From crossfire-devel at archives.real-time.com Fri Sep 3 01:41:16 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:56:59 2005 Subject: [CF-Devel] Improvements to 'tell' and 'reply' commands In-Reply-To: <20040830172255.GA5867@idefix2.dvlp.in-medias-res.com> References: <20040825180306.GA12970@idefix2.dvlp.in-medias-res.com> <4132CB0A.8080301@sonic.net> <20040830172255.GA5867@idefix2.dvlp.in-medias-res.com> Message-ID: <4138120C.9070906@sonic.net> Andreas Kirschbaum wrote: > I'll leave it unchanged then. Anyways, it was just a little inconsistency I > noticed between the similar commands 'tell' and 'reply'. Yeah - it may not in fact be a problem - looking back through the changelog, I don't see any specific mention of it. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Sep 3 02:25:42 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:56:59 2005 Subject: [CF-Devel] More patches and things to consider In-Reply-To: <20040731064132.GA2573@kevin> References: <20040731064132.GA2573@kevin> Message-ID: <41381C76.5090500@sonic.net> Catching up on old mail and patches. Kevin C. Rudat wrote: > Patches I uploaded to Sourceforge patch tracker > ================================================== > > Oops. I forgot to say that I think these could go into CVS. > > * 1001086: Say something when script not found (Unix) > > Doesn't appear on front page, perhaps because it's for the client? :S > > * 1001081: Crossedit: copy script events when copying. > * 1001079: Make "alchemy" books say which skill. Looking at the comments on the bug, there is a note that perhaps not saying what skill is part of the game. I'm convinced of that argument (should we similarly hide spellbooks such that player doesn't know?) A lot of alchemy has been more friendly - at one point, you didn't even know what recipe you were buying until you could decipher it, because the title of the book didn't contain that. But that basically made buying recipes useless. I personally think we should probably make things a bit easier - there is already so many items in the game, you really want to have some idea if it is of any use or not. > Server > ------- > > Modify the value of any generated spellbook that currently has the value of > its clone, rather than only ones with a random spell.: > > This means you can plonk a spellbook and the spellarch on a map, and let > the arch writers worry about how much its worth. I'm not sure what you mean by this - I'm guessing that have the value calculated when the player tries to sell it/look it/whatever, based on the spell it contains? could be done - I don't really see the point - the current mechanism is quite easy to figure out (if anything, have the editor do the math if necessary). But it also creates the problem of how do you know the spellbook should calculate its value or already been set? You can do the book->value != book->clone.value, but that fails if you in fact want to set book->value to the clone value (eg, make a spell cheaper than it perhaps should be). I personally think this would probably add more complication to various areas of code when the problem shouldn't be that hard to fix. I also note that for all other objects, it is the responsibility of the map maker to set appropriate value. If the map maker puts a sword on the map, and then gives it all sorts of special abilities, it is up to him to also put in a proper value - I see that no different for spellbooks. > Looking at a spellbook: > > Rather than "foo is a 9 level bar spell", "foo is a ninth level bar > spell". There turned out to be a function for that sort of thing in > common/item.c, I think. Yes, that could easily be changed, and I can't think of any bad side effects of doing so (in some cases, there can be where things are sorted alphabetically, but even that fails because 10 would come before name in an alphasort) > > Argh! Void pointers! > > Last time I looked there's a couple of places in the Python plugin that > possibly assume ints and longs were passed by reference rather than by > value, causing '*(int *)' to have unexpected values. > > I'm not sure which way around's the one intended by the plugin system's > author, though. Should probably point out specifically which ones these are. > > Documentation: > > I added a few lines to two of the player-help documents in my local CVS > tree. Should I share them? Sure - can't hurt. > > Client > ------- > > "-nometaserver" option: > > It's useful for testing the client offline. However, my implementation > can't change the flag during runtime. I find if that's the case, you could just do a '-client 127.0.0.1' or the like. I'm not convinced the wide spread usage of a nometaserver option. > > local-command table and fnu help system: > > I got a bit carried away, and now my local client source tree has an > array of the client-local commands, *and* functions for getting help > on them. > > This allows the list of client commands ('help commands') to be > generated, and to keep the help for each command with the command. > > I even changed the GTK help dialog so you can type a command name > in. Would be worth seeing. > > Inventory filter: > > * Describe different filters in one place in the code. > * Filter your inventory in different ways. > > For GTK users, this means you can redefine the tabs. > > * Get a client-script to filter your inventory! (One beat behind the > game, though. :( ) > > * Untested: custom sorting inventory, too. > > This one I'm particularly unsure of. I have a working implementation, > but it's complicated to use. If you *do* like the idea, I'd like to hear > how you think it should work. Well, what is probably most needed is a custom tag that can be applied to the items to dictate how they show up. I see limited value in being able to sort objects by type. So being able to say 'this tab is all my money type objects' could be nice However, I see more value of being able to do something like 'these 15 items go in tab 1, these 11 go in tab 2, these 22 go in tab 3, etc'. And there could be overlap in the tabs (some may appear in all the tabs, some appear in tab 2 and 3, etc. I had once suggested the idea that each object could be given an int (4 bytes) that the client is free to store whatever info it wants in it. A basic protocl command could be added that the client can update the server with the tag, and the other commands from the server to client would have to be updated to send that tag also. The idea is that this tag is persistant accross server restarts, or player logins and logouts. In that way, the client can do things like say 'tag 6' means it should appear in tabs 2&3, or whatever else the client things it could use the tag for (in theory, it could use it for all sorts of stuff, but most likely would just be for varios flags) - the main idea is that the server doesn't really care what is in that tag - it is just providing some space for the client to be able to store info that will remain there. This tag would have to get cleared when the object is dropped, thrown, etc, but that already has to happen for some other values that get stored away anyways _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Sep 3 16:20:34 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:56:59 2005 Subject: [CF-Devel] Windows regular snapshot releases In-Reply-To: <4132CB90.9040401@sonic.net> References: <412FB455.9060003@laposte.net> <4132CB90.9040401@sonic.net> Message-ID: <4138E022.5000504@laposte.net> > I see no problem with that. > > I agree that official releases should be done more often, but it seems > to always take more time than I have available to do it (maybe it is > more the issue that it just nevers seems like that high a priority issue > to me. Not an excuse, but probably why I don't get around to making > official releases as often as I should Well, can't make releases for too minor stuff either, though. The main issue with Win32 is that developing tools aren't part of the OS, many people couldn't compile themselves, and get latest patches / bugfixes :) And I for one certainly don't want a fixed release schedule (like: release one version every month), i don't really see any point in that. Ryo _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Sep 4 00:00:41 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:56:59 2005 Subject: [CF-Devel] '/command and ' In-Reply-To: <404EFCF0.6020104@laposte.net> References: <404ED4B3.9040703@cox.net> <404EFCF0.6020104@laposte.net> Message-ID: <20040904050041.GA820@kevin> On Wed, Mar 10, 2004 at 12:33:04PM +0100, Nicolas Weeger wrote: > That's an easy test, really: > * if first char is /, remove it and send. > * else add 'say ' before string and send. > > Painless, no? :) > > (ok, reed to change a few things, like " => "say " in command line, but > easy) I managed to code this feature before realizing it could be done just with bind. :S 'bind commandkey' 'bind -a say ' # Note space. On the other hand, maybe people would be confused by seeing 'say ' in the command line window. -- Thanks, -- Kevin "Never done it" Rudat Has been bitten by semantics before. Sci-Fi/Fantasy ... type. Pretends to know a bit of programming. Very bad manners. Terrible posture and co-ordination. A forgetful ... wha? Humans are an example of a species rushed to life without proper testing... they have LOTS of bugs to fix. ;> _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Sep 4 11:45:14 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:56:59 2005 Subject: [CF-Devel] the sdl client under freebsd Message-ID: <4139F11A.8050407@telemuse.net> After heavy hacking and ktrace's, i built and was able to get past the splash screen into the main sdl client menu. however, when i tried to enter a server, it crashed with out any details. Why is the god darn client SO hard to build and why is it not multiplatform? -SDL libs 1.2.5 -Freebsd 4.10 -Updated ports and libs Ben _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Sep 5 02:31:22 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:00 2005 Subject: [CF-Devel] the sdl client under freebsd In-Reply-To: <4139F11A.8050407@telemuse.net> References: <4139F11A.8050407@telemuse.net> Message-ID: <200409050931.31690.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Sep 5 09:52:55 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:00 2005 Subject: [CF-Devel] the sdl client under freebsd In-Reply-To: <200409050931.31690.tchize@myrealbox.com> References: <4139F11A.8050407@telemuse.net> <200409050931.31690.tchize@myrealbox.com> Message-ID: <1094395975.5627.8.camel@oberon.kameria> > Why is the god darn client SO hard to build and why is it not multiplatform? > -SDL libs 1.2.5 > -Freebsd 4.10 > -Updated ports and libs > > Ben Possibly because you have yet to bless us with your contributions. Never complain about free goodies. Remember this is all being done by unpaid and often unrecognized folks in their free time. I bet if you offered a million dollar bounty things would move along much quicker. Now no one expects a million bucks, (although I'm sure tiche and gros and the gang would put it to good use towards a SDL client.) Besides I thought it was multiplatform... Anyway, even pointing out bugs is helpful. Generalized impatience isn't as much. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Sep 6 04:43:31 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:00 2005 Subject: [CF-Devel] More patches and things to consider In-Reply-To: <41381C76.5090500@sonic.net> References: <20040731064132.GA2573@kevin> <41381C76.5090500@sonic.net> Message-ID: <20040906094331.GA2413@kevin> One new one: Patch tracker # 1022962: Rare book name overrun. On Fri, Sep 03, 2004 at 12:25:42AM -0700, Mark Wedel wrote: > Kevin C. Rudat wrote: > > * 1001079: Make "alchemy" books say which skill. > > Looking at the comments on the bug, there is a note that perhaps not > saying what skill is part of the game. I'm convinced of that argument I wrote the patch because I didn't like the books claiming that every recipie was an alchemy formula, when that's no longer true. I thought a patch to give the right skill would be better than a patch just to remove the line about alchemy. ;) I can understand wanting to give the challenge of figuring out which skill to use, though. > (should we similarly hide spellbooks such that player doesn't know?) After all that work to add the three new spellbook faces? ;) > A lot of alchemy has been more friendly - at one point, you didn't even > know what recipe you were buying until you could decipher it, because the > title of the book didn't contain that. > But that basically made buying recipes useless. *confused* Being able to see what item you're buying a recipie for, or *not* being able to see which item it tells you how to make? > >Server > >------- > > > >Modify the value of any generated spellbook that currently has the value of > >its clone, rather than only ones with a random spell.: > > > > This means you can plonk a spellbook and the spellarch on a map, and let > > the arch writers worry about how much its worth. > > I'm not sure what you mean by this - I'm guessing that have the value > calculated when the player tries to sell it/look it/whatever, based on the > spell it contains? My patch was worse: calculate it in the loader, I think. I agree. I like the editor being able to calculate it. The patch was for a lazy mapmaker like me. (Perhaps a special server-dump-information mode that looks for oddly priced spellbooks, so mapmakers can tell if they should change prices.) > >Looking at a spellbook: > > > > Rather than "foo is a 9 level bar spell", "foo is a ninth level bar > > spell". Patch tracker # 1022973: "Words for numbers in spellbook description". > > Last time I looked there's a couple of places in the Python plugin that > > possibly assume ints and longs were passed by reference rather than by > > value, causing '*(int *)' to have unexpected values. > Should probably point out specifically which ones these are. Patch tracker # 1022954: "Partial plugin pointer patch". However, I dunno if Yann Chachkoff wanted ints pass by value or by reference. > > I added a few lines to two of the player-help documents in my local CVS > > tree. Should I share them? > > Sure - can't hurt. I ran diff and found I'd twiddled some other bits and pieces, too. Patch tracker # 1022942: "Random documentation updates". > I find if that's the case, you could just do a '-client 127.0.0.1' or the > like. I'm not convinced the wide spread usage of a nometaserver option. Neither am I. In my compile of the client, when disconnected from the network: After leaving a server, the client appears to block for half a minute before giving up on the metaserver. It was just mildly annoying to wait for the old client to go away so I could try the next compile. > >local-command table and fnu help system: > Would be worth seeing. Patch tracker # 1022245: "Improve client help with command tables". > >Inventory filter: > > Well, what is probably most needed is a custom tag that can be applied to > the items to dictate how they show up. > > I see limited value in being able to sort objects by type. So being able > to say 'this tab is all my money type objects' could be nice Just to be clear: The patch I made was originally to do things like redefine the tab with the gold coins on it to have all the money-type objects in it. (*Sorting* your stuff differently was an afterthought.) It doesn't filter every view of the inventory the same way. That sounds useful. I should check the archives for earlier discussion about it. Given the discussion about a better map command, agreeing on what way to extend the protocol could be complicated. -- Thanks, -- Kevin "Never done it" Rudat Has been bitten by semantics before. Sci-Fi/Fantasy ... type. Pretends to know a bit of programming. Very bad manners. Terrible posture and co-ordination. A forgetful ... wha? Humans are an example of a species rushed to life without proper testing... they have LOTS of bugs to fix. ;> _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Sep 6 22:58:55 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:00 2005 Subject: [CF-Devel] Amulet of Poisoning Message-ID: <000d01c4948e$ff857620$0100000a@archaios> At this point in time, the Figurine of Xan, required in order to obtain the amulet from the Ebony Tiger guild, is virtually impossible to obtain. While I concede that it is a high-level item, and yes, it should be *difficult* to get, its currently location is nothing short of stupidity: the chances are incredibly low. Can this change? Can it be placed in a quest, or something? The point is that *no* player currently has one as a result. Objections, comments, etc. anyone? -archaios _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 7 02:21:32 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:00 2005 Subject: [CF-Devel] More patches and things to consider In-Reply-To: <20040906094331.GA2413@kevin> References: <20040731064132.GA2573@kevin> <41381C76.5090500@sonic.net> <20040906094331.GA2413@kevin> Message-ID: <413D617C.6010609@sonic.net> Kevin C. Rudat wrote: > Being able to see what item you're buying a recipie for, or > *not* being able to see which item it tells you how to make? I agree that the recipe books should tell you what it is for - I think I omitted a few words in my original response that didn't make that clear.. If you think of it in modern day, one could probably figure out what skill (woodworking, cooking, mechanic, etc) a book is for simply by looking at its title, and same makes sense for crossfire. > I agree. I like the editor being able to calculate it. The patch was for > a lazy mapmaker like me. (Perhaps a special server-dump-information mode > that looks for oddly priced spellbooks, so mapmakers can tell if they should > change prices.) Well, there are some map check scripts in the lib/adm directory I think which goes through and tries to find errors in the maps (exits that lead no place being the most common, but also things like missing archetypes). Certainly, a sanity checker for value could be added to those. I just wonder how many people actually look at all the messages the server spits out - there is some problem that it potentially spits out so many that they are sort of become meaningless. > However, I dunno if Yann Chachkoff wanted ints pass by value or by > reference. Hopefully, he can pipe up. >> I find if that's the case, you could just do a '-client 127.0.0.1' or the >>like. I'm not convinced the wide spread usage of a nometaserver option. > > > Neither am I. In my compile of the client, when disconnected from the > network: After leaving a server, the client appears to block for half a > minute before giving up on the metaserver. It was just mildly annoying to > wait for the old client to go away so I could try the next compile. I wonder if that is the timeout for nameservice, or the timeout for the connection attempt - or maybe a combination of both. One would think that if truly disconnected from the network, the OS would realize that and just quickly return host unreachable or the like - but I suppose it depends on how the connection is set up and whehter the route information remains after disconnecting from the network. OTOH, I do notice there is a METASERVER define in the config file for the client - if there is a config, having a command line switch to toggle it makes some amount of sense. >> Well, what is probably most needed is a custom tag that can be applied to >> the items to dictate how they show up. >> >> I see limited value in being able to sort objects by type. So being able >> to say 'this tab is all my money type objects' could be nice > > > Just to be clear: > > The patch I made was originally to do things like redefine the tab with the > gold coins on it to have all the money-type objects in it. (*Sorting* your > stuff differently was an afterthought.) So presumably, the original tab reselection was based on types of the object and/or flags on the object? > > It doesn't filter every view of the inventory the same way. > > > > That sounds useful. I should check the archives for earlier discussion about > it. Given the discussion about a better map command, agreeing on what way to > extend the protocol could be complicated. Note that for this 4 bytes of data, it isn't the map command that needs to get updated, but rather the itemcmd and updateitem protocl commands - only if the object is in the players inventory, or where the player is standing, do we care about this extra data. Note that right now, any object not where the player is standing is just sent as a face in the map command. Updating the item commands shouldn't be to hard - add another setup command that the client sends to the server (setup itemoctet) - If the server sees this, it knows to send those bytes to the client. If the client gets the affirmative that the server knows the command, it would then know to expect those bytes. The protocol bit actually isn't that hard - potentially harder is the issues related to pickup/drop/merge (those bytes should get cleared when and object is dropped to the ground (but not a container), and when a player picks up an object, it should get merged with objects that have these bytes set - but that isn't a simple thing to CAN_MERGE, because you want the flags not to be cleared. Perhaps looking at the inventory lock would cover how that is done (you pick up objects and they merge with your locked objects, but the lock flag isn't cleared). > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 7 10:51:19 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:00 2005 Subject: [CF-Devel] Amulet of Poisoning In-Reply-To: <000d01c4948e$ff857620$0100000a@archaios> References: <000d01c4948e$ff857620$0100000a@archaios> Message-ID: <413DD8F7.6060709@laposte.net> > At this point in time, the Figurine of Xan, required in order to obtain the > amulet from the Ebony Tiger guild, is virtually impossible to obtain. While > I concede that it is a high-level item, and yes, it should be *difficult* to > get, its currently location is nothing short of stupidity: the chances are > incredibly low. Can this change? Can it be placed in a quest, or something? > The point is that *no* player currently has one as a result. > > Objections, comments, etc. anyone? > > -archaios Could you specifiy *why* it is so hard to obtain, please? :) Monsters too strong? Many riddles? I for one don't know what that item is Nicolas Ryo _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 7 13:03:15 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:00 2005 Subject: [CF-Devel] the sdl client under freebsd In-Reply-To: <1094395975.5627.8.camel@oberon.kameria> References: <4139F11A.8050407@telemuse.net> <200409050931.31690.tchize@myrealbox.com> <1094395975.5627.8.camel@oberon.kameria> Message-ID: <200409072003.25699.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 7 15:41:22 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:00 2005 Subject: [CF-Devel] crossfire-clients v1.7.0 and arm architecture Message-ID: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 7 16:14:50 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:00 2005 Subject: [CF-Devel] the sdl client under freebsd In-Reply-To: <200409072003.25699.tchize@myrealbox.com> References: <4139F11A.8050407@telemuse.net> <200409050931.31690.tchize@myrealbox.com> <1094395975.5627.8.camel@oberon.kameria> <200409072003.25699.tchize@myrealbox.com> Message-ID: <413E24CA.7080902@sympatico.ca> tchize wrote: >Ok, i go to the main point of my mail. You shouldn't blame Ben for his mail, >nothing on the metalforge server tell the client is for testing purpose, is >not playable and the fact of putting a tux logo next to it can lead to >supposition about it's posix compatibility (well in fact it is compatible but >configure scripts are not written/tested). Perhaps this should be fixed. (a >better warning or put 'beta' un BOLD UPPERCASE because people never read! > > Ok, my bad. I thought it was understood the SDL client was still an early prototype. It should be labeled as such certainly. I was trying to semi-humorously explain that it takes people time to develop this stuff and I bristle when people make general negative statements as to the availability of feature X Y or compatibility with Z. It hasn't been that long since we even had a Win32 client or support for MacOS and these things don't just pop out of a penguin's butt - it took someone's time to make them happen... _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 7 22:39:10 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:01 2005 Subject: [CF-Devel] Amulet of Poisoning References: <000d01c4948e$ff857620$0100000a@archaios> <413DD8F7.6060709@laposte.net> Message-ID: <001f01c49555$6799d4b0$0100000a@archaios> This item gives Attacks: Poison and Dex+1, analogous to the Chainmail of Winter and the Essence of Flame. It is obtained in the Ebony Tiger guild (in Lake Country) by trading for a figurine of Xan; the only place where the latter is found is in the luck tower in Butaki's fortress. The chances of obtaining the figurine there are incredibly small; whilst I am first to admit that this is a fairly powerful item, it should not depend so much on chance as on skill. -archaios ----- Original Message ----- From: "Nicolas Weeger" To: Sent: Wednesday, September 08, 2004 1:51 AM Subject: Re: [CF-Devel] Amulet of Poisoning > > > At this point in time, the Figurine of Xan, required in order to obtain the > > amulet from the Ebony Tiger guild, is virtually impossible to obtain. While > > I concede that it is a high-level item, and yes, it should be *difficult* to > > get, its currently location is nothing short of stupidity: the chances are > > incredibly low. Can this change? Can it be placed in a quest, or something? > > The point is that *no* player currently has one as a result. > > > > Objections, comments, etc. anyone? > > > > -archaios > > Could you specifiy *why* it is so hard to obtain, please? :) > Monsters too strong? Many riddles? > I for one don't know what that item is > > Nicolas Ryo > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 8 01:25:49 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:01 2005 Subject: [CF-Devel] crossfire-clients v1.7.0 and arm architecture In-Reply-To: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <413EA5ED.706@sonic.net> Bob Tanner wrote: > Looking into the build problems on arm, comes down to the autotool stuff we > got right now is, well, crap. :-) > > I'd like to clean it up. But it will require some big changes to the current > autotool files (configure.in, Makefile.in, etc). > > I'd like to create a branch to make these changes. I'm looking for community > approval. > > Prefer to branch from v1.7.0, so the target isn't changing and that is what I > want to get working anyways. > > I'll also volunteer to merge my changes back into head once they are stable. I don't see any problem with that. But I'm a bit curious, in general terms on why it fails on arm and not other systems, since in general the autoconf stuff should just be checking general attributes and I wouldn't think there should be much in the client that should be platform specific. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 8 14:14:15 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:01 2005 Subject: [CF-Devel] Traps not working reliable In-Reply-To: <20040829182942.GA23666@idefix2.dvlp.in-medias-res.com> References: <20040829182942.GA23666@idefix2.dvlp.in-medias-res.com> Message-ID: <20040908191415.GA21183@idefix2.dvlp.in-medias-res.com> Finally I got time to change the rune definitions in the arch directory. But I still have some questions how to do it correctly: - To re-build the lib/archetypes file, I did a 'make collect'. My assumption was to get no modifications from an unchanged arch directory. But the result was: some items added (spikes_hidden, dforest_exit, ...) and a few other fields changed. Is this something I'm doing wrong or is it just a missing commit to the crossfire repository? - A similar problem exists with the CFJavaEditor: the file resource/conf/archetypes is quite similar (but not identical) to the lib/archetypes file in the crossfire repository. Same question here: should this file be identical to the file in the crossfire repository? - To enable the other_arch field for runes in the CFJavaEditor, I just added a new definition to resource/conf/types.xml. This results in three possibilities (i.e. three input fields in the dialog box) to define the spell in the rune: sp/slaying/other_arch. Is this an acceptable solution? _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 8 16:22:16 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:01 2005 Subject: [CF-Devel] crossfire-clients v1.7.0 and arm architecture In-Reply-To: <413EA5ED.706@sonic.net> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> <413EA5ED.706@sonic.net> Message-ID: <200409081622.17240@www.mn-linux.org.or.transmuter.real-time.com> On Wednesday 08 September 2004 01:25 am, Mark Wedel wrote: > Bob Tanner wrote: > > Looking into the build problems on arm, comes down to the autotool stuff > > we got right now is, well, crap. :-) > > > > I'd like to clean it up. But it will require some big changes to the > > current autotool files (configure.in, Makefile.in, etc). > > > > I'd like to create a branch to make these changes. I'm looking for > > community approval. > > > > Prefer to branch from v1.7.0, so the target isn't changing and that is > > what I want to get working anyways. > > > > I'll also volunteer to merge my changes back into head once they are > > stable. > > I don't see any problem with that. But I'm a bit curious, in general > terms on why it fails on arm and not other systems, since in general the > autoconf stuff should just be checking general attributes and I wouldn't > think there should be much in the client that should be platform specific. Still looking into it. I'm getting info that this may be a much larger issue :-) like X not compiling correctly. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 8 17:02:00 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:01 2005 Subject: [CF-Devel] Traps not working reliable In-Reply-To: <20040908191415.GA21183@idefix2.dvlp.in-medias-res.com> References: <20040829182942.GA23666@idefix2.dvlp.in-medias-res.com> <20040908191415.GA21183@idefix2.dvlp.in-medias-res.com> Message-ID: <413F8158.2070500@sympatico.ca> Andreas Kirschbaum wrote: >Finally I got time to change the rune definitions in the arch directory. >But I still have some questions how to do it correctly: > > - To re-build the lib/archetypes file, I did a 'make collect'. My > assumption was to get no modifications from an unchanged arch > directory. But the result was: some items added (spikes_hidden, > dforest_exit, ...) and a few other fields changed. Is this something > I'm doing wrong or is it just a missing commit to the crossfire > repository? > > You are doing it correctly - You are just seeing new arches which have been committed to the arch module but have not been collected into the server files as yet. I think it would be better to assume that if you are running CVS you should check the date on the collected files and if necessary run make collect/make install to get current archetypes, images, smoothing, treasure and whatnot if required, rather than trying to ensure the arches and the collected files in CVS always match exactly. Also if changes have been made that are reflected in server code or are map requirements then it should be done but making a new set of collected files for every change to arches would be a bit of an overkill IMHO. As the person most often making changes to the arches as well as the guy most likely to not have submitted the new collection to the server code yet, I think it is being done often enough but I could be wrong on this. I have noticed that when building the server from CVS it wants to run the collection script anyway. Certainly when a package is made the packager should run the collect script in any case. I might get chewed out for all this but that's been my experience anyway. > - A similar problem exists with the CFJavaEditor: the file > resource/conf/archetypes is quite similar (but not identical) to the > lib/archetypes file in the crossfire repository. Same question here: > should this file be identical to the file in the crossfire > repository? > > > Well it should be as current as is practical. Those needing most current arches can run javaeditor off the arch directory directly. For the same reaqsons keeping them all totally current is a lot more work than may be needed. I am not sure if the Java Editor collect routine recognizes things like the trs files or if all the 'types' are current either. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 9 16:33:23 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:01 2005 Subject: [CF-Devel] crossfire-clients v1.7.0 and arm architecture In-Reply-To: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <200409091633.23702@www.mn-linux.org.or.transmuter.real-time.com> On Tuesday 07 September 2004 03:41 pm, Bob Tanner wrote: > Been working with the debian-arm people to try to get crossfire-clients > v1.7.0 compiling for the arm processors. I'm looking at common/Makefile.in from 1.7.0 item-types.h: item-types $(PERL) items.pl def-keys.h: def-keys utils/mdk.sh Are these rules needed? If so, can we make a script directory for them? I'm not sure why they are in the common directory. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 9 16:39:50 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:01 2005 Subject: [CF-Devel] metaserver tracking of clients by OS? Message-ID: Does anyone have any comments on using the metaserver script to profile what clients (and versions) by OS are connecting to (or logging in to) the public servers? What about concerns or questions with doing this? -- Rick Tanner leaf@real-time.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 9 17:17:43 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:01 2005 Subject: [CF-Devel] crossfire-clients v1.7.0 and arm architecture In-Reply-To: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <200409091717.43707@www.mn-linux.org.or.transmuter.real-time.com> On Tuesday 07 September 2004 03:41 pm, Bob Tanner wrote: > Been working with the debian-arm people to try to get crossfire-clients > v1.7.0 compiling for the arm processors. I'm looking at common/Makefile.in from 1.7.0 item-types.h: item-types $(PERL) items.pl def-keys.h: def-keys utils/mdk.sh Are these rules needed? If so, can we make a script directory for them? I'm not sure why they are in the common directory. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Sep 10 01:28:37 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:01 2005 Subject: [CF-Devel] metaserver tracking of clients by OS? In-Reply-To: References: Message-ID: <41414995.5090905@sonic.net> Rick Tanner wrote: > Does anyone have any comments on using the metaserver script to profile > what clients (and versions) by OS are connecting to (or logging in to) the > public servers? > > What about concerns or questions with doing this? Well, I don't think you can actually do that. When the client connects to the metaserver, it does not send any information about itself - rather, the metaserver just sees a connection comes in and blindly sends the data. You can actually try this yourself: telnet crossfire.real-time.com 13326 (see bunch of data come back) _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Sep 10 01:41:11 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:01 2005 Subject: [CF-Devel] crossfire-clients v1.7.0 and arm architecture In-Reply-To: <200409091717.43707@www.mn-linux.org.or.transmuter.real-time.com> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> <200409091717.43707@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <41414C87.7050700@sonic.net> Bob Tanner wrote: > On Tuesday 07 September 2004 03:41 pm, Bob Tanner wrote: > >>Been working with the debian-arm people to try to get crossfire-clients >>v1.7.0 compiling for the arm processors. > > > I'm looking at common/Makefile.in from 1.7.0 > > item-types.h: item-types > $(PERL) items.pl > > > def-keys.h: def-keys > utils/mdk.sh > > > Are these rules needed? Arguably, both of these could still be used, but the source data files haven't been modified in a long time. The item-types.h could actually probably go away now that the client_type is supported on the server - some code would have to get removed to go with that, but not that big a deal. the def-keys basically just takes the def-keys file and turns it into a .h file that can be included so that compiled in defaults are available. However, if one looks at the compiled in version, its pretty darn basic, and probably easy enough for a user to modify directly and not need the conversion script. > > If so, can we make a script directory for them? > > I'm not sure why they are in the common directory. They are in the common directory because they are used as part of the build process - there is no reason to install these files anyplace after compilation, as they are of no use. I note that the second one - utils/mdk.sh is in fact broken as is, because the utils directory is in the top level of the client directory, but the rule itself is in the common directory, so it would in fact never find the script in the first place (should really be ../utils/mdk.sh) _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Sep 10 13:46:43 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:01 2005 Subject: [CF-Devel] metaserver tracking of clients by OS? In-Reply-To: <41414995.5090905@sonic.net> References: <41414995.5090905@sonic.net> Message-ID: <200409101346.44308@www.mn-linux.org.or.transmuter.real-time.com> On Friday 10 September 2004 01:28 am, Mark Wedel wrote: > Rick Tanner wrote: > > Does anyone have any comments on using the metaserver script to profile > > what clients (and versions) by OS are connecting to (or logging in to) > > the public servers? > > > > What about concerns or questions with doing this? > > Well, I don't think you can actually do that. > > When the client connects to the metaserver, it does not send any > information about itself - rather, the metaserver just sees a connection > comes in and blindly sends the data. > > You can actually try this yourself: > telnet crossfire.real-time.com 13326 > (see bunch of data come back) I'll jump in here, since this is really something I ask Leaf about. Cleaning up the makefiles and what-not, I see there is a lot of kruft (imho) in the files. I don't mean to start a flamefest, but, there is a lot of autoconf stuff for platforms I just don't see people running. I am just looking for something simple to track crossfire client operating systems. My guess is that no one(?) is running the client on: alpha-dec-osf mips*-sgi-irix* My guess is that no one(?) is running the gnome client, since it's even commented out of the build. It comes down to if it works, why remove it vs If no one is using it, why support it? -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Sep 10 22:12:51 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:01 2005 Subject: [CF-Devel] New skill? set traps or snare Message-ID: Has the set traps skill been enabled or activated now? Some one on cf.mf.net found a scroll of snares and was wondering how to use it. I was wondering as well. Object scroll_set_traps name scroll of snares skill set traps face scrollr.111 race scrolls nrof 1 type 130 material 1 value 5500 weight 200 editable 2048 sp 28 identified 1 name_pl scrolls of snares client_type 1021 editor_folder arch/skills/Skill_Scrolls end -- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Sep 11 02:41:19 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:01 2005 Subject: [CF-Devel] metaserver tracking of clients by OS? References: <41414995.5090905@sonic.net> <200409101346.44308@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <005d01c497d4$d3b9b300$1fdd8690@intelpc> Suggest nmap -O remote IP, and parse its output... -archaios ----- Original Message ----- From: "Bob Tanner" To: Sent: Saturday, September 11, 2004 4:46 AM Subject: Re: [CF-Devel] metaserver tracking of clients by OS? > On Friday 10 September 2004 01:28 am, Mark Wedel wrote: > > Rick Tanner wrote: > > > Does anyone have any comments on using the metaserver script to profile > > > what clients (and versions) by OS are connecting to (or logging in to) > > > the public servers? > > > > > > What about concerns or questions with doing this? > > > > Well, I don't think you can actually do that. > > > > When the client connects to the metaserver, it does not send any > > information about itself - rather, the metaserver just sees a connection > > comes in and blindly sends the data. > > > > You can actually try this yourself: > > telnet crossfire.real-time.com 13326 > > (see bunch of data come back) > > I'll jump in here, since this is really something I ask Leaf about. > > Cleaning up the makefiles and what-not, I see there is a lot of kruft (imho) > in the files. > > I don't mean to start a flamefest, but, there is a lot of autoconf stuff for > platforms I just don't see people running. > > I am just looking for something simple to track crossfire client operating > systems. > > My guess is that no one(?) is running the client on: > > alpha-dec-osf > mips*-sgi-irix* > > My guess is that no one(?) is running the gnome client, since it's even > commented out of the build. > > It comes down to if it works, why remove it vs If no one is using it, why > support it? > > > -- > Bob Tanner | Phone : (952)943-8700 > http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 > Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Sep 12 09:47:46 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:01 2005 Subject: [CF-Devel] Womanly value code in crossfire Message-ID: <20040912144746.48937.qmail@web61005.mail.yahoo.com> There is a limit for very expensive items in crossfire that is problematic. For a 1 million value item I get this: It is made of: gold. It weighs 1000.000 kg. You would get 902 platinum coins, 3 gold coins and 6 silver coins for it. There is apparently a cap on the value somewhere other than the signed int. Can it be removed? Or a message like this given instead (for high value items): "the item is worth $$$$ but it would be difficult to sell for more than $$$$" __________________________________ Do you Yahoo!? New and Improved Yahoo! Mail - Send 10MB messages! http://promotions.yahoo.com/new_mail _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Sep 12 14:38:14 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:02 2005 Subject: [CF-Devel] changes in CFJavaEditor Message-ID: <200409122139.15848.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Sep 12 17:16:45 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:02 2005 Subject: [CF-Devel] crossfire-clients v1.7.0 and arm architecture In-Reply-To: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <200409121716.46137@www.mn-linux.org.or.transmuter.real-time.com> On Tuesday 07 September 2004 03:41 pm, Bob Tanner wrote: > Been working with the debian-arm people to try to get crossfire-clients > v1.7.0 compiling for the arm processors. Status of the gnome client? Just remove it from the build system? --enable-ansi is it useful? Do we want to support non-ansi compilers? Any developers -not- using gcc? --enable-alsa is it useful? Is anyone running alsa < 0.9.x? I think most everyone should be using --enable-alsa9 -and- should just refactor the code to make alsa9 = alsa. I do not know if I posted this already, but are there users running alpha-dec-osf* mips*-sgi-irix* Regardless the additional network library detection logic is encapsulated in the built-in autoconf rules. So, just dump our platform detection rules in favor of the built-in rules? The whole sound detection code is a mess :-) Went back to 2003-11-25(!) which is alsa-1.0.0pre3, so alsa9 is even pretty ancient. alsa alsa9 sgi_sound oss_sound sun_sound How about standardizing on a sound system? SDL has a pretty decent cross-platform system. I'm not just complaining here, I'll work on or with someone to help make these changes. Comments? -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Sep 12 17:54:24 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:02 2005 Subject: [CF-Devel] metaserver tracking of clients by OS? In-Reply-To: <005d01c497d4$d3b9b300$1fdd8690@intelpc> References: <200409101346.44308@www.mn-linux.org.or.transmuter.real-time.com> <005d01c497d4$d3b9b300$1fdd8690@intelpc> Message-ID: <200409121754.24864@www.mn-linux.org.or.transmuter.real-time.com> On Saturday 11 September 2004 02:41 am, David McIlwraith wrote: > Suggest nmap -O remote IP, and parse its output... > Are you suggestion I port scan every IP address that has connected to metalforge? I have a feeling several people would not appreciate that. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Sep 13 01:41:40 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:02 2005 Subject: [CF-Devel] crossfire-clients v1.7.0 and arm architecture In-Reply-To: <200409121716.46137@www.mn-linux.org.or.transmuter.real-time.com> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> <200409121716.46137@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <41454124.2080800@sonic.net> Bob Tanner wrote: > On Tuesday 07 September 2004 03:41 pm, Bob Tanner wrote: > >>Been working with the debian-arm people to try to get crossfire-clients >>v1.7.0 compiling for the arm processors. > > > Status of the gnome client? > > Just remove it from the build system? Currently, it doesn't try to build it. Arguably, there is no reason for make to even enter the directory (the gnome makefile right now just says that it is disabled, so it doesn't do anything). I think the only reason that might be the case is so when the 'make archive' is done, it packs it up, but since it is disabled, probably no reason to include it in official source distributions anyways (it is really left there more for historical reasons - no reason to actually delete it, as someone could find the code useful) > > --enable-ansi is it useful? Do we want to support non-ansi compilers? Any > developers -not- using gcc? gcc does not equate ansi of course. Being able to build without gcc is useful. However, I think it is safe to say that an ansi capable C compiler is required - whether that is gcc or some other compiler. > > --enable-alsa is it useful? Is anyone running alsa < 0.9.x? I think most > everyone should be using --enable-alsa9 -and- should just refactor the code > to make alsa9 = alsa. Probably not (or at least, no reason to suppor them). That is more likely left over from when alsa 0.9.x was actually still quite new, and a good number of people were still using the older version. > So, just dump our platform detection rules in favor of the built-in rules? Probably - if those architectures, or others, need specific libraries or features, the detection rules should be used instead of the architecture type rules (eg, check for appropriate headers, existance of functions, etc) > > The whole sound detection code is a mess :-) Went back to 2003-11-25(!) which > is alsa-1.0.0pre3, so alsa9 is even pretty ancient. > > alsa > alsa9 > sgi_sound > oss_sound > sun_sound > > How about standardizing on a sound system? SDL has a pretty decent > cross-platform system. Checking for different versions of the same type of library makes things a mess. It is really the linux platform that causes headaches - do you use OSS or alsa? And which alsa version? The sgi/sun stuff should be pretty basic - if you're on those systems, you're almost certainly going to use those (although, more fairly, they should probably really be called solaris or irix sound system, since linux on sparc/sgi probably has the alsa/oss drivers). I'd be reluctant to start a redo on the sound playing mechanism until a new sound system is sorted out, because in that system, it may be desirable to use whatever advanced features of SDL or perhaps other sound system. Right now, the sound daemon/helper program itself is pretty basic - I'm a bit reluctant to rewrite when it works just fine. I'd note also that there are potentially other requirements that may need to be investigated - I seem to recall that gnome or other window managers or the like may grab the sound devices for their own use, and there are appropriate APIs or whatnot for an application to grab it for its own dedicated use. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Sep 13 01:54:55 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:02 2005 Subject: [CF-Devel] Womanly value code in crossfire In-Reply-To: <20040912144746.48937.qmail@web61005.mail.yahoo.com> References: <20040912144746.48937.qmail@web61005.mail.yahoo.com> Message-ID: <4145443F.7030404@sonic.net> Mitch Obrian wrote: > There is a limit for very expensive items in crossfire > that is problematic. For a 1 million value item I get > this: > > It is made of: gold. > It weighs 1000.000 kg. > You would get 902 platinum coins, 3 gold coins and 6 > silver coins for it. > > There is apparently a cap on the value somewhere other > than the signed int. Can it be removed? Or a message > like this given instead (for high value items): > > "the item is worth $$$$ but it would be difficult to > sell for more than $$$$" There isn't a cap - rather, if the item is worth a lot, the sell price calculation is done different. I know there was recent (few months back) about changing this because there were some bugs - I can't remember the new/final calculation. The old method at least was something like if value > 10000 value=10000 + sqrt(value) Note this different method is only used when selling items. When buying items, the value of the item is used, with various adjustements for charisma, bargaining, etc. It's unclear to me why this is a problem - there is already too much money in the game, so it strikes me that having limits is a good thing. I don't know the original justification for why that was put in - my guess might be to make sure that programmatically generated items don't become worth insane amounts of money (that +3 gold darkblade of lythander worth 10,000,000 or something). I'm also reluctant to even put in that line 'worth xyz, but you could probably only get abc' for it. Arguably, items are worth what you can sell it for - to me, such a line just makes things confusing (players asking where they can sell it for xyz, since such a message certainly suggests you should be able to sell it for that much someplace). Note that currently, there are a lot of items that probably run into this cap - most of the true artifacts probably exceed it. So removing it won't just effect your item, it would effect money, and thus probalby lead to a lot more money in the game. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Sep 13 02:08:11 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:02 2005 Subject: [CF-Devel] metaserver tracking of clients by OS? In-Reply-To: <200409121754.24864@www.mn-linux.org.or.transmuter.real-time.com> References: <200409101346.44308@www.mn-linux.org.or.transmuter.real-time.com> <005d01c497d4$d3b9b300$1fdd8690@intelpc> <200409121754.24864@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <4145475B.6070001@sonic.net> Bob Tanner wrote: > On Saturday 11 September 2004 02:41 am, David McIlwraith wrote: > >>Suggest nmap -O remote IP, and parse its output... >> > > > Are you suggestion I port scan every IP address that has connected to > metalforge? > > I have a feeling several people would not appreciate that. And it probably would be only of limited value anyways (given that many people run personal firewalls/routers). That said, while the metaserver can't track clients by OS, the server could - currently, the client doesn't send that much info to the server, but it could certainly be modified to include OS information or the like. Just a note, this is a list of connection types of metalforge for the past few months: CS: connection from client of type < > CS: connection from client of type < DX_CLIENT 125> CS: connection from client of type < GTK Unix Client > CS: connection from client of type < GTK Unix Client 1.2.0> CS: connection from client of type < GTK Unix Client 1.4.0> CS: connection from client of type < GTK Unix Client 1.5.0> CS: connection from client of type < GTK Unix Client 1.6.0> CS: connection from client of type < GTK Unix Client 1.6.1> CS: connection from client of type < GTK Unix Client 1.7.0> CS: connection from client of type < GTK Unix Client Post-1.6.0-CVS> CS: connection from client of type < GTK Win32 Client 1.5.0> CS: connection from client of type < GTK Win32 Client 1.6.0> CS: connection from client of type < GTK Win32 Client 1.6.1> CS: connection from client of type < GTK Win32 Client 1.7.0> CS: connection from client of type < Illuminati> CS: connection from client of type < Perl Bot> CS: connection from client of type < SDL Client 0.02 Alpha> CS: connection from client of type < SDL Client 0.03 Alpha (Kiev)> CS: connection from client of type < X11 C Client> CS: connection from client of type < X11 Unix Client 1.2.0> CS: connection from client of type < X11 Unix Client 1.5.0> CS: connection from client of type < X11 Unix Client 1.6.0> CS: connection from client of type < X11 Unix Client 1.6.1> CS: connection from client of type < X11 Unix Client 1.7.0> CS: connection from client of type < X11 Unix Client Post-1.6.0-CVS> There are some pretty old clients connecting there (1.2, and I think the ones that don't include the version predate 1.2 even). Note sure what Illuminati is. Of course, since the client is open sourced, one could change the string to be whatever they want. The problem with adding system type/os type is the fact that it would only take effect for new clients. So that may not really help to answer the question on whether people are running on platform XYZ. OTOH, to me, disabling those isn't any big deal - if users complain, well, then we know to add them back in or otherwise figure something out. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Sep 13 01:59:40 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:02 2005 Subject: [CF-Devel] New skill? set traps or snare In-Reply-To: References: Message-ID: <4145455C.9080508@sonic.net> Rick Tanner wrote: > Has the set traps skill been enabled or activated now? I believe so. I think Todd or someone had done sufficient work to make it at least somewhat usuable. But I'm not 100% sure if that is the case. In any case, the object described below is just a basic skill scroll - read the scroll, learn the skill. IT may be that the skill isn't all that useful, but there are probably lots of skills that fall into that category. I do note that it doesn't appear this item will ever show up randomly however. This either means it is place specifically on some map as a reward, or likewise otherwise created by a dm or the like as a special reward. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Sep 13 06:42:47 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:02 2005 Subject: [CF-Devel] Womanly value code in crossfire In-Reply-To: <4145443F.7030404@sonic.net> Message-ID: <20040913114247.34551.qmail@web61005.mail.yahoo.com> Ah I understand now. The item that I had worth 1mill is a 1000kg gold block with an inherent value of 1mill (you can buy it at the bank in the citydeclouds if you have bought a vault there). I do have sell gold block tables at each of the FWB diamond exchange locations so selling isn't so much a problem. Thank's for the information :) --- Mark Wedel wrote: > Mitch Obrian wrote: > > There is a limit for very expensive items in > crossfire > > that is problematic. For a 1 million value item I > get > > this: > > > > It is made of: gold. > > It weighs 1000.000 kg. > > You would get 902 platinum coins, 3 gold coins and > 6 > > silver coins for it. > > > > There is apparently a cap on the value somewhere > other > > than the signed int. Can it be removed? Or a > message > > like this given instead (for high value items): > > > > "the item is worth $$$$ but it would be difficult > to > > sell for more than $$$$" > > There isn't a cap - rather, if the item is worth a > lot, the sell price > calculation is done different. I know there was > recent (few months back) about > changing this because there were some bugs - I can't > remember the new/final > calculation. The old method at least was something > like > > if value > 10000 value=10000 + sqrt(value) > > Note this different method is only used when > selling items. When buying > items, the value of the item is used, with various > adjustements for charisma, > bargaining, etc. > > It's unclear to me why this is a problem - there > is already too much money in > the game, so it strikes me that having limits is a > good thing. I don't know the > original justification for why that was put in - my > guess might be to make sure > that programmatically generated items don't become > worth insane amounts of money > (that +3 gold darkblade of lythander worth > 10,000,000 or something). > > I'm also reluctant to even put in that line 'worth > xyz, but you could probably > only get abc' for it. Arguably, items are worth > what you can sell it for - to > me, such a line just makes things confusing (players > asking where they can sell > it for xyz, since such a message certainly suggests > you should be able to sell > it for that much someplace). > > Note that currently, there are a lot of items that > probably run into this cap > - most of the true artifacts probably exceed it. So > removing it won't just > effect your item, it would effect money, and thus > probalby lead to a lot more > money in the game. > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? Shop for Back-to-School deals on Yahoo! Shopping. http://shopping.yahoo.com/backtoschool _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 14 01:46:56 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:02 2005 Subject: [CF-Devel] Womanly value code in crossfire In-Reply-To: <20040913114247.34551.qmail@web61005.mail.yahoo.com> References: <20040913114247.34551.qmail@web61005.mail.yahoo.com> Message-ID: <414693E0.1000603@sonic.net> Mitch Obrian wrote: > Ah I understand now. The item that I had worth 1mill > is a 1000kg gold block with an inherent value of 1mill > (you can buy it at the bank in the citydeclouds if you > have bought a vault there). I do have sell gold block > tables at each of the FWB diamond exchange locations > so selling isn't so much a problem. Just a note - if the object is of type money or type gem, that sell value cap doesn't come into play (note if it is of type gem, price also varies less based on charisma and bargaining). _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 14 15:03:55 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:02 2005 Subject: [CF-Devel] Traps not working reliable In-Reply-To: <413F8158.2070500@sympatico.ca> References: <20040829182942.GA23666@idefix2.dvlp.in-medias-res.com> <20040908191415.GA21183@idefix2.dvlp.in-medias-res.com> <413F8158.2070500@sympatico.ca> Message-ID: <20040914200354.GA27299@idefix2.dvlp.in-medias-res.com> Committed to CVS. Some additional notes: - I committed the changes to the arch repository only. I did not update the archetypes file in the server or CFJavaEditor repository. - The Rune of Nullification seems still not to work. I noticed some strange fields in it, but didn't know how to fix them. Therefore I left them unchanged: - level 0: rune does not attack? - hp 0 (i.e. missing field) but attacktype set - no_magic 1: this field seems not to be used for traps - Some runes have both physical and magic attacks. (For example: Rune of Create Bomb does 90 phys attack and casts spell_create_bomb.) The current code uses the magic attack but ignores the physical attack. Because this feature may be implemented eventually, I did not remove these (currently unused) attributes from runes where it made sense to me. - The bug database on sourceforge lists this bug: [ 977275 ] Trap runes seem to not work all the time _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 14 15:19:38 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:02 2005 Subject: [CF-Devel] Experimental crossfire-client-1.7.0 available for testing In-Reply-To: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <200409141519.38978@www.mn-linux.org.or.transmuter.real-time.com> First release of the reworked build system for the crossfire-client is available. If you are a debian user, put the below into your sources.list: # Real Time custom repository deb ftp://ftp.real-time.com/linux/real-time unstable custom deb-src ftp://ftp.real-time.com/linux/real-time unstable custom % sudo apt-get install crossfire-client-gtk (for instance) I know the above builds, installs, and works great under debian unstable i386, sparc, powerpc. If you want to QA build this client to see what is borked, you can go here: ftp://ftp.real-time.com/linux/real-time/pool/c/crossfire-client I'd love to hear from redhat, fedora, gentoo people, since I followed gnu standards, I'm hoping it will "just compile and work" on these distros. Would like to hear from the other non-linux platform people too. Like the official 1.7.0 debian release sound is not active in this package, I'm working on that now. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 14 15:19:05 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:02 2005 Subject: [CF-Devel] Experimental crossfire-client-1.7.0 available for testing In-Reply-To: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <200409141519.06372@www.mn-linux.org.or.transmuter.real-time.com> First release of the reworked build system for the crossfire-client is available. If you are a debian user, put the below into your sources.list: # Real Time custom repository deb ftp://ftp.real-time.com/linux/real-time unstable custom deb-src ftp://ftp.real-time.com/linux/real-time unstable custom % sudo apt-get install crossfire-client-gtk (for instance) I know the above builds, installs, and works great under debian unstable i386, sparc, powerpc. If you want to QA build this client to see what is borked, you can go here: ftp://ftp.real-time.com/linux/real-time/pool/c/crossfire-client I'd love to hear from redhat, fedora, gentoo people, since I followed gnu standards, I'm hoping it will "just compile and work" on these distros. Would like to hear from the other non-linux platform people too. Like the official 1.7.0 debian release sound is not active in this package, I'm working on that now. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 14 17:59:24 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:02 2005 Subject: [CF-Devel] metaserver tracking of clients by OS? References: <200409101346.44308@www.mn-linux.org.or.transmuter.real-time.com> <005d01c497d4$d3b9b300$1fdd8690@intelpc><200409121754.24864@www.mn-linux.org.or.transmuter.real-time.com> <4145475B.6070001@sonic.net> Message-ID: <002401c49aae$7b7f64f0$0100000a@archaios> Port scans are reliably enforced on most large IRC networks without problem. Personal firewalls, for the most part, do not significantly hinder TCP OS fingerprinting... More to the point, it does not involve involuntary disclosure of information, as does client sending uname -a or similar. -archaios ----- Original Message ----- From: "Mark Wedel" To: Sent: Monday, September 13, 2004 5:08 PM Subject: Re: [CF-Devel] metaserver tracking of clients by OS? > Bob Tanner wrote: > > On Saturday 11 September 2004 02:41 am, David McIlwraith wrote: > > > >>Suggest nmap -O remote IP, and parse its output... > >> > > > > > > Are you suggestion I port scan every IP address that has connected to > > metalforge? > > > > I have a feeling several people would not appreciate that. > > And it probably would be only of limited value anyways (given that many people > run personal firewalls/routers). > > That said, while the metaserver can't track clients by OS, the server could - > currently, the client doesn't send that much info to the server, but it could > certainly be modified to include OS information or the like. > > Just a note, this is a list of connection types of metalforge for the past few > months: > CS: connection from client of type < > > CS: connection from client of type < DX_CLIENT 125> > CS: connection from client of type < GTK Unix Client > > CS: connection from client of type < GTK Unix Client 1.2.0> > CS: connection from client of type < GTK Unix Client 1.4.0> > CS: connection from client of type < GTK Unix Client 1.5.0> > CS: connection from client of type < GTK Unix Client 1.6.0> > CS: connection from client of type < GTK Unix Client 1.6.1> > CS: connection from client of type < GTK Unix Client 1.7.0> > CS: connection from client of type < GTK Unix Client Post-1.6.0-CVS> > CS: connection from client of type < GTK Win32 Client 1.5.0> > CS: connection from client of type < GTK Win32 Client 1.6.0> > CS: connection from client of type < GTK Win32 Client 1.6.1> > CS: connection from client of type < GTK Win32 Client 1.7.0> > CS: connection from client of type < Illuminati> > CS: connection from client of type < Perl Bot> > CS: connection from client of type < SDL Client 0.02 Alpha> > CS: connection from client of type < SDL Client 0.03 Alpha (Kiev)> > CS: connection from client of type < X11 C Client> > CS: connection from client of type < X11 Unix Client 1.2.0> > CS: connection from client of type < X11 Unix Client 1.5.0> > CS: connection from client of type < X11 Unix Client 1.6.0> > CS: connection from client of type < X11 Unix Client 1.6.1> > CS: connection from client of type < X11 Unix Client 1.7.0> > CS: connection from client of type < X11 Unix Client Post-1.6.0-CVS> > > There are some pretty old clients connecting there (1.2, and I think the ones > that don't include the version predate 1.2 even). Note sure what Illuminati is. > Of course, since the client is open sourced, one could change the string to be > whatever they want. > > The problem with adding system type/os type is the fact that it would only > take effect for new clients. So that may not really help to answer the question > on whether people are running on platform XYZ. > > OTOH, to me, disabling those isn't any big deal - if users complain, well, > then we know to add them back in or otherwise figure something out. > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 14 21:10:08 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:03 2005 Subject: [CF-Devel] crossfire-clients v1.7.0 and arm architecture In-Reply-To: <41454124.2080800@sonic.net> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> <200409121716.46137@www.mn-linux.org.or.transmuter.real-time.com> <41454124.2080800@sonic.net> Message-ID: <20040915121008.60d63591.won_fang@yahoo.com.au> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 14 22:55:29 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:03 2005 Subject: [CF-Devel] New skill? set traps or snare In-Reply-To: <4145455C.9080508@sonic.net> References: <4145455C.9080508@sonic.net> Message-ID: <4147BD31.4030800@sympatico.ca> Mark Wedel wrote: > Rick Tanner wrote: > >> Has the set traps skill been enabled or activated now? > > > I believe so. I think Todd or someone had done sufficient work to > make it at least somewhat usuable. But I'm not 100% sure if that is > the case. Hmm, The only thing I did with traps was to abstract them from runes a bit and add connect to them. That was a while ago- nothing to do with skills anyway, I'm not sure it applies to what you are talking about. Maybe someone else? _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 15 23:48:49 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:03 2005 Subject: [CF-Devel] crossfire-clients v1.7.0 and arm architecture References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com><200409121716.46137@www.mn-linux.org.or.transmuter.real-time.com><41454124.2080800@sonic.net> <20040915121008.60d63591.won_fang@yahoo.com.au> Message-ID: <018701c49ba8$75e01fd0$0100000a@archaios> Perchance, is there a REASON why your messages appear as MIME attachments and not as the body? I find it most irritating. Using PINE/Outlook... -archaios ----- Original Message ----- From: "David Seikel" To: Sent: Wednesday, September 15, 2004 12:10 PM Subject: Re: [CF-Devel] crossfire-clients v1.7.0 and arm architecture _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 16 00:32:13 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:03 2005 Subject: [CF-Devel] metaserver tracking of clients by OS? References: <200409101346.44308@www.mn-linux.org.or.transmuter.real-time.com> <005d01c497d4$d3b9b300$1fdd8690@intelpc><200409121754.24864@www.mn-linux.org.or.transmuter.real-time.com> <4145475B.6070001@sonic.net> Message-ID: <01cb01c49bae$856e4e30$0100000a@archaios> > CS: connection from client of type < Illuminati> (...) > that don't include the version predate 1.2 even). Note sure what Illuminati is. Illuminati is a C bot (in the style of cfbot) I've been working on. Nothing interesting there yet. -archaios _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 16 00:33:18 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:03 2005 Subject: SIME/MIME and Pine/Outlook WAS Re: [CF-Devel] crossfire-clients v1.7.0 and arm architecture In-Reply-To: <018701c49ba8$75e01fd0$0100000a@archaios> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> <20040915121008.60d63591.won_fang@yahoo.com.au> <018701c49ba8$75e01fd0$0100000a@archaios> Message-ID: <200409160033.18334@www.mn-linux.org.or.transmuter.real-time.com> On Wednesday 15 September 2004 11:48 pm, David McIlwraith wrote: > Perchance, is there a REASON why your messages appear as MIME attachments > and not as the body? I find it most irritating. Using PINE/Outlook... Talking to me? If so, PINE and Lookout are borked and do not understand the proper way of handling SMIME attachments. There's a procmail receipe out there for changing proper SMIME into stuff your MUAs will understand. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Sep 18 00:13:00 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:03 2005 Subject: SIME/MIME and Pine/Outlook WAS Re: [CF-Devel] crossfire-clientsv1.7.0 and arm architecture References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com><20040915121008.60d63591.won_fang@yahoo.com.au><018701c49ba8$75e01fd0$0100000a@archaios> <200409160033.18334@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <000901c5bc0d$d7243c00$0100000a@archaios> How strange. S/MIME is not universally supported, hence my question... Thanks for the advice. -archaios ----- Original Message ----- From: "Bob Tanner" To: Sent: Thursday, September 16, 2004 3:33 PM Subject: SIME/MIME and Pine/Outlook WAS Re: [CF-Devel] crossfire-clientsv1.7.0 and arm architecture > On Wednesday 15 September 2004 11:48 pm, David McIlwraith wrote: > > Perchance, is there a REASON why your messages appear as MIME attachments > > and not as the body? I find it most irritating. Using PINE/Outlook... > > Talking to me? > > If so, PINE and Lookout are borked and do not understand the proper way of > handling SMIME attachments. > > There's a procmail receipe out there for changing proper SMIME into stuff your > MUAs will understand. > > -- > Bob Tanner | Phone : (952)943-8700 > http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 > Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Sep 19 11:41:22 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:03 2005 Subject: [CF-Devel] Traps not working reliable In-Reply-To: <4132D091.9090302@sonic.net> References: <20040829182942.GA23666@idefix2.dvlp.in-medias-res.com> <4132D091.9090302@sonic.net> Message-ID: <20040919164122.GA8915@idefix2.dvlp.in-medias-res.com> Mark Wedel wrote: > That seems bad. Taking a very quick look at the code (for all other > uses of MAX), I'm a little concerned with random_roll() and die_roll() > which is pasiing RANDOM() into MAX (actually, it passes it into MIN, > which is inside a MAX construct). I fixed these two functions by adding an explicit "ran = RANDOM()" outside the macro calls. I could not find any other macros which use their arguments more than once and are called with arguments having side-effects. Besides that, I added parentheses around arguments to a few other macro definitions. (None of the calls were indeed broken but the parentheses make the definitions more robust.) _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Sep 19 11:50:30 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:03 2005 Subject: [CF-Devel] Suspicous looking macro definition in WIN32 code Message-ID: <20040919165030.GA8969@idefix2.dvlp.in-medias-res.com> There is a suspicious looking macro definition in gtk/win32/config.h in the client repository: #define S_ISDIR(x) (x && _S_IFDIR) I presume, the definition should be #define S_ISDIR(x) (((x) & S_IFMT) == S_IFDIR) (That is, the same as in include/win32.h in the server repository.) Can someone with with access to a windows compiler verify (and possibly fix) it? _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Sep 19 11:59:41 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:03 2005 Subject: [CF-Devel] Suspicous looking macro definition in WIN32 code In-Reply-To: <20040919165030.GA8969@idefix2.dvlp.in-medias-res.com> References: <20040919165030.GA8969@idefix2.dvlp.in-medias-res.com> Message-ID: <414DBAFD.7090806@laposte.net> Andreas Kirschbaum a ?crit : > There is a suspicious looking macro definition in gtk/win32/config.h in > the client repository: Probably is the case lol. But the macro isn't actually used anywhere. I'll fix it, though. Thanks. Ryo _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Sep 19 12:14:38 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:03 2005 Subject: [CF-Devel] Improvements to 'tell' and 'reply' commands In-Reply-To: <4138120C.9070906@sonic.net> References: <20040825180306.GA12970@idefix2.dvlp.in-medias-res.com> <4132CB0A.8080301@sonic.net> <20040830172255.GA5867@idefix2.dvlp.in-medias-res.com> <4138120C.9070906@sonic.net> Message-ID: <20040919171438.GA21437@idefix2.dvlp.in-medias-res.com> Mark Wedel wrote: > Yeah - it may not in fact be a problem - looking back through the > changelog, I don't see any specific mention of it. I take that as a go-ahead: committed to CVS. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Sep 19 15:07:52 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:03 2005 Subject: [CF-Devel] Weapon builders Message-ID: <414DE718.1020100@telemuse.net> I think we need to extend the weapon builders to include resistances and storys. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 21 00:19:18 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:03 2005 Subject: [CF-Devel] Commits to rel-1.7.0-autoconf-rework Message-ID: <200409210019.18965@www.mn-linux.org.or.transmuter.real-time.com> Make the commits to the autoconf rework branch. Nothing new here that isn't in the 1.7.0-2 debian package or the tarballs. Just following up and getting the changes into cvs. As stated before, sound is still not active in this build or cvs. I'm working on that tonight. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 21 00:22:46 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:03 2005 Subject: [CF-Devel] To aclocal && automake or not, that is the question Message-ID: <200409210022.49617@www.mn-linux.org.or.transmuter.real-time.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 21 01:03:01 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:03 2005 Subject: [CF-Devel] To aclocal && automake or not, that is the question In-Reply-To: <200409210022.49617@www.mn-linux.org.or.transmuter.real-time.com> References: <200409210022.49617@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <414FC415.1080801@sonic.net> Bob Tanner wrote: > As the crossfire-client debian package settles down, I've started to play with > the package on other architectures. > > I'm finding not all architectures like the i386 generated files. Not 100% sure > if I got an issue in my Makefile.am or .in files yet. > > A quick fix was to do a aclocal && automake -ac before running configure. This > also had the side effect of not having to have the Makfile.in files in cvs. > > Comments on this strategy? > > Since the Makefile.in are generated from the Makefile.am, do want them in cvs? > > Ditto for config.h from config.h.in? > > Ditto for configure from configure.in? In a sense, it's not an easy question. At some level, requiring fewer tools is probably better. As a comparison, the server includes the .in files, as well as pregenerated lex files, so that end users aren't required to have automake nor flex installed. And there are other built files included to make life easier (archetypes for example). So with that said, it would seem to make sense to include the .in files and any other files that configure does not automatically note. In the cases where I do build things from source, it's always nice to just do './configure -prefix /usr/local' and have it all work, and not have to look at the readme or install docs to figure out how to build it _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 21 21:14:49 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:03 2005 Subject: [CF-Devel] To aclocal && automake or not, that is the question In-Reply-To: <200409210022.49617@www.mn-linux.org.or.transmuter.real-time.com> References: <200409210022.49617@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <1095819289.3355.3.camel@oberon.kameria> One quick question, about the debian package for the client, should the client depend on the images? I wouldn't like that myself- it isn't a real dependancy, and in some cases you don't even want to have the images file (running local server, modifying images a lot). I think that it should remain suggested/recommended but not a dependancy. --> + * Updated the copyright file, FSF postal address was wrong + * Make clients depends on crossfire-client-images + + -- Robert J. Tanner Tue, 20 Jul 2004 13:20:49 -0500 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 22 02:13:33 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:04 2005 Subject: [CF-Devel] RFC: generalizing honorific titles and ranks Message-ID: <20040922071333.GB10288@laranja.org> Currently, there are noble rank in Scorn as you go trough the Castle of Scorn quests; you can also be a member of both armies in Pupland, and a Scholar of Kurte. Maybe there are other titles in other areas I didn't explore as thoroughly. Scorn ranks and Kurte scholarship are forces. Army membership is not really recorded, you just have to know a password (which is arguably a bug, since you can get the password from other players or other, less honest ways). Now, this is not like the end of the world, but I think it would be a minor, cool improvement, and would be incentive for map authors to use it more, if such titles/ranks/etc were generalized. 1. Introduce a new object type, tentatively named "title". 2. You see all your "titles" when you click on yourself. (Actually you see the "title" field of each of them) 3. Titles are grouped by "race" and ranked by "value" [1]. If you get a title with the same "race" of another one you have, you only keep the one with the highest "value". Exception: if both have "value" 0, you keep the newest one. (That means in order to *decrease* rank on purpose, you have to first get rid of the old object explicitly.) 4. When other players click on you, they see all your titles that are not "invisible" [2], so you can look at someone and see that (s)he is a Duke of Scorn. 5. Detectors, etc, would still work as they do with force; so if you want a door to open only for Dukes, you can match by name, but if you want another one to open for all ranks of nobility, you can make they share a "slaying" field and match the door to that. (I hope I'm not remembering the way detectors work incorrectly) [1] Not sure if that wouldn't interfere with other code; if it does, use "magic" instead [2] Not sure if that wouldn't interfere with other code; if it does, find some other field for that purpose []s, |alo +---- -- Those who trade freedom for security lose both and deserve neither. -- http://www.laranja.org/ mailto:lalo@laranja.org pgp key: http://garfield.laranja.org/~lalo/gpgkey-signed.asc GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 22 13:14:21 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:04 2005 Subject: [CF-Devel] To aclocal && automake or not, that is the question In-Reply-To: <1095819289.3355.3.camel@oberon.kameria> References: <200409210022.49617@www.mn-linux.org.or.transmuter.real-time.com> <1095819289.3355.3.camel@oberon.kameria> Message-ID: <200409221314.21549@www.mn-linux.org.or.transmuter.real-time.com> On Tuesday 21 September 2004 09:14 pm, Todd Mitchell wrote: > One quick question, about the debian package for the client, should the > client depend on the images? I wouldn't like that myself- it isn't a > real dependancy, and in some cases you don't even want to have the > images file (running local server, modifying images a lot). I think > that it should remain suggested/recommended but not a dependancy. I believe in the official debian package, that has been changed. On the next release of my bleeding-edge debian package I'll make the change to recommended. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 22 13:43:07 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:04 2005 Subject: [CF-Devel] Experimental crossfire-client-1.7.0 available for testing In-Reply-To: <200409141519.38978@www.mn-linux.org.or.transmuter.real-time.com> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> <200409141519.38978@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <200409221343.07729@www.mn-linux.org.or.transmuter.real-time.com> Second release of the reworked build system for the crossfire-client is available. If you are a debian user, put the below into your sources.list: # Real Time custom repository deb ftp://ftp.real-time.com/linux/real-time unstable custom deb-src ftp://ftp.real-time.com/linux/real-time unstable custom % sudo apt-get install crossfire-client-gtk (for instance) I know the above builds and installs under debian unstable i386, sparc, powerpc, alpha. If you want to QA build this client to see what is borked, you can go here: ftp://ftp.real-time.com/linux/real-time/pool/c/crossfire-client I'd love to hear from redhat, fedora, gentoo people, since I followed gnu standards, I'm hoping it will "just compile and work" on these distros. Would like to hear from the other non-linux platform people too. UNLike the official 1.7.0 debian release ;-) sound IS active in this package, but -fully- UNTESTED. Just wanted to get this out there for people to play with (Todd are you reading this? :-P) Changelog attached. (Yes, lintian complains on several things, this is a beta after all). -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 -------------- next part -------------- -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Format: 1.7 Date: Tue, 21 Sep 2004 00:11:42 -0500 Source: crossfire-client Binary: crossfire-client-gtk crossfire-client-x11 crossfire-client Architecture: source i386 Version: 1.7.0-2.3 Distribution: experimental Urgency: low Maintainer: Jaakko Niemi Changed-By: Robert J. Tanner Description: crossfire-client - Base Client of the game Crossfire crossfire-client-gtk - GTK Client of the game Crossfire crossfire-client-x11 - XLib Client of the game Crossfire Changes: crossfire-client (1.7.0-2.3) experimental; urgency=low . * Small changes to debian/rules to aclocal && automake -ac so we regen the files on each platform/architecture * Added rules to build the soundef.h file before the actual sound server, see http://www.gnu.org/software/automake/manual/html_mono/automake.html#Built%20sources%20example for details * Moved images to recommends (thanks Todd Mitchell) Files: ed5732fe47f326f3fbd138be2f6d42d4 711 games optional crossfire-client_1.7.0-2.3.dsc b7cdaf5b66ccb3bb2539fb9954c0c855 453376 games optional crossfire-client_1.7.0-2.3.tar.gz 7d13662c43c227633725a3ab2a919085 55326 games optional crossfire-client_1.7.0-2.3_i386.deb 1147aaf2c97c838d6b7945f903c3a0df 117596 games optional crossfire-client-x11_1.7.0-2.3_i386.deb 22ad392edd33368d39d4c7b9368f8b78 160508 games optional crossfire-client-gtk_1.7.0-2.3_i386.deb -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.5 (GNU/Linux) iD8DBQFBUcWhfPGnCSzBsogRAvy8AJ9ZRPd9+OjYUBVs9+ZDRsd1OqTvgACgs73H GjnkmwSy0l84ue8Tl45Idek= =Mekk -----END PGP SIGNATURE----- -------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 22 14:34:35 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:04 2005 Subject: [CF-Devel] Experimental crossfire-client-1.7.0 available for testing In-Reply-To: <200409221343.07729@www.mn-linux.org.or.transmuter.real-time.com> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> <200409141519.38978@www.mn-linux.org.or.transmuter.real-time.com> <200409221343.07729@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <4151D3CB.8060901@sympatico.ca> Bob Tanner wrote: >UNLike the official 1.7.0 debian release ;-) sound IS active in this package, >but -fully- UNTESTED. > >Just wanted to get this out there for people to play with (Todd are you >reading this? :-P) > > > I have been using your debian built client for a while now - it installed fine on my system (unstable - mostly to date) but I did notice it would hang after playing for a while. I haven't had time to figure out if that is me or the client since I am using a *mostly* updated unstable system. I'll try to capture the error with gdb if it persists. I will update the client from your source and check it again soon (However I may be watching STARWARS with my kids over the next few nights). _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 22 18:10:24 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:04 2005 Subject: [CF-Devel] Experimental crossfire-client-1.7.0 available for testing In-Reply-To: <200409221343.07729@www.mn-linux.org.or.transmuter.real-time.com> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> <200409141519.38978@www.mn-linux.org.or.transmuter.real-time.com> <200409221343.07729@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <1095894624.2962.8.camel@oberon.kameria> I had no problem upgrading my crossfire client using apt-get but I had to type the following: apt-get install -t custom crossfire-client-gtk It appears to work fine on debian/SID - will let you know of any issues. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 23 01:40:21 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:04 2005 Subject: [CF-Devel] RFC: generalizing honorific titles and ranks In-Reply-To: <20040922071333.GB10288@laranja.org> References: <20040922071333.GB10288@laranja.org> Message-ID: <41526FD5.3080301@sonic.net> Lalo Martins wrote: > Scorn ranks and Kurte scholarship are forces. Army membership > is not really recorded, you just have to know a password (which > is arguably a bug, since you can get the password from other > players or other, less honest ways). Just as a note, there are probably lots of other cases where that is the case (password which is player knowledge). In some cases, that makes sense (the password to open the scorn gate is literally a password). Membership is tricky however. One could make the case that it potentially makes more sense in some cases to get an actual token showing membership (like a police officer might have a badge). Something like the nobility of scorn, and perhaps others, are maybe more generic. The nobility of scorn can be seen as something that is public knowledge, eg, the guards of scorn know who are knights, lords, etc, and act accordingly, and thus don't need visual clues (sashes, pendants, etc). I realize that isn't really the point, just some random thoughts I'm having. It just sort of means that there are a few different categories we could put such memberships into: 1) membership is a public thing, and everyone (npc) dealing with the character would know of the appropriate membership. Eg, scorn knight quests. Membership checking in guilds, etc. 2) membership is private and not globally known. A case I could think would be secret societies - there is no way a secret society could inform all its members that XYZ is a new member. In these cases, passwords or tokens (sashes, pendants, etc) could be the way to show membership. The use of tokens also more or less restricts it to people do the quest properly (or getting someone to give that token) 3) membership really is password, eg, getting into a bar, opening the gate, etc. On to your points below: > > 1. Introduce a new object type, tentatively named "title". No reason to make a new object type - just make a subtype for the FORCE object - after all, the force object should still meet all the needs - you just want to note that some of them perhaps have special meaning. Making it a subtype should mean fewer code changes. > > 2. You see all your "titles" when you click on yourself. > (Actually you see the "title" field of each of them) This requires that the titles be set to meaningful (printable/english values). I don't know what the case is right now, but you don't want it to be something like 'scorn_knight' and print that to the players. Note that there are currently commands that show various player details (stats, skills, spells) - it probably makes more sense to put it in there or make a new command that shows that information. > 3. Titles are grouped by "race" and ranked by "value" [1]. If > you get a title with the same "race" of another one you have, > you only keep the one with the highest "value". Exception: if > both have "value" 0, you keep the newest one. (That means in > order to *decrease* rank on purpose, you have to first get rid > of the old object explicitly.) Seems reasonable. > > 4. When other players click on you, they see all your titles > that are not "invisible" [2], so you can look at someone and see > that (s)he is a Duke of Scorn. The invisible field already has to be set just so these forces don't show up in the players inventory, so some other field/flag would need to be found, but that shouldn't be too hard. Following my discussion above, I'd think only case #1 should generally be visibile, eg, those things that are of general knowledge. Actually, an interesting extension would cases where you could only see membership if you have a title of the same race. Eg, members of the guild of the iron fist could see/know the status of other members of the guild. But they would have no clue about members, or even who are members, of the red lantern or whatever. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 23 04:07:55 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:04 2005 Subject: [CF-Devel] RFC: generalizing honorific titles and ranks In-Reply-To: <41526FD5.3080301@sonic.net> References: <20040922071333.GB10288@laranja.org> <41526FD5.3080301@sonic.net> Message-ID: <20040923090755.GC10288@laranja.org> cool. I'll brew up a patch. []s, |alo +---- -- Those who trade freedom for security lose both and deserve neither. -- http://www.laranja.org/ mailto:lalo@laranja.org pgp key: http://garfield.laranja.org/~lalo/gpgkey-signed.asc GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Sep 21 23:20:04 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:04 2005 Subject: [CF-Devel] crossfire-clients v1.7.0 and arm architecture In-Reply-To: <018701c49ba8$75e01fd0$0100000a@archaios> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> <200409121716.46137@www.mn-linux.org.or.transmuter.real-time.com> <41454124.2080800@sonic.net> <20040915121008.60d63591.won_fang@yahoo.com.au> <018701c49ba8$75e01fd0$0100000a@archaios> Message-ID: <20040922142004.674c8d51.won_fang@yahoo.com.au> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Thu, 16 Sep 2004 14:48:49 +1000 "David McIlwraith" wrote: > Perchance, is there a REASON why your messages appear as MIME > attachments and not as the body? I find it most irritating. Using > PINE/Outlook... Is this better? The mail client I use (Sylpheed-claws) defaults to MIME for PGP signed messages. I have just changed it to use inline instead, but it complained that inline PGP is not compliant with RFC-3156. Guess that is why it defaults to MIME. You are the first person to complain. I'll leave it set to inline until someone complains about inlined PGP, then I will change back. I would rather stick with the standards if the non standard way of doing things causes problems. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.2 (GNU/Linux) iD8DBQFBUP10M4aCtK1wD2IRAhxdAKCCU6fe7imHl9iYZTgAg2NgXwy5KwCgxq5J NtZCjtonjP5N3hJ0xIrG+9s= =pkuu -----END PGP SIGNATURE----- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Sep 27 00:35:49 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:04 2005 Subject: [CF-Devel] Re: [Crossfire-cvs] CVS commit: crossfire/lib In-Reply-To: References: Message-ID: <4157A6B5.9050701@sonic.net> > Log Message: > Modified so the comment in arches are stripped away Just a note, a line like: if (/^#/) { (do comment stuff) } after the while line would work better. The change as done below will not catch things like: #########################3 # block comment or things like: #this is a comment > > > > Start of context diffs > > > Index: crossfire/lib/collect.pl.in > diff -c crossfire/lib/collect.pl.in:1.11 crossfire/lib/collect.pl.in:1.12 > *** crossfire/lib/collect.pl.in:1.11 Fri Sep 12 22:01:40 2003 > --- crossfire/lib/collect.pl.in Sat Sep 25 09:02:15 2004 > *************** > *** 200,205 **** > --- 200,210 ---- > line: while() { > chop; > ($var,@values) = split; > + if ($var eq "#"){ > + #developper comment, switch to next line > + $commentNum++; > + next line; > + } > if ($var eq "Object") { > $lface[0] = ""; > $#lface = 0; > *************** > *** 453,456 **** > --- 458,462 ---- > &info(Treasures.":\t".($#treasure_files+1)); > &info(Trash.":\t".$trashNum); > &info(Smooths.":\t".$smoothNum); > + &info("Comment lines:\t".$commentNum); > } > > > ------------------------------------------------------- > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > Project Admins to receive an Apple iPod Mini FREE for your judgement on > who ports your project to Linux PPC the best. Sponsored by IBM. > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > _______________________________________________ > Crossfire-cvs mailing list > Crossfire-cvs@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/crossfire-cvs _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Sep 27 11:50:26 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:04 2005 Subject: [CF-Devel] Re: [Crossfire-cvs] CVS commit: crossfire/lib In-Reply-To: <4157A6B5.9050701@sonic.net> References: <4157A6B5.9050701@sonic.net> Message-ID: <200409271850.31108.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 10:13:53 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:04 2005 Subject: [CF-Devel] New Archetypes, New maps, +Idease In-Reply-To: <000901c5bc0d$d7243c00$0100000a@archaios> Message-ID: <20040929151353.17981.qmail@web61005.mail.yahoo.com> Some new marble floor and ore archetypes are avaiable at https://cat2.ath.cx/crossfirearch Newest MLAB map pack with intergration instructions are avaiable at https://cat2.ath.cx/cat2/crossfiremaps-mlab-R11.tar.gz Ideas: I have been seeing how simple it is for lowlevel chars to rocket upwards in the area of weapons and money. In the past some of the most enjoyable and challenging things in CF and similar games was to gain good weapons etc. I was thinking of creating a set of bronze weapon arches that are 1/2 the stats of normal (iron?) weapons. I will make the archs and images (not too hard :) ) The value of these items will be 1/4th that of an iron/regular weapon. The treasure lists of goblins, orcs, zombies, and other low level creatures would be changed to use the bronze weapons and not the other weapons, also the treasure they drop (plat, gold, etc) would be decreased a bit. Shops would be more likly to have the broze cheaper weapons than the iron/now-standard weapons. I believe this change would make a big diffrence in making CF a more challenging and enjoyable game. So if you would like me to set this up just give me the go-ahead. Btw: any archetype requests? __________________________________ Do you Yahoo!? New and Improved Yahoo! Mail - 100MB free storage! http://promotions.yahoo.com/new_mail _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 10:29:55 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:04 2005 Subject: [CF-Devel] New Archetypes, New maps, +Idease In-Reply-To: <20040929151353.17981.qmail@web61005.mail.yahoo.com> References: <20040929151353.17981.qmail@web61005.mail.yahoo.com> Message-ID: <1096471795.13201.5.camel@d5110227.lss.emc.com> > I was thinking of creating a set of bronze weapon > arches that are 1/2 the stats of normal (iron?) > weapons. Ahh, but bronze weapons are better than iron weapons. (Sorry for letting reality intrude on a game environment.) I can't wait to see a bronze stoneaxe. :) I guess I don't have anything useful to say as far as the game impact. --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 12:07:59 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:04 2005 Subject: [CF-Devel] New Archetypes, New maps, +Idease In-Reply-To: <1096471795.13201.5.camel@d5110227.lss.emc.com> Message-ID: On 29-Sep-2004 Preston Crow wrote: > Ahh, but bronze weapons are better than iron weapons. (Sorry for > letting reality intrude on a game environment.) Umm.. since when? The iron age came after the bronze age. If bronze weapons were better, they would have kept making swords out of bronze. Bronze is a relatively soft metal that dulls easier than iron does. Additionaly, the forging process of iron generally imbibes it with a small amount of carbon making a low grade steel. I would expect a bronze sword to be less effective over it's lifetime than an iron one, simply because it would dull quickly. As for bronze/iron hammers, they would be relatively similar other than mass. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 12:17:11 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:05 2005 Subject: [CF-Devel] New Archetypes, New maps, +Idease In-Reply-To: References: Message-ID: <1096478231.13208.15.camel@d5110227.lss.emc.com> On Wed, 2004-09-29 at 13:07, Tim Rightnour wrote: > On 29-Sep-2004 Preston Crow wrote: > > Ahh, but bronze weapons are better than iron weapons. (Sorry for > > letting reality intrude on a game environment.) > > Umm.. since when? The iron age came after the bronze age. If bronze weapons > were better, they would have kept making swords out of bronze. Bronze is a > relatively soft metal that dulls easier than iron does. Additionaly, the > forging process of iron generally imbibes it with a small amount of carbon > making a low grade steel. > > I would expect a bronze sword to be less effective over it's lifetime than an > iron one, simply because it would dull quickly. As for bronze/iron hammers, > they would be relatively similar other than mass. Alright, I had it backwards. Sorry. --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 15:46:47 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:05 2005 Subject: [CF-Devel] New Archetypes, New maps, +Idease In-Reply-To: <20040929151353.17981.qmail@web61005.mail.yahoo.com> References: <20040929151353.17981.qmail@web61005.mail.yahoo.com> Message-ID: On Wed, 29 Sep 2004, Mitch Obrian wrote: > I was thinking of creating a set of bronze weapon > arches that are 1/2 the stats of normal (iron?) > weapons. I will make the archs and images (not too > hard :) ) The value of these items will be 1/4th that > of an iron/regular weapon. The treasure lists of > goblins, orcs, zombies, and other low level creatures > would be changed to use the bronze weapons and not the > other weapons, also the treasure they drop (plat, > gold, etc) would be decreased a bit. Shops would be > more likly to have the broze cheaper weapons than the > iron/now-standard weapons. Good idea. Also, don't forget about the stone axes that already exist. ;) > I believe this change would make a big diffrence in > making CF a more challenging and enjoyable game. So if > you would like me to set this up just give me the > go-ahead. Before proceeding, give it a day or two for additional feedback besides this. > Btw: any archetype requests? A couple ideas: Unique holy symbols for each of the CF gods (graphics and archtypes), perhaps based on what they have for altars right now? Unique talisman for each of the magic skills (graphics - pyromancy, evoker, et al) _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 17:33:19 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:05 2005 Subject: God-specific holy symbols (Re: [CF-Devel] New Archetypes, New maps, +Idease) In-Reply-To: References: <20040929151353.17981.qmail@web61005.mail.yahoo.com> Message-ID: <20040929223319.GN13993@laranja.org> On Wed, Sep 29, 2004 at 03:46:47PM -0500, Rick Tanner wrote: > Unique holy symbols for each of the CF gods (graphics and archtypes), > perhaps based on what they have for altars right now? There is, currently, absolutely no advantage to linking a holy symbol to a specific god (in fact, I'm not even sure it is *possible* in any way that makes sense). However, do make the graphics :-) I have code that does just this lying around in my HD, and I just merged and tested it to work with latest CVS server. I'll be submitting it later this week (maybe today) after I check it some more for balance. []s, |alo +---- -- Those who trade freedom for security lose both and deserve neither. -- http://www.laranja.org/ mailto:lalo@laranja.org pgp key: http://garfield.laranja.org/~lalo/gpgkey-signed.asc GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 17:58:34 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:05 2005 Subject: [CF-Devel] GNU Arch Message-ID: <20040929225834.GO13993@laranja.org> To make it easier for me to keep track of current CVS and keep my local changes up-to-date (so that I have a chance of eventually being able to submit it)... anyway, I digress. The point is that I made a private GNU Arch mirror of the Crossfire repository - modules crossfire, arch and maps-bigworld. GNU Arch is a new revision control system; like CVS, but it works; like Subversion, but distributed (so I can have my own repositories forked off the main one, then merge freely between them). For info see http://www.gnuarch.org/ I'm wondering if it would be useful to make this repository public over the internet. If anyone else is interested in using Arch to develop Crossfire, I can make a mirror of my archive available over http. My archive is synchronized from CVS every... hmm, whenever I feel like :-P if it would be made public, I could make this sync task run daily from cron. []s, |alo +---- -- Those who trade freedom for security lose both and deserve neither. -- http://www.laranja.org/ mailto:lalo@laranja.org pgp key: http://garfield.laranja.org/~lalo/gpgkey-signed.asc GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 19:19:01 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:05 2005 Subject: [CF-Devel] New Archetypes, New maps, +Idease References: <20040929151353.17981.qmail@web61005.mail.yahoo.com> Message-ID: <002f01c4a683$16857c70$0800000a@ValVenus> Bronze is not a metal; it's an alloy. -archaios ----- Original Message ----- From: "Rick Tanner" To: Sent: Thursday, September 30, 2004 6:46 AM Subject: Re: [CF-Devel] New Archetypes, New maps, +Idease > > On Wed, 29 Sep 2004, Mitch Obrian wrote: > > > I was thinking of creating a set of bronze weapon > > arches that are 1/2 the stats of normal (iron?) > > weapons. I will make the archs and images (not too > > hard :) ) The value of these items will be 1/4th that > > of an iron/regular weapon. The treasure lists of > > goblins, orcs, zombies, and other low level creatures > > would be changed to use the bronze weapons and not the > > other weapons, also the treasure they drop (plat, > > gold, etc) would be decreased a bit. Shops would be > > more likly to have the broze cheaper weapons than the > > iron/now-standard weapons. > > Good idea. Also, don't forget about the stone axes that already exist. ;) > > > I believe this change would make a big diffrence in > > making CF a more challenging and enjoyable game. So if > > you would like me to set this up just give me the > > go-ahead. > > Before proceeding, give it a day or two for additional feedback besides > this. > > > Btw: any archetype requests? > > A couple ideas: > > Unique holy symbols for each of the CF gods (graphics and archtypes), > perhaps based on what they have for altars right now? > > Unique talisman for each of the magic skills (graphics - pyromancy, > evoker, et al) > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 19:43:41 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:05 2005 Subject: =?iso-8859-1?Q?Re:=20Re:=20[CF-Devel]=20New=20Archetypes, =20New=20maps, =20+Idease?= Message-ID: As Tim knows very well there were weapons of different grades when the enhanced materials system was in effect. I see that material system (is in the code but off by default) as a huge step above the proposal of making a bunch of bronze weapons in the arches. That doesn't mean I am entirely in love with the materials system as it was but it was a more comprehensive approach (really it just needed to be merged better with the other material system). I don't see how a the slight difference that would be between a bronze and iron weapons would make much difference in game balance at lower levels however. I think bronze was replaced by iron as it would bend and break in combat against iron weapons. Not sure if bronze swordsmen lasted long enough to get around to sharpen their heavily notched blades. Maybe it wans't the swords at all - maybe it was more the helmets, shields, or armour? I'm sure someone out there can give us a detailed accounting anyway. > Umm.. since when? The iron age came after the bronze age. If bronze weapons > were better, they would have kept making swords out of bronze. Bronze is a > relatively soft metal that dulls easier than iron does. Additionaly, the > forging process of iron generally imbibes it with a small amount of carbon > making a low grade steel. > > I would expect a bronze sword to be less effective over it's lifetime than an > iron one, simply because it would dull quickly. As for bronze/iron hammers, > they would be relatively similar other than mass. > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 20:29:14 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:05 2005 Subject: [CF-Devel] Archetypes, New maps, Idease? In-Reply-To: References: Message-ID: I think the discussion of iron vs bronze durability and how it works in the real world is not what the original post wanted to address. The default weapons for many of the low level monsters (goblins, orcs, zombies, etc.) are more sophisticated then what one would find in a typical fantasy/semi-historical context. In this case, iron. Mitch pointed out his observation that players (presume his server) are easily collecting a massive fortune by picking up every dropped weapon, armour piece, etc. and selling it. Now, instead of messing with the base prices for all of these weapons and other items that the low level monsters drop - they now have new treasure with new pricing and possibly other stats. As a way to potentially simplify things - this new treasure would be based on bronze. Examples: An iron (or other metal/alloy/etc.) longsword would have a base selling price of 8 gp while a bronze longsword would sell for 2 gp. A new player wouldn't have to save up 8 gp for the longsword in the weaponshop to replace their current shortsword, they only need 2 gp to upgrade their weapon. This would improve their chances of survival. Allows them to save up the 8 gp and then upgrade to the iron (or other metal/alloy/etc.) longsword. -- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 20:44:28 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:05 2005 Subject: [CF-Devel] Archetypes, New maps, Idease? In-Reply-To: Message-ID: <20040930014428.57921.qmail@web61001.mail.yahoo.com> Exactly :) Shall I start making the arches, pictures and treasure list(s)? (shouldnt take too long, couple days). --- Rick Tanner wrote: > > I think the discussion of iron vs bronze durability > and how it works in > the real world is not what the original post wanted > to address. > > The default weapons for many of the low level > monsters (goblins, orcs, > zombies, etc.) are more sophisticated then what one > would find in a > typical fantasy/semi-historical context. In this > case, iron. > > Mitch pointed out his observation that players > (presume his server) are > easily collecting a massive fortune by picking up > every dropped weapon, > armour piece, etc. and selling it. > > Now, instead of messing with the base prices for all > of these weapons and > other items that the low level monsters drop - they > now have new treasure > with new pricing and possibly other stats. As a way > to potentially > simplify things - this new treasure would be based > on bronze. > > Examples: > > An iron (or other metal/alloy/etc.) longsword would > have a > base selling price of 8 gp while a bronze longsword > would sell for 2 gp. > > A new player wouldn't have to save up 8 gp for the > longsword in the > weaponshop to replace their current shortsword, they > only need 2 gp to > upgrade their weapon. This would improve their > chances of survival. > Allows them to save up the 8 gp and then upgrade to > the iron (or other > metal/alloy/etc.) longsword. > > > > > > -- > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > __________________________________ Do you Yahoo!? Read only the mail you want - Yahoo! Mail SpamGuard. http://promotions.yahoo.com/new_mail _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 21:10:59 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:05 2005 Subject: [CF-Devel] New Archetypes, New maps, +Idease In-Reply-To: <002f01c4a683$16857c70$0800000a@ValVenus> References: <20040929151353.17981.qmail@web61005.mail.yahoo.com> <002f01c4a683$16857c70$0800000a@ValVenus> Message-ID: <200409292110.59193.kbulgrien@worldnet.att.net> On Wednesday 29 September 2004 19:19, archaios wrote: > Bronze is not a metal; it's an alloy. > > -archaios You've got to be kidding. So what is an alloy? _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 21:43:40 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:05 2005 Subject: [CF-Devel] New Archetypes, New maps, +Idease In-Reply-To: <200409292110.59193.kbulgrien@worldnet.att.net> Message-ID: <20040930024340.37588.qmail@web61002.mail.yahoo.com> Here are the bronze weapon archetypes and pictures: (note the pictures weren't simply color value changed, the metal part was changed but the handle is still the same wood :D ) https://cat2.ath.cx/crossfirearch Could someone send me the latest treasure list so I can change that too :) _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 22:34:35 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:05 2005 Subject: [CF-Devel] New Archetypes, New maps, +Idease In-Reply-To: <200409292110.59193.kbulgrien@worldnet.att.net> Message-ID: <20040930033435.22159.qmail@web61009.mail.yahoo.com> Here are the bronze weapon archetypes and pictures: (note the pictures weren't simply color value changed, the metal part was changed but the handle is still the same wood :D ) https://cat2.ath.cx/crossfirearch Could someone send me the latest treasure list so I can change that too :) _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 22:38:28 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:05 2005 Subject: [CF-Devel] New Archetypes, New maps, +Idease In-Reply-To: <20040930024340.37588.qmail@web61002.mail.yahoo.com> Message-ID: <20040930033828.77121.qmail@web61008.mail.yahoo.com> I tried to edit the treasure list and the thing sef faults "cant find (some random list) https://cat2.ath.cx/crossfirearch/treasures is the list I have 0 ideas as to what is fscking wrong :/ --- Mitch Obrian wrote: > Here are the bronze weapon archetypes and pictures: > (note the pictures weren't simply color value > changed, > the metal part was changed but the handle is still > the > same wood :D ) > > https://cat2.ath.cx/crossfirearch > > Could someone send me the latest treasure list so I > can change that too :) > > > > > > _______________________________ > Do you Yahoo!? > Declare Yourself - Register online to vote today! > http://vote.yahoo.com > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > __________________________________ Do you Yahoo!? Yahoo! Mail is new and improved - Check it out! http://promotions.yahoo.com/new_mail _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 23:28:01 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:05 2005 Subject: [CF-Devel] New Archetypes, New maps, +Idease In-Reply-To: <20040930033828.77121.qmail@web61008.mail.yahoo.com> Message-ID: <20040930042801.66671.qmail@web61005.mail.yahoo.com> Fixed https://cat2.ath.cx/crossfirearch/treasures and the arches are at https://cat2.ath.cx/crossfirearch My server is cat2.ath.cx if you want to try the changes. (i'm mikeeusa btw) --- Mitch Obrian wrote: > I tried to edit the treasure list and the thing sef > faults "cant find (some random list) > > https://cat2.ath.cx/crossfirearch/treasures is the > list > I have 0 ideas as to what is fscking wrong :/ > > --- Mitch Obrian wrote: > > > Here are the bronze weapon archetypes and > pictures: > > (note the pictures weren't simply color value > > changed, > > the metal part was changed but the handle is still > > the > > same wood :D ) > > > > https://cat2.ath.cx/crossfirearch > > > > Could someone send me the latest treasure list so > I > > can change that too :) > > > > > > > > > > > > _______________________________ > > Do you Yahoo!? > > Declare Yourself - Register online to vote today! > > http://vote.yahoo.com > > > > _______________________________________________ > > crossfire-devel mailing list > > crossfire-devel@lists.real-time.com > > > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > > > > > > __________________________________ > Do you Yahoo!? > Yahoo! Mail is new and improved - Check it out! > http://promotions.yahoo.com/new_mail > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Sep 29 23:35:50 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:05 2005 Subject: [CF-Devel] Test (isp acting fishy?) In-Reply-To: <20040930033435.22159.qmail@web61009.mail.yahoo.com> Message-ID: <20040930043550.61570.qmail@web61004.mail.yahoo.com> Could you see if you can connect to cat2.ath.cx server. Players haven't come on today much at all and I suspect something fishy as one complained of outages. --- Mitch Obrian wrote: > Here are the bronze weapon archetypes and pictures: > (note the pictures weren't simply color value > changed, > the metal part was changed but the handle is still > the > same wood :D ) > > https://cat2.ath.cx/crossfirearch > > Could someone send me the latest treasure list so I > can change that too :) > > > > > > _______________________________ > Do you Yahoo!? > Declare Yourself - Register online to vote today! > http://vote.yahoo.com > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 00:16:34 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:05 2005 Subject: [CF-Devel] TC In-Reply-To: <20040930043550.61570.qmail@web61004.mail.yahoo.com> Message-ID: <20040930051634.65898.qmail@web61010.mail.yahoo.com> The TC really ruins crossfire as an RPG. Player love the TC though as it allows them to regain lost levels faster... I suggest we put a price on entrance to the TC (say 200 plat) thus it won't ruin the game for lower level players and med level players will beable to use it for all it's good for. Ive edited the TC to require 200 plat enterance fee. Would you like it? Do you think this is a good idea to make CF less boring (gets people to quest and such like back in the day). https://cat2.ath.cx #3) cat2.ath.cx __________________________________ Do you Yahoo!? Yahoo! Mail - 50x more storage than other providers! http://promotions.yahoo.com/new_mail _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 01:06:14 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:06 2005 Subject: [CF-Devel] New Archetypes, New maps, +Idease References: <20040929151353.17981.qmail@web61005.mail.yahoo.com><002f01c4a683$16857c70$0800000a@ValVenus> <200409292110.59193.kbulgrien@worldnet.att.net> Message-ID: <009601c4a6b3$980e3040$0800000a@ValVenus> Well, it's like this... -archaios ----- Original Message ----- From: "Kevin R. Bulgrien" To: Sent: Thursday, September 30, 2004 12:10 PM Subject: Re: [CF-Devel] New Archetypes, New maps, +Idease > On Wednesday 29 September 2004 19:19, archaios wrote: > > > Bronze is not a metal; it's an alloy. > > > > -archaios > > You've got to be kidding. So what is an alloy? > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 01:52:07 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:06 2005 Subject: [CF-Devel] New Archetypes, New maps, +Idease In-Reply-To: <009601c4a6b3$980e3040$0800000a@ValVenus> Message-ID: <20040930065207.7841.qmail@web61003.mail.yahoo.com> No one ever said bronze wasn't an alloy. In my maps you can put 18 copper and 2 tin bars in a furnace and recieve 20 brass bars... please don't assume I'm ignorant... --- David McIlwraith wrote: > Well, it's like this... > delocalized electrons here> > > -archaios > ----- Original Message ----- > From: "Kevin R. Bulgrien" > > To: > Sent: Thursday, September 30, 2004 12:10 PM > Subject: Re: [CF-Devel] New Archetypes, New maps, > +Idease > > > > On Wednesday 29 September 2004 19:19, archaios > wrote: > > > > > Bronze is not a metal; it's an alloy. > > > > > > -archaios > > > > You've got to be kidding. So what is an alloy? > > > > _______________________________________________ > > crossfire-devel mailing list > > crossfire-devel@lists.real-time.com > > > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > __________________________________ Do you Yahoo!? Yahoo! Mail - 50x more storage than other providers! http://promotions.yahoo.com/new_mail _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 02:08:31 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:06 2005 Subject: [CF-Devel] Archetypes, New maps, Idease? In-Reply-To: <20040930014428.57921.qmail@web61001.mail.yahoo.com> References: <20040930014428.57921.qmail@web61001.mail.yahoo.com> Message-ID: <415BB0EF.10401@sonic.net> I agree that we shouldn't get bogged down on what is a metal or not (although, bronze is a metal, it just not an element :) or necessarily the realism of objects, etc. I'd note that one possible indication of poor quality of workmanship is for objects to be -1, -2, etc, but non cursed. I'd also note that in my findings, it isn't all the misc non magical items that are really worth much - its the fact that you collect everything, identify the stuff that is magical, and find that +1 sword of lythander, or other magical items that basically covers everything - something like that could be 100 pp. Now reducing the value of the objects helps out - that value is basically determined as a multiplicative effect, so if items are 25% value, what was once a 100 pp combo is now only a 25 pp combo. I do wonder however on some of the potential strangeness - one could seriously ask why/how would a +1 bronze longsword of lythander get created for example (if you're going to make a magical item, start with a decent base weapon at least). _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 03:16:57 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:06 2005 Subject: [CF-Devel] Archetypes, New maps, Idease? In-Reply-To: <415BB0EF.10401@sonic.net> Message-ID: On 30-Sep-2004 Mark Wedel wrote: > I do wonder however on some of the potential strangeness - one could > seriously > ask why/how would a +1 bronze longsword of lythander get created for example > (if > you're going to make a magical item, start with a decent base weapon at > least). That assumes 2 things: 1) that it was made recently. Perhaps a magical weapon was made in days past, and the fact that it was magical means it has persisted. 2) That it was made by a technologically advanced group. Perhaps some people are still in the bronze age, and are still churning out bronze weapons. Perhaps orcs haven't mastered iron age technology yet, so the best they can do is spit out bronze. (now why orcs made a sword of lythander is up to you...) --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 06:15:55 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:06 2005 Subject: [CF-Devel] Latest CVS falls over itself In-Reply-To: <20040930065207.7841.qmail@web61003.mail.yahoo.com> Message-ID: <20040930111555.50281.qmail@web61003.mail.yahoo.com> On map change: PYTHON - triggerEvent:: eventcode 20 Trying to load map /home/cfserver/cfservernew/share/crossfire/maps/mlab/cdcvillaarC1. load_original_map: /mlab/cdcvillaarC1 (0) PYTHON - triggerEvent:: eventcode 20 Multiple skills with the same subtype? literacy, literacy Multiple skills with the same subtype? sorcery, sorcery Multiple skills with the same subtype? literacy, literacy Multiple skills with the same subtype? karate, karate Multiple skills with the same subtype? two handed weapons, two handed weapons PYTHON - triggerEvent:: eventcode 18 LOGIN: Player named mikeeusa from ip 127.0.0.1 Trying to load map /home/cfserver/cfservernew/share/crossfire/maps/mlab/citydeclouds2. load_original_map: /mlab/citydeclouds2 (0) Monster Jewler has hp set higher than maxhp (40>15) Monster Greg has hp set higher than maxhp (50>15) Adding friendly object healer. Monster red dragon has hp set higher than maxhp (30>0) Monster Merchant has hp set higher than maxhp (50>30) Segmentation fault Press any key to continue... :/ What happened to stability? __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 06:19:37 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:06 2005 Subject: [CF-Devel] Archetypes, New maps, Idease? In-Reply-To: Message-ID: <20040930111937.23200.qmail@web61004.mail.yahoo.com> Recent CVS is segfaulting at the drop of a pin. I'll have to stop development untill it works again. The new arches are at https://cat2.ath.cx/crossfirearch It is distressing that my server no longer works. I hope the issue in the code is resolved soon (or the code made more tolerant). --- Tim Rightnour wrote: > > On 30-Sep-2004 Mark Wedel wrote: > > I do wonder however on some of the potential > strangeness - one could > > seriously > > ask why/how would a +1 bronze longsword of > lythander get created for example > > (if > > you're going to make a magical item, start with a > decent base weapon at > > least). > > That assumes 2 things: > > 1) that it was made recently. Perhaps a magical > weapon was made in days past, > and the fact that it was magical means it has > persisted. > > 2) That it was made by a technologically advanced > group. Perhaps some people > are still in the bronze age, and are still churning > out bronze weapons. > Perhaps orcs haven't mastered iron age technology > yet, so the best they can do > is spit out bronze. (now why orcs made a sword of > lythander is up to you...) > > --- > Tim Rightnour > NetBSD: Free multi-architecture OS > http://www.netbsd.org/ > NetBSD supported hardware database: > http://mail-index.netbsd.org/cgi-bin/hw.cgi > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 07:49:57 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:06 2005 Subject: [CF-Devel] Archetypes, New maps, Idease? In-Reply-To: <415BB0EF.10401@sonic.net> References: <20040930014428.57921.qmail@web61001.mail.yahoo.com> <415BB0EF.10401@sonic.net> Message-ID: <20040930124956.GP13993@laranja.org> On Thu, Sep 30, 2004 at 12:08:31AM -0700, Mark Wedel wrote: > > I do wonder however on some of the potential strangeness - one could > seriously ask why/how would a +1 bronze longsword of lythander get created > for example (if you're going to make a magical item, start with a decent > base weapon at least). There's an easy in-game answer to that. Weapons get blessed, a good part of the time, when praying at the altar, rather than on purpose. So if that elf was praying to Lythander and had a bronze longsword on him, you could get a bronze longsword of Lythander. If it was a *bamboo* longsword it would still have the same chance. :-) []s, |alo +---- -- Those who trade freedom for security lose both and deserve neither. -- http://www.laranja.org/ mailto:lalo@laranja.org pgp key: http://garfield.laranja.org/~lalo/gpgkey-signed.asc GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 08:40:01 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:06 2005 Subject: [CF-Devel] Experimental crossfire-client-1.7.0 available for testing In-Reply-To: <4151D3CB.8060901@sympatico.ca> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> <200409221343.07729@www.mn-linux.org.or.transmuter.real-time.com> <4151D3CB.8060901@sympatico.ca> Message-ID: <200409300840.01582@www.mn-linux.org.or.transmuter.real-time.com> On Wednesday 22 September 2004 02:34 pm, Todd Mitchell wrote: > Bob Tanner wrote: > >UNLike the official 1.7.0 debian release ;-) sound IS active in this > > package, but -fully- UNTESTED. > > > >Just wanted to get this out there for people to play with (Todd are you > >reading this? :-P) > > I have been using your debian built client for a while now - it > installed fine on my system (unstable - mostly to date) but I did notice > it would hang after playing for a while. I haven't had time to figure > out if that is me or the client since I am using a *mostly* updated > unstable system. I'll try to capture the error with gdb if it > persists. I will update the client from your source and check it again > soon (However I may be watching STARWARS with my kids over the next few > nights). I'll build a -dbg version so the symbols stay out there to make gdb work a little better. As an aside, I've found the valgrind works pretty well on stripped binaries. These are the debian packages I have installed: kcachegrind valgrind -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 08:53:22 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:06 2005 Subject: [CF-Devel] Archetypes, New maps, Idease? In-Reply-To: <415BB0EF.10401@sonic.net> Message-ID: This bronze thing is sure one great example of a "good-idea-tho-dunno-what's-goin-on-anyway". Low lev. players do not get much money selling pussy nonmagical trash anyway. They simply not worth it. Besides why should one make harder to get money and/or xp, anyway? To make it much more fun? Geez, just say it loud, listen to to it, then think a little... "I'll make it harder, so everyone will love it!" In fact CF is _not_ an easy game, at least not at low-level and middle-high level. (At middle-lvl and at very-high lvl it _is_ easy, but as you can see, there are at least 5 categories of hardness in the game depending on the players lvl. Balancing them all out is almost impossible, and the question emerges: is it really important to be the game everytime equally hard?) It's that simple: Xp--Money--Monster's_hardness That 3 (and nothing more!) what's important in the balance of this game. At low-mid lvl, money _is_ important, tho with some tricks it's not too hard to get enough -- but it has nothing to do with things like iron sword. (The thought that low-lvl players will need only 2 gp for upgrading/replacing their weaponry is --I'm really sooory, I don't want to be too rude-- simply ridiculous. 2 gp? C'mon!) Making more real or making more challanging the game is really honorable. But check it out! The system itself is almost complete. There are weaker and stronger weapons and armours, shileds, spells, etc. And the game isn't too easy either. Once I've played a LOT with this game, and saw almost everything that one could have seen about 6 months ago. And this includes players as well, not only the game itself. Believe me, only one thing really matters in this game. And that's how you can manage yourself in the game. Everything else is secondary. You can get lotsa money? So what? Others give you great magical items? Is that something? If you want to _know_ things about this game, you have to do it yourself. And you'll need all your skills, bravery, ingenuity, cunning and composure to see really interesting things in the game. And these things are meant to be acquired by experience. Noone can give them to you. (Unless there's someone who tells you every possible threat and every solution for all the troubles you might encounter.) But that's one thing you can _never_ influence in _any_ way. I could log in, and make any other player an owner of a _very_ powerfull character by simple telling him things. To prevent that, you would have to pay an unpayable price. (Meaning changing the quests and lotsa things in the game regularly, which would make the whole game entirely unenjoyable.) But believe me, pro players never do things like that. And the other ones... they can get lotsa money with alchemy, get some xp in the TCs, etc., but they won't disturb any balance, that's for sure. That doesn't mean I don't like players whit that playing style, no. There's no problem with it, that's why I'm trying to protect them in a way. They enjoy playing, and that's what really matters! As in any other muds, non-pros and pro-s should be equally important. All I'm saying, I can't see any balancing issues at that lvl. About the TCs, they are simply "dungeons in town", which may seem to be ridiculous, but their only purpose is to grant a fast way to get levels back. (As for me, as far as I know, I still have a lvl 103 char. on metalforge, and have been to the high-lvl TCs once or twice. And that's because I died once or twice as well. The point is, had I died more, I had been there more as well.) And the xp-loss=time-loss for players is just a strong enough penalty. Time is the most precious thing we can have! Let me finish with this: (I'm trying to tell you this every time with different words, I hope one day my voice will be heard.) Please, devs, don't think about CF as a game with players! Think about it as players in a game! You have an idea, think about the players, not the game itself. There is a huge difference beetween "This way the game would be much more balanced." and "This way the players would play in a much more balanced game." Xenon PS.: Forget money already! Really, there's NO problem AT ALL with money in the game!! (Maybe it' better this way, that almost noone concerns about money in CF. At least it's much-much nicer than in the real world.) On Thu, 30 Sep 2004, Mark Wedel wrote: > > I agree that we shouldn't get bogged down on what is a metal or not (although, > bronze is a metal, it just not an element :) or necessarily the realism of > objects, etc. > > I'd note that one possible indication of poor quality of workmanship is for > objects to be -1, -2, etc, but non cursed. > > I'd also note that in my findings, it isn't all the misc non magical items > that are really worth much - its the fact that you collect everything, identify > the stuff that is magical, and find that +1 sword of lythander, or other magical > items that basically covers everything - something like that could be 100 pp. > > Now reducing the value of the objects helps out - that value is basically > determined as a multiplicative effect, so if items are 25% value, what was once > a 100 pp combo is now only a 25 pp combo. > > I do wonder however on some of the potential strangeness - one could seriously > ask why/how would a +1 bronze longsword of lythander get created for example (if > you're going to make a magical item, start with a decent base weapon at least). > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 12:16:22 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:06 2005 Subject: [CF-Devel] Latest CVS falls over itself In-Reply-To: <20040930111555.50281.qmail@web61003.mail.yahoo.com> Message-ID: <20040930171622.11133.qmail@web61001.mail.yahoo.com> Were there any recent (this week) changes that destabalized the server code? I enter a map from save bed map and boom server crashes everysingle time. The map didn't change since it worked... the code was updated tho.' Is there something I don't know because I cannot get the server running correctly again. Is a configure (then make etc) needed again? (Would using the old make conf make the server segfault?). Have buffers been used to exec code (bad idea)? I have 80,90 users or so that have registerd and I also need the server to build my maps and test new arches etc. But it won't work no matter how many times I reconfigure. It's like I fell into a black hole... it used to be simple... now it's impossible. Help.m Id like to continue making stuff for crossfire. Btw the parts I changed in the treasure lists are poor_old and standard_old. orc should be changed too. (Please inclued in cvs the changes to the treasure list) --- Mitch Obrian wrote: > On map change: > > PYTHON - triggerEvent:: eventcode 20 > Trying to load map > /home/cfserver/cfservernew/share/crossfire/maps/mlab/cdcvillaarC1. > load_original_map: /mlab/cdcvillaarC1 (0) > PYTHON - triggerEvent:: eventcode 20 > Multiple skills with the same subtype? literacy, > literacy > Multiple skills with the same subtype? sorcery, > sorcery > Multiple skills with the same subtype? literacy, > literacy > Multiple skills with the same subtype? karate, > karate > Multiple skills with the same subtype? two handed > weapons, two handed weapons > PYTHON - triggerEvent:: eventcode 18 > LOGIN: Player named mikeeusa from ip 127.0.0.1 > Trying to load map > /home/cfserver/cfservernew/share/crossfire/maps/mlab/citydeclouds2. > load_original_map: /mlab/citydeclouds2 (0) > Monster Jewler has hp set higher than maxhp (40>15) > Monster Greg has hp set higher than maxhp (50>15) > Adding friendly object healer. > Monster red dragon has hp set higher than maxhp > (30>0) > Monster Merchant has hp set higher than maxhp > (50>30) > Segmentation fault > Press any key to continue... > > > > :/ > What happened to stability? > > __________________________________________________ > Do You Yahoo!? > Tired of spam? Yahoo! Mail has the best spam > protection around > http://mail.yahoo.com > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 12:37:50 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:06 2005 Subject: [CF-Devel] Archetypes, New maps, Idease? In-Reply-To: Message-ID: <20040930173750.7393.qmail@web61005.mail.yahoo.com> I run a server (or did untill yesterday with the cvs update and strange crashes) and I see players making massive amounts of money quickly via treasure and weapons etc. In the past CF was a bit diffrent and you didn't make the fortunes that fast, it was much more enjoyable and challenging. I have made the archetypes, they are at https://cat2.ath.cx/crossfirearch I hope they help make the game fun and challenging again. --- Palfy Tamas wrote: > > This bronze thing is sure one great example of a > "good-idea-tho-dunno-what's-goin-on-anyway". > Low lev. players do not get much money selling pussy > nonmagical trash > anyway. They simply not worth it. Besides why should > one make harder to > get money and/or xp, anyway? To make it much more > fun? Geez, just say it > loud, listen to to it, then think a little... > "I'll make it harder, so everyone will love it!" > In fact CF is _not_ an easy game, at least not at > low-level and > middle-high level. (At middle-lvl and at very-high > lvl it _is_ easy, but > as you can see, there are at least 5 categories of > hardness in the game > depending on the players lvl. Balancing them all out > is almost > impossible, and the question emerges: is it really > important to be the > game everytime equally hard?) > It's that simple: Xp--Money--Monster's_hardness > That 3 (and nothing more!) what's important in the > balance of this game. > At low-mid lvl, money _is_ important, tho with some > tricks it's not too > hard to get enough -- but it has nothing to do with > things like iron > sword. (The thought that low-lvl players will need > only 2 gp for > upgrading/replacing their weaponry is --I'm really > sooory, I don't want to > be too rude-- simply ridiculous. 