Re: [crossfire] [Crossfire] CF promo video
Yeah, love the idea :) I have already tried in the past, the most difficult part is to make an ingame video which you can furter edit (is swf an 'editable' video format?) Most programs i tried were quite sensible to the cpu busy cycle when interresting things happened ingame, resulting in laggy video :( A good thing might be to have a 'hacked' client output each of it's map renders to a raw file along with timing information and then reorganize this afterward in something like 50png/seconds ? Alberto Sáez Lodeiros a écrit : Hi all Last days, I have returned to the world of CF after a problem with Motherboard, Processor and RAM Memory. As you know, when a game is well known by many many players aroud the world, it becomes more and more funny. OK, then, i was thinking ways to promo Crossfire, I say Crossfire general, not a concrete server (cat2, Metalforge, schmorp...). And a cool idea can be a Promotion Video. This is a In-Game video of Crossfire, with a presentation and so on, a player fighting with a Dread, and with a high level monster, a PvP duel and all exciting things who CF offers the player. I was looking for a program to record a video of the desktop, and I have found one, called vnc2swf. It allows to save in swf format a vnc session. Can you tell me if you like the idea? Do you know any other program like vnc2swf? What kind of music do you like for the video (electronical or heavy metal/rock, classical)? What kind of promo video/s do you like before (WoW videos, UA videos, Lineage videos...)? etc... -- Powered By SuSE Linux 10.0 ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
[crossfire] [Re] [Crossfire] CF promo video
I dont know if SWF flash files are editable. i can tell you that it doesnt matter because I need them in avi format or any other editable video format. The conversion from swf to avi can be made with Winmpg. This is a program for wind*ws to convert swf to avi, mpeg and many more, and when i had the avi file, i can edit it with avidemux, main actor or any other video editor under Linux. See this page for more info: http://www.winmpg.com-- Powered By SuSE Linux 10.0 ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
[crossfire] [Re] [Crossfire] [Idea] Spells inmediate effects
I dont speak on spells effects in the world. I say effects in the player hitted by the spell. I dont know how to program this at Python, but it can be something like this (Visual Basic like code): if playerHitByExplosion(PlayerID) then castFear() castConfussion() doDamageToPlayer(10) endif Public Sub castFear() (here goes the general code for Fear effects) end sub Public Sub CastConfussion() (code for confussion) end sub -- Powered By SuSE Linux 10.0 ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] SVN?
Mark Wedel wrote: In terms of branching, as mentioned, I'm usually the one most hit by this. But to me, the real show stopper here is ability to have a nice merge functionality. CVS isn't that great - if the there are no conflicts, no problem, but if there are, CVS just brackets the code where there is an issue, leaving you to fix it in your favorite editor. I don't know if SVN is any better. Some other products I have seen do have a nice GUI, letting one select which line/block to take. I think there are graphical CVS tools, so maybe they do something similar. From what I can see, SVN is on par with this. It does it slightly differently, but not really any easier looking or harder looking. But the real problems with branches is that I don't think there are currently enough people using crossfire that a branch gets much usage. One idea tossed out was to put experimental code in the branch, but if no one uses the branch, doesn't do much good. Well, SVN does have a significant advantage here. From what I can see, it is very easy, by either using SVN, or svn-mirror, to have a local mirror of the SVN tree on your computer, that you can use as a 'local branch'. That also has the advantage that within your local branch, you could revert little changes very easily if you were committing to your local branch step by step. The whole time you can have it sync with the main SVN server, and eventually merge your changes back to the main svn server (preserving the individual commits). IMHO, using SVK or svn-mirror, syncing with a sourceforge svn server, would solve such branching issues very nicely without cluttering the remote server. One complaint I do have with CVS, and I don't know if SVN is better, is that CVS will bring back code I delete. Say for example I'm editing a file, and remove the function foo() as well as make some other changes. Someone else makes some change to the file and commits. I do a cvs update, and foo() is now back in my file - even though no where along the process were any changes made to foo() itself. So then I have to go and delete again. Branches may make that a little cleaner. Not sure if SVN is any better either, though the branching as I was talking about above could possibly help. Alex Schultz ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Weather usability was: [Idea] Spells inmediate effects
It has some new bugs where things become blocking on reload too. Thus I flush my saved weather overlays every so often. This bug came after the new movement types. Oh I'd like to beable to set it so arrows, bolts, and shooting spells can traverse water. Could we have new movement types: arrow(or projectile) etc. projectile probably would be fine. I tried to do it my self hoping that the movement code used key value... :( --- Alex Schultz [EMAIL PROTECTED] wrote: Miguel Ghobangieno wrote: Weather code is usable. I use it, albit on level 4 now. However there are still some bugs such as disappearing things, and in many ways the results are too extreme and granular. I am not sure, but for this, I blame extreme elevation values (which happen to be a little corrupted across bigworld, but too extreme anyways). In addition, the weather code is not usable in anything other than bigworld, as in, not usable for temperature and such in smaller maps. Alex Schultz ___ 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
Re: [crossfire] Treasurelist idea
Well using set as a prefix would allow you to put whatever in the arch, thus one wouldn't need to edit the code every time a new variable is created since set just passes it into the archtype in memory. --- Alex Schultz [EMAIL PROTECTED] wrote: Miguel Ghobangieno wrote: I was thinking (perhapse this is allready doable): treasure bla arch sword chance 20 magic 4 set damned 1 set wc -2 set msg set this is a great sword sed endmsg end If the code sees set then that which comes after it will be applied to the dropped thing Hmm, not sure it's the best way to approach the issue (i.e. do we even need to prepend set?), but that would in some ways be a good idea. Also, please don't use the reply button to start a completely new topic, it messes up those using thread view (I am anyways, and that's how people on the web archives often view it) Alex Schultz __ 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
[crossfire] configure - crossedit
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Commited some basic checks in configure to skip crossedit and crossedit unit test directories from make process if it appear not compilable. -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.1 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org iD8DBQFEIdj6HHGOa1Q2wXwRAtGmAKCse858rXr3G7JcstiJRjIkorCBrACdEZzq K+M4Ay9mhb6Vy8nd5pZOxoE= =j3wa -END PGP SIGNATURE- ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] [Re] [Crossfire] [Idea] Spells inmediate effects
Alberto Sáez Lodeiros wrote: I dont speak on spells effects in the world. I say effects in the player hitted by the spell. I dont know how to program this at Python, but it can be something like this (Visual Basic like code): if playerHitByExplosion(PlayerID) then castFear() castConfussion() doDamageToPlayer(10) endif Public Sub castFear() (here goes the general code for Fear effects) end sub Public Sub CastConfussion() (code for confussion) end sub Note that as far as I know, being both confused and fear do not stack - the code will either act as if the player is confused or the player is feared, not both (I'd have to look at the code, but it really comes down to what check is first in the player move function). However, I'd suggest that this really isn't the right approach. From what you described, the idea was that and explosion should knock you back. Confusion just creates random movement - it is unclear why an explosion would confuse the player. Fear also isn't quite what you want either - the reason is because as said above, the explosion should knock the player back when the explosion happens. If you fear the player, the player won't move back until the player would move next, and then it would use the player movement cycle to move the player back. That doesn't seem right to me. I do seem to recall that there is an existing spell or two (wave? windstorm?) that do knock monsters back, so that code does exist. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire