a > request? You can always make requests. If they get answered may be a different story :) > > Can we *please* get the special "map items" out of the map files, and placed > under arch? It would make things *sooo* much cleaner. Right now, on my > current project of twiddling all the weapons to have the right messages.. I'm > going to have to go on some wild crusade through all the maps to find the > various daggers/etc buried within and fix them. If the items on the maps are done properly, it should not be an issue - those items should inherent all proper information from the arch they came from. Now it is possible that some items are not derived properly (eg, they took the hammer arch, gave it a ne face and abilities). In that case, it should be fixed on the map to be the dagger arch. But I don't think there are any cases where that really happened. > In addition, it gives people the ability to instanly look over the weapons and > know what we have available. There are also lots of strange silly-items like > the dwarven keyring, etc. In future overhauls, these will be very difficult to > hunt down and fix. at one point do you determine if a dagger is different enough it should be a new arch vs a variation of what we have? If I give dagger fire attack, should then be a new arch? What about ability bonuses, etc. The problems I see with all derivations becoming archs: 1) A lot more archs - so many more that looking through them to see what is there may not be all that feasible. 2) More difficult to add new maps - you now need to update the archs. This may not be terrible, but is certainly more a pain if someone says 'check out this cool map I did'. 3) It can reduce uniqueness. Eg, if I create a map and put a custom weapon on it, it is unlikely someone else will make a weapon of the same abilities. OTOH, if this is now an arch, much more likely some other map maker will see it and say 'ahh - that meets my needs', and puts it in there map - especially if it saves the effort of them having to make a new arch. It has long been my policy that something only needs to be an arch if it adds a new face/animation - if all that is happening is that the objects abilities are being changed, no need for a new arch. I think you can see that if this same idea (don't customize monsters in maps, instead make them archs) was applied to monsters, it would be pretty outrageous in terms of number of monsters all pretty similar. I would be interested in knowing in more detail of what you are trying to fix and why the archetype inheritance does not work. One of the really good things about using archetypes and deriving differences is that if the arch is changed, all the objects based off it should change. Thus for example if it is realized that some resistance on trolls is wrong and altered, all trolls on all maps will get that new value instantly by changing that one arch (the exception is if some trolls already have a different value for that stat). In comparision, if you have 20 different trolls because that is how many customizations, all of those would need to get modified From reeve at ductape.net Mon Nov 12 13:27:06 2001 From: reeve at ductape.net (Scott Barnes) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] Gnome Client Message-ID: <20011112142706.A6677@asellus.localnet> I'm the guy who created the Gnome client, and I'm thinking it should be dropped now. The main advantage of it was image scaling and now the GTK client does that, so I propose that we drop the Gnome client and I'll focus my efforts on the GTK client from now on. -- -- Reeve the cat ------------- -----BEGIN FORTUNE----- BOFH excuse #410: Electrical conduits in machine room are melting. ------END FORTUNE------ -----BEGIN GEEK CODE BLOCK----- Version: 3.12 GCS d? s: a? C++++ UL++++ P+ L++++ E- W++ N o K- w--- O M-- V-- PS+++ PE Y PGP t+++ 5 X+ R+++ tv+ b+++ DI++ D+ G e* h-- r+++ y** ------END GEEK CODE BLOCK------ From mwedel at sonic.net Tue Nov 13 22:34:47 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] Gnome Client References: <20011112142706.A6677@asellus.localnet> Message-ID: <3BF1F467.25B07B84@sonic.net> Scott Barnes wrote: > > I'm the guy who created the Gnome client, and I'm thinking it should be > dropped now. The main advantage of it was image scaling and now the > GTK client does that, so I propose that we drop the Gnome client and > I'll focus my efforts on the GTK client from now on. It currently does not compile, and does need work. I don't think anyone actually plans to work on it, but my personal thought is there is no harm leaving a copy of that source in CVS. Invariably, the question comes up 'I heard about XXXX - where I can find what work was done'. So keeping that around at least solves that problem as far as the gnome client goes. From bugs at mail.real-time.com Wed Nov 14 00:23:55 2001 From: bugs at mail.real-time.com (bugs@mail.real-time.com) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] [Bug 390] New - 'Darkness' blocks cone spells Message-ID: <200111140623.fAE6NtW03478@crusader.real-time.com> http://bugzilla.real-time.com/show_bug.cgi?id=390 *** shadow/390 Wed Nov 14 00:23:55 2001 --- shadow/390.tmp.3475 Wed Nov 14 00:23:55 2001 *************** *** 0 **** --- 1,22 ---- + +============================================================================+ + | 'Darkness' blocks cone spells | + +----------------------------------------------------------------------------+ + | Bug #: 390 Product: Crossfire | + | Status: NEW Version: CVS | + | Resolution: Platform: PC | + | Severity: normal OS/Version: Linux | + | Priority: P2 Component: arch | + +----------------------------------------------------------------------------+ + | Assigned To: crossfire-devel@lists.real-time.com | + | Reported By: john.cater@eng.monash.edu.au | + | CC list: Cc: | + +----------------------------------------------------------------------------+ + | URL: | + +============================================================================+ + | DESCRIPTION | + The spell darkness (only a level 2 spell) stops the propagation of cone spells + (ice-storms etc). So a relative newbie can stand near some bad/powerful monsters + and not take damage. + + The spell creates a line of black areas, not a cone. Perhaps it should be called + 'Wall of Darkness' \ No newline at end of file From bugs at mail.real-time.com Wed Nov 14 00:20:55 2001 From: bugs at mail.real-time.com (bugs@mail.real-time.com) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] [Bug 389] New - Ruggilli's Whip doesn't disappear when dropped Message-ID: <200111140620.fAE6Ktx03463@crusader.real-time.com> http://bugzilla.real-time.com/show_bug.cgi?id=389 *** shadow/389 Wed Nov 14 00:20:55 2001 --- shadow/389.tmp.3460 Wed Nov 14 00:20:55 2001 *************** *** 0 **** --- 1,18 ---- + +============================================================================+ + | Ruggilli's Whip doesn't disappear when dropped | + +----------------------------------------------------------------------------+ + | Bug #: 389 Product: Crossfire | + | Status: NEW Version: CVS | + | Resolution: Platform: PC | + | Severity: normal OS/Version: Linux | + | Priority: P2 Component: server | + +----------------------------------------------------------------------------+ + | Assigned To: crossfire-devel@lists.real-time.com | + | Reported By: john.cater@eng.monash.edu.au | + | CC list: Cc: | + +----------------------------------------------------------------------------+ + | URL: | + +============================================================================+ + | DESCRIPTION | + Ruggilli's whip is a god-given item, and should be returned to the god if + dropped. This is probably a small change to the arch. \ No newline at end of file From aashenfe at bright.net Thu Nov 15 11:57:13 2001 From: aashenfe at bright.net (Adam Ashenfelter) Date: Thu Jan 13 18:01:47 2005 Subject: [CF-Devel] Suggestion. Message-ID: <200111151757.fAFHvDQ01771@localhost.localdomain> I suggested a similar Idea a couple of months ago, but I thought I would suggest it again before everybody started working on the huge outdoor map. My idea was to generate a procedural map to help ease the development time, as well as save storage space that would be used by a huge map. Here is how it would work. A huge map would be a procedural texture type of thing. Look up Perlin noise on a search engine to see how this kind of thing works. Basically low values below a certain level would be ocean, a value between that and a next higher value would be plains. The next higher range would be foothills. Anything above that would be rugged mountains. Forestation could ten be decided by a secondary Perlin function modified not to happen in mountain terrain. Even monster populations could be decided in such a way When the server loads a area of the outdoor map from coordinates (x,y) to (x+wid,y+depth), it would first calculate the map using the procedure. It would then load the map file for that block. Any changed in the map file override the object that the procedure has already put there. Thus the Map designers can come in, and instead of creating all the details, they just make changes(i.e. Cities, Caves, Rivers, Lakes, Mountain passes. Mazes, Volcanoes, Towers) to what's already there. NOTE: wid and depth are a constant value that determines how much of a map a client loads at one time. x is divisible by wid, and y should be divisible by depth. Thus laying out a nice grid. Map change files could then be named world{X},{Y} Advantages. 1. Infinitely huge and detailed maps can be mathematically generated, with none to very little drive space used to store the map. 2. Ability to easily increase the size of the outdoor map at a later time. 3. Map would be an adventure for everyone, because of areas unexplored by everyone. 4. Autosmooth possible. After generating the map, Tiles could automatically be replaced by transition tiles to remove the blocky-ness from the maps. 5. The map would use a universal coordinate scheme. Thus monsters could track players through map block without worrying about map transitions and portals. 6. Map design times could be shortend. Depending on how many changes a designer wants to make to a certain area. If the designer wanted to change everything, then procedural generation could be skipped, and the change file would be the whole map. Disadvantages. 1. Don't know exactly what kind of hit generation a map block on the fly would cause to the server. May result in a pause for everyone when a person moves across maps. Other features I would like to see: In (client/server) map design(I don't need the server setup or the map editor to design maps, just a client, and someone to give me design permissions for their server), Large maps loaded as tiles. this would be the best for the above map design scheme, Multi server capability(Different maps run on different server, One server is authority on player stats) Oh well I don't know how great any of these ideas are, but I hope they at least push things in an interesting direction. Sorry for the long windedness. Thanks Adam Ashenfelter From root at garbled.net Thu Nov 15 22:42:12 2001 From: root at garbled.net (Tim Rightnour) Date: Thu Jan 13 18:01:48 2005 Subject: [CF-Devel] Suggestion. In-Reply-To: <200111151757.fAFHvDQ01771@localhost.localdomain> Message-ID: On 15-Nov-01 Adam Ashenfelter wrote: > 1. Infinitely huge and detailed maps can be mathematically generated, with > none to very little drive space used to store the map. I actually like the idea of generating the outdoors by altitude, and letting the client or server side do all the work. This would have some decided advantages especially when you tag in the weather code I've been thinking about. Say for example, the maps of the world were just vast expanses of numbers.. not generated on the fly, but perhaps generated by a program. You let altitude determine everything. You start by having simple effects, like low altitude is ocean, high altitude is mountains, etc etc. Then, you throw in my weather engine, and this is where my idea gets kinda wonky, so stay with me here. The engine (which is nearly ported over) automatically determines weather based on a number of factors, altitude being one of them. Now, you add the ability for the engine to save average rainfall and temperature on the map, and suddenly, the map will self-evolve. High temperature, low rainfall, the area will slowly become a desert. High rainfall, tropical temperature, jungle. Basically each square on the map would have attributes: avg rainfall avg temperature (high/low/avg) temperature modifier (off the base) humidity modifier (proximity to ocean and large bodies of water) altitude Each "tile" would have a preference zone. Forests require a temperature of about 60-70, rainfall of 50inches a year. Theoreticly, we just have the cities, and a small program that designs a random worldmap. We distribute those, and each server will have a unique layout. Each one evolving differently. Ok.. it's pie in the sky.. but it's a nifty idea. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi From mwedel at sonic.net Thu Nov 15 23:57:10 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:48 2005 Subject: [CF-Devel] Suggestion. References: <200111151757.fAFHvDQ01771@localhost.localdomain> Message-ID: <3BF4AAB6.CF4A8FA8@sonic.net> The idea is interesting. One question obviously is - is it easier to set up something like that, or jsut expand the map by hand/script? The main problem is the resulting map that may get generated and how it mixes in with quests and the like. Some quests say 'find the caves near the south edge of the main mountain range' or the like - if that mountain range is now someplace else, or does not really exist, such messages become pretty useless. You also need make sure the map generated fits in - you probably don't want a case where the world now ends up as a bit of islands and no easy way to get from one to another. > Advantages. > 1. Infinitely huge and detailed maps can be mathematically generated, with > none to very little drive space used to store the map. Note that the current world map uses about 700k (and I note that probably 10% of that is overlap spaces). So even if the new map is 100 bigger, that amounts to 70 MB - yes, a bit of space, but on most any modern systems, I can't see that being much a bigger. > 2. Ability to easily increase the size of the outdoor map at a later time. Well, maybe. The world map is obviously going to have entrances to dungeons and the like - these dungeons need to lead back out to the same place - they need to use some coordinate to do that. IMO, a bit of the effort in expanding the world map is not increasing the scale, but updating all of those exits to the new paths. > 3. Map would be an adventure for everyone, because of areas unexplored by > everyone. Debatable. Presumably, no matter what the scale/generation, people know that they want to go to certain places (eg, the dungeon that is located there, or the south east corner, or whatever). So while the terrain the player is travelling through may end up being different, the important pieces will remain in the same places (eg, dungeons, etc). And unless the map is infinitely large, in any case, places will probably get explored. And while that is an interesting idea, unless there are interesting things on all areas of this infinite map, you really want care. > 4. Autosmooth possible. After generating the map, Tiles could automatically > be replaced by transition tiles to remove the blocky-ness from the maps. This of course could get programmed into the editor. > 5. The map would use a universal coordinate scheme. Thus monsters could > track players through map block without worrying about map transitions and > portals. With the new map tiling code, this currently works. > Disadvantages. > 1. Don't know exactly what kind of hit generation a map block on the fly > would cause to the server. May result in a pause for everyone when a person > moves across maps. Other thoughts: The map as a whole has to be consistent. If you have a player starting in the far east, and another in the far west, the system must be such that as they move (and new map gets generated), if they meet, the transition makes sense. Second, it would seem most likely that each server would generate this world map (or areas) once, and not again. Otherwise, it is hard to explain why that mountain range that used to be there is not there anymore. Third, computer generated maps are pretty much never as good as human ones. Presuming you do as you say and some features (eg, rivers and the like) are put in the over ride maps, you know have the problem that a river may run through a mountain range because the generator put a range where a river was running. > > Other features I would like to see: In (client/server) map design(I don't > need the server setup or the map editor to design maps, just a client, and > someone to give me design permissions for their server), This basically involves putting pieces of the editor in the client and/or server. the problem I see is that it doesn't really gain anything - presuming for the editor to do much useful, the lcoal side (client) will need to know about most of the arch's. Whats the difference of having the client download it over its linke to the server vs the user download it via ftp? > Large maps loaded > as tiles. this would be the best for the above map design scheme, This can be done in the new map scheme. Note that the user has to make the different tiles - the server won't load just a portion of the map. Doing the latter doesn't make a lot of sense, as it makes loads and saves a lot harder and more time consuming, resulting in possible pauses in the server as it process that. > Multi > server capability(Different maps run on different server, One server is > authority on player stats) I have yet to see a compelling reason to do this, and lots of reasons not to (complication, syncrhonization, more points of failure) From aashenfe at bright.net Fri Nov 16 11:28:55 2001 From: aashenfe at bright.net (Adam Ashenfelter) Date: Thu Jan 13 18:01:48 2005 Subject: [CF-Devel] Suggestion. In-Reply-To: <3BF4AAB6.CF4A8FA8@sonic.net> References: <200111151757.fAFHvDQ01771@localhost.localdomain> <3BF4AAB6.CF4A8FA8@sonic.net> Message-ID: <200111161728.fAGHSuu01790@localhost.localdomain> On Friday 16 November 2001 12:57 am, you wrote: > The idea is interesting. One question obviously is - is it easier to set > up something like that, or just expand the map by hand/script? It's debatable, I'll try to write a map generater with some extra time I have this weekend. I don't know enough about the engine to modify it, but I can right out a map format. > The main problem is the resulting map that may get generated and how it > mixes in with quests and the like. Some quests say 'find the caves near > the south edge of the main mountain range' or the like - if that mountain > range is now someplace else, or does not really exist, such messages become > pretty useless. > You also need make sure the map generated fits in - you probably don't > want a case where the world now ends up as a bit of islands and no easy way > to get from one to another. I would guess that the map builders would have to worry about this with the new map anyway. Plus a number of different numbers could be plugged into the generator until it generates a map the similar to the current map. > Note that the current world map uses about 700k (and I note that probably > 10% of that is overlap spaces). So even if the new map is 100 bigger, that > amounts to 70 MB - yes, a bit of space, but on most any modern systems, I > can't see that being much a bigger. I hear a lot of talk of increasing map detail so that outdoor maps are the same scale as the cities. If this turns out to be the case, the map could easily be 100 times bigger in each dimmention. In this case, the map will take 7GB if stored on disk. Yes, I have that much free, but it's still a lot to use up for one map. > Well, maybe. The world map is obviously going to have entrances to > dungeons and the like - these dungeons need to lead back out to the same > place - they need to use some coordinate to do that. IMO, a bit of the > effort in expanding the world map is not increasing the scale, but updating > all of those exits to the new paths. Not increasing the scale, increasing the size by allowing players to pass beyond the border to whatever may be there. > Debatable. Presumably, no matter what the scale/generation, people know > that they want to go to certain places (eg, the dungeon that is located > there, or the south east corner, or whatever). So while the terrain the > player is travelling through may end up being different, the important > pieces will remain in the same places (eg, dungeons, etc). And unless the > map is infinitely large, in any case, places will probably get explored. > And while that is an interesting idea, unless there are interesting things > on all areas of this infinite map, you really want care. Interesting if you care about looking at scenery. Or fighting generated monster populations. > > 5. The map would use a universal coordinate scheme. Thus monsters could > > track players through map block without worrying about map transitions > > and portals. > > With the new map tiling code, this currently works. Cool > Other thoughts: > > The map as a whole has to be consistent. If you have a player starting in > the far east, and another in the far west, the system must be such that as > they move (and new map gets generated), if they meet, the transition makes > sense. > > Second, it would seem most likely that each server would generate this > world map (or areas) once, and not again. Otherwise, it is hard to explain > why that mountain range that used to be there is not there anymore. Perline Noise functions are deterministic. I can ask the terrain function for one x, y location on the world map, and it would return the same exact result every time I call the function. I suggest the following site for Perlin Noise info. http://freespace.virgin.net/hugo.elias/models/m_perlin.htm > Third, computer generated maps are pretty much never as good as human > ones. Presuming you do as you say and some features (eg, rivers and the > like) are put in the over ride maps, you know have the problem that a river > may run through a mountain range because the generator put a range where a > river was running. See above. The map designers would know what the map looked like as they made changes and I hope would not run a river straight through a mountain, and could fix any mistakes the terrain engine made. > > Multi > > server capability(Different maps run on different server, One server is > > authority on player stats) > I have yet to see a compelling reason to do this, and lots of reasons not > to (complication, syncrhonization, more points of failure) OK maybe on doing this on such a scale is not a good idea right now. But maybe taking the image server out of the main server, and putting them on authoritative image servers around the internet would have some benefits. Later Adam From mwedel at sonic.net Fri Nov 16 21:54:55 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:48 2005 Subject: [CF-Devel] Suggestion. References: <200111151757.fAFHvDQ01771@localhost.localdomain> <3BF4AAB6.CF4A8FA8@sonic.net> <200111161728.fAGHSuu01790@localhost.localdomain> Message-ID: <3BF5DF8F.27C9A86B@sonic.net> I had a fairly long discussion with garbled last night on this topic, so rather than responding on specific points, let me put out the proposed idea. An external program will use the perlin function to generate elevation data. That program would then figure out appropriate terrain types based on things like elevation, and write the data out in tiled map format, which is the same format as used by the rest of the maps. The server admin can then very easily modified these generated file to his desired needs. To make this easier, there would be a few other files in the map directory. One would describe maps that should get inserted into the main map (eg, navar_city, east coast, bay to north), etc. For simpler ones, which are just exits (eg, dragon cave, castle arg), there may be other hints, like 'within 200 spaces of navar city', or 'near center of the world'. I'm using broad english terms here, this would become a much more formalized language that will make parsing and figuring this data out. There would also be a file generated that contains symbolic exit locations, eg, something like 'peterm_dragonquest:world_50_23:18:14'. This would be used for two things - one, npc scripts would be able to query this file, so that it can formulate messages that give some hint of the location (you can do a coordinate translation, so can easily know if the map is to the north, east, ... from where you are now' The other thing would be that maps could use these symbolic names. Thus, the dragon cave could have something like 'slaying @peterm_dragonquest', which would then figure out that it should lead to world_50_23, at 18,14. In this way, dungeons can be located anywhere on the world without much trouble. Garbled plans to contribute weather effects to this, some of this is done in the server. Thus, the difference between a plains and desert becomes the amount of rainful the two areas get. The world would also evolve somewhat - areas that are frequently travelled between would develope paths (by tracking the number of times a player visits a space, and when beyond some point, trails, and then perhaps, roads evolve. At the same time, there is some decay factor, so if a path does not get used, it decomposes back into solid forest. Related, forests could spread if the climate is right, and they could die back from various effects (eg, fire balls or the like), and then grow back over time. My personal thought is that if you rainful in areas, you can determine where rivers may be (eg, you can figure out how much water accumulates on a space, figure where it runs to, and when it gets to a certain point, you have a small river). Figuring the coarse of the river is pretty easy - once you figure out what space it is on, find the adjacant space near by with the lowest elevation, and put the river there, and repeat. Eventually, you will either reach and ocean, or you will get to a point where all the terrain around it is now higher, the end result is a lake, that keeps spreading until it gets to a point that it can break out and continue. A lot of this may be for a second or third pass approach. I also was going look at least at doing a phase one implentation sometime in the next few days (eg, use the function, that then generates out a set of tiled maps). The advantages of this approach: 1) Main generation removed from the server, keeping the server simpler, and not needing to worry about possible cpu times to generate the world. 2) With the maps written out in standard map format, very easy for the server admin to inspect and modify various areas. If you just have something which overlays on top, with the server making the underlying terrain, that is difficult as what that terrain is only maintained as mathematical format. The server admin could more easily identify a high area of mountains that they want to locate some secret city in for example. 3) A pre made version could be distributed for those that don't want to spend the effort to generate one. Disadvantages: 1) Disk space for the maps. Note that the maps can be compressed, and the loader will run gunzip or zcat or whatever is needed. That doesn't complete fix the problems, but the maps are very compressible (IMO, I would rather leave the maps in text format and compress them vs trying to come up with a more efficient binary format). The server admin could provide size specifications when generating the world - thus, if they don't have a lot of space, the specify a smaller world, if they have a larger one, perhaps they specify a much larger world. There may be other disadvantages - that is the main one I can think of. From root at garbled.net Sat Nov 17 00:52:48 2001 From: root at garbled.net (Tim Rightnour) Date: Thu Jan 13 18:01:48 2005 Subject: [CF-Devel] Suggestion. In-Reply-To: <3BF5DF8F.27C9A86B@sonic.net> Message-ID: On 17-Nov-01 Mark Wedel wrote: > I had a fairly long discussion with garbled last night on this topic, so > rather > than responding on specific points, let me put out the proposed idea. I'll just respond to a few minor points. > My personal thought is that if you rainful in areas, you can determine where > rivers may be (eg, you can figure out how much water accumulates on a space, Note that this means rivers will have a direction of travel. Theoretically, a boat placed on a river could be given momentum. > The advantages of this approach: 4) every server has the ability to be totally unique with regards to the world layout. 5) A server can choose the size of his map, anywhere from vast to tiny. 6) Eventually, more complex things can be added, such as actual moving rivers, the concept of special herbs or flowers that only grow in specific climates. Priest spells that affect the weather. Most of this doesn't have to happen right away either. It can all be slowly added once the basic engine is in place. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi From andi.vogl at gmx.net Sat Nov 17 06:04:35 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:01:48 2005 Subject: [CF-Devel] Suggestion. In-Reply-To: Message-ID: Sorry to say, but I think random-generated worldmaps would suck. (That doesn't apply to the weather effects thing suggested by garbled. That might be pretty nice, but we can have that just as well without a random worldmap) Why do I think random worldmaps would suck? Because they'd be boring. Randommaps can never compete with maps created by humans. Take lake country for example. The whole map is designed in a connective way: There are quests and npcs/books etc referring to certain places. We've got the wiztower in the swamp to the sout-east, the chaos lair in the mountains to the north, butakis fortress on a small river-island in the middle etc. Something like that can never be created at random. Or think about pupland, and imagine what it would be like if it was randomly generated. I admit that the current main-continent worldmaps really don't have much content (unlike lake country or pupland) - But that was the main reason why we wanted to redo them, remember? And one thing I don't understand about the whole random-worldmap thing anyways: You obviously have to link in the non-random maps (like cities, caves, castled etc.). How is that supposed to happen? If you link them in at random locations the players are completely des-oriented and there's no way to create a reasonable quest on the worldmap (because you can't tell the player where to find the places to go). So, if you link them to non-random places, that actually means the whole thing really isn't a random-map anymore. And why code a huge random-generator if the outcome is a non-random map in the first place? Well, just my thoughts. Andreas V. From root at garbled.net Sat Nov 17 09:57:23 2001 From: root at garbled.net (Tim Rightnour) Date: Thu Jan 13 18:01:48 2005 Subject: [CF-Devel] Suggestion. In-Reply-To: Message-ID: On 17-Nov-01 Andreas Vogl wrote: > And one thing I don't understand about the whole random-worldmap > thing anyways: > You obviously have to link in the non-random maps (like cities, > caves, castled etc.). How is that supposed to happen? If you link them > in at random locations the players are completely des-oriented and > there's no way to create a reasonable quest on the worldmap (because > you can't tell the player where to find the places to go). > So, if you link them to non-random places, that actually means the > whole thing really isn't a random-map anymore. And why code a huge > random-generator if the outcome is a non-random map in the first place? I'll make two points.. rather than trying to convince you here. 1) quests. They will still work just fine. As Mark had mentioned in his email, there will be a coordinates file that is generated as the cities and locations are placed randomly on the map. Things such as signs and NPCs who say "go to the east, to navaar" will be given a function that uses the coordinates to calculate the distance and direction of the place. In addition, there will be a contraints file given to each placed map (cities, towers, caves, etc) which say things like "I should be right near an ocean, preferrably on a mountain, within 50 squares of navaar". Yes, they will be on a different location, thus on each server, the exploring will begin anew. 2) Random vs Hand Generated. This does not preclude shipping a hand generated world map. But I think alot of the reason random maps suck, is the generation routines are very simple. Take our random map generator for example. It simply throws together walls and floors in simple geometric patterns. But some of the more complex games, like wargames that autogenerate maps, like civilization, actually generate really good maps. By using a perlin, or similar function to generate a topography map, and then by coding in real-world effects on the back-end engine, the world will actually be very similar to a natural world, and indeed evolve. Through the effects of weather, and other similar factors, forests will slowly grow and decline, or deserts will spread out. I agree that random maps built from geometry don't really work out, and cannot compete with hand-drawn maps. But the maps in games like civilization have allways impressed me as being very realistic. It's a random function, and yes.. it has the ability to screw up and produce a really crappy map from time to time. But there will be a few tuning options available to the DM, to allow him to regenerate a few times until he is happy with it. I also intend to write up a few simple DM commands that allow basic editing of map squares, such as meddling with altitude, or weather in a location. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi From andi.vogl at gmx.net Sat Nov 17 11:22:09 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:01:48 2005 Subject: [CF-Devel] Suggestion. In-Reply-To: Message-ID: Tim R. wrote: > I'll make two points.. rather than trying to convince you here. > > 1) quests. They will still work just fine. As Mark had mentioned in > his email, there will be a coordinates file that is generated as the > cities and locations are placed randomly on the map. This is a poor workaround for the problem. If I want to make a plot, I need a map. And I need to know what the map looks like. Do you think Tolkien could have written his books with a coordinates/ constraints file about Middle-Earth? > 2) Random vs Hand Generated. This does not preclude shipping a hand > generated world map. But I think alot of the reason random maps suck, > is the generation routines are very simple. [...] > By using a perlin, or similar function to generate a topography map, [...] > the world will actually be very similar to a natural world, and indeed > evolve. [...] I agree that random maps built from geometry don't really > work out, and cannot compete with hand-drawn maps. But the maps in games > like civilization have allways impressed me as being very realistic. This is not civilization. CF players don't build cities on the map and make warfare to neighboring nations by harvesting their squares. CF is an RPG fantasy game - and as such, terrain by itself is completely unimportant. Evolving forests and such seems a bit of an overkill for a simple RPG like CF. If forest has no meaning - what exactly is the purpose of evolving forest? Do you really think this would add a lot of gameplay value? Besides, are you planning to replace Lake Country and Pupland outdoor maps by random generated stuff? I bet not. And why not? - Because it is obvious that a random map could never suite these places. IMO, the mere suggestion to replace the main-continent worlmaps by random ones indicates how much we need to redo them - By hand. Andreas V. From yann.chachkoff at MailAndNews.com Sat Nov 17 12:49:46 2001 From: yann.chachkoff at MailAndNews.com (Yann Chachkoff) Date: Thu Jan 13 18:01:48 2005 Subject: [CF-Devel] Suggestion. Message-ID: <3BF6C08D@MailAndNews.com> Just some thoughts about world random-generated maps... 1. I do not see clearly what would be the advantages of random-generated worldmaps. Of course, this may mean that we'll not have to make the long-waited larger worldmaps "by hand"; besides this, I do not understand. 2. On the other hand, I do see better random maps generation algorithms as a major progress - as long as it concerns only the current random maps system. 3. Technical question: do you plan to make a brand new generator subsystem, or integrate it into the current random_map engine ? I would prefer the second solution, as it would keep the code cleaner but that's just my opinion of course. 4. Suggestion: implementing map-generation algorithms in the editor. I think this could be quite interesting, since it could be of a more general purpose (if you want to make a new worldmap, start by generating one, and then customize it as you want). 5. Now for the weather system: good idea, although a decent weather system would require quite a lot of work and deep thinking before starting coding it (because of the great number of game parameters it could possibly need/affect). Chachkoff Y. ----------------------------------------- Visit http://www.chachkoff.f2s.com for a journey into a fantastic world ! (But don't expect too much...) ----------------------------------------- From mwedel at sonic.net Sun Nov 18 02:01:21 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:48 2005 Subject: [CF-Devel] Suggestion. References: <3BF6C08D@MailAndNews.com> Message-ID: <3BF76AD1.1F24B7C7@sonic.net> This only responds to Yann's points, but I have some notes/thoughts at the bottom which pertain to the entire thing. Yann Chachkoff wrote: > > Just some thoughts about world random-generated maps... > > 1. I do not see clearly what would be the advantages of random-generated > worldmaps. Of course, this may mean that we'll not have to make the > long-waited larger worldmaps "by hand"; besides this, I do not understand. The perceived value is that by having the world map randomly generated, it would be much easier (and likely) for maps to differ server to server. Eg, if all I have to do make a new world map on a server I am setting up is run a few commands I'm much more likely to do it than if I have to create an entire world map by hand. But I guess the big question here is how important is that value? If the general consensus is 'who cares if the world map is the same or different', then its probably easier to either just expand the current world map by hand, or create a new world map via function, and then fix it up/populate it as needed. > > 2. On the other hand, I do see better random maps generation algorithms as a > major progress - as long as it concerns only the current random maps system. I'm not sure if something like the perlin generation will really help up much for dungeon. Even then, the dungeons lack the thing hand maps have - the balance of good quests and good items. All the random maps/quests you get sent on from the castle in scorn are not 100% random - the rewards for the quests, as well as the final map for each quest are hand done. > 3. Technical question: do you plan to make a brand new generator subsystem, or > integrate it into the current random_map engine ? I would prefer the second > solution, as it would keep the code cleaner but that's just my opinion of > course. It depends. In not a lot of work, I was able to get the perlin function to generate values and write out a image file in ppm format (this was mostly so it is convenient to see what it came up with and how tweaking values may effect things). It would be very easy (less than an hour) of work to extend that to write out a series of files in crossfire map format (as to write the format, it only needs to know what objects to put where). So if this was desired to be used as a method to start a world map from, it would be quite easy. This would not include pasting other maps into it and so forth - for that, I was thinking that it would need to get integrated into the random map code (since it already has that logic). > > 4. Suggestion: implementing map-generation algorithms in the editor. I think > this could be quite interesting, since it could be of a more general purpose > (if you want to make a new worldmap, start by generating one, and then > customize it as you want). This could also be useful just for dungeons. EG, your making a dungeon, you know the quest, and you know the finishing point, but you want to toss some other levels in between. Call up random map maker to make some for you, you can still tweak as necessary (adjust monsters, move some walls around), but that is easier than creating the entire intervening maps by hand. For outsid maps, I'm less certain what I want to do. Some of the maps AV mentioned (pup land, lake county) are very fine maps. But one problem is that they are dissassociated from the world as large - you hop on a dragon or boot, and appear. And there are others - wolfsburg and its surround land, port joseph, maybe one or two others. I can understand some reason to do this, some for quests, some because the person making want all control, etc. We really need to figure out what to do on these if we make the world bigger. I would say for example dtabb land should get back on the main continent. Some of those areas could perhaps be on islands off the main world. While right now you would still use boats/dragons to get to them, I hope at some point to changing the way those objects work, eg, you hop on a boat, and it lots you move over water and you can sail it where ever you want (think of the older ultima games here). This then adds the oceans as a place to explore. > 5. Now for the weather system: good idea, although a decent weather system > would require quite a lot of work and deep thinking before starting coding it > (because of the great number of game parameters it could possibly > need/affect). As someone else said, it really depends on what it does effect. Realistically, terrain has little importance in crossfire (you move slower through it, some blocks sight or passage). Having forests replace plains would not likely to have any big effect. My general thoughts: If people generally do not want to have a randomly generated map unique to each server, let me know. It is certainly simpler to have a static world map (don't need to worry about special exit code, placing exits, or putting certain maps onto the world map. Simply put, if people are not going to use, or don't care about a feature, there is no reason to do it. Unfortunately, it is very hard to know what people want - if I say 'lets make the entire world a static map', some people will likely say it should be dynamic. If I say it should be dynamic, other people say it should be static. Trying to meet both is a bit of a pain (certainly possible), but certainly more works. My current thought is that if a static world is done is to use something like the perlin function to generate a good base map, and work from there. The reason I say this is that expanding the current world map by say 25 times will just result in huge blocks of the same thing, which is not useful. Using a perlin function should get a more dynamic map, eg, more varied terrain, and probably not blocks 25 times wide. From this generated map, all the various exits and so forth could be placed by hand. My thought is that since we probably want a basic continent surrounded by water, the effect is likely to look the same in most any case (eg, high points in the middle). Note that when I refer to static above, I am really meaning the base map. Whether and how weather effects the basic static map is another question. In another message, I'll pose the questionare. From mwedel at sonic.net Sun Nov 18 02:26:24 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:48 2005 Subject: New World Map Questionaire, was Re: [CF-Devel] Suggestion. References: <3BF6C08D@MailAndNews.com> Message-ID: <3BF770B0.FA1A30A2@sonic.net> Since there seems to be no clear opinion just from mail what approach should be taken, here is a questionaire. Note that some questions are applicable no matter what main approach is taken. To prevent to much unneccessary traffic that is not likely meaningful, please respond directly to me. I'll tally the results probably sometime Wednesday evening (which is -8 GMT for me). Note that some questions are more relevant than others - I just figured that if I'm putting this out, might as well get some additional input. Please try to keep the response short (eg, don't write 'well, if it was done this way, and if that was done, and ... I'd go for X, but if .. and .., I'd go for Y'). 1) How should the world map be generated. Choices: a) completely by hand. Except for the editor, no computer aids really used. b) computer base design, but extensive hand additions/customizations. c) completely computerized, allow each server to have a unique map. 2) How large should the world map be (please just specify size in spaces). Current world map is roughly 110 x 100: 3) How dynamic should the outdoor map be, eg, effects from both players and weather. Choices: a) very dynamic - depending on weather patterns and spells players cast, forests show grow/die, grass turn to desert, etc. b) slightly dynamic - the terrain itself will not change, but special plants may grow given the right conditions/spells, and there may be effects on creature production in the wilderness. Trails may form and decompose based on where players travels. c) not at all - player dropping equipment would really be the only way for any change to happen on the world. 4) How cohesive should the world be: a) Very. Everything should be on the main world map and be relative to each other, but boats/dragon transports would still be shortcuts to reach some of them. b) somewhat - maps that work much better seperated out (due to npc's or style of the map) can remain so, but an effort should be made to bring most of the maps onto the main continent. c) not really - people can toss stuff wherever, including making their own mini continents. 5) Thoughts on more than one continent (note that the main continent will like have islands around it). Second continent here would be another big body of roughly the same size of the first (eg, answer to #2) a) Why bother - everything should fit on the main one with space to spare. b) Given a good reason (eg, different culture/style/terrain, or current continent starting to get filled up), sure. c) never - we should really try to make sure this one continent will cover everything we need. From andi.vogl at gmx.net Sun Nov 18 07:02:32 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:01:48 2005 Subject: [CF-Devel] BUG: order of activating altars changed Message-ID: If there is more than one altar at a square, these get activated one after the other, in a certain order (which used to be top to bottom). It looks like this order of activation has changed lately. An example for this case is the map "mak/MainFloor". There is a line of altars to the north, and below them each is another altar with the same slaying but different connection. The altar above is connected to the gate, the altar below spawns a small flame. The altar above is meant to be triggered first, but this is no longer the case. Does anyone have an idea what caused this and why? Please be tremendously careful when touching anything like an "order of activation", buttom timing etc. By altering any of that stuff only to the smallest detail, instantly a bunch of maps gets broken. Andreas V. From tchize at mailandnews.com Sun Nov 18 15:07:33 2001 From: tchize at mailandnews.com (David Delbecq) Date: Thu Jan 13 18:01:48 2005 Subject: New World Map Questionaire, was Re: [CF-Devel] Suggestion. In-Reply-To: <3BF770B0.FA1A30A2@sonic.net> References: <3BF6C08D@MailAndNews.com> <3BF770B0.FA1A30A2@sonic.net> Message-ID: <01111816073300.01526@Pikachu.Maison> Here follow my point of view (given as shortly as possible) > Since there seems to be no clear opinion just from mail what approach > should be taken, here is a questionaire. Note that some questions are > applicable no matter what main approach is taken. To prevent to much > unneccessary traffic that is not likely meaningful, please respond directly > to me. I'll tally the results probably sometime Wednesday evening (which > is -8 GMT for me). Note that some questions are more relevant than others > - I just figured that if I'm putting this out, might as well get some > additional input. > > Please try to keep the response short (eg, don't write 'well, if it was > done this way, and if that was done, and ... I'd go for X, but if .. and > .., I'd go for Y'). > > 1) How should the world map be generated. Choices: > a) completely by hand. Except for the editor, no computer aids really > used. > b) computer base design, but extensive hand additions/customizations. > c) completely computerized, allow each server to have a unique map. > --> d) some people have already started creating a whole coherent world. We should use it. > 2) How large should the world map be (please just specify size in spaces). > Current world map is roughly 110 x 100: > --> very large (about 10 seems good but higher sizes could be used too) > 3) How dynamic should the outdoor map be, eg, effects from both players and > weather. Choices: > a) very dynamic - depending on weather patterns and spells players cast, > forests show grow/die, grass turn to desert, etc. > b) slightly dynamic - the terrain itself will not change, but special > plants may grow given the right conditions/spells, and there may be effects > on creature production in the wilderness. Trails may form and decompose > based on where players travels. --> terrains and creatures evolving ok. Randomly having to fight creatuer in some maps too. > c) not at all - player dropping equipment would really be the only way for > any change to happen on the world. > > 4) How cohesive should the world be: > a) Very. Everything should be on the main world map and be relative to > each other, but boats/dragon transports would still be shortcuts to reach > some of them. > b) somewhat - maps that work much better seperated out (due to npc's or > style of the map) can remain so, but an effort should be made to bring most > of the maps onto the main continent. > c) not really - people can toss stuff wherever, including making their own > mini continents. --> The maps linking should be coherent but dungeons and cities should stay as now (separate maps) > > 5) Thoughts on more than one continent (note that the main continent will > like have islands around it). Second continent here would be another big > body of roughly the same size of the first (eg, answer to #2) > a) Why bother - everything should fit on the main one with space to spare. > b) Given a good reason (eg, different culture/style/terrain, or current > continent starting to get filled up), sure. --> increasing the size of continent or creating new one should be possible. But it has to be interresting too (why creating a whole continent if it is to put 3 towns and 7 quests?) > c) never - we should really try to make sure this one continent will cover > everything we need. From root at garbled.net Sun Nov 18 09:56:20 2001 From: root at garbled.net (Tim Rightnour) Date: Thu Jan 13 18:01:48 2005 Subject: New World Map Questionaire, was Re: [CF-Devel] Suggestion. In-Reply-To: <01111816073300.01526@Pikachu.Maison> Message-ID: On 18-Nov-01 David Delbecq wrote: > --> d) some people have already started creating a whole coherent world. We > should use it. Just one thing I'd like to note to everyone here, and that is that the world generated by the perlin function will be a standard format. We will still have to ship a base map with the game to allow people to fire it up without fiddling. There is no reason we couldn't ship a hand drawn map as that base map. The random map would be an option for those servers who want to try something different. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi From dnh at hawthorn.csse.monash.edu.au Tue Nov 20 07:26:11 2001 From: dnh at hawthorn.csse.monash.edu.au (David Hurst) Date: Thu Jan 13 18:01:48 2005 Subject: [CF-Devel] Terrain generation Message-ID: <20011121002611.A29509@hawthorn.csse.monash.edu.au> After looking at some of garbled's (Tim's) attempts at making a topographic map, njh told me to look at a program called terraform. For debian users apt-get install terraform, for the rest of the world http://terraform.sourceforge.net/. It creates topographic maps with heaps of cool options, you can use: Perlin Noise Spectral Subdivision Random All of these look very convincing =). You can specifify x and y, and can even apply filters like erode. Not to slow down the work done by Mark and Tim, but isn't this sort of what you are trying to implement? Perhaps you could take some iedas from this or even use it =). dnh From mwedel at sonic.net Tue Nov 20 23:07:30 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:49 2005 Subject: [CF-Devel] Terrain generation References: <20011121002611.A29509@hawthorn.csse.monash.edu.au> Message-ID: <3BFB3692.89F4C924@sonic.net> David Hurst wrote: > > After looking at some of garbled's (Tim's) attempts at making a topographic map, njh told me to look at a program called terraform. For debian users apt-get install terraform, for the rest of the world http://terraform.sourceforge.net/. > > It creates topographic maps with heaps of cool options, you can use: > Perlin Noise > Spectral > Subdivision > Random > > All of these look very convincing =). You can specifify x and y, and can even apply filters like erode. Not to slow down the work done by Mark and Tim, but isn't this sort of what you are trying to implement? Perhaps you could take some iedas from this or even use it =). A lot depends on what method we eventually go with to make the world. A tool like that is most useful if the world is completely generated, unique to each server, as it lets the admin preview and tweak the worlds quite easily. other concerns I have would be how easy it would be integrate what we want it to do (eg, write out map files). In some sense, a perlin function is a perlin function, so how it gets generated is not that big a deal. At some level, a command line utility that writes out a map file can be handy as someone can say 'try using these values', and everyone can do so. Being that terraform is gnome based, it can limit the number of people that want to use it (if you don't have gnome installed, you may not want to just for that.) And in some sense, it may be overkill depending on what we want to do (eg, my simple program that writes out ppm files is something like 100 lines long). OTOH, if terraform supports a method to write out elevation data in a simple format, then it would be easiest to just write a program that then reads that out and writes out crossfire maps from that data. But in a quick glance, I didn't see any doc on the web page which says what formats it writes out. From root at garbled.net Wed Nov 21 01:39:59 2001 From: root at garbled.net (Tim Rightnour) Date: Thu Jan 13 18:01:49 2005 Subject: [CF-Devel] Terrain generation In-Reply-To: <3BFB3692.89F4C924@sonic.net> Message-ID: On 21-Nov-01 Mark Wedel wrote: > A lot depends on what method we eventually go with to make the world. A > tool > like that is most useful if the world is completely generated, unique to each > server, as it lets the admin preview and tweak the worlds quite easily. I tried to use the program, but was totally unsuccessful in compiling it. However.. it might have some algorithims we can use. I've been playing with some of my own, and the perlin function.. but haven't really gotten anywhere. The perlin function generates great basic rolling shapes, but I haven't been able to get it to make complex ones, like fjords or sudden peaks and valleys. I think what we really want is something that runs from the command line, and spits out a map. I'd rather not get into the mess of relying on someone else's software. However.. maybe the terraform program has some nice algorithims we can steal.. I did find a nice one to do smoothing on the web. So far by playing with both, I can get perfect shapes for the continents, but like I said, I cannot get complex shorelines or mountain ranges. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi From tanner at real-time.com Wed Nov 21 02:57:09 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 18:01:49 2005 Subject: [CF-Devel] FYI on CHANGES file Message-ID: <20011121025709.R26949@real-time.com> I was browsing the CHANGES files and have this to add it it. If you are an emacs user, emacs can help maintain the CHANGES file, here are a couple commands to make your life easier: use "control-x v v" to commit one file if required use "control-x 4 a" while positioned in changed source to add to CHANGES use "control-x v =" to produce a diff on that file vs CVS You can also use rcs2log to get the info from cvs for the changelog. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org, Minnesota, Linux | 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 Wed Nov 21 04:26:47 2001 From: jbontje at suespammers.org (Joris Bontje) Date: Thu Jan 13 18:01:49 2005 Subject: [CF-Devel] Terrain generation In-Reply-To: ; from root@garbled.net on Wed, Nov 21, 2001 at 12:39:59AM -0700 References: <3BFB3692.89F4C924@sonic.net> Message-ID: <20011121112647.A1389@freebsd.localdomain> > [Terraform] I tried to download this program. I couldnt get it compiled. It is a typically linux only program. They use symlinks to automake files like config.guess and other stuff... If you want to get it working you need to do some porting... Therefore I think that project isnt usefull at the moment. Marks hybrid create-o-world looks promising, but maybe we can look on map generation routines that simular opensource projects use, like WorldForge or FreeCiv. Joris Bontje -- Gpg Key: Id=0xF19326A9 / http://mids.student.utwente.nl/~mids/jbontje.pub Key fingerprint = 730D 9B3A F406 F28A 957D 6397 31E8 6D4C F193 26A9 -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 238 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20011121/df5343c4/attachment.pgp From opiate49 at hotmail.com Wed Nov 21 05:57:57 2001 From: opiate49 at hotmail.com (The Tool) Date: Thu Jan 13 18:01:49 2005 Subject: [CF-Devel] Turban Bug Message-ID: Hey all, The Turban of heaven (that one you get at the end of Mak) has a problem. In the dxclient, it comes up in the picture as a ring. it's classed as a ring... Very weird stuff. it's supposed to be a hat. ^TooL^ _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp From michael.toennies at nord-com.net Wed Nov 21 08:10:34 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:01:49 2005 Subject: [CF-Devel] Paralyze Message-ID: Hi I had changed the paralyzed effect on players some time ago. Most effects work like this: In the game, effect like blind or disease are objects insert in the inventory of the player or monster. This invisible object are applied to the inventory and invoke their effect. Non permanent effects has a ticker inside. Runs this ticker out, the object get destroyed and the creatures is free from the effect. Blind works so. Paralyze wasn't included like this. It had worked like this: I noticed, thats paralyze has no effect flag. Means, if you get paralyzed through the spell or effect, you got not marked as paralyzed. As i look in the code, i see that the effect was triggered only by setting the speed value of the object. Means the "you has no speed left" counter is set up by a high value. Thats very bad, because every speed effect like encumberence or land tile effects use this value too. That makes it impossible to remove paralyze - thats the reason why there is no "remove paralyze" in the game - the server never knows why the speed is decreased . It can be paralyze but also a different effect. Ok, in a first step, i added a FLAG_PARALYZE. Now, every time you stand under the effect, you has so long the FLAG_PARALYZE until you can move again. That have a positive effect - the server knows now that you are paralyzed - it can be shown and we can include a remove paralyze spell. Bad effect is, that i don't change it so much, that we use a paralyze_force object. Because the paralyze effect still use the speed value adding, you can't heal paralyze by yourself - the server never allows your object any action until your speed is set - even animation and internal stuffs of your player object are stopped! So be careful to insert new features using values in a object. Also, i find some strange stuff in the paralyze function. Anyone knows why and how this is inside? Michael void paralyze_player(object *op, object *hitter, int dam) { float effect,max; /* object *tmp; */ /* This is strange stuff... someone knows for what this is * written? Well, i think this can and should be removed */ /* if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { tmp=clone_arch(PARAIMAGE); tmp->x=op->x,tmp->y=op->y; insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); } */ /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; if (effect==0) return; SET_FLAG(op,FLAG_PARALYZED); /* we mark this object as paralyzed */ animate_object(op); /* set the right animation for paralyze when needed */ op->speed_left-=FABS(op->speed)*effect; /* tmp->stats.food+=(signed short) effect/op->speed; */ /* max number of ticks to be affected for. */ max = (100 - op->resist[ATNR_PARALYZE])/ 2; if (op->speed_left< -(FABS(op->speed)*max)) op->speed_left = (float) -(FABS(op->speed)*max); /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ } From dnh at hawthorn.csse.monash.edu.au Wed Nov 21 19:07:57 2001 From: dnh at hawthorn.csse.monash.edu.au (David Hurst) Date: Thu Jan 13 18:01:49 2005 Subject: [CF-Devel] Paralyze In-Reply-To: References: Message-ID: <20011122120757.A15829@hawthorn.csse.monash.edu.au> Ahh =) I never liked how it was impossible to do anything once paralyzed. Basically if you fight any really high level monsters, it is effectively game over because you cannot do anything. I remember the old trick was to quit the client, but this seems completely dodgy. Perhaps some more thought as to exactly how paralyze should work is in order here. It seems sort of logical that you can't cast spells etc when paralyzed, because once paralyzed you can no longer control muscles. Perhaps though you can still cast prayers (which have little/no encumberance)? Then perhaps then a revive, or heal paralyisis or something would be good. I remember when we added -20 resistance to paralyze on mostrai. People complained that the game became impossible. I suspect it is similar to drain, because resistance to paralyze has become so 'common' (it isn't really common, but when you get free action its 100) you can effectively forget about it. This is true also of drain, forget a ring protection drain and try to fight something with drain, 10 levels gone in 1 second =). Perhaps this is good, but I always thought of drain as being a slow but steady sucking of life force (hp, sp, grace, food). I once proposed changing drain to have hp stealing as well but nobody thought it would be possible to balance. What are peoples thoughts on drain and paralyze, are they okay or do they need to be revised? dnh On Wed, Nov 21, 2001 at 03:10:34PM +0100, Michael Toennies wrote: > Hi > > I had changed the paralyzed effect on players some time ago. > > Most effects work like this: > > In the game, effect like blind or disease are objects insert in the > inventory > of the player or monster. This invisible object are applied to the inventory > and > invoke their effect. Non permanent effects has a ticker inside. Runs this > ticker out, > the object get destroyed and the creatures is free from the effect. Blind > works so. > > Paralyze wasn't included like this. > It had worked like this: > > I noticed, thats paralyze has no effect flag. Means, if you get paralyzed > through the spell > or effect, you got not marked as paralyzed. As i look in the code, i see > that the effect was > triggered only by setting the speed value of the object. Means the "you has > no speed left" > counter is set up by a high value. Thats very bad, because every speed > effect like encumberence > or land tile effects use this value too. > > That makes it impossible to remove paralyze - thats the reason why there is > no "remove paralyze" > in the game - the server never knows why the speed is decreased . It can be > paralyze but also a > different effect. > > Ok, in a first step, i added a FLAG_PARALYZE. Now, every time you stand > under the effect, you has > so long the FLAG_PARALYZE until you can move again. > > That have a positive effect - the server knows now that you are paralyzed - > it can be shown and we > can include a remove paralyze spell. > > Bad effect is, that i don't change it so much, that we use a paralyze_force > object. Because the > paralyze effect still use the speed value adding, you can't heal paralyze by > yourself - the server > never allows your object any action until your speed is set - even animation > and internal stuffs of > your player object are stopped! So be careful to insert new features using > values in a object. > > Also, i find some strange stuff in the paralyze function. > Anyone knows why and how this is inside? > > Michael > > > void paralyze_player(object *op, object *hitter, int dam) > { > float effect,max; > /* object *tmp; */ > > /* This is strange stuff... someone knows for what this is > * written? Well, i think this can and should be removed > */ > > /* > if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { > tmp=clone_arch(PARAIMAGE); > tmp->x=op->x,tmp->y=op->y; > insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); > } > */ > > /* Do this as a float - otherwise, rounding might very well reduce this > to 0 */ > effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; > > if (effect==0) return; > > SET_FLAG(op,FLAG_PARALYZED); /* we mark this object as paralyzed */ > animate_object(op); /* set the right animation for paralyze when needed > */ > > op->speed_left-=FABS(op->speed)*effect; > /* tmp->stats.food+=(signed short) effect/op->speed; */ > > /* max number of ticks to be affected for. */ > max = (100 - op->resist[ATNR_PARALYZE])/ 2; > if (op->speed_left< -(FABS(op->speed)*max)) > op->speed_left = (float) -(FABS(op->speed)*max); > > /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ > } > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From mwedel at sonic.net Wed Nov 21 21:43:07 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:49 2005 Subject: [CF-Devel] Paralyze References: Message-ID: <3BFC744B.801C76B0@sonic.net> Michael Toennies wrote: I should mention as a preface that I am all for making paralyze a force object. But I just want to correct and add a few things. > > Paralyze wasn't included like this. > It had worked like this: > > I noticed, thats paralyze has no effect flag. Means, if you get paralyzed > through the spell > or effect, you got not marked as paralyzed. As i look in the code, i see > that the effect was > triggered only by setting the speed value of the object. Means the "you has > no speed left" > counter is set up by a high value. Thats very bad, because every speed > effect like encumberence > or land tile effects use this value too. Incorrect. you are correct that when you paralyzed, your speed left is set to some negative value based on your current speed (so that you are effectively paralyzed for X ticks). However, encumberance does not effect it because it is effect * current speed, so if your current speed is slow, it is the same number of ticks. terrain does not effect it either - that just affects the speed left as you move on terrain. It does not effect your actual speed, and if you are moving, it also has no effect. > > That makes it impossible to remove paralyze - thats the reason why there is > no "remove paralyze" > in the game - the server never knows why the speed is decreased . It can be > paralyze but also a > different effect. I think the bigger reason is because if you are paralyzed, you can't cast spells, so there isn't much reason for such an item. But it is a multiplayer game, so you could add that spell on the basis someone else could cast it on you. This of course could be done now (if speed_left is some negative value, assume it is paralyze or related, and just set it to zero, but using a force does make more sense and is more consistent with the rest of the game). > Bad effect is, that i don't change it so much, that we use a paralyze_force > object. Because the > paralyze effect still use the speed value adding, you can't heal paralyze by > yourself - the server > never allows your object any action until your speed is set - even animation > and internal stuffs of > your player object are stopped! So be careful to insert new features using > values in a object. In theory, a player should not be able to do much. It could also be dangerous to actually heal while paralyzed - if you run out of food, you could die simply because you have nothing more - even if you might have some in a bag, or a horn of plenty, or a pile just a square away. Now it could be enhanced such that paralyze just doesn't process commands for the client (or ignores most) - that wouldn't be too hard to do - probably the commands table could be examined - if a command takes time, don't allow it. But that would need to be carefully examined - certainly, things like use_skill or apply or many others should not be allowed. > > Also, i find some strange stuff in the paralyze function. > Anyone knows why and how this is inside? > > Michael > > void paralyze_player(object *op, object *hitter, int dam) > { > float effect,max; > /* object *tmp; */ > > /* This is strange stuff... someone knows for what this is > * written? Well, i think this can and should be removed > */ That block adds a paralyzation image when you are hit (I guess like detect magic, eg, a little thing flashes). Of course, if you are paralyzed, you don't see it. the present is so that only one is inserted - no reason to insert another if one is already there. > > /* > if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { > tmp=clone_arch(PARAIMAGE); > tmp->x=op->x,tmp->y=op->y; > insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); > } > */ > > /* Do this as a float - otherwise, rounding might very well reduce this > to 0 */ > effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; > David Hurst wrote: > > Ahh =) > > I never liked how it was impossible to do anything once paralyzed. Basically if you fight any really high level monsters, it is effectively game over because you cannot do anything. I remember the old trick was to quit the client, but this seems completely dodgy. Perhaps some more thought as to exactly how paralyze should work is in order here. It seems sort of logical that you can't cast spells etc when paralyzed, because once paralyzed you can no longer control muscles. Perhaps though you can still cast prayers (which have little/no encumberance)? Then perhaps then a revive, or heal paralyisis or something would be good. I remember when we added -20 resistance to paralyze on mostrai. People complained that the game became impossible. Presumably, most prayers would require chanting or other verbal actions, which if muscles are frozen, should not be allowed either. But I do agree that paralyze and drain are two attack forms that are annoying at low levels (before you get the things that main you immune to them), and after that point, you ignore them. A couple things that could be done: drain: Put in a force object that contains the negative experience totals (eg, how much you have lost). Allow potions or high level spells to restore this. An alternative would be to store the higest total you had. The difference here is that in the first case, you lose nothing by the drain. In the second case, any experience you gain before getting restored is not really gained - if you gain a whole much, your total will go above what restoration gives you. IF you gain a little, the restore puts you to your old total, so you get nothing from that little you gained. Another idea, which could also apply to drain, would be items you wear that have charges and absorb the losses. Eg, an amulet of paralyzation absorbing, which absorbs 500 ticks or something of paralyzation effects. Drain absorbing could absorb something like 20 full hits (so if your 80% protected, you then get 100 drain hits). IF these are added, the objects that give 100% protection should of course get removed. Arguably, all 100 permanent protection items could/should get removed. At best, this could be available by potions. The problem is that main times things like grim reapers are hidden, and you open a door, and 5 of them are there, and its too late to drink that potion of drain resistance. which monsters also have these effects should be looked at. I know some monsters have it but it doesn't make a lot of sense - it was mostly like 'give this creature every attacktype simply so it will be difficult'. Same is true for protections on some. From root at garbled.net Wed Nov 21 23:30:34 2001 From: root at garbled.net (Tim Rightnour) Date: Thu Jan 13 18:01:49 2005 Subject: [CF-Devel] Paralyze In-Reply-To: Message-ID: On 21-Nov-01 Michael Toennies wrote: > That makes it impossible to remove paralyze - thats the reason why there is > no "remove paralyze" > in the game - the server never knows why the speed is decreased . It can be > paralyze but also a > different effect. In my wholly honest opinion, it should be impossible for a player to be paralized. Using my mud as an example again, we had to remove the ability to paralize players for a number of reasons: 1) It's not *fun* to be paralized. You are stuck, can't do squat, you just get to witness your own death and feel helpless about it. Death sucks, but unavoidable death sucks alot worse, and leaves a lasting anger in the player. 2) It really becomes a problem when lots of players are around, some people aren't nice, and would paralize newbies to just be mean. 3) Players who have never had it happen got confused, and thought the server blew up, or the network died on them, and would disconnect. 4) The worst case, is usually, player gets paralized, and the doorbell rings. this is almost allways a complete lose for the player. You have no way to save your game, or get out of wherever you are.. you are just stuck, and it sucks. Add to that the ability in crossfire to die, and then re-die over and over to starvation, and things get pretty bleak. (Thats a different issue, which I do plan on solving soon) In my experience, it is a very cool spell, and provided a very realistic and cool experience, but the negative aspects of it were so bad, that it was driving players away. Nothing is more frustrating to a player than dieing in a situation like that. More often than not, players that were bitten by it, fell into the "quit for good" category. Basically on the mud this was solved by making the spell non-functional against players, so you could still paralize monsters. In addition, we implemented a "hold person" spell. The hold person spell had the same effect as being braced, but being unable to shut it off. A player affected by that could recall away, and then wait it out. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi From dnh at hawthorn.csse.monash.edu.au Thu Nov 22 00:25:12 2001 From: dnh at hawthorn.csse.monash.edu.au (David Hurst) Date: Thu Jan 13 18:01:49 2005 Subject: [CF-Devel] Paralyze In-Reply-To: References: Message-ID: <20011122172512.A16467@hawthorn.csse.monash.edu.au> > > That makes it impossible to remove paralyze - thats the reason why there is > > no "remove paralyze" > > in the game - the server never knows why the speed is decreased . It can be > > paralyze but also a > > different effect. > > In my wholly honest opinion, it should be impossible for a player to be > paralized. Using my mud as an example again, we had to remove the ability to > paralize players for a number of reasons: I disagree I love it as a spell and getting paralyzed is kind funny, but I think it is overly powerful. > 1) It's not *fun* to be paralized. You are stuck, can't do squat, you just > get to witness your own death and feel helpless about it. Death sucks, but > unavoidable death sucks alot worse, and leaves a lasting anger in the player. Woah this is an excellent point. This comes back to making a game fun, crossfire being the game it is is fun. But some things are not as fun as they could, for example paralyze and drain. I also feel some classes/races are perhaps chosen by newbies, when they really are not designed to be fun for newbies. Q's, fireborn and wraiths, are by far the most popular races for newbies, and yet these are the three hardest! > 2) It really becomes a problem when lots of players are around, some people > aren't nice, and would paralize newbies to just be mean. Funny for the person doing it, very very unfunny for the victim. > 3) Players who have never had it happen got confused, and thought the server > blew up, or the network died on them, and would disconnect. Yeah, I remember I thought this when I first got paralyzed. I thought it was bad lag and got really peeved =). > 4) The worst case, is usually, player gets paralized, and the doorbell rings. > this is almost allways a complete lose for the player. You have no way to save > your game, or get out of wherever you are.. you are just stuck, and it sucks. > Add to that the ability in crossfire to die, and then re-die over and over to > starvation, and things get pretty bleak. (Thats a different issue, which I do > plan on solving soon) Yeah true again > In my experience, it is a very cool spell, and provided a very realistic and > cool experience, but the negative aspects of it were so bad, that it was > driving players away. Nothing is more frustrating to a player than dieing in a > situation like that. More often than not, players that were bitten by it, fell > into the "quit for good" category. Agree here. > Basically on the mud this was solved by making the spell non-functional against > players, so you could still paralize monsters. In addition, we implemented a > "hold person" spell. The hold person spell had the same effect as being > braced, but being unable to shut it off. A player affected by that could > recall away, and then wait it out. This is a very interesting, what about we make paralyze brace the player, and only allow them to use_item and use_wisdom? Thus they can heal, recall and use equipment that might lesson the problem.. before they die. I really like this idea. From peterm at tonks.EECS.Berkeley.EDU Thu Nov 22 02:44:08 2001 From: peterm at tonks.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:01:49 2005 Subject: [CF-Devel] Paralyze In-Reply-To: Your message of "Thu, 22 Nov 2001 17:25:12 +1100." <20011122172512.A16467@hawthorn.csse.monash.edu.au> Message-ID: <200111220844.fAM8i8926841@tonks.EECS.Berkeley.EDU> Paralyze? Leave it the way it is right now, except remove the -20 from Mostrai.... Paralyze is all or nothing, and so it makes sense for defense of it to be all or nothing. I think the game is too fast to allow anything more than split-second paralysis, because otherwise, you may as well make paralyze an instant deathstrike. Also, I disagree with arguments that "the game should be slower". It's no fun if it's slow. Who likes slogging through molassas? PM From jbontje at suespammers.org Thu Nov 22 04:29:21 2001 From: jbontje at suespammers.org (Joris Bontje) Date: Thu Jan 13 18:01:49 2005 Subject: [CF-Devel] BUGREPORT: gcfclient -sdl (reported by Darth_bob) Message-ID: <20011122112921.A4424@freebsd.localdomain> Silly me sending it to the sourceforge list :( -------------- next part -------------- An embedded message was scrubbed... From: Joris Bontje Subject: [Crossfire-devel] BUGREPORT: gcfclient -sdl (reported by Darth_bob) Date: Thu, 22 Nov 2001 11:23:49 +0100 Size: 3865 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20011122/aab662d6/attachment.mht From opiate49 at hotmail.com Thu Nov 22 09:52:44 2001 From: opiate49 at hotmail.com (The Tool) Date: Thu Jan 13 18:01:50 2005 Subject: [CF-Devel] New Dragon Pic Message-ID: Ok, my friend James Dominguez has finished colouring his picture of the red dragon. you can look at it through the link below, first he has requested i post this disclaimer: All images submitted for use in Crossfire by James J. Dominguez are copyright. The makers of Crossfire have free and unlimited permission to use these images in the game for an indefinite period. The images are provided as-is and may not be altered. This includes concept images, outlines, large coloured preliminary images, and the finished icon images. Images may not be edited, recoloured, or altered in any other way without express written (including emailed) permission. If Crossfire ever becomes a commercial venture, and is no longer a free product, then this permission will become void and all images by James J. Dominguez may no longer be used unless a new agreement is reached. Ok, see the pic at mids.student.utwente.nl/~tool/images/JD/dragoncolour.jpg ^TooL^ _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp From root at garbled.net Thu Nov 22 12:32:26 2001 From: root at garbled.net (Tim Rightnour) Date: Thu Jan 13 18:01:50 2005 Subject: [CF-Devel] New Dragon Pic In-Reply-To: Message-ID: On 22-Nov-01 The Tool wrote: > you can look at it through the link below, first he has requested i post > this disclaimer: It's a good picture.. I can't say anything bad about it. But I wonder if perhaps the license is a bit draconian. Are those lisc. terms acceptable to the project? (I actually don't know.. I'm still kinda new here) Personally speaking, seeing the number of images we umm.. appropriate from other free games, it would be kinda rude to say back to them that ours are protected. But thats just my opinon.. if nobody else cares.. then thats the last you will ever hear of this from me. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi From root at garbled.net Thu Nov 22 12:34:31 2001 From: root at garbled.net (Tim Rightnour) Date: Thu Jan 13 18:01:50 2005 Subject: [CF-Devel] Paralyze In-Reply-To: <200111220844.fAM8i8926841@tonks.EECS.Berkeley.EDU> Message-ID: On 22-Nov-01 Peter Mardahl wrote: > I think the game is too fast to allow anything more than > split-second paralysis, because otherwise, you may > as well make paralyze an instant deathstrike. I don't have a problem with split-second paralysis, thats not so bad. As long as you can't get yourself into a box where you are getting paralized repeatedly and can't do anything about it. Long drawn out paralysis is harsh though. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi From jbontje at suespammers.org Thu Nov 22 14:18:52 2001 From: jbontje at suespammers.org (Joris Bontje) Date: Thu Jan 13 18:01:50 2005 Subject: [CF-Devel] New Dragon Pic In-Reply-To: ; from opiate49@hotmail.com on Fri, Nov 23, 2001 at 02:52:44AM +1100 References: Message-ID: <20011122211852.A20960@freebsd.localdomain> On Fri, Nov 23, 2001 at 02:52:44AM +1100, The Tool wrote: > Ok, my friend James Dominguez has finished colouring his picture of the red > dragon. > you can look at it through the link below, first he has requested i post > this disclaimer: Its a very nice image, although it is currently a bit too big to be included in the game :) > All images submitted for use in Crossfire by James J. Dominguez are > copyright. > The makers of Crossfire have free and unlimited permission to use these > images in the game for an indefinite period. > The images are provided as-is and may not be altered. This includes concept > images, outlines, large coloured preliminary images, and the finished icon > images. Images may not be edited, recoloured, or altered in any other way > without express written (including emailed) permission. > If Crossfire ever becomes a commercial venture, and is no longer a free > product, then this permission will become void and all images by James J. > Dominguez may no longer be used unless a new agreement is reached. Although I don't have the intention to start a lenghtly discussion about the acceptence of this license, I don't quite agree with it on first sight. I would agree with a restriction that the images should be used only for the intended purpose, The Opensource game named Crossfire. But the additional rules don't feel good. They forbid to include them in logo's and banners. And we have no way to keep using them when we need a change after James has 'left' the project. Unless they are all delivered 'PixelPerfect', lots of little editing is needed, asking permission for all the individual changes is not usable in my oppinion. What would be a better license? I don't know, it's the authors work ofcourse, but also non 'makers of Crossfire' should be able to use them in their crossfire editors, tools, clients and websites. Maybe something like: "Free usage in Crossfire and Crossfire related projects using an opensource license. Propper crediting to the author should be given included a clear announcement of made modifications." Joris Bontje / mids -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 238 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20011122/3d5d8fdd/attachment.pgp From mwedel at sonic.net Thu Nov 22 14:17:16 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:50 2005 Subject: [CF-Devel] Paralyze References: Message-ID: <3BFD5D4C.1D7742F8@sonic.net> Tim Rightnour wrote: > > On 22-Nov-01 Peter Mardahl wrote: > > I think the game is too fast to allow anything more than > > split-second paralysis, because otherwise, you may > > as well make paralyze an instant deathstrike. > > I don't have a problem with split-second paralysis, thats not so bad. As long > as you can't get yourself into a box where you are getting paralized repeatedly > and can't do anything about it. Long drawn out paralysis is harsh though. Thats the difficult part. IF paralysis just lasted say 5 ticks (a bit more than half a second), it is a pretty big disadvantage. If you happen to get paralyzed and then some damage spell is cast, that will hurt. Note that protection from paralysis could effect that (eg, if you are 60% protected, it is now 2 ticks). The difficulty is preventing the case where you just continually get paralyzed. If you are just fighting one monster with the spell, chances are you are OK (because the monster will probably choose some other spell to cast or you may make your saving throw or whatever). The problem is lots of maps have like 20 beholders, of which a non trivial portion will cast paralyze, making it so you may constantly get hit by it. Making it so it prevents movement could be interesting (eg, paralyzes your leg muscles only). This means you could still drink those potions or cast those spells (including remove paralysis) to survive it. This would make it similar to confusion right now in some sense. However, if this option is chosen, then it should still have a longer duration. For monsters, it could still completely paralyze them. Putting in code to do this would not be that difficult - just need to check to see if the player is paralyzed in the movement routines. From peterm at tonks.EECS.Berkeley.EDU Thu Nov 22 15:24:52 2001 From: peterm at tonks.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:01:50 2005 Subject: [CF-Devel] Revival of old paralysis proposal In-Reply-To: Your message of "Thu, 22 Nov 2001 12:17:16 PST." <3BFD5D4C.1D7742F8@sonic.net> Message-ID: <200111222124.fAMLOqG27735@tonks.EECS.Berkeley.EDU> Repeated paralysis (even of short duration, like 2 ticks) is still a problem if you're bathing in paralysis spells. Long ago I proposed a scheme like this: 1) If person gets paralyzed, when he recovers, he is safe from paralysis spells/attacks of equal or lower level for a certain amount of time 2) If he saves from paralyze, he is safe from paralysis spells/attacks of equal or lower level for a certain amount of time 3) Protection should *also* reduce paralyzation duration. This won't be hard to implement. Whenever you hit someone with paralysis, you put a force into him (if not already present). If a paralysis spell detects this force at equal or higher strength, it won't paralyze. Then, after you check/place the force, you check to see if the player makes his saving throw or not. If not, THEN you paralyze him for a few ticks. This can work similarly for monsters, except they'd (to make the game fun) be paralyzed for more ticks. A similar approach is also sorely needed for deathstrike spells such as banishment and face of death. These spells hit many times, and each time they have a chance of causing instadeath. Each spell should get ONE chance to instadeath a monster, not dozens. I really think this approach can save the paralysis attack from its present irrelevance, and bring a far better balance to the various deathstrikes. PM > Tim Rightnour wrote: > > > > On 22-Nov-01 Peter Mardahl wrote: > > > I think the game is too fast to allow anything more than > > > split-second paralysis, because otherwise, you may > > > as well make paralyze an instant deathstrike. > > > > I don't have a problem with split-second paralysis, thats not so bad. As l >ong > > as you can't get yourself into a box where you are getting paralized repeat >edly > > and can't do anything about it. Long drawn out paralysis is harsh though. > > Thats the difficult part. > > IF paralysis just lasted say 5 ticks (a bit more than half a second), it is >a > pretty big disadvantage. If you happen to get paralyzed and then some damage > spell is cast, that will hurt. > > Note that protection from paralysis could effect that (eg, if you are 60% > protected, it is now 2 ticks). > > The difficulty is preventing the case where you just continually get > paralyzed. If you are just fighting one monster with the spell, chances are >you > are OK (because the monster will probably choose some other spell to cast or >you > may make your saving throw or whatever). The problem is lots of maps have li >ke > 20 beholders, of which a non trivial portion will cast paralyze, making it so > you may constantly get hit by it. > > Making it so it prevents movement could be interesting (eg, paralyzes your l >eg > muscles only). This means you could still drink those potions or cast those > spells (including remove paralysis) to survive it. This would make it simila >r > to confusion right now in some sense. However, if this option is chosen, the >n > it should still have a longer duration. For monsters, it could still complet >ely > paralyze them. Putting in code to do this would not be that difficult - just > need to check to see if the player is paralyzed in the movement routines. > _______________________________________________ > 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 Thu Nov 22 19:56:47 2001 From: dnh at hawthorn.csse.monash.edu.au (David Hurst) Date: Thu Jan 13 18:01:50 2005 Subject: [CF-Devel] New Dragon Pic In-Reply-To: References: Message-ID: <20011123125647.E25205@hawthorn.csse.monash.edu.au> > It's a good picture.. I can't say anything bad about it. But I wonder if > perhaps the license is a bit draconian. Are those lisc. terms acceptable to > the project? (I actually don't know.. I'm still kinda new here) I can't see anything wrong with them. Of course if someone takes that image, and we discover it somewhere else a quick warning email is all it would probably take to remind them. It is of course the image owners privledge it put on it the license and while it may not exactly be GPL'd I don't see a problem with it. > Personally speaking, seeing the number of images we umm.. appropriate from > other free games, it would be kinda rude to say back to them that ours are > protected. But thats just my opinon.. if nobody else cares.. then thats the > last you will ever hear of this from me. Mmm, actually we don't take many images at all from other games. i can think of only a few, most are taken from artist sets, who specifically say 'these are free to use by anyone as long as my name is put in the credits' type stuff. Of course that fact that we still don't have a list of artists included is probably important at this point ;). dnh From root at garbled.net Thu Nov 22 22:34:23 2001 From: root at garbled.net (Tim Rightnour) Date: Thu Jan 13 18:01:50 2005 Subject: [CF-Devel] New Dragon Pic In-Reply-To: <20011123125647.E25205@hawthorn.csse.monash.edu.au> Message-ID: On 23-Nov-01 David Hurst wrote: > Mmm, actually we don't take many images at all from other games. i can think > of > only a few, most are taken from artist sets, who specifically say 'these are > free to use by anyone as long as my name is put in the credits' type stuff. I have no problem with that. In fact, my problem with the proposed liscence is twofold: 1) "only for a game named crossfire". Sure, it's free to us, but thats not very open-source-friendly of us. My point there is that it's not nice to use other free images, and then put a sign on one of ours that says "you can't have this one" 2) Non-modification is a bit much. What constitutes modification. If I animate it, is that modifying it? What if I shrink it down or expand it? What if I want a green dragon? Is it worth having this picture, if we have to tippy toe around it? Do we want to have to deal with this kind of thing in the future, and accumulate more liscenses like this? --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi From mwedel at sonic.net Fri Nov 23 01:42:32 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:50 2005 Subject: [CF-Devel] New Dragon Pic References: Message-ID: <3BFDFDE8.2677AF73@sonic.net> My personal thought is that all pieces of crossfire should be under the GPL. This includes images, maps, code changes, etc. I have several reasons: 1) Consistency with crossfire as a whole - having a potentially large number of images/maps/whatever with different policies would prove very annoying. Just trying to notify people that this image is restricted but that is not. Could you imagine if this was the protocol with some xpm images when we converted them to png? In theory, we would need to require the authors permission for that. 2) Consistency with open source principals. It seems at least somewhat possible that if people can attach limitations to what they contribute, more people may do so. I can't give precise examples, but I am sure crossfire has borrowed various pieces from other open source applications - it would be somewhat facetious to do that and say other people can't use pieces of our software. I would also have to check, but sourceforge may have rules about what they host (eg, opensource applications, and not those with specific redistribution rules) 3) Maintainability - if you have to check with people to make changes, or even need to check various files to see if something might be encumbered, it could prove to be a real pain. I would also thing that some aspects of his copyright would be highly suspect. Is use allowed in the client? Suppose someone makes a different server, which is a pay per server, but uses a compatibile client protocol? For those reasons, I really think anything in CVS should be under GPL. Now you could very well have some sets of maps or images with more restrictive rules that people could download if they want to. From opiate49 at hotmail.com Fri Nov 23 20:44:22 2001 From: opiate49 at hotmail.com (The Tool) Date: Thu Jan 13 18:01:50 2005 Subject: [CF-Devel] Re: JD disclaimer Message-ID: ok. i'm gonna reply to mwedel directly, since he is the main man :) But this is kinda to everyone. JD wrote that disclaimer off the top of his head in about 2 seconds. he didn't think about most of it. JD is happy as long as: If we modify his picture (this does not include resizing or changing the format) he wants us to ask his permission. And yes, maybe someone will steal the image, but as long as, if any of us find it somewhere else we send them an e-mail to the admin asking them to take it down. JD is also happy (i just spoke to him on the phone and confirmed this) that the picture can be used for anything that is part of the opensource game Crossfire. This includes source, clients, webpages, logos, etc - as long as picture looks the same. 90% of the disclaimer was not legal. If we misuse his picture, JD is not going to sue or take legal action, he will just ask us to either change it back or remove it. OR ask for his permission to change it. JD says there is absolutely no need to put any kind of warning or copyright statement on the game. Just as long as people respect that it is HIS art, and it will remain HIS art. As far as animations go. JD is currently working on animated them to about 4 frames. And if we want additional or modified animation, we ask him to do it, and if he's too busy - he will give us permission to do so. JD is literally shocked at the responce he has got, because he didn't really mean his disclaimer as a legally enforced strict agreement. He meant it as a sign of Respect for his art. I hope this has cleared things up for you all. ^TooL^ _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp From mwedel at sonic.net Sat Nov 24 03:08:38 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:50 2005 Subject: [CF-Devel] Re: JD disclaimer References: Message-ID: <3BFF6396.C19961AE@sonic.net> That sounds much more reasonable. One problem is that I don't really want to having something like 'crossfire is distributed under the GPL except for these 5 images'. This could also prove problematic for him - the fact that many files say the crossfire is distributed under the GPL - someone could easily grab it, think that the image is in fact under GPL (and in fact, there may be nothing that actually says it is not). Ironically enough, if crossfire was in fact closed source, various restrictions would be more agreeable to me simply because the control of the files is higher - easier to know that other people are not modifying it for example. One thing you may also want to mention to him is that there are somewhere around 3000 images total and a lot of maps. So while his restrictions from his standpoint may not seem like a very big deal, from my standpoint, it could get to be really annoying (suppose there are 10 image contributors with different policies for example). I think the biggest problem I have is potentially making a promise that may prove difficult keep. What I could agree to: 1) Image is only for the game as crossfire. Image can not be used in any pay version of the game (I don't think there will likely be a pay version, but who knows, and of course, that only changes distribution at that point - old free versions can never be revoked). This does not include things which are at or near media cost redistributions of archives (ie, a cdrom of some archive or say a bunch of linux packages). 2) A notice will be included which says when those particular images are modified, he should be notified, preferably in advance. Note that we can include a version of the images just as we get them from him, and include them as well as a pointer saying that those were the originals. I personally do not want to have to watch to make sure that no one does anything unauthorized with various images. If the image is found to have been modified not to his liking or without notification, at his request we will revert the image back to its original form. 3) While the images may only be for crossfire, he should understand that there are certainly cases where the image may 'leak' out without its owner and restrictions being listed (eg, screenshots or web pages). This may create confusion since the game is generally listed under the GPL. However, my personal understanding is that unless the web page with the screenshot or the like specifically give permission to re-use the image, it is under implicity copyright. From mwedel at sonic.net Sat Nov 24 03:25:30 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:50 2005 Subject: [CF-Devel] Results of New World Map design questionare. Message-ID: <3BFF678A.16916F8D@sonic.net> People who voted: Yann Chackoff, Tim Rightnour, Andreas Vogl, Rick Tanner, Joris Bontje, David Hurst, David Delbecq, Mark Wedel Results: 1) How to redo world map: 2 - All by hand (a) 4 - Computer aided (b) 1 - All computer, unique per server (c) 1 - None of the above (use world some people are working on) Computer aided is preferred by a small margin. But this gets related somewhat to #2 below - the smaller the map, the more feasible A is. Also, I think even with going with B, things will continually get touched up, so at some point it may result in almost a completely hand done map. I'd be curious to know more about this other world map people are working on. As an aside, it would be really nice if developers used the mailing list to keep others apprised of what they are working on. I don't mean just the map - there are lots of things that I see are done/committed with never really hearing much about it until it is done. This reason for this is many fold. This lets others know what is being done so they don't duplicate it, and also presents a place where suggestions and flaws can be mentioned (better to find out a scheme won't work before you write 1000 lines of code and find it can't be used because of some fundamental flaw). If its a big project, perhaps send out a status once every week or two. ------------------------------------------------------------------------------ 2) How large it should be 1 - 300x300 1 - 512x512 3 - around 1000x1000 or larger (these three responses did not specifically state that, but there were three responses with the map around 1000x1000 or a bit larger than that, so I codensed them here) 1 - 1000x1000 -> 3000x3000 2 - 2500x2500 Other than it being at least 1000x1000, not a lot can be drawn from this. My personal thought is bigger is better - simply so it doesn't have to get redone at a future point when people say it is small. My thought is also that the city icons would get removed and the buildings themselves get placed at actual scale, and doing tha with 1000x1000 means the cities will end up taking more space than they currently in some cases (a 3x3 city icon would be 30x30 spaces). If you want to do the math, there is roughlu 8 ticks/second. If the world map is 1000 spaces wide, and you can move with speed 1 through the entire thing (say on a road), it would take about 2 minutes to cross. You can easily figure out how a larger/smaller map affects this, as well as speed (eg, if speed is .2 due to terrain and equipment, it would be 5 times longer, or about 10 minutes). This is of course both a plus and minus - taking 5 minutes to get to the entrance of a dungeon could be annoying. OTOH, this could make some of those teleport spells more useful. Perhaps also something analogous to shortcuts could be done? Have something like a shortcut teleporter in the town/apartment, and if you step on it, you get teleported to wherever some object in your inventory says so. Thus, at the start of dungeons, you could have these objects that then create a shortcut (different discussions on whether this should be invisible, can only have one, or details on how this is done). But this could mean for example that once you get to it once, its no big deal. It could also make shop hunting more difficult, but IMO some things could be done to reduce the need to hunt all the shops looking for things (like have a unlimited stock of potions of life/fire resistance/cold resistance in the magic shops). ------------------------------------------------------------------------------ 3) How dynamic it should be: 3 - Highly dynamic, forest grow/die, grassland may turn to desert, etc (a) 5 - Slightly dynamic, base terrain remains same, but special plants and trails may show up. (b) 0 - not dynamic (c) Since presumably doing 'b' will have to be done before 'a' can be done, this provides guidance. Also, a run time option can be done to control how dynamic it ends up being. ------------------------------------------------------------------------------ 4) Cohesiveness of new maps 0 - everything on main continent (a) 5 - somewhat cohesive, try to keep on main continent (b) 2 - put wherever needed (c) Somewhat to be expected. This probably means that some of the smaller areas (port joseph for example) should probably get merged in, but bigger ones, like pup land should probably remain seperate, or at least an island. The problem with many of the small areas (like lake county) is that they are a small area with constraint of movement, eg, you see just plains or forest to the north, yet you reach a black edge and can't move further). I'm also not sure what to do with dtabb land. That sort of got started for a new continent since the current one was starting to get filled up. If dtabb land is still desired, a full continent should probably be made for it - perhaps but some of the real high level stuff, like brest there, simply so it takes some work to get there (for that matter, you could use npc logic so that ships won't take someone to that continent unless they are some level) ------------------------------------------------------------------------------ 5) More than one continent (Looking back on this, I worded it badly, and two of the answers were basically the same, so no wonder that b is the heads up winnder) 6 - If a good reason is given (b) 1 - Many if computer generated world map (NA) 1 - Not a big deal to have more than one (NA) This wasn't a very important question either. it was mostly so I could see peoples opinions. So down the road, this perhaps gets expanded with a new continent the same size of the first. From yann.chachkoff at MailAndNews.com Sat Nov 24 11:52:28 2001 From: yann.chachkoff at MailAndNews.com (Yann Chachkoff) Date: Thu Jan 13 18:01:50 2005 Subject: [CF-Devel] Paralyze Message-ID: <3C010B31@MailAndNews.com> Some thoughts about this... Some underlined problems with possible corrections: 1 - I got paralyzed and I think it is a server problem, resulting in a savage disconnection. Can't we simply add a message or something telling the player that he's currently paralyzed ? This could solve the problem in most cases. 2 - You are paralyzed and you need to leave the game for some reason, but can't. I don't think this is a specific paralyze problem - you may need to leave the game abruptly at any time. Either we allow a way to leave the game anywhere you want (effectively rendering the savebeds useless) or we implement some kind of "paused" mode. Another thing to do here is to be able to use some commands even if you're paralyzed (mostly "quit" and "save"). 3 - Players paralyze newbies "just for fun". That's the risk in any "unrestricted" game environment. If we prevent the use of paralyze on other players, we also need to prevent any other harmful spell. My opinion: if you are a newbie and feel repressed by some bad boys, either make a league against him or report it to the server maintainer. This will not require again more code in the server and could also promote teamplay somewhat. 4 - I'm paralyzed but I want to be able to save my character from monsters/starvation/door bell syndrome Isn't paralyze supposed to prevent you to do anything with your character ? Or maybe it has another meaning in English ? Isn't paralyze one of the things that can add more risk to the adventurer's life ? And if players are still able to do some things like using items or casting some spells, why would not the monsters also be able to do so ? Except for the first point (sending a clear "paralyzed" message/status report to the player), I see no reason to change the way paralyze currently works - sounds like the game would take care a little more of me, and I don't want it: I love living dangerously :) Chachkoff Y. ----------------------------------------- Visit http://www.chachkoff.f2s.com for a journey into a fantastic world ! (But don't expect too much...) ----------------------------------------- From yann.chachkoff at MailAndNews.com Sat Nov 24 11:54:33 2001 From: yann.chachkoff at MailAndNews.com (Yann Chachkoff) Date: Thu Jan 13 18:01:50 2005 Subject: [CF-Devel] New project ? Message-ID: <3C0110CB@MailAndNews.com> >You have no way to save >your game, or get out of wherever you are.. you are just stuck, and it sucks. Add >to that the ability in crossfire to die, and then re-die over and over to >starvation, and things get pretty bleak. (Thats a different issue, which I do >plan on solving soon) ... > Tim Rightnour mmm... How do you suggest to solve that ? Can you inform us a little please ? Chachkoff Y. ----------------------------------------- Visit http://www.chachkoff.f2s.com for a journey into a fantastic world ! (But don't expect too much...) ----------------------------------------- From mwedel at sonic.net Sat Nov 24 15:41:29 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:50 2005 Subject: [CF-Devel] Paralyze References: <3C010B31@MailAndNews.com> Message-ID: <3C001409.41838FAA@sonic.net> Yann Chachkoff wrote: > > Some thoughts about this... > > Some underlined problems with possible corrections: > > 1 - I got paralyzed and I think it is a server problem, resulting in a savage > disconnection. > > Can't we simply add a message or something telling the player that he's > currently paralyzed ? This could solve the problem in most cases. This would be easy enough to do. > > 2 - You are paralyzed and you need to leave the game for some reason, but > can't. > > I don't think this is a specific paralyze problem - you may need to leave the > game abruptly at any time. Either we allow a way to leave the game anywhere > you want (effectively rendering the savebeds useless) or we implement some > kind of "paused" mode. Another thing to do here is to be able to use some > commands even if you're paralyzed (mostly "quit" and "save"). This isn't really a problem. If the client disconnects from the server, you will get saved where ever you were. The unix clients actually have a disconnect option that will do just that. I'm not positive what the behaviour is when that happens (eg, where you re-appear when you re-join) - I think the case is that if you are in a no magic spot (like a treasure chamber), you will re-appear at home. Otherwise, you will re-appear wherever you were when you disconnected. Random maps are a little different in some of the handling I think. > 3 - Players paralyze newbies "just for fun". > > That's the risk in any "unrestricted" game environment. If we prevent the use > of paralyze on other players, we also need to prevent any other harmful spell. > My opinion: if you are a newbie and feel repressed by some bad boys, either > make a league against him or report it to the server maintainer. This will not > require again more code in the server and could also promote teamplay > somewhat. Yep. Players setting up lightning walls, or hitting newbies with drain attacks, or anything else can be done (steal from them while invisible or something). And the term newbie here may be incorrect - it is really anyone of low level, which could still be experienced players without the proper protections. > > 4 - I'm paralyzed but I want to be able to save my character from > monsters/starvation/door bell syndrome > > Isn't paralyze supposed to prevent you to do anything with your character ? Or > maybe it has another meaning in English ? Isn't paralyze one of the things > that can add more risk to the adventurer's life ? And if players are still > able to do some things like using items or casting some spells, why would not > the monsters also be able to do so ? The above is correct. The problem is that paralyze can basically be a death attack if you get paralyzed with nasty monsters around. So everyone gets the amulet/ring of free action when they can, which makes them 100% immune to this, so at level 10-15, paralyze is now meaningless (as is drain). Note that at least in case of the doorbell issue, you could disconnect your client. But your not supposed to be able to save yourself from the doorbell. > Except for the first point (sending a clear "paralyzed" message/status report > to the player), I see no reason to change the way paralyze currently works - > sounds like the game would take care a little more of me, and I don't want it: > I love living dangerously :) As said, the problem is more that most will not live dangerously - you get that immunity to it, and its no longer a big deal. The only real issue is if you take that amulet off and put something else on because you do not expect to be fighting anything with that attack immediately, and would rather have some other effect. I think the real goal is to still have paralyze in the game, but in such a way where immunity to it is not a requirement to effectively play. My personal thought is to make the duration very short (less than 10 ticks, further adjusted by protections). This duration is not re-lengthened if you are hit while paralyzed, eg, if there is only 1 tick until you are unparalyzed and you get hit by paralyzation, it does not change anything - only getting hit when you are not currently paralyzed makes a difference. In this way, you should at least get one action before you may get hit again. I also like Peter's idea of only needing to make one save against the spell. This fixes some things as often you will get hit multiple times from the same spell due to the overlapping nature of it. From mwedel at sonic.net Sat Nov 24 15:50:37 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:51 2005 Subject: [CF-Devel] New project ? References: <3C0110CB@MailAndNews.com> Message-ID: <3C00162D.96D3AD36@sonic.net> Yann Chachkoff wrote: > > >You have no way to save > >your game, or get out of wherever you are.. you are just stuck, and it sucks. > Add >to that the ability in crossfire to die, and then re-die over and over to > >starvation, and things get pretty bleak. (Thats a different issue, which I do > >plan on solving soon) > ... > > Tim Rightnour > > mmm... > How do you suggest to solve that ? Can you inform us a little please ? I thought there was already something so that you would not die of starvation on a savebed space, which in general should be where you appear when you die? This does not help out if you have no food around, and can not get food soon enough (eg, to a shop). Now in the case of the apartments at least, some of this can be solved by the player - put a pile of food next to your savebed. I do notice that if you died of starvation, you come back with 900 food. But this doesn't help if you die from one thing (eg, spells), have 20 food left when you re-appear and have nothing near by. That check should probably be something like if food is less than 200, give them 900 food (or maybe just in all cases). Death is already painful, so its not like giving them 900 food is any sort of a bonus. From dnh at hawthorn.csse.monash.edu.au Sun Nov 25 00:35:59 2001 From: dnh at hawthorn.csse.monash.edu.au (David Hurst) Date: Thu Jan 13 18:01:51 2005 Subject: [CF-Devel] GTK client Message-ID: <20011125173559.A24752@hawthorn.csse.monash.edu.au> Look Scott or whoever recently has modified the GTK client. After Scott's last commit my client is broken. mids has already posted a bug report but this is getting out of hand. While I know the CVS is meant for developmental code, there is currently NO GTK client that works with the cvs. The old client 1.0.0 doesn't support the metaserver or something and gives: ReadPacket got an error.: Bad file descriptor ReadPacket got an error.: Bad file descriptor ReadPacket got an error.: Bad file descriptor The cvs gives: 4629 gcw = gdk_char_width(gtk_rc_get_style(gtkwin_root)->font, '0') + 4; when run through gdb. It is unacceptable that a change is made and when a bug found is not fixed within the week. I cannot continue with any of my CF development until the client is fixed. It is holding up my work, and wasting time. On a secondary note, crossedit is falling to bits. the attributes command no longer works so you can't edit any of the map size attributes or similar. This to is holding up my work. As debian currently doesn't have a decent java package, and I choose not to install unsupported packages (it kinda voids the whole point of debian if I do), it leaves me with no choice. Is there going to be some work on crossedit or a new editor coming out within the end of the year? it is tiresome that alot of projects are posted on this list. For what reasons I can only guess, but it makes life harder than it could be =). dnh From reeve at ductape.net Sun Nov 25 07:34:23 2001 From: reeve at ductape.net (Scott Barnes) Date: Thu Jan 13 18:01:51 2005 Subject: [CF-Devel] GTK client In-Reply-To: <20011125173559.A24752@hawthorn.csse.monash.edu.au>; from dnh@hawthorn.csse.monash.edu.au on Sun, Nov 25, 2001 at 01:35:59 -0500 References: <20011125173559.A24752@hawthorn.csse.monash.edu.au> Message-ID: <20011125083423.A19641@asellus.localnet> On 2001.11.25 01:35 David Hurst wrote: > Look Scott or whoever recently has modified the GTK client. After > Scott's last commit my client is broken. mids has already posted a bug [snip] > The cvs gives: > 4629 gcw = gdk_char_width(gtk_rc_get_style(gtkwin_root)->font, > '0') + 4; > when run through gdb. [snip] What font are you using? Are you using libgdkxft? What version of GTK are you using? Has anyone else seen this problem? I haven't been able to recreate the problem, that's why I haven't fixed it. I apologize that my changes broke it for you, but you don't have to get an attitude about it. So if you could tell me more about your setup it would help greatly, and again I'm sorry that it broke for you. -- Reeve the cat ------------- -----BEGIN FORTUNE----- ... Had this been an actual emergency, we would have fled in terror, and you would not have been informed. ------END FORTUNE------ -----BEGIN GEEK CODE BLOCK----- Version: 3.12 GCS d? s: a? C++++ UL++++ P+ L++++ E- W++ N o K- w--- O M-- V-- PS+++ PE Y PGP t+++ 5 X+ R+++ tv+ b+++ DI++ D+ G e* h-- r+++ y** ------END GEEK CODE BLOCK------ From dnh at hawthorn.csse.monash.edu.au Sun Nov 25 08:04:58 2001 From: dnh at hawthorn.csse.monash.edu.au (David Hurst) Date: Thu Jan 13 18:01:51 2005 Subject: [CF-Devel] And now for something completely different Message-ID: <20011126010458.A28331@hawthorn.csse.monash.edu.au> Thanks to the competitors in 'The first official #Crossfire trivia night/day/afternoon/morning... thing'. The final scores were: ^TooL^: 95 mids 113 philc: 24 gros: 80 Congratulations goto mids for holding out and reaching the maximum score of 110 first (113 was rounding problems). Look out for future events in #crossfire ;) dnh From reeve at ductape.net Sun Nov 25 10:55:43 2001 From: reeve at ductape.net (Scott Barnes) Date: Thu Jan 13 18:01:51 2005 Subject: [CF-Devel] GTK client In-Reply-To: <20011126013931.B28331@hawthorn.csse.monash.edu.au>; from dnh@hawthorn.csse.monash.edu.au on Sun, Nov 25, 2001 at 09:39:31 -0500 References: <20011125173559.A24752@hawthorn.csse.monash.edu.au> <20011125083423.A19641@asellus.localnet> <20011126013931.B28331@hawthorn.csse.monash.edu.au> Message-ID: <20011125115543.A24357@asellus.localnet> On 2001.11.25 09:39 David Hurst wrote: > > What font are you using? > Good question after asking around, no one seems to know how to change > the default font =(. If you use GTK themes, they can change the font. And of course Gnome's theme-selector offers a nice GUI way to change it if you use Gnome or at least have the Gnome libs. > > Are you using libgdkxft? > No I just apted it then (libgdkxft0) > > What version of GTK > 1.2.10 Ah, Debian :) That's exactly what I'm using. > > Has anyone else seen this problem? > No one else has updated their CVS to my knowledge. Ok. Well I'll continue to investigate. > > but you don't have to get an attitude > > about it. > Well I mean no offense, I posted the bug report awhile ago and got no > response at all. Right now gros (yann) is currently looking at it. I'm > sure he'll post his findings =). I understand, I just figured it might be annoying to respond with nothing more than "I don't know" > > So if you could tell me more about your setup it would help > > greatly, and again I'm sorry that it broke for you. > I personally am VERY greatful you have continued your work on the GTK > client. I understand the CVS is for testing code, and as you couldn't > cause a crash decided to commit. It was the lack of reponse which got > me urked but in hindsight I can see your position and have no hard > feelings against you. Please continue your good work =). I fully intend to :) > If you want a feature request or two =) I am a great source ;). > For example, don't suppose you could make the items panel resizeable > so that you can display the full text of the items. I use a 1600x1024 > or so monitor so it is alittle bit annoying that you can't do this =). I'm welcome to feature requests. > pop into #crossfire and have a chat sometime wont you =) I haven't been on IRC for quite a while, but I've been meaning to :) > dnh > -- Reeve the cat ------------- -----BEGIN FORTUNE----- Staff meeting in the conference room in 3 minutes. ------END FORTUNE------ -----BEGIN GEEK CODE BLOCK----- Version: 3.12 GCS d? s: a? C++++ UL++++ P+ L++++ E- W++ N o K- w--- O M-- V-- PS+++ PE Y PGP t+++ 5 X+ R+++ tv+ b+++ DI++ D+ G e* h-- r+++ y** ------END GEEK CODE BLOCK------ From dnh at hawthorn.csse.monash.edu.au Sun Nov 25 22:46:23 2001 From: dnh at hawthorn.csse.monash.edu.au (David Hurst) Date: Thu Jan 13 18:01:51 2005 Subject: [CF-Devel] Fixed client Message-ID: <20011126154623.A2914@hawthorn.csse.monash.edu.au> Mark has fixed the bugs concerning the recent problems with the GTK client. At least for me he has =). dnh From reeve at ductape.net Mon Nov 26 10:10:17 2001 From: reeve at ductape.net (Scott Barnes) Date: Thu Jan 13 18:01:51 2005 Subject: [CF-Devel] GTK client In-Reply-To: <20011126112402.C28331@hawthorn.csse.monash.edu.au>; from dnh@hawthorn.csse.monash.edu.au on Sun, Nov 25, 2001 at 19:24:02 -0500 References: <20011125173559.A24752@hawthorn.csse.monash.edu.au> <20011125083423.A19641@asellus.localnet> <20011126013931.B28331@hawthorn.csse.monash.edu.au> <20011125115543.A24357@asellus.localnet> <20011126112402.C28331@hawthorn.csse.monash.edu.au> Message-ID: <20011126111017.A32000@asellus.localnet> On 2001.11.25 19:24 David Hurst wrote: > On Sun, Nov 25, 2001 at 11:55:43AM -0500, Scott Barnes wrote: > > > > On 2001.11.25 09:39 David Hurst wrote: > > >> What font are you using? > > >Good question after asking around, no one seems to know how to > change > > >the default font =(. > > > > If you use GTK themes, they can change the font. > > And of course Gnome's theme-selector offers a nice GUI way to change > > it if you use Gnome or at least have the Gnome libs. > > Ok I think I have changed it to 'clean' The 'Clean' GTK theme or the 'clean' font? > > > >Are you using libgdkxft? > > >No I just apted it then (libgdkxft0) > What is the benefit of libgdkxft? Anti-aliasing. I asked because it overrides GTK's normal font routines. > > > >What version of GTK > > >1.2.10 > > > > Ah, Debian :) That's exactly what I'm using. > A wonderful dist no? =)) I don't know how I ever lived without it. > > > I'm welcome to feature requests. > ahhh goody =). > What abou some way to show more resistances like the gnome client? > Currently it stopps at 6 or so, but as mentioned my monitor can > certainly show alot more than that np =). I was actually thinking of doing that soon :) > > > >pop into #crossfire and have a chat sometime wont you =) > > > > I haven't been on IRC for quite a while, but I've been meaning to :) > Ahhh well here is where your problem lies ;). You have to come and > visit us =). Yeah, next time I have a chance I'll be there. > > dnh > -- Reeve the cat ------------- -----BEGIN FORTUNE----- Women reason with the heart and are much less often wrong than men who reason with the head. -- DeLescure ------END FORTUNE------ -----BEGIN GEEK CODE BLOCK----- Version: 3.12 GCS d? s: a? C++++ UL++++ P+ L++++ E- W++ N o K- w--- O M-- V-- PS+++ PE Y PGP t+++ 5 X+ R+++ tv+ b+++ DI++ D+ G e* h-- r+++ y** ------END GEEK CODE BLOCK------ From michael.toennies at nord-com.net Mon Nov 26 19:38:55 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:01:51 2005 Subject: [CF-Devel] attack patch (list was down, i resend this) Message-ID: Hi As i talked about, i had done the bug fixing and changing in the attack routines. Because this code depends in several ways from other code parts, every single change invokes more changes in other modules. Also, i found several bugs & strange things in this way. Aside some "code lifting" (removing redundant code and so on) i fix some bugs, change some basic game and add 3 neu arch commands. History: I started this, because i find out that the STAND_STILL cmd not works as it should. It seems that it was not implemented right. Also, there was some strange things in the way, friendly object was handled. So don't fight a friendly object back when it was attacked by an monster and the player don't fight the same monster. In the time i fixed this, i found some more bugs. Here a short list of what is new: New arch cmds ------------- NEUTRAL Object is neutral. It will not attack others and will not be attacked NO_ATTACK Object NEVER attacks in any way! NO_DAMAGE Object NEVER can be damaged (and never dies). With this 3 commands, we can make real NPC. The neutral cmd is only for make the stuff round. Throwing -------- The throw code/part of CF is a sad thing. Player never use it and the code was somewhat broken and senseless. I changed this: Monster now never throw any item without IS_THROWN is set. So, they don't throw money or special objects anymore. This makes throw tougher! Be careful. Also, there was a major bug: about 50% of all throw or missile action, the monster step in his missile or hit herself. Then the monster was his own enemy and it started to kill herself. Thats the reason why some major monsters are killing herself after some time. Because we run in heavy intern engine problems to sync a monster with his missile, i changed it so, that a owner never can be hit from his own missile. Also, a object can't be his own enemy anymore. This has some inpact on game play. TODO: if a missile was reflected, i will include a flag and then a owner can be hit again from the missile but will not marked as own enemy. To avoid any discussion about this: If someone don't like this, he is free to code some more clever solution. But be warned, this is a major project and will change alot of the core code. My solution will maybe not perfect, but i counter a real senseless problem (you fire a arrow and then you make a fast step that you will be hit from it?) with a small one. This bugfix makes throwing much more sensefull and dangerous. Also, we remove the suicide problem with it. Pushing ------- Pushing was broken too. It only asks for unaggressive monsters. Make a object friendly 1 and unaggressive 1 and you was be able to attack it - very senseless and that was the reason why the NPC system makes so much problems (they start to attack you). I changed it so: - you never can push a stand_still monster (you got a message about it) - you can't attack friendly or neutral monsters with pushing anymore - if you MOVE in a evil, unaggressive monster, you push it - if you RUN in a evil, unaggressive monster, you attack it Sleep ----- Because the problems above, some guy start to insert a SLEEP 1 in every monster arch. This avoid senseless moving (stand_still broken) or senseless attack (hitting yourself). Of course, its senseless to make all monster sleeping as default. Pets having a problem when starting sleeping (code will remove it). I had insert a warning message in the arch paser when a arch still has sleep 1 as default. If you want make a object sleeping, this should include in the map. Please remove all SLEEP 1 from monsters. Notice, that it will make later a big difference, that a monster sleeps or not. The advanced mapcmd/client will draw sleep sign above sleeping monsters and skills/spells like invinsible,stealth or hiding will make use of it. I had fixed several problems with "not awakening monsters". Sometimes they got hit to death and don't awake. Attackers & friendly object --------------------------- As part of the way CF was coded, friendly monsters don't attack non friendly monsters. There was a small hack, that they maybe attack the enemy of a player. But in many ways, a evil monster start to kill the friendly one, and the friendly one can't attack back. Now, every time a monster attacks another, it marks itself inside the others as attacker. The attacked monster then use this ptr if it has no valid enemy to attack back. Now, you can make a map, where royal guards guard a entry and attack the incoming monsters. Also, if you throw a fireball at a friendly object, the object attacks short back! I avoided fights between objects of same kind. Non friendly objects don't attack non friendly objects, and friendly not friendly. Thats needed, because when this is not set, every spell from a monster will hit many others and then all start to fight against the others. Look at this code to check it out: enemy->attacked_by = op; /* our ptr */ enemy->attacked_by_count = op->count; /* our tag */ Misc fixes ---------- - Monsters now cast spells again on objects next to them (find_player_path() was return a 0 if object was in direct space to attacker) - alot i can't remember or simply get fixed as side effect :) Well, this are alot changes. I need some serious testing now. As i tested it out, all works fine. But report me any "strange" action you notice. And be careful - it should be harder now! Michael From mwedel at sonic.net Tue Nov 27 00:03:44 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:51 2005 Subject: [CF-Devel] attack patch (list was down, i resend this) References: Message-ID: <3C032CC0.A500C207@sonic.net> > ------------- > NEUTRAL Object is neutral. It will not attack others > and will not be attacked > NO_ATTACK Object NEVER attacks in any way! > NO_DAMAGE Object NEVER can be damaged (and never dies). As I said to you in irc, I would prefer if the last one was in fact 'resist_all 100' or the like, with other values of 100 being possible. All that would need to be done for that is to make the resists field one larger (so the last element holds the resist_all value as loaded). When it is loaded, all the resists fields are filled with the value. When saved, if the resist_all field is set, only that is saved and none of the other resist_fields are saved, otherwise, the other resist_ fields are saved, and not the resist all. This gives a more general approach. > Throwing > -------- > The throw code/part of CF is a sad thing. Player never use it and the code > was somewhat broken and > senseless. I changed this: Monster now never throw any item without > IS_THROWN is set. So, they don't > throw money or special objects anymore. This makes throw tougher! Be > careful. This is reasonable. I'm not sure if it is set, but they should throw furniture also, but I don't think that has the throw value set. OTOH, I don't think the monsters will generally pick up furniture either, but it wouldn't be too hard to make it so that if they don't have anything to throw in their inventory, they look to see if they are standing on anything like furniture that they can then throw. I think the problem with players throwing stuff is the amount of bother to do so, eg, there is no convenient/quick way to really throw a lot of stuff quickly. If something nasty need 50 arrows to kill it, almost certainly you are not going to have 50 decent throwable objects in your inventory. I guess this is really a client issue - there are clever ways to make this easier (eg, drag it from your inventory to the map, and the client figures out what direction it is and issues appropriate command or something). > > Also, there was a major bug: about 50% of all throw or missile action, the > monster step in his missile > or hit herself. Then the monster was his own enemy and it started to kill > herself. Thats the reason why > some major monsters are killing herself after some time. The big problem here is that most things move too slowly. I think most players can actually outrun a lightning bolt, but how realistic is that (or does it even make any sense) > This has some inpact on game play. > TODO: if a missile was reflected, i will include a flag and then a owner can > be hit again from the > missile but will not marked as own enemy. IMO, if a missile is reflected, whoever reflected it should probably become the owner so they can get exp for any kills that it might give them. But in the case of players, I'm not sure if it would go into any reasonable experience category. Alternative is to just clear the owner, but I'm not sure if that might stop the propogation of the spell (I know when an owner dies, the spell stops, but that might be because the spell has an owner that no longer exists. If the spell just had no owner, I would think it should work, as spell walls placed on maps obviously do fire their spells and don't have a real owner) > I changed it so: > - you never can push a stand_still monster (you got a message about it) > - you can't attack friendly or neutral monsters with pushing anymore > - if you MOVE in a evil, unaggressive monster, you push it > - if you RUN in a evil, unaggressive monster, you attack it I'm not positive I like that or not. But maybe its just a matter of confusion on my part - how does an evil yet unagressive monster exist? I would think any evil monster would become agressive towards the player. If not, it sounds pretty neutral. OR is evil unagressive basically the same as just an unagressive monster in the older code? Also, since push is basically the same as move, how can I actually attack a neutral monster? Do I have to hit them with a range attack? > Sleep > ----- > Please remove all SLEEP 1 from monsters. > > Notice, that it will make later a big difference, that a monster sleeps or > not. > The advanced mapcmd/client will draw sleep sign above sleeping monsters and > skills/spells > like invinsible,stealth or hiding will make use of it. > > I had fixed several problems with "not awakening monsters". Sometimes they > got hit to death and don't > awake. Is there currently any way for monsters to get put asleep other than setting the attribute in the map (I personally don't recall any skills or spells that will put something to sleep). Not a big deal, just somewhat curious. From mwedel at sonic.net Tue Nov 27 00:13:14 2001 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:01:51 2005 Subject: [CF-Devel] Client ideas. Message-ID: <3C032EFA.426264EE@sonic.net> Off topic, but I think a cool feature would be a tag in the item which contains player specified data. This is just a 32 bit field which only the client sets and the client uses. It gets cleared when an item is dropped or otherwise leaves the players inventory (unless in a container). Things this would get used for: 1) Item locking - this is really in the client control. dropall could be made client, and the client then examines the currently activated list and sends a drop for all objects in that list. 2) Custom lists. You could have 4 (or however) many inventory tabs, and you could control what tabs the items are in. Thus, you could have a tab for things you wear a lot, so you want them handy, etc. 3) custom naming of items. Client could track numbers, and lets player name an item for their convenience (so if you know that wand is fireballs, you could call it that). Client would do this by recording the name in a file (and what number goes with it) and updating its global count so that the next one gets the next in the sequence. Even if just 16 bits is used for this, that provides 65535 names, which unless the player has a lot of different characters, I would think this should be more than enough. The main reason to put this on the server (object) is so that it gets saved with the character so that it is much more fullproof. And it should be quite easy to add something like 'C->S: updateitemflag ...' And the flag gets sent with the object (requiring a minor update on that). The nice thing about this is that the client can do anything with the flags it wants. A simple implementation could just give each object a unique id and then know what flags/name to associate with it. From michael.toennies at nord-com.net Mon Nov 26 19:39:37 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:01:51 2005 Subject: [CF-Devel] arch commands npcs (list was down, i resend this) Message-ID: dvanced Flag Description NPCs ------------------------------ friendly : O. is a friendly O. and will not attack the player. Non friendly or neutral monsters will attack this object. neutral : O. will not attack and will not attacked by others. unaggressive : O. will not start attacking when not attacked first. sleep : O. is sleeping stand_still : O. will not move and can't be moved or pushed. no_attack : O. can't attack even when other O. attacks. no_damage : O. don't get any damage or die = invulnerable. only_attack : The O. will vanish (die) when it can't target something. This is funny and useful to flag a special kind of summoned monster, which will vanish until it has killed his foe. one_hit : The O. has only one attack, after this attack it will be destroyed. This is used for example for "explosive" monsters like acid spheres. hitback : Monster attacks automatically back when they got hit by a attack. Good example is the acid sphere. If a player hit it, they get cut and splashed him with acid. For the acid sphere, there is also a added to the to be sure that they got destroyed with this action. no_strength : Player: Adding O. strength bonus to the arrow damage of a range weapon. NPC: Adding the O. level as bonus to the arrow damage. (Both only to the damage, not to the wc like described elsewhere). random_move : O. will move at random. This will be overruled by stand_still. attack_movement : O. does special moves like attack from distance or cirlce the enemy. (We need more instruction here) Examples -------- >none< : default monster (will attack players) >none< + unaggressive 1 : like above, but will only attack after it was attacked first >none< +sleep 1 : monster sleeps and will attack when it awakes >none< + sleep 1 + unaggressive 1 : like above, but will only attack after it wake up when it was attacked first >none< + no_attack 1 : Monster will never attack something but will handled as default monster >none< + stand_still 1 : default monster, it will attack but will not move neutral 1 : monster will not attack players neutral 1 + unaggressive 1 : same like above friendly 1 : friendly npc. Will not attack player. Will be attacked by default monsters friendly 1 + unaggressive 1/0 : same like above (TODO: search & attack default monster when unag. 0) friendly 1 + stand_still 1 + no_attack 1 + no_damage 1 : NPC will not attack ever and can't be hurt. Used for quest NPCs which should not get killed or move away. Never used cmds: ---------------- (this commands are in loader.c and effect monsters but are not used ) move_state random_move (also not parsed) From michael.toennies at nord-com.net Tue Nov 27 22:54:15 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:01:51 2005 Subject: [CF-Devel] Anim25 patch Message-ID: Hi I will write tomorrow a doc to the patch. Well, the whole thing is not very complicate (you can even with 3 pictures setup a full usable anim25 animation). The result is even better i hoped. You must see the new animation system in work to believe it. Michael From michael.toennies at nord-com.net Mon Nov 26 12:59:45 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:01:51 2005 Subject: [CF-Devel] Attack Patch Message-ID: Hi As i talked about, i had done the bug fixing and changing in the attack routines. Because this code depends in several ways from other code parts, every single change invokes more changes in other modules. Also, i found several bugs & strange things in this way. Aside some "code lifting" (removing redundant code and so on) i fix some bugs, change some basic game and add 3 neu arch commands. History: I started this, because i find out that the STAND_STILL cmd not works as it should. It seems that it was not implemented right. Also, there was some strange things in the way, friendly object was handled. So don't fight a friendly object back when it was attacked by an monster and the player don't fight the same monster. In the time i fixed this, i found some more bugs. Here a short list of what is new: New arch cmds ------------- NEUTRAL Object is neutral. It will not attack others and will not be attacked NO_ATTACK Object NEVER attacks in any way! NO_DAMAGE Object NEVER can be damaged (and never dies). With this 3 commands, we can make real NPC. The neutral cmd is only for make the stuff round. Throwing -------- The throw code/part of CF is a sad thing. Player never use it and the code was somewhat broken and senseless. I changed this: Monster now never throw any item without IS_THROWN is set. So, they don't throw money or special objects anymore. This makes throw tougher! Be careful. Also, there was a major bug: about 50% of all throw or missile action, the monster step in his missile or hit herself. Then the monster was his own enemy and it started to kill herself. Thats the reason why some major monsters are killing herself after some time. Because we run in heavy intern engine problems to sync a monster with his missile, i changed it so, that a owner never can be hit from his own missile. Also, a object can't be his own enemy anymore. This has some inpact on game play. TODO: if a missile was reflected, i will include a flag and then a owner can be hit again from the missile but will not marked as own enemy. To avoid any discussion about this: If someone don't like this, he is free to code some more clever solution. But be warned, this is a major project and will change alot of the core code. My solution will maybe not perfect, but i counter a real senseless problem (you fire a arrow and then you make a fast step that you will be hit from it?) with a small one. This bugfix makes throwing much more sensefull and dangerous. Also, we remove the suicide problem with it. Pushing ------- Pushing was broken too. It only asks for unaggressive monsters. Make a object friendly 1 and unaggressive 1 and you was be able to attack it - very senseless and that was the reason why the NPC system makes so much problems (they start to attack you). I changed it so: - you never can push a stand_still monster (you got a message about it) - you can't attack friendly or neutral monsters with pushing anymore - if you MOVE in a evil, unaggressive monster, you push it - if you RUN in a evil, unaggressive monster, you attack it Sleep ----- Because the problems above, some guy start to insert a SLEEP 1 in every monster arch. This avoid senseless moving (stand_still broken) or senseless attack (hitting yourself). Of course, its senseless to make all monster sleeping as default. Pets having a problem when starting sleeping (code will remove it). I had insert a warning message in the arch paser when a arch still has sleep 1 as default. If you want make a object sleeping, this should include in the map. Please remove all SLEEP 1 from monsters. Notice, that it will make later a big difference, that a monster sleeps or not. The advanced mapcmd/client will draw sleep sign above sleeping monsters and skills/spells like invinsible,stealth or hiding will make use of it. I had fixed several problems with "not awakening monsters". Sometimes they got hit to death and don't awake. Attackers & friendly object --------------------------- As part of the way CF was coded, friendly monsters don't attack non friendly monsters. There was a small hack, that they maybe attack the enemy of a player. But in many ways, a evil monster start to kill the friendly one, and the friendly one can't attack back. Now, every time a monster attacks another, it marks itself inside the others as attacker. The attacked monster then use this ptr if it has no valid enemy to attack back. Now, you can make a map, where royal guards guard a entry and attack the incoming monsters. Also, if you throw a fireball at a friendly object, the object attacks short back! I avoided fights between objects of same kind. Non friendly objects don't attack non friendly objects, and friendly not friendly. Thats needed, because when this is not set, every spell from a monster will hit many others and then all start to fight against the others. Look at this code to check it out: enemy->attacked_by = op; /* our ptr */ enemy->attacked_by_count = op->count; /* our tag */ Misc fixes ---------- - Monsters now cast spells again on objects next to them (find_player_path() was return a 0 if object was in direct space to attacker) - alot i can't remember or simply get fixed as side effect :) Well, this are alot changes. I need some serious testing now. As i tested it out, all works fine. But report me any "strange" action you notice. And be careful - it should be harder now! Michael From michael.toennies at nord-com.net Mon Nov 26 14:07:12 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:01:52 2005 Subject: [CF-Devel] arch commands npc Message-ID: Advanced Flag Description NPCs ------------------------------ friendly : O. is a friendly O. and will not attack the player. Non friendly or neutral monsters will attack this object. neutral : O. will not attack and will not attacked by others. unaggressive : O. will not start attacking when not attacked first. sleep : O. is sleeping stand_still : O. will not move and can't be moved or pushed. no_attack : O. can't attack even when other O. attacks. no_damage : O. don't get any damage or die = invulnerable. only_attack : The O. will vanish (die) when it can't target something. This is funny and useful to flag a special kind of summoned monster, which will vanish until it has killed his foe. one_hit : The O. has only one attack, after this attack it will be destroyed. This is used for example for "explosive" monsters like acid spheres. hitback : Monster attacks automatically back when they got hit by a attack. Good example is the acid sphere. If a player hit it, they get cut and splashed him with acid. For the acid sphere, there is also a added to the to be sure that they got destroyed with this action. no_strength : Player: Adding O. strength bonus to the arrow damage of a range weapon. NPC: Adding the O. level as bonus to the arrow damage. (Both only to the damage, not to the wc like described elsewhere). random_move : O. will move at random. This will be overruled by stand_still. attack_movement : O. does special moves like attack from distance or cirlce the enemy. (We need more instruction here) Examples -------- >none< : default monster (will attack players) >none< + unaggressive 1 : like above, but will only attack after it was attacked first >none< +sleep 1 : monster sleeps and will attack when it awakes >none< + sleep 1 + unaggressive 1 : like above, but will only attack after it wake up when it was attacked first >none< + no_attack 1 : Monster will never attack something but will handled as default monster >none< + stand_still 1 : default monster, it will attack but will not move neutral 1 : monster will not attack players neutral 1 + unaggressive 1 : same like above friendly 1 : friendly npc. Will not attack player. Will be attacked by default monsters friendly 1 + unaggressive 1/0 : same like above (TODO: search & attack default monster when unag. 0) friendly 1 + stand_still 1 + no_attack 1 + no_damage 1 : NPC will not attack ever and can't be hurt. Used for quest NPCs which should not get killed or move away. Never used cmds: ---------------- (this commands are in loader.c and effect monsters but are not used ) move_state random_move (also not parsed) From bugs at real-time.com Fri Nov 30 02:10:01 2001 From: bugs at real-time.com (bugs@real-time.com) Date: Thu Jan 13 18:01:54 2005 Subject: [CF-Devel] Your Bugzilla buglist needs attention. Message-ID: <200111300810.fAU8A1m21971@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=368 http://bugzilla.real-time.com/show_bug.cgi?id=374 http://bugzilla.real-time.com/show_bug.cgi?id=379 http://bugzilla.real-time.com/show_bug.cgi?id=381 http://bugzilla.real-time.com/show_bug.cgi?id=382 http://bugzilla.real-time.com/show_bug.cgi?id=384 http://bugzilla.real-time.com/show_bug.cgi?id=385 http://bugzilla.real-time.com/show_bug.cgi?id=386 http://bugzilla.real-time.com/show_bug.cgi?id=388 http://bugzilla.real-time.com/show_bug.cgi?id=389 http://bugzilla.real-time.com/show_bug.cgi?id=390 From Kimmo.Hoikka at Digia.com Sun Nov 4 11:11:18 2001 From: Kimmo.Hoikka at Digia.com (Kimmo Hoikka) Date: Thu Jan 13 18:04:06 2005 Subject: [CF List] ruggilli Message-ID: <3BE576B6.9030402@Digia.com> I wonder if ruggilli is working correctly, since I changed from gnarg to ruggilli and was able to keep my armour on, according to the website ruggilli should be no_armour. Also I could not figure out how to get immolation? ruggilli does not seem to give such a skill... -- -Kimmo Hoikka +358407380747 -wwwhoikkacom -kimmo@hoikka From willyrulz at hotmail.com Sun Nov 11 03:40:39 2001 From: willyrulz at hotmail.com (W i l l y) Date: Thu Jan 13 18:04:06 2005 Subject: [CF List] Newbie Questions Message-ID: Okay I think these questions would have already been asked, but I looked through the archives and couldn't find any answers so... How do I get back stats that I've lost from dying? I've tried the restoration at the house of healers. How do I get new skills, like praying in particular? How do I reset the server's maps etc.? I do run my own server, but the levels that I've done once are not resetting, and my other characters can't do much now. Thanks for reading, and hopefully I'll get at least some answers. Enigma willyrulz@hotmail.com _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp From lukasdi at gmx.de Mon Nov 12 17:20:16 2001 From: lukasdi at gmx.de (Luke) Date: Thu Jan 13 18:04:06 2005 Subject: [CF List] Newbie Questions References: Message-ID: <3BF05930.70608@gmx.de> W i l l y wrote: > Okay I think these questions would have already been asked, but I looked > through the archives and couldn't find any answers so... > How do I get back stats that I've lost from dying? I've tried the > restoration at the house of healers. Its enough to know that you should use the potion of restoration insead of using the altar of restoration in the house of healers.(there are other possibilities too to get your stats back....you got to expore it by yourself) > How do I get new skills, like praying in particular? U can use skill-scrolls available in the magic shops. They cost more than other scroll in common. > How do I reset the server's maps etc.? I do run my own server, but the > levels that I've done once are not resetting, and my other characters > can't do much now. You don't need to reset maps if you don't want to cheat yourself... There are enough places you can get easy exp in the beginning. > Thanks for reading, and hopefully I'll get at least some answers. > > Enigma > willyrulz@hotmail.com > Hope it helps you. Luke > crossfire-list mailing list > crossfire-list@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-list > > From jandersen at striva.com Thu Nov 15 04:23:54 2001 From: jandersen at striva.com (Jan) Date: Thu Jan 13 18:04:06 2005 Subject: [CF List] Loss of stats Message-ID: <3BF397BA.7070406@striva.com> Hi, This is probably an elementary question, but I couldn't find anything in the FAQ file. What can I do about losing my stats (in v1)? I start a new character, play for a while, use the best protection I can find, but after some time, my stats are totally down, and then I keep dying; like getting killed by birds, mice and ants, which takes some of the fun away. Is there a way to regain stats? /jan From jbontje at suespammers.org Thu Nov 15 09:11:22 2001 From: jbontje at suespammers.org (Joris Bontje) Date: Thu Jan 13 18:04:06 2005 Subject: [CF List] Loss of stats In-Reply-To: <3BF397BA.7070406@striva.com>; from jandersen@striva.com on Thu, Nov 15, 2001 at 10:23:54AM +0000 References: <3BF397BA.7070406@striva.com> Message-ID: <20011115161122.A319@freebsd.localdomain> On Thu, Nov 15, 2001 at 10:23:54AM +0000, Jan wrote: > Hi, > > This is probably an elementary question, but I couldn't find anything in > the FAQ file. What can I do about losing my stats (in v1)? I start a new > character, play for a while, use the best protection I can find, but > after some time, my stats are totally down, and then I keep dying; like > getting killed by birds, mice and ants, which takes some of the fun > away. Is there a way to regain stats? Buy and quaff a potion of life, you can find them in the Church of Healing in Scorn. Joris Bontje / mids From jandersen at striva.com Fri Nov 16 07:16:24 2001 From: jandersen at striva.com (Jan) Date: Thu Jan 13 18:04:06 2005 Subject: [CF List] Loss of stats References: <3BF397BA.7070406@striva.com> <20011115161122.A319@freebsd.localdomain> Message-ID: <3BF511A8.7040505@striva.com> Hi, Thanks; as simple as that, then? But I thought potions only worked for a short time? /jan Joris Bontje wrote: >On Thu, Nov 15, 2001 at 10:23:54AM +0000, Jan wrote: > >>Hi, >> >>This is probably an elementary question, but I couldn't find anything in >>the FAQ file. What can I do about losing my stats (in v1)? I start a new >>character, play for a while, use the best protection I can find, but >>after some time, my stats are totally down, and then I keep dying; like >>getting killed by birds, mice and ants, which takes some of the fun >>away. Is there a way to regain stats? >> > >Buy and quaff a potion of life, you can find them in the Church of Healing in Scorn. > >Joris Bontje / mids >_______________________________________________ >crossfire-list mailing list >crossfire-list@lists.real-time.com >https://mailman.real-time.com/mailman/listinfo/crossfire-list > > >. > From Michael.Keuchen at hamburg.de Wed Nov 14 10:08:46 2001 From: Michael.Keuchen at hamburg.de (Michael Keuchen) Date: Thu Jan 13 18:04:06 2005 Subject: [CF List] Newbie Questions References: <3BF05930.70608@gmx.de> Message-ID: <3BF2970E.421BEBF@hamburg.de> Luke wrote: > > W i l l y wrote: > > > Okay I think these questions would have already been asked, but I looked > > through the archives and couldn't find any answers so... > > How do I get back stats that I've lost from dying? I've tried the > > restoration at the house of healers. > > Its enough to know that you should use the potion of restoration insead > of using the altar of restoration in the house of healers.(there are > other possibilities too to get your stats back....you got to expore it > by yourself) The "potion of life" restores the stats. From lembark at wrkhors.com Fri Nov 30 18:11:58 2001 From: lembark at wrkhors.com (Steven Lembark) Date: Thu Jan 13 18:04:07 2005 Subject: [CF List] Need installation help (please?) In-Reply-To: <000a01c17ad3$1e973a40$0101010a@lionsden> References: <000a01c17ad3$1e973a40$0101010a@lionsden> Message-ID: <52300000.1007165518@dizzy> -- Lyle Bergman > Hi all! > Crossfire looks like an excellent game, but I'm running into nothing > but roadblocks trying to get it installed. I'm a bit of a linux newbe; > please bear with me. > > I'm running Red Hat linux 7.1 and want to play crossfire without > connecting to any external server. (So I have to run the server locally, > I believe?) I downloaded the three main tar files > (crossfire-1.0.0.tar.gz, crossfire-client-1.0.0.tar.gz, and > crossfire-maps-1.0.0.tar.gz) and extracted all the files. For the server, > when I try ./configure, I get a message basically saying it can't find > the file. The same happens when I try the client. > > I checked and I have all the GTK libraries installed, however xpm is > nowhere to be found, not even on the installation disks. I downloaded and > attempted to install the xpm library version that was in the old RH 6.1 > version, but got a message saying it conflicted with some other installed > packages (something like XFree86, if memory serves) and refused to > install. Unless xpm was incorprated into another package, it seems XPM > just isn't possible for Red Hat 7.1. I don't know if that's the source of > the problem or not. You can get the xpm libs off of the redhat distribution media. I don't remember which of the RPM's has it. To perfrom an exhaustive search of the RPM's on your media if no other tools are avialable use: mount /dev/cdrom /mnt; cd /mnt/RedHat/RPMS; mkdir /var/tmp/$$; # wherever you put large scratch files. pushd /var/tmp/$$; for file in ~-/*rpm; do echo -e "\n$(baseneme file)\n"; rpm2cpio < $file | cpio -it done 2>&1 | tee rpmlist; This will leave you with a catalog of rpm file names and their contents. less it and search for "libXpm" (notice the capital 'X'). -- Steven Lembark 2930 W. Palmer Workhorse Computing Chicago, IL 60647 +1 800 762 1582