2 gp? C'mon!) > Making more real or making more challanging the game > is really honorable. > But check it out! The system itself is almost > complete. There are weaker > and stronger weapons and armours, shileds, spells, > etc. And the game > isn't too easy either. > Once I've played a LOT with this game, and saw > almost everything that one > could have seen about 6 months ago. And this > includes players as well, > not only the game itself. Believe me, only one thing > really matters in > this game. And that's how you can manage yourself in > the game. Everything > else is secondary. You can get lotsa money? So what? > Others give you great > magical items? Is that something? If you want to > _know_ things about this > game, you have to do it yourself. And you'll need > all your > skills, bravery, ingenuity, cunning and composure to > see really > interesting things in the game. And these things are > meant to be acquired > by experience. Noone can give them to you. (Unless > there's someone who > tells you every possible threat and every solution > for all the troubles > you might encounter.) > But that's one thing you can _never_ influence in > _any_ way. I could > log in, and make any other player an owner of a > _very_ powerfull character > by simple telling him things. To prevent that, you > would have to pay an > unpayable price. (Meaning changing the quests and > lotsa things in the game > regularly, which would make the whole game entirely > unenjoyable.) But > believe me, pro players never do things like that. > And the other ones... they can get lotsa money with > alchemy, get some xp > in the TCs, etc., but they won't disturb any > balance, that's for sure. > That doesn't mean I don't like players whit that > playing style, no. > There's no problem with it, that's why I'm trying to > protect them in a > way. They enjoy playing, and that's what really > matters! > As in any other muds, non-pros and pro-s should be > equally important. > All I'm saying, I can't see any balancing issues at > that lvl. > About the TCs, they are simply "dungeons in town", > which may seem to be > ridiculous, but their only purpose is to grant a > fast way to get levels > back. (As for me, as far as I know, I still have a > lvl 103 char. on > metalforge, and have been to the high-lvl TCs once > or twice. And that's > because I died once or twice as well. The point is, > had I died more, I > had been there more as well.) > And the xp-loss=time-loss for players is just a > strong enough penalty. > Time is the most precious thing we can have! > > Let me finish with this: > (I'm trying to tell you this every time with > different words, I hope one > day my voice will be heard.) > Please, devs, don't think about CF as a game with > players! Think about it > as players in a game! You have an idea, think about > the players, not the > game itself. > There is a huge difference beetween "This way the > game would be much more > balanced." and "This way the players would play in a > much more balanced > game." > > Xenon > > PS.: Forget money already! Really, there's NO > problem AT ALL with money > in the game!! (Maybe it' better this way, that > almost noone concerns > about money in CF. At least it's much-much nicer > than in the real world.) > > > > On Thu, 30 Sep 2004, Mark Wedel wrote: > > > > > I agree that we shouldn't get bogged down on > what is a metal or not (although, > > bronze is a metal, it just not an element :) or > necessarily the realism of > > objects, etc. > > > > I'd note that one possible indication of poor > quality of workmanship is for > > objects to be -1, -2, etc, but non cursed. > > > > I'd also note that in my findings, it isn't all > the misc non magical items > > that are really worth much - its the fact that you > collect everything, identify > > the stuff that is magical, and find that +1 sword > of lythander, or other magical > > items that basically covers everything - something > like that could be 100 pp. > > > > Now reducing the value of the objects helps out > - that value is basically > > determined as a multiplicative effect, so if items > are 25% value, what was once > > a 100 pp combo is now only a 25 pp combo. > > > > I do wonder however on some of the potential > strangeness - one could seriously > > ask why/how would a +1 bronze longsword of > lythander get created for example (if > > you're going to make a magical item, start with a > decent base weapon at least). > > > > > > _______________________________________________ > > crossfire-devel mailing list > > crossfire-devel@lists.real-time.com > > > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 12:51:05 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:06 2005 Subject: [CF-Devel] Latest CVS falls over itself In-Reply-To: <20040930171622.11133.qmail@web61001.mail.yahoo.com> References: <20040930111555.50281.qmail@web61003.mail.yahoo.com> <20040930171622.11133.qmail@web61001.mail.yahoo.com> Message-ID: <20040930175058.GB26422@laranja.org> I have been having segfault trouble with recent CVS too. It seems to be not very tolerant to problems with arch/treasure list. Try running "make collect" again; then "make install" (in the lib directory). If you're not using the makefile, that could be the problem - you have to copy the "treasures.bld" file, not "treasures". []s, |alo +---- -- Those who trade freedom for security lose both and deserve neither. -- http://www.laranja.org/ mailto:lalo@laranja.org pgp key: http://garfield.laranja.org/~lalo/gpgkey-signed.asc GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 13:15:11 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:06 2005 Subject: [CF-Devel] Latest CVS falls over itself In-Reply-To: <20040930171622.11133.qmail@web61001.mail.yahoo.com> References: <20040930171622.11133.qmail@web61001.mail.yahoo.com> Message-ID: On Thu, 30 Sep 2004, Mitch Obrian wrote: > Were there any recent (this week) changes that > destabalized the server code? I enter a map from save > bed map and boom server crashes everysingle time. The > map didn't change since it worked... the code was > updated tho.' No idea if any of the changes this week (or past couple of weeks) would cause what you are seeing. But for those interested in checking on what has changed... CVS checkin archive: http://sourceforge.net/mailarchive/forum.php?forum_id=33257 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 14:59:04 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:07 2005 Subject: [CF-Devel] Latest CVS falls over itself In-Reply-To: Message-ID: <20040930195904.71200.qmail@web61006.mail.yahoo.com> I found the problem and it is a retarded crappy stupid decision that someone made to have the server quit like a beginners perl program if EVERYTHING in a map does not add up PERFECTLY: Observe (completly retarded, now mapmakers have to walk on eggshells when makeing maps... if this stays in the code I'm not going to contribute any more because you don't have to fscking CRASH the program because something wasn't as you expected it!)... DAMN FIX THIS CODE! Maps SHOULDN'T have to be PERRRRFECT, it's DATA YOU PARSE IT! YOU DON'T FSCKING CRASH BECAUSE IT WAS SLIGHTLY NOT WHAT YOU EXPECTED. Please fix what ever was changed fast. (this happens on any map where hp and maxhp are diff) Monster Merchant has hp set higher than maxhp (17>10) Adding friendly object elf. Monster wizard has hp set higher than maxhp (100>0) Monster old man has hp set higher than maxhp (25>18) Adding friendly object electric dragon dwarf. Monster electric dragon dwarf has hp set higher than maxhp (1200>90) Adding friendly object elf. Monster elf has hp set higher than maxhp (230>30) Monster thugg has hp set higher than maxhp (270>250) Monster man has hp set higher than maxhp (20>18) Monster thugg has hp set higher than maxhp (270>250) Monster thugg has hp set higher than maxhp (270>250) Monster Merchant has hp set higher than maxhp (25>10) Monster high roller wizard has hp set higher than maxhp (52>38) Monster elf has hp set higher than maxhp (35>30) Segmentation fault Press any key to continue... --- Rick Tanner wrote: > > On Thu, 30 Sep 2004, Mitch Obrian wrote: > > > Were there any recent (this week) changes that > > destabalized the server code? I enter a map from > save > > bed map and boom server crashes everysingle time. > The > > map didn't change since it worked... the code was > > updated tho.' > > No idea if any of the changes this week (or past > couple of weeks) would > cause what you are seeing. But for those interested > in checking on what > has changed... > > CVS checkin archive: > http://sourceforge.net/mailarchive/forum.php?forum_id=33257 > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 16:16:43 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:07 2005 Subject: [CF-Devel] Archetypes, New maps, Idease? In-Reply-To: <20040930111937.23200.qmail@web61004.mail.yahoo.com> References: <20040930111937.23200.qmail@web61004.mail.yahoo.com> Message-ID: <415C77BB.3000206@sympatico.ca> Is it the server or is it the way you are adding arches (are you patching the archetypes and other files directly instead of running collect scripts?) I haven't seen any problems with the CVS server like you describe. Another point I would like to make is if you want to add arches perhaps you can package them up in a tar/zip file and submit them as a patch to sourceforge. Mitch Obrian wrote: >Recent CVS is segfaulting at the drop of a pin. >I'll have to stop development untill it works again. >The new arches are at >https://cat2.ath.cx/crossfirearch > >It is distressing that my server no longer works. I >hope the issue in the code is resolved soon (or the >code made more tolerant). > > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 16:34:06 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:07 2005 Subject: [CF-Devel] Archetypes, New maps, Idease? In-Reply-To: <415C77BB.3000206@sympatico.ca> Message-ID: <20040930213406.57161.qmail@web61002.mail.yahoo.com> It's the server. It crashes if you enter a map which has an animal with a hp greater than the maxhp. This didn't used to happen and it shouldn't happen. This needs to be fixed quickly so I can get back to devel work. --- Todd Mitchell wrote: > Is it the server or is it the way you are adding > arches (are you > patching the archetypes and other files directly > instead of running > collect scripts?) I haven't seen any problems with > the CVS server like > you describe. Another point I would like to make is > if you want to add > arches perhaps you can package them up in a tar/zip > file and submit them > as a patch to sourceforge. > > Mitch Obrian wrote: > > >Recent CVS is segfaulting at the drop of a pin. > >I'll have to stop development untill it works > again. > >The new arches are at > >https://cat2.ath.cx/crossfirearch > > > >It is distressing that my server no longer works. I > >hope the issue in the code is resolved soon (or the > >code made more tolerant). > > > > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > __________________________________ Do you Yahoo!? New and Improved Yahoo! Mail - 100MB free storage! http://promotions.yahoo.com/new_mail _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 18:42:07 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:07 2005 Subject: [CF-Devel] Archetypes, New maps, Idease? In-Reply-To: <20040930213406.57161.qmail@web61002.mail.yahoo.com> References: <20040930213406.57161.qmail@web61002.mail.yahoo.com> Message-ID: <1096587726.3552.23.camel@oberon.kameria> I have often seen the messages where maxhp is lower than hp and it has never caused the server to crash as you say. It's just there to notify someone to fix the creature. More likely to cause the server to crash is the map references something that is messed up or missing in the arches. Perhaps a misnamed arch in a treasure list or some such. Just in checking this out I built the server from CVS and entered goths tavern where there are some mobs with hp > maxhp and it does not crash. Maybe it's something in your treasures or arches. On Thu, 2004-09-30 at 17:34, Mitch Obrian wrote: > It's the server. It crashes if you enter a map which > has an animal with a hp greater than the maxhp. This > didn't used to happen and it shouldn't happen. This > needs to be fixed quickly so I can get back to devel > work. > > > --- Todd Mitchell wrote: > > > Is it the server or is it the way you are adding > > arches (are you > > patching the archetypes and other files directly > > instead of running > > collect scripts?) I haven't seen any problems with > > the CVS server like > > you describe. Another point I would like to make is > > if you want to add > > arches perhaps you can package them up in a tar/zip > > file and submit them > > as a patch to sourceforge. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 19:22:38 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:07 2005 Subject: [CF-Devel] Latest CVS falls over itself In-Reply-To: <20040930195904.71200.qmail@web61006.mail.yahoo.com> References: <20040930195904.71200.qmail@web61006.mail.yahoo.com> Message-ID: <20041001002237.GC26422@laranja.org> On Thu, Sep 30, 2004 at 12:59:04PM -0700, Mitch Obrian wrote: > I found the problem and it is a retarded crappy stupid > decision that someone made to have the server quit > like a beginners perl program if EVERYTHING in a map > does not add up PERFECTLY... > (this happens on any map where hp and maxhp are diff) No, I'm 87% sure this is *NOT* the cause of the problem. Did you reach this conclusion after running the server under gdb? Please investigate things carefully before going around offending people, dude. []s, |alo +---- -- Those who trade freedom for security lose both and deserve neither. -- http://www.laranja.org/ mailto:lalo@laranja.org pgp key: http://garfield.laranja.org/~lalo/gpgkey-signed.asc GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 20:08:59 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:07 2005 Subject: [CF-Devel] Latest CVS falls over itself In-Reply-To: <20041001002237.GC26422@laranja.org> References: <20040930195904.71200.qmail@web61006.mail.yahoo.com> <20041001002237.GC26422@laranja.org> Message-ID: <20041001010859.GD26422@laranja.org> On Thu, Sep 30, 2004 at 09:22:38PM -0300, Lalo Martins wrote: > No, I'm 87% sure this is *NOT* the cause of the problem. Did > you reach this conclusion after running the server under gdb? For the sake of example, I finally managed to reproduce the segfault *I* was getting a few days ago. If you have an arch of type SKILL (43) and no "skill" field (for example, left over from the old skill system), you get a segfault at line 74 of skill_util.c. The log output would look exactly like what you pasted. You can ALMOST NEVER tell the cause of a segfault by log output. A segfault is a major boo-hoo crash, and it would be a lot of luck to have a log message just before one. []s, |alo +---- -- Those who trade freedom for security lose both and deserve neither. -- http://www.laranja.org/ mailto:lalo@laranja.org pgp key: http://garfield.laranja.org/~lalo/gpgkey-signed.asc GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 21:28:51 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:07 2005 Subject: [CF-Devel] Archetypes, New maps, Idease? In-Reply-To: <1096587726.3552.23.camel@oberon.kameria> Message-ID: <20041001022851.17445.qmail@web61002.mail.yahoo.com> The treasure list was generated from the archetype script. I think im screwed there is no way to get this thing fixed. No more CF for me :-/ . --- Todd Mitchell wrote: > I have often seen the messages where maxhp is lower > than hp and it has > never caused the server to crash as you say. It's > just there to notify > someone to fix the creature. More likely to cause > the server to crash > is the map references something that is messed up or > missing in the > arches. Perhaps a misnamed arch in a treasure list > or some such. > Just in checking this out I built the server from > CVS and entered goths > tavern where there are some mobs with hp > maxhp and > it does not crash. > > Maybe it's something in your treasures or arches. > > On Thu, 2004-09-30 at 17:34, Mitch Obrian wrote: > > It's the server. It crashes if you enter a map > which > > has an animal with a hp greater than the maxhp. > This > > didn't used to happen and it shouldn't happen. > This > > needs to be fixed quickly so I can get back to > devel > > work. > > > > > > --- Todd Mitchell wrote: > > > > > Is it the server or is it the way you are adding > > > arches (are you > > > patching the archetypes and other files directly > > > instead of running > > > collect scripts?) I haven't seen any problems > with > > > the CVS server like > > > you describe. Another point I would like to > make is > > > if you want to add > > > arches perhaps you can package them up in a > tar/zip > > > file and submit them > > > as a patch to sourceforge. > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 21:26:11 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:07 2005 Subject: [CF-Devel] Latest CVS falls over itself In-Reply-To: <20041001010859.GD26422@laranja.org> Message-ID: <20041001022611.22471.qmail@web61008.mail.yahoo.com> I ran the collection scripts etc. In 2 maps, one older one newer it crashed the second the map was loaded. This is after I reinstalled 2wice. Perhapse it is the treasure list, if so it needs to be more tolerant. --- Lalo Martins wrote: > On Thu, Sep 30, 2004 at 09:22:38PM -0300, Lalo > Martins wrote: > > No, I'm 87% sure this is *NOT* the cause of the > problem. Did > > you reach this conclusion after running the server > under gdb? > > For the sake of example, I finally managed to > reproduce the > segfault *I* was getting a few days ago. > > If you have an arch of type SKILL (43) and no > "skill" field (for > example, left over from the old skill system), you > get a > segfault at line 74 of skill_util.c. The log output > would look > exactly like what you pasted. > > You can ALMOST NEVER tell the cause of a segfault by > log > output. A segfault is a major boo-hoo crash, and it > would be a > lot of luck to have a log message just before one. > > []s, > |alo > +---- > -- > Those who trade freedom for security > lose both and deserve neither. > -- > http://www.laranja.org/ > mailto:lalo@laranja.org > pgp key: > http://garfield.laranja.org/~lalo/gpgkey-signed.asc > > GNU: never give up freedom > http://www.gnu.org/ > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Sep 30 21:38:58 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:07 2005 Subject: [CF-Devel] Archetypes, New maps, Idease? In-Reply-To: <1096587726.3552.23.camel@oberon.kameria> Message-ID: <20041001023858.3942.qmail@web61010.mail.yahoo.com> I went to the scorn shops and saw that they were empty. This is after i make clean make collect make make installed. What is going on? --- Todd Mitchell wrote: > I have often seen the messages where maxhp is lower > than hp and it has > never caused the server to crash as you say. It's > just there to notify > someone to fix the creature. More likely to cause > the server to crash > is the map references something that is messed up or > missing in the > arches. Perhaps a misnamed arch in a treasure list > or some such. > Just in checking this out I built the server from > CVS and entered goths > tavern where there are some mobs with hp > maxhp and > it does not crash. > > Maybe it's something in your treasures or arches. > > On Thu, 2004-09-30 at 17:34, Mitch Obrian wrote: > > It's the server. It crashes if you enter a map > which > > has an animal with a hp greater than the maxhp. > This > > didn't used to happen and it shouldn't happen. > This > > needs to be fixed quickly so I can get back to > devel > > work. > > > > > > --- Todd Mitchell wrote: > > > > > Is it the server or is it the way you are adding > > > arches (are you > > > patching the archetypes and other files directly > > > instead of running > > > collect scripts?) I haven't seen any problems > with > > > the CVS server like > > > you describe. Another point I would like to > make is > > > if you want to add > > > arches perhaps you can package them up in a > tar/zip > > > file and submit them > > > as a patch to sourceforge. > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel