Re: [crossfire] Moving server towards a modularized system?

2006-01-28 Thread Yann Chachkoff

 I'd be inclined to say that the quickest way to do that would be to have a 
 deliberate compatibility break, not completely, but at least back to what is 
 actually used.

I do agree with that. I think that fixing all the current bugs should be the 
first priority, so that a solid 1.9 release can be achieved.
Note that after 1.9 could come 1.10, though :)

 (and maybe include some metaserver filter to stop servers older than this 
 being included too).

If protocol compatibility is to get broken, it is probably better to change the 
metaserver URL, so that versions 1.x and 2.x don't overlap.

 If this were to occur there would be an awful lot on the server side that 
 could be dispensed with

 the map command and map1 commands (map1a could be used exclusively)

Probably a good time to get the map2 command idea back on track.

 the item1 command (the C clients have long since used item2)
 spell conversion from the old spell system
 support for the old skill system.
 support for oldsocket mode (pippijn recently made a textmode parser
 using the modern packet structure, oldsocketmode is a hack that could be 
 retired completely)
 doubtless there are more that I haven't thought of.

Remove all that compatibility cruft first, and then, when the server is made 
leaner as a result, look at what, if anything needs simplifying.

Yes, I agree with that completely. Not having to deal with old piece of code 
would make the work a little easier for sure.

 (note also, I would suggest taking the same approach with the C clients, 
 which have a similar problem (though less acutely))

Probably, although I'd say that clients are lower-priority, as their code 
complexity is somewhat lower.


___
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire


Re: [crossfire] Moving server towards a modularized system?

2006-01-28 Thread Alex Schultz
Yann Chachkoff wrote:

If someone want's to create a RPG engine   crossfire, in my opinion, is not 
the place to do it.


It is the exact place where to discuss about what we want to do with 
Crossfire, being maintaining it in its current state, expanding it or making 
it more generic. See the description of the list: This list is used for 
general discussion and questions, answers, and latest changes and updates. 
This is general discussion around the game, so that discussion is perfectly in 
sync with that definition. If you don't like it, don't answer to it - simple 
as that.
  

I agree that the code structure could be improved, and some level of 
modularization/separation of parts would be good if done with care. 
However, personally I do not see any real value in expanding it to a 
generic game engine. That said, I don't see any harm in that either, so 
long as it is done carefully. IMHO, creating a generic game engine is 
not a good goal for the project, however isn't necessarily a harmful as 
a side affect of increased modularization. I feel that modularization 
should be done (gradually and with care), to improve maintainability, 
*not* to create a generic game engine, though that would not be harmful 
to come as a side affect.

Alex Schultz

___
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire


Re: [crossfire] Moving server towards a modularized system?

2006-01-28 Thread Mark Wedel
Brendan Lally wrote:

 the map command and map1 commands (map1a could be used exclusively)
 the item1 command (the C clients have long since used item2)
 spell conversion from the old spell system
 support for the old skill system.
 support for oldsocket mode (pippijn recently made a textmode parser
 using the modern packet structure, oldsocketmode is a hack that could
 be retired completely)
 doubtless there are more that I haven't thought of.

  Note that removing the old protocol commands is probably a good thing.  I 
don't necessarily know we need to wait for a major version number (2.0) to do 
it.

  It could be done sooner - the server would need some code to detect minimum 
version the client can have (based on the cs/sc version as well as setup 
commands), and if the client doesn't meet it, it could print a message to the 
client like:

  Your client is too old to play on this server.  Download the latest client 
from  if you want to play on this server

  I don't think that would be too terrible.

  That said, I don't think much of that code is causing too much 
confusion/cruft 
- I think in the most part, the functions are pretty well defined.

  The stuff I'm more concerned about is code you look at and scratch your head 
and say 'what the heck is that for'.  Yet if you remove it, you then find out 
that some maps break or whatever.

  That is the stuff that should be cleaned up - the problem is that the process 
is basically:

Remove the odd code
Run on somewhat well used server and see what problems are reported (if you 
know 
what stuff it will break, you could fix it yourself)
Update the maps/objects, repeat

  The issue here is that this means that for some time period, there is a 
server 
with likely issues, just not known exactly what those would be.


___
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire


Re: [crossfire] Moving server towards a modularized system?

2006-01-28 Thread Mark Wedel
Yann Chachkoff wrote:

 (and maybe include some metaserver filter to stop servers older than this
 being included too).
 
 If protocol compatibility is to get broken, it is probably better to change
 the metaserver URL, so that versions 1.x and 2.x don't overlap.

  When there was the metaserver downtime/issues, there was talk at that time 
about a new more distributed metaserver implementation.

  Now the problem with the metaserver got resolved, and that sort of lowered in 
priority.  But we still have the case of a single metaserver.  If we know the 
server/protocol is going to change, coming up/using a new metaserver protocol 
at 
the same time would make a lot of sense.

  Thus, only new servers would have the code to talk to this metaserver.
  Only new clients would have the code to talk to this metaserver.

  It sorts its self out quite nicely in that regard.


___
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire


[crossfire] Crossfire 2.0+ features/priorities

2006-01-28 Thread Mark Wedel

  With the current discussion regarding modularization, the topic of new 
features also came up.

  For 2.0, it was mentioned do a general code cleanup to removed old crufty 
code 
that is only there for compatibility reasons.  Fair enough.

  but relatively to players and developers, what do people see as the top 
feature(s) that should be added (or things fixed) to make crossfire a better 
game.

   I'm somewhat curious to see what the thoughts are.  I think this info may 
indirectly help drive the modularization discussion - it may be that some of 
these features require significant rewrites or cleanups of the code that make 
sense with modularization.  It may also be that some are relatively easy to do 
and don't require such changes.


___
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire


Re: [crossfire] renaming binaries (was: Moving server towards a modularized system?)

2006-01-28 Thread Miguel Ghobangieno
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 time. If the
things I like are not removed I'll come back, if the
things I like are removed I won't come back. I am also
waiting on some new features aswell. I trust all
notice the drop in cvs commits? That is because I am
uninspired as I watch the CF dev team discuss the most
effective way of canning the whole project.

How about not removing things from the game, a novel
idea, no?

__
Do You Yahoo!?
Tired of spam?  Yahoo! Mail has the best spam protection around 
http://mail.yahoo.com 

___
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire


Re: [crossfire] renaming binaries (was: Moving server towards a modularized system?)

2006-01-28 Thread Miguel Ghobangieno
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
 restructuring means 
 significant rewrites needed for crossedit, I could
 see more reason to get rid of 
 it.  OTOH, if that major rewrite makes it cleaner,
 then maybe more compelling 
 reason to keep crossedit, or make a gtk
 replacement).
 

__
Do You Yahoo!?
Tired of spam?  Yahoo! Mail has the best spam protection around 
http://mail.yahoo.com 

___
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire


Re: [crossfire] Negative Luck for pk

2006-01-28 Thread Miguel Ghobangieno
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. (Funyuns and Cugel) but when ever you pk your
 luck goes down.
 Since the server has no rules, is there anyway to
 turn off that
 feature?
 
 The last couple of days, we have been having a pk
 fest on a character
 named killah.
 
 Logan
 -- 
 Nam et ipsa scientia potestas est -- Sir Francis
 Bacon
 Registered Linux User: 277727
 


__
Do You Yahoo!?
Tired of spam?  Yahoo! Mail has the best spam protection around 
http://mail.yahoo.com 

___
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire


Re: [crossfire] Moving server towards a modularized system?

2006-01-28 Thread Miguel Ghobangieno
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 remove the
 hacks, the hacks make things work as they should.
 
 Hacks are what the name imply: dirty fixes. By
 removing hacks, it simply means replacing them by
 something cleaner that does the same job. Which
 benefits from code clarity, ease of debugging, and
 probably performances as well. We already removed
 some in the past, so that's simply a restatement
 that the efforts in that should continue.
 
  If someone want's to create a RPG engine  
 crossfire, in my opinion, is not the place to do it.
 
 It is the exact place where to discuss about what we
 want to do with Crossfire, being maintaining it in
 its current state, expanding it or making it more
 generic. See the description of the list: This list
 is used for general discussion and questions,
 answers, and latest changes and updates. This is
 general discussion around the game, so that
 discussion is perfectly in sync with that
 definition. If you don't like it, don't answer to it
 - simple as that.
 
  Crossfire is a game in it's own right, 
 
 I never said the contrary.
 
  we should be concerned with our game, not some
 theoretical developers who might want to make their
 own game.
 
 I'm not speaking about theoretical developers -
 I'm speaking about those who (hopefully) will still
 play with crossfire and its code long after we
 don't. I'm thinking about all the ideas that could
 get implemented much more easily on a cleaner base
 than on a patchwork of code.
 
 No, I don't suggest working towards a cleaner and
 more generic code just for the sake of a handful of
 theoretical developers. I'm suggesting it to make
 *our* own developments easier and faster, to have a
 workbasis that we can expand further than what can
 be achieved now. We have wonderful game mechanisms
 in most cases, that can rival or even outclass those
 of a lot of commercial (successful games). I think
 that adding a new spell or a new object type to
 Crossfire should be as simple as writing a new map,
 so that new gaming mechanisms can get quickly
 implemented and tested - I don't see this as the
 benefit of a few coders, but a benefit for all
 players, who wouldn't have to wait for ages to get
 bugs solved or new, interesting ideas implemented.
 
 Maybe you're satisfied with the rythm at which your
 proposals are tested and implemented. I am not, and
 I believe a good structure would speed the process
 up a bit.
 
  We have media, we are beyond framework.
 
 Nonsense. Just because we have code doesn't mean
 that its structure is of good quality, or that
 staying forever with it is satisfying. 
 
 Given that you never had to add stuff in the
 Crossfire code, I suggest that you first try to do
 so, and *then* speak about your experience, as I
 really don't think you have any knowledge of the
 difficulties involved with the current codebase.
 
 Finally, I'd suggest not to introduce notions you
 obviously don't understand. By framework in this
 case, I was speaking about a structure supporting a
 style of game; or, if you prefer that term, a
 generic, structured core of functions. The
 Media/Framework model has *nothing* to do with that.
 I don't think there can be any sane debate if you
 don't even understand the terms used.
 
 
 ___
 crossfire mailing list
 crossfire@metalforge.org

http://mailman.metalforge.org/mailman/listinfo/crossfire
 


__
Do You Yahoo!?
Tired of spam?  Yahoo! Mail has the best spam protection around 
http://mail.yahoo.com 

___
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire