Very cool :D.
I suppose I should update my server code soon then :).
--- Lalo Martins <[EMAIL PROTECTED]> wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Just submitted a patch to the tracker.
>
> It adds two high-denomination coins: jade (after
> Chinese history and many Chinese-
This commit fixed nothing, Dwall was not removed from
the shop tile list.
Notice list building_material_stonewall_norm . Dwall
was still there. This commit has been reverted and the
reversion tested. It works fine. Use shop_building for
the treasurelist (as always) if making a build shop.
Please d
It was not broken. This change has been reverted.
--- [EMAIL PROTECTED] wrote:
>
> Module Name: arch
> Committed By: eracc
> Date: Sat Dec 24 04:12:47 UTC 2005
>
> Modified Files:
> arch/mapbuilding: building.trs
>
> Log Message:
> Attempting to make Dwall appear in random
> sh
(Note: tone of email may have been angry as I was
rather tired when writing it).
--- Miguel Ghobangieno <[EMAIL PROTECTED]> wrote:
> This commit fixed nothing, Dwall was not removed
> from
> the shop tile list.
>
> Notice list building_material_stonewall_norm . Dwall
&g
Well in that case the center needs to update it's
archtypes :).
--- ERACC <[EMAIL PROTECTED]> wrote:
> On Saturday 24 December 2005 12:41 am
> [EMAIL PROTECTED] wrote:
>
> > metalforge isn't the center of the universe
>
> Yes. It is.
>
> :-p
>
>
> ___
I think it should be made clear that these
denomination notes are ankin to 10,000 USD and
1000,000 USD notes, respectivly. This should be put in
the mappers hand book. I will be careful to not
inflate my prices.
Another thing I would like to have is the value
variable as a double. That way we coul
Exactly.
I'd like the value var to be a double so we can add
copper coins ...
--- Lalo Martins <[EMAIL PROTECTED]> wrote:
> And so says Mark Wedel on 25/12/05 14:27...
> > I think the other potential problem is map makers
> seeing this high
> > valued coins and start to place these in maps
> in
Please do not implement this. Gold is gold, silver is
silver, plat is plat; elements, metals, useful in
their own right. If you want a "money pouch" then what
you want is a checkbook in addition to using what we
have now. Mark was making a point in his post, saying
basically 'this will make money a
PLLLEASE DO NOT change the weight of gold
etc. Please DO NOT MAKE MONEY A STAT. GOLD CANNOT
change into silver like magic etc. Do not do this
please. If you want something like this then make a
checkbook tied to the banking system.
If gold coins, silver, etc are made into a stat I
can
PLEASE don't implement this (gold, plat, silver as a
stat).
What you want is a check book. If the player has the
checkbook applied the $$ will be deducted or added to
his account.
Please don't alter the gold weight/value ration (nor
the silver etc). Please don't make money a stat.
I will make a
PROTECTED]> wrote:
> On Sunday 25 December 2005 01:37 am
> Miguel Ghobangieno wrote:
>
> > You want a checkbook. I can make the archtype face
> pic
> > and perhapse cave can do the code
>
> How about a bank card that is tied to the banking
> system? Ther
/me whips out the gimp and starts work on the bank
card.
--- ERACC <[EMAIL PROTECTED]> wrote:
> On Sunday 25 December 2005 01:37 am
> Miguel Ghobangieno wrote:
>
> > You want a checkbook. I can make the archtype face
> pic
> > and perhapse cave can do the code
>
so the value in the arch might read
0.33
the server code will remove the . when reading it and
put it at 33 internally?
--- Brendan Lally <[EMAIL PROTECTED]> wrote:
> On 12/25/05, Miguel Ghobangieno
> <[EMAIL PROTECTED]> wrote:
> > Exactly.
> >
> > I'd li
/me thinks it's time to make nrof var a bigger int.
Same with hp and maxhp... :)
Note: I allready committed a bank card, CF did have
paper back then.
However once I get back from vaca (assuming so), I'll
bust out a bankbook or few if you still want that.
--- Anton Oussik <[EMAIL PROTECTED]> wrote
I'll commit the large denomination coins (unless
objections are raised), I'd like to edit the amber
coin to look more ambery (any objections) (currently
it looks kinda like copper rather then a solidified
transparent liquid... it's a shame CF doesn't support
PNG semi-transparency)?
For the map asp
I like the idea.
--- Mark Wedel <[EMAIL PROTECTED]> wrote:
>
> For a long time, the thief skill stealing has been
> available, but the only use
> was the limited ability to steal from monsters.
>
> With the addition of new fields in the map header
> for shops, it'd seem like it
> would no
hv: remeber, each server has diffrent rules. PKing and
"abusive behavior" is 100% happy-good on Cat2 while it
is outlawed on MF. Hardcoding jail for such things
would be bad.
--- [EMAIL PROTECTED] wrote:
> Mark Wedel <[EMAIL PROTECTED]> wrote:
> : For a long time, the thief skill stealing has
>
Who said jade and amberonium coins would be in any
duengons? I am not putting them as treasures in my
maps atleast (and does anyone else map anymore besides
me?). As for "we have gems/this/that which can be used
instead" it's nice to have multiple ways to do things.
The role of jade etc IMHO, since
Checkbook arch committed.
There is also a bankcard arch.
--- Rick Tanner <[EMAIL PROTECTED]> wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> ERACC wrote:
> >
> > That is why I suggested a bank card that debits
> the bank
> > account rather than a credit card. I don't think
> CF sho
I like the idea (note it shouldn't be that a lvl 115
player can usually steal an artifact item (or
something of similar value) from a shop, that should
still be ultra hard).
--- Mark Wedel <[EMAIL PROTECTED]> wrote:
>
> For a long time, the thief skill stealing has been
> available, but the on
I agree with Eracc, this is something I've wanted too.
Could you also make hp and maxhp a 32 bit int aswell?
--- Mark Wedel <[EMAIL PROTECTED]> wrote:
> ERACC wrote:
>
> > While you guys are looking at stuff like this
> could you please adjust
> > the payment altars to accept more than 32767? I
the coin money will still exist, right?
--- Brendan Lally <[EMAIL PROTECTED]> wrote:
> On 12/31/05, Mark Wedel <[EMAIL PROTECTED]> wrote:
> > Not until relative recent history did paper
> money really become popular. That
> > said, if currency is changed, I'd suggest unique
> graphics (that ar
I think you should have to go to the bank to convert
coins to other currencies etc.
If people don't want to bother with money they can use
the checkbook and have to put up with the small %
fees.
--- Mark Wedel <[EMAIL PROTECTED]> wrote:
>
> My point about dropping money in the shop is more
>
Could exponetially vs linerally be settable in the
server config file.
--- ERACC <[EMAIL PROTECTED]> wrote:
> On Saturday 31 December 2005 12:02 am
> Mark Wedel wrote:
>
> > [...]
> > With the addition of new fields in the map
> header for shops, it'd seem like it
> > would not be possible
The regional currencies should be paper money rather
then coins. (Imperials would not be a regional
currency).
While regional currencies exchange values could change
depending on factors that are not in the game yet the
silver, plat, gold, jade, and amberonium coins should
keep their absolute valu
If we are to do this it should be in addition to the
current (blank) coins.
--- Brendan Lally <[EMAIL PROTECTED]> wrote:
> On 12/31/05, Miguel Ghobangieno
> <[EMAIL PROTECTED]> wrote:
> > While regional currencies exchange values could
> change
> > depending on
Changing the value of the metal coins isn't doable as
silver has a set weight to value ratio...
Perhapse it is best to forget about copper coins.
--- Mark Wedel <[EMAIL PROTECTED]> wrote:
> Miguel Ghobangieno wrote:
>
> > I suggest an addum to the mappers handbook &q
The regional coins shouldn't be made of valuable
materials such as gold then. Copper would be better.
--- Lalo Martins <[EMAIL PROTECTED]> wrote:
> And so says Miguel Ghobangieno on 01/01/06 01:50...
> > The regional currencies should be paper money
> rather
> > t
Here is the current object's important parts:
race gold and jewels
attacktype 4
dam 5
speed 0.10
color_fg grey
nrof 1
type 73
material 2
identified 1
editable 2048
client_type 2005
It's not doing damage though...
__
Yahoo! for Goo
))
--- Brendan Lally <[EMAIL PROTECTED]> wrote:
> On 1/2/06, Miguel Ghobangieno <[EMAIL PROTECTED]>
> wrote:
> > Changing the value of the metal coins isn't doable
> as
> > silver has a set weight to value ratio...
>
> Well, today silver has about 1/80t
they did exist in the ancient world.
--- Brendan Lally <[EMAIL PROTECTED]> wrote:
> On 1/3/06, Miguel Ghobangieno <[EMAIL PROTECTED]>
> wrote:
> > So should we keep it at 1:10. Put it at 2:10 or
> 4:10 ?
> > (or 3:10 ? (odd numbers are unfun at division
> though
TED]> wrote:
> On 1/3/06, Miguel Ghobangieno <[EMAIL PROTECTED]>
> wrote:
> > gold and silver coins are not fiate currencies,
> their
> > value can't be just inflated. You need paper money
> for
> > that (or money who's value is more then the v
:(
The value of a gold bar shouldn't be it's setvalue and
gold spot combination. It should only be the gold
spot. That won't work. Also we shouldn't use the
materials thing for value.
--- Brendan Lally <[EMAIL PROTECTED]> wrote:
> On 1/3/06, Miguel Ghobangieno <[E
value
ratio, and that makes sence as they're found just in
the wild).
--- Brendan Lally <[EMAIL PROTECTED]> wrote:
> On 1/3/06, Miguel Ghobangieno <[EMAIL PROTECTED]>
> wrote:
> > It would be nice to beable to set in for instance:
> >
> > Object goldbar
&g
Any ideas? How do I make it do damage. Lava does
damage...
--- Miguel Ghobangieno <[EMAIL PROTECTED]> wrote:
> Here is the current object's important parts:
>
> race gold and jewels
> attacktype 4
> dam 5
> speed 0.10
> color_fg grey
> nrof 1
> type 73
ECTED]> wrote:
> On 1/4/06, Miguel Ghobangieno <[EMAIL PROTECTED]>
> wrote:
> > this would be looked up and the value computed.
> That
> > way you could have flucuation gold etc values.
> >
> > if you add a valued_as then value should be
> ignored
>
AIL PROTECTED]> wrote:
> Miguel Ghobangieno wrote:
> > Any ideas? How do I make it do damage. Lava does
> > damage...
>
> Other than probably scripting, I don't think there
> is any way for a carryable
> object to do damage to a player.
>
>
>
http://cavetroll.uwcs.co.uk/pupland-new.png
Looking great!
One note: it would probably be best to put that in
/maps/puplandworld
as we have a /maps/world and a /maps/underworld (/me
wishes an underworld was generated.. if he hacks the
land.c to make one... should he? ). Pupland won't fit
on the w
since... like most areas). Magnetic north
came to be known as simply "north". People usually
don't venture into the strange super cold regions of
the world, and take little note of true north.
--- Lalo Martins <[EMAIL PROTECTED]> wrote:
> And so says Miguel Ghobangieno
I have no problem with the world expanding and
antartica moving down more, however I like the 45
degree poles. I would like to keep that.
--- Lalo Martins <[EMAIL PROTECTED]> wrote:
> On 1/7/06, Miguel Ghobangieno <[EMAIL PROTECTED]>
> wrote:
> >
> > The point of
ranlib .libs/cfanim.a
creating cfanim.la
(cd .libs && rm -f cfanim.la && ln -s ../cfanim.la
cfanim.la)
make[2]: Leaving directory
`/home/cfserver/cvs/crossfire/plugins/cfanim'
make[2]: Entering directory
`/home/cfserver/cvs/crossfire/plugins'
make[2]: Nothing to be done for `all-am'.
make[2]: Leavi
...shouldn't one get drunk from wine and booze in CF?
mikee1988098048 (perhapse a intoxication var which can
be 0 - 200 (ie: proof), .. or 0 - 100 (percentage of
alcahol(sp), then you could use int8 and save some
bytes)
Rednaxela I think drunkeness would be a neat addition
to crossfire =P
mikee198
I noticed that the edges of the puddles archen were
alpha blended (THOUSANDS OF EXCLAIMATION POINTS AND
ONES). It displayed correctly in the GTK-Too(?) client
on my box. I wish to make the puddles more transparent
so you can see the floor better (as it is a puddle..).
Does CF support partal alpha n
<[EMAIL PROTECTED]>
wrote:
> Miguel Ghobangieno wrote:
> [...]
> > Filed bug report at
> >
>
http://sourceforge.net/tracker/index.php?func=detail&aid=1399546&group_id=13833&atid=113833
> >
> > Also crossfire server crashes if a player enters
>
Yes it would need server additions to work well, Red
and I came to the same conclusion. It is a good little
thing to add, however, for anyone who has time and
wishes to code on CF but doesn't want to start a long
protracted saga of code (long protected sagas are,
however, brightly smiled upon).
--
Assume everyone will want them. If a person spazes out
for downloading 2kB of extra stuff ... who cares? Not
I, nor should you.
--- Nicolas Weeger <[EMAIL PROTECTED]> wrote:
> Hello.
>
> There are a few (Python) scripts i'd like to write,
> to extend Crossfire.
> Merely thinking something like a
Why? That's just extra useless busy work. You could
code in drunkenness (see previous post) if you're
itching for something to do.
--- Nicolas Weeger <[EMAIL PROTECTED]> wrote:
> Hello.
>
> I'm wondering about moving some parts of the code to
> plugins.
> IMO things like weather system (excludi
Wouldn't what would happen is that the 'plugin' stuff
is ignored and gets broken and only things that are
used on MF worked on? That sounds like what this is
for, to slowly jettison that which MF does not use.
--- Yann Chachkoff <[EMAIL PROTECTED]>
wrote:
> >Hello.
>
> Hi :)
>
> > I'm wondering
I have to do the same thing when I am adding things to
my perl rpg (which is not smaller in lines of code
then crossfire). It's not a big hassle, and how else
will the code know what's going on? Use grep.
--- tchize <[EMAIL PROTECTED]> wrote:
> Le Lundi 16 Janvier 2006 13:07, Anton Oussik a écrit
That is what the hurd project thought at the begining,
the reality is diffrent.
--- tchize <[EMAIL PROTECTED]> wrote:
>
> > You forgot the other important point, modularity
> reduces speed of
> > development, sometimes catastroptically, you only
> need to look at GNU
> > Hurd for an example of t
TED]>
wrote:
> Le Lundi 16 Janvier 2006 18:47, Miguel Ghobangieno a
> écrit :
> > That is what the hurd project thought at the
> begining,
> > the reality is diffrent.
> >
> The Hurd project thought a microkernel architecture
> was interesting for
> reason
About polymorph, I'd like that spell to be
fixed/redone rather then
removed. Would this be possible? (I suggest doing it
the nethack way,
the users doesn't have controll of what he morphs into
and he morphs
into a few things during the course of the spell).
I also see no point in making working th
Cached images are bad (for me). I always have this set
off so I get updates from the server. So keep that.
I also set the container thing too, the default
setting doesn't work well and I set it to whatever the
other setting is.
SDL grid doesn't work IIRC (last time I tried).
> Options on how to
I suggest you not implement a huge worthless code
change that is nothing but busy work. I reject your
assertion that cave's analogy is flawed as it is not.
If you want to code then code something new useful
rather then breaking the server as is what will happen
if you go forward with this plan. You
It is not half broken as far as I can tell. Yes it's
not running on MF, that doesn't mean it's broken. It
gives few problems on Cat2. This whole thing is about
slowly dumping whatever MF doesn't use. Open your
eyes, the 2nd biggest server runs weather code at it's
most extreme, in terms of players
I suggest you not implement a huge worthless code
change that is nothing but busy work. I reject your
assertion that cave's analogy is flawed as it is not.
If you want to code code something new useful rather
then breaking the server as is what will happen if you
go forward with this plan. You also
When you break the server with this plugin idea besure
to send us all 3 thousand dollars. :) (sarcastic
smiley face). If it's going to be like that it goes
both ways.
--- Nicolas Weeger <[EMAIL PROTECTED]> wrote:
> > If Ryo etc want to work on something, as it seems
> he's
> > itching to do,
> >
Update about cached images, if we have checksumming
(not sure if we do) that will update the cached image
if said image is out of date, then cached images
should be set to on as that will decrease bandwith
usage.
--- Brendan Lally <[EMAIL PROTECTED]> wrote:
> I have been poking around gcfclient r
Yes, it would be best to remove that option from the
menu IMHO.
Could we also make quit ask the person if they really
want to delete their character (and then ask again for
confirmation)? (server side).
--- Brendan Lally <[EMAIL PROTECTED]> wrote:
> On 1/17/06, Rick Tanner <[EMAIL PROTECTED]> wro
d, player
> does twice dam when standing
> on fire" and this one "this weapon does half damage
> when player is wearing a
> helmet" It's up to core to gather rules exception
> registered for object and
> do a calculation chain based on it. mdifying
>
How about not modularizing and thus not having to make
a trade off.
How about not screwing up the server for months just
because you are itchting for busy work.
--- Yann Chachkoff <[EMAIL PROTECTED]>
wrote:
> Nothing currently prevents a plugin to modify the
> data it has access to
> directly -
(as you indicated
before in fingering crossfire for the sin of you
having to grep through it).
This will hold up usefull game development for months
all because you and friends believe that you are above
grep.
--- David Delbecq <[EMAIL PROTECTED]> wrote:
> Le Mardi 17 Janvier 2006 02:5
Why oh why do you want to do this useless crap? We
have a real game, we don't have to make an "engine".
How about adding some new features rather then ripping
the things apart. This is why I hate CF devel, rather
then improving the game most suggestions are "oh let's
fuck shit up or delete this or
Current idea? I must have missed something, I didn't
know you decided, above all the objections, to go
ahead and rip apart the server anyway. I will be
waiting for my 3 thousand dollar cheque in the mail
(along with everyone else who would like to add new
stuff to CF but will have to wait untill yo
Yes, it would be best to remove that option from the
menu IMHO.
Could we also make quit ask the person if they really
want to delete their character (and then ask again for
confirmation)? (server side).
--- Brendan Lally <[EMAIL PROTECTED]> wrote:
> On 1/17/06, Rick Tanner <[EMAIL PROTECTED]> wro
Indeed. Just because the server can be modularized
thus blocking any other new development whilst that
takes place doesn't mean it's a good idea. I for one
frown on the idea of making the server slower and
blocking other development.
--- Yann Chachkoff <[EMAIL PROTECTED]>
wrote:
> > If this range
Oh if that's the case let me just commit all the mlab
maps in their current uni-directory form over the
objections of everyone else that prefers
multi-directory. Know why I don't do that; because
everyone else prefers multi-directory.
Try mucking in the linux kernel without grep, tell me
how that
lalo is bigworldizing pupland, the villas could be
placed somewhere on said bigworldized pupland (note:
how long untill it's done?).
--- ERACC <[EMAIL PROTECTED]> wrote:
> Greetings all,
>
> It was pointed out to me on IRC that the Lone Town
> apartment does not
> fit the Lone Town story line. S
Except that you are not working on one section of the
code, you are restructuring the whole server into
diffrent modules. This means that if you develop in
cvs there will be breakage with any and everyone else
as you sweeping edits touch every facet of the glory
that is crossfire.
The C in CVS may
I have this disabled on Cat2, item power restrictions
allready exist.
As for higer lvl spells, how about those circular
spells I was talking about awhile back.
Oh and a month or so ago I committed a necro book pic
and spell symbol.
A spell in necromancy should be to animate flesh
(similar to ani
Well enjoy raping the server.
I'm retiring from CF untill a certain unnamed feature
I was promised 1/2 a year ago (no not plots) is in.
See you soon or never.
--- Yann Chachkoff <[EMAIL PROTECTED]>
wrote:
> > Except that you are not working on one section of
> the
> code, you are restructuring th
Could add some circular spells like in diablo... the
object to make that possible was added a few months
ago.
--- Anton Oussik <[EMAIL PROTECTED]> wrote:
> On 19/01/06, Mark Wedel <[EMAIL PROTECTED]> wrote:
> > Anton Oussik wrote:
> > > On the note of adding/fixing spells, could some
> high level
One could add new spells... like circular spells.
--- Brendan Lally <[EMAIL PROTECTED]> wrote:
> On 1/19/06, Anton Oussik <[EMAIL PROTECTED]>
> wrote:
> > I did not necessarily mean more powerful spells.
> Some existing spells
> > can get moved up the chain, and intermediate
> "interesting" spel
BSD or... the GPL.
You don't need an artistic license.
--- tchize <[EMAIL PROTECTED]> wrote:
> Done a long time ago, never used due to
> misunderstandings :), new crossfire banner proposal
>
> Design by Yann Chachkoff (alias Gros alias
> Lauwenmark)
> Colors by David Delbecq (alias Tchize)
>
>
I've heard people complaining about the GFDL, what is
the controversy over it?
--- Yann Chachkoff <[EMAIL PROTECTED]>
wrote:
> Le Samedi 21 Janvier 2006 11:53, Miguel Ghobangieno
> a écrit :
> > BSD or... the GPL.
> > You don't need an artistic license.
>
:
> Le Lundi 23 Janvier 2006 00:12, Miguel Ghobangieno a
> écrit :
> > I've heard people complaining about the GFDL, what
> is
> > the controversy over it?
> >
>
> If I am correct, there is a controversy about the
> GFDL in Debian: the GFDL
> seems
We want to cross module boundries and there is no
reason for us to
want 3rd party "module" additions (unless one is
pro-proprietary).
Modules would do 2 things: disallow use of code across
module boundries (as they aren't loaded yet), let
proproprietary addons be created and work over more
then 1
Yes, "spagetti code", if that's what you wish to call
it. Some CF programmers, such as Cave, would like to
beable to reuse their code without having to recopy
and paste what they have allready done (which would
create bloated code if it was required). Modules would
disallow this (bad) as they are n
I don't think it would be wise to remove the hacks,
the hacks make things work as they should.
If someone want's to create a RPG engine crossfire,
in my opinion, is not the place to do it. Crossfire is
a game in it's own right, we should be concerned with
our game, not some theoretical developer
I am not opposed to porting crossedit to gtk however.
But if my favorite editor is removed outright... java
is not an option. However crossedit works great (IMHO)
now, so there really is no reason to change it. All
this constant talk of removing things is
displeasurable, thus my retirement for a ti
If crossedit dissappears then I dissapear.
I guess that is what you all want though.
Should CF fork?
--- Mark Wedel <[EMAIL PROTECTED]> wrote:
> Arguably, crossedit should just disappear. This,
> however, may become more or
> less an issue depending on other changes (if a code
> restructurin
Hi, I've asked for just that configuration option
before. I'll forward this mail to the mailing list so
the other devs may see that this is a wanted feature.
--- Logan Tygart <[EMAIL PROTECTED]>
wrote:
> Hey Man,
>
> I enjoy the hell out of your server. I have a
> couple of characters
> there.
MWedel just talked about a complete redesign in his
latest post. Things that are redesigned tend to be
broken for 1 or 2 years. I could be dead in 1 or 2
years, so could any of us. I'd rather not wait around.
--- Yann Chachkoff <[EMAIL PROTECTED]>
wrote:
> > I don't think it would be wise to rem
Understand this Yann. IF crossedit is removed I remove
myself. Do you want to lose your biggest current media
contributor? If so then remove crossedit.
I think you need to fork off crossfire and make your
own project where you can do whatever you want.
Perhapse crossfire-awsome.sf.net?
--- Yann C
Check the CVS logs. I have stopped committing about a
week ago. If you remove crossedit I will not restart.
--- Mark Wedel <[EMAIL PROTECTED]> wrote:
> Miguel Ghobangieno wrote:
> > Understand this Yann. IF crossedit is removed I
> remove
> > myself. Do you want to l
Lol.
--- todd <[EMAIL PROTECTED]> wrote:
> I suppose this would be a nice perk and a big
> incentive to remove
> crossedit, but you've quit so many times before that
> it just isn't a
> reliable enough promise to base a decision like this
> on ;
One of the things we should do for 2.0 (note: we are
not yet at 1.9) is try to decrease bandwith usage. For
instance, some animations are cylical, and the server
knows which ones these are currently IIRC. The server
shouldn't have to send a update for every tile every
time for cylical animations, t
Brace is used, as Leaf said before, to make it easier
to swich deities without being pushed off the alter...
this was allready discussed!
We shouldn't do things that increase bandwidth
usage...
/me watches the bandwith usage skyrocket just to spite
him.
--- Mark Wedel <[EMAIL PROTECTED]> wrote:
you from being moved.
If so then... well that's not supposed to happen and
brace seems like it needs work, if not then nm.
--- Brendan Lally <[EMAIL PROTECTED]> wrote:
> On 1/29/06, Miguel Ghobangieno <[EMAIL PROTECTED]>
> wrote:
> > Brace is used, as Leaf said befor
A server variable could be set that turns on/off
compression.
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I like this idea very much (though I would caution
against giving players themselves a pass wall spell),
I creates a granular permissions system that is
appealing.
--- Mark Wedel <[EMAIL PROTECTED]> wrote:
>
> Thinking a little little about transportation
> objects (boats, horses, etc) and
>
This is a good idea. If there is a 100x100 (or 100x50
etc) block of completely identical archtypes (and the
player is in LOS range of these (they are not behind a
wall), we don't want to send the whole map to him,
then the server could send something like (100x100 of
flagstone starting at bla bla).
AIL PROTECTED]> wrote:
> Miguel Ghobangieno wrote:
>
> >(though I would caution against giving players
> themselves a pass wall spell)
> >
> As I understand it, with what Mark is saying, walls
> would have to
> explicitly be set
Perhaps both the player and the transport should be
damaged?
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E-
> Hash: SHA1
>
>
> Miguel Ghobangieno wrote:
> >
> > Maybe some new spells too? Circular spells ect
> (kinda
> > like a circle of protection of fireballs spining
> > around you etc).
>
> This "effect" is already possible (and probably
&
One can't put unpaied stuff in a box and steal them,
same would go for transports I'd assume.
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I think a better solution would be to, rather then
show every attack message, only show one every 1
second or so. Friendly fire is setable in the settings
file and can be set low to compensate.
--- Mark Wedel <[EMAIL PROTECTED]> wrote:
> But this is also tied to player speed. Unless you
> make
What's the status on bigworldized pupland (IE: when is
it going in?). /me awaits the glorious addittion.
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I think we should have plots and reputation system in
for 2.0.
And a setting to show (by default) 1 attack message
per second or so (rather then "char punches once, and
again, and SUPRISE again!"). It would also be good if
the int for hp, maxhp, sp, and maxsp (used for alters)
was raised to int 32
I don't want those abilities removed. Why shouldn't I
beable to make a magic monster that can reflect spells
or arrows that? Just remove the ability from the
knights and gaurds and remove the reflecting amulet
from circulation.
I hate all this talk of removing everything from the
game. Maybe cross
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