Re: [crossfire] Crossfire 2.0+ features/priorities (compression)

2006-01-30 Thread Miguel Ghobangieno
A server variable could be set that turns on/off
compression.


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Re: [crossfire] move_allow attribute

2006-01-30 Thread Miguel Ghobangieno
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 
 came to the realization that at some level, a
 move_allow field is needed.
 
   The basic idea is that move_allow would override
 any move_block.  The case I'm 
 thinking about here is boats - players normally
 can't move on the water.  While 
 the move_block of the water spaces for boats in
 harbor could be changed so you 
 could get on the boat, this doesn't work so well if
 you anchor your boat at some 
 island.
 
   The code to handle this would actually be fairly
 trivial - basically, in the 
 update position, move_block = ~move_allow
 
   This also allows for some other interesting
 things.
 
   For example, one could imagine creating a 'bridge'
 spell that goes over water 
 - basically, it just acts like a wall spell, but has
 move_allow WALK on it.
 
   Passwall (letting you put holes in walls) would be
 another case.
 
   One question would be on how to handle slow_move
 attributes - should those get 
 blanked out also.  I'm sort of thinking yes - then
 you could also have a 'create 
 road' spell to get through the jungle quickly.
 
   Thoughts? Questions?

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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-30 Thread Anton Oussik
On 29/01/06, Mark Wedel [EMAIL PROTECTED] wrote:
   One of the things that have been on my wishlist a long time is a better
 character creation method.

I'd say that a character creation window would work best - where you
can select the name, roll and re-roll stats, chose your race, sex, and
class, and see how it changes your character (as well as seeing how
the character looks themselves). Race/Class descriptions can then go
into textboxes under pulldown selection controls, and starting
items/skills should be viewable.

Another thing I can propose is to replace the listen level with
channels, and be able to toggle/redirect individual channels between
different tabs in the client.

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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-30 Thread Brendan Lally
On 1/30/06, Anton Oussik [EMAIL PROTECTED] wrote:
 Another thing I can propose is to replace the listen level with
 channels, and be able to toggle/redirect individual channels between
 different tabs in the client.

I had a working channels implemention, but the problem was that it was
too complex to be really usable, and seemed too similar to the party
code.

hijacking colours in the draw_info packet to send meaningful data
about the type of draw_info would be more reasonable

Maybe also it would be an interesting idea to have a 'triggered'
draw_info which would send back the packet number that caused them to
be printed (this would involve storing the last packet number in the
player struct, and sending it in the packet)

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Re: [crossfire] Crossfire 2.0+ features/priorities (compression)

2006-01-30 Thread Alex Schultz
Miguel Ghobangieno wrote:

A server variable could be set that turns on/off
compression.

This is a good point, it would allow servers to balance bandwidth and 
processor usage on the server side better if the are short on one but 
not the other.

Alex Schultz

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Re: [crossfire] move_allow attribute

2006-01-30 Thread Alex Schultz
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 to allow passwall.

Alex Schultz

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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-30 Thread Rick Tanner
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Miguel Ghobangieno wrote:
 Well Leaf said that it was so that if someone really
 wanted to recant their diety that they could, but they
 would have to mean it (not by accident, or by mere
 trifiling whim) and thus brace. 

Actually, I pointed out how the brace command *can* be used when
switching cults during a discussion[1] of removing the command because
it offered little or no benefit for using it.

[1] - http://forum.metalforge.net/viewtopic.php?p=9535#9535



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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-30 Thread Rick Tanner
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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 unintentionally, too) by
using the stay fire command.


NOTE: I /think/ the stay fire sequence is used, but it's been years(!)
since I bound this to my key settings.







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Re: [crossfire] move_allow attribute

2006-01-30 Thread Miguel Ghobangieno
move_allow * would just add some more control over
movement permissions so that one can more easily set
what cannot and what can pass over the tile; more
granularity.

Theoretically, after this is added, spells can be
created (such as build bridge, which could set
move_allow walk on the affected water tiles and then
spawn brige arches forward (if spells were allowed on
said tiles ofcourse) that can use modify permissions.
I would suggest, however, that (specifically) a
passwall spell not be given to players (could be used
in fire-walls for some things though etc).

--- Alex Schultz [EMAIL 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 to allow passwall.
 
 Alex Schultz
 
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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-30 Thread Mark Wedel
Brendan Lally wrote:
 On 1/30/06, Anton Oussik [EMAIL PROTECTED] wrote:
 Another thing I can propose is to replace the listen level with
 channels, and be able to toggle/redirect individual channels between
 different tabs in the client.
 
 I had a working channels implemention, but the problem was that it was
 too complex to be really usable, and seemed too similar to the party
 code.
 
 hijacking colours in the draw_info packet to send meaningful data
 about the type of draw_info would be more reasonable
 
 Maybe also it would be an interesting idea to have a 'triggered'
 draw_info which would send back the packet number that caused them to
 be printed (this would involve storing the last packet number in the
 player struct, and sending it in the packet)

  Long on my wish list also was to change handling of messages (draw_info) to 
change from color to tags that denote what the message pertains to.

  Eg, combat messages, listings (shop, who, etc), shout, talk, etc.  I think 
there would probably be about a dozen different content types.

  The client could then have a pretty easy interface to say what to do with the 
message (discard, print in window 1, window 2).  Also, let the player choose 
the 
color/font for these.

  This adds some amount of complication to the client.  But a first pass is to 
just update all the draw_info to use new flags.  A first pass on the client 
would be something simple like 'shout - ok, these are red, and put in window 2' 
- basically be hardcoded to how it works now, with the interface to follow, 
since that is probably the harder part.


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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-30 Thread Mark Wedel
Alex Schultz wrote:
 Mark Wedel wrote:
 
  This issue is really the server-client direction, and that already is 
 binary, 
 so not a whole bunch of savings.

  I have a feeling the big hog is the map data - things like stats is never 
 much.  The item stuff, especially for huge piles, can add up.  And I think 
 someone suggested that the detailed item information (what you get from 
 describe 
 item) is also sent along - I think that may be a reasonable idea, but does 
 increase the bandwidth on that (that is also tricky in that certain things 
 could 
 change the description of the item (it being identified will change its 
 value 
 for example) - I'm not 100% the UPD_ flags cover that, but probably do (but 
 money will always be suspect - changing charisma can affect costs also).

 What would also save alot of bandwidth, would be including in the new 
 server protocol a method of sending rectangular blocks of tiles that 
 should all be added of deleted. This could potentially cut the map 
 bandwidth in half or less in some locations (lots of floor and walls 
 compared to everything else). Making the client interperate the data for 
 that would be very easy, the most difficult part would be the server 
 logic of where it should define rectangles but I am sure that is not too 
 bad.

  It could be done now, but could prove to be a costly (CPU wise) operation - 
the map code would have to look to see if there are such regions.  There may be 
fast ways to do that.

  But you also get the cases that you need to check to see if it is faster to 
send that block.  a 2 square rectangle is not going to be any faster than just 
sending it as two spaces.  a 3 space block may be the break even point.

  But it also gets tricky - having a 10x10 area of floor with nothing on it, it 
would be a clear win.  But if that floor is littered with monsters, objects, 
etc, it becomes less clear, because we're going to need to send data on those 
spaces, so we are not saving the cost of sending the coordinates, just the cost 
of sending the face itself.

  I'm more inclined to just go with the compression method - if the same face 
is 
repeated 200 times, the compress code should do a good job of reducing that to 
very little space.  And I think this may actually be less cpu costly than 
trying 
to find rectangles.  It also helps for those cases where we are sending data 
that does not encompass the entire range of data size.  For example, we use 16 
bits to send the face data.  Yet right now, we only have 5000 faces, which can 
fit in 13 bits.  So going through compression would still save space even on 
maps without good rectangles.


 I put up a couple ideas about the new map protocol here a while back:
 http://wiki.metalforge.net/doku.php/dev_todo/newmapprotocol
 (see also http://wiki.metalforge.net/doku.php/dev_todo and 
 http://wiki.metalforge.net/doku.php/dev_todo/cf2.0 on the wiki)
 
 Alex Schultz
 
 
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Re: [crossfire] cfclient colouring (was: gcfclient options deathlist)

2006-01-30 Thread Mark Wedel

  I'd personally say that requiring a 256 color display isn't asking too much 
now days.

  Yes, in the old days, black and white monitors and workstations were somewhat 
common, and given crossfire was a unix game, made sense to accomodate them

  But 8 bit color has been around for a long time - I don't know the last 
system 
manufactured that only had black and white output.

  I actually think the grey background looks nicer than the old dark green 
background.


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