Re: [crossfire] Proposal to move server/lib/ files to arch/

2020-03-04 Thread David Hurst
Brilliant fix, the old location of these was very counter intuitive.

Saru

On Tue, 3 Mar 2020 at 15:02, Kevin Zheng  wrote:

> Thanks to those who chimed in with feedback.
>
> Committed in r21127 and r21128.
>
> This changes how release tarballs need to be generated. Specifically,
> when creating the source release tarball, there needs to be a
> server/lib/arch directory containing those moved files.
>
> I realize that `make dist` has been broken for some time. Once I manage
> to fix `make dist` this manual step should not be needed.
>
> Regards,
> Kevin
>
> --
> Kevin Zheng
> kevinz5...@gmail.com | kev...@berkeley.edu
> XMPP: kev...@eecs.berkeley.edu
> ___
> 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


Re: [crossfire] Spellcasting skills definition

2017-09-14 Thread David Hurst
Hi Kevin,

Aside from flipping sorcery and evocation, the spells that needed
reassigning were bullets,a couple of odd ball summoning spells and ball
lightning:

Level Spell Current Manual
1 Create Missile Summoning Evocation
1 Small Bullet Evocation Evocation
2 Summon Fog Summoning Evocation
8 Large Bullet Evocation Evocation
14 Bullet Swarm Evocation Evocation
18 Ball Lightning Evocation Pyromancy
20 Bullet Storm Evocation Evocation
24 Build Bullet Wall Evocation Evocation
**note evocation is a change because all other evocation spells are moved
to sorcery and vice versa.*

In the current assignment, evocation has the most damaging spells while
sorcery has the least. If you toggle between the current and proposed, you
will notice that the lines actually track much closer together in the
proposed assignment.This is going to make training in each school more
consistent.

Regards,
Saru






On Fri, Sep 15, 2017 at 4:14 AM, Kevin Zheng <kevinz5...@gmail.com> wrote:

> On 09/14/2017 06:03, David Hurst wrote:
> > To try and make some progress on this front I created a visualisation to
> > see what these changes might look like. Take a look here
> > <https://public.tableau.com/profile/david.hurst6129#!/vizhome/
> CrossfireSpellsVisualisation/Spellassignmentdashboard?publish=yes>.
> > I focused on only the spells that can provide exp, I can load the other
> > skills if there is a strong desire to see the impact. As mentioned I
> > don't think there is a particularly significant effect by using
> > consistent spell schools definitions but i'm open to your feedback.
> > The data i'm using is available here
> > <https://docs.google.com/spreadsheets/d/1OIq3cIOpQoU9EZLkq8njLqY9GXqsV
> J4TkYzUe_5IpKg/edit?usp=sharing>.
> >
> > As a reminder the proposed schools are:
> > Evocation - Spells that create things (physical damage, food,
> strengthening)
> > Sorcery - Spells that remove energy (cold spells, poison, draining?,
> > depletion?)
> > Pyromancy - Spells that add energy (fire, lightning, light)
> > Summoning - Spells that call and control monsters (golems, pets, etc)
> > Praying - Spells gifted by channeling your gods wishes through prayer
>
> I believe this discussion came up on IRC, but how do you see training
> experience in the new spell organization to work?
>
> The current classifications are a bit arbitrary but it seems that each
> spell school has a good balance of spells.
>
> --
> Kevin Zheng
> kevinz5...@gmail.com | kev...@berkeley.edu | PGP: 0xC22E1090
> ___
> 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


Re: [crossfire] Spellcasting skills definition

2017-09-14 Thread David Hurst
To try and make some progress on this front I created a visualisation to
see what these changes might look like. Take a look here
<https://public.tableau.com/profile/david.hurst6129#!/vizhome/CrossfireSpellsVisualisation/Spellassignmentdashboard?publish=yes>
.
I focused on only the spells that can provide exp, I can load the other
skills if there is a strong desire to see the impact. As mentioned I don't
think there is a particularly significant effect by using consistent spell
schools definitions but i'm open to your feedback.
The data i'm using is available here
<https://docs.google.com/spreadsheets/d/1OIq3cIOpQoU9EZLkq8njLqY9GXqsVJ4TkYzUe_5IpKg/edit?usp=sharing>
.

As a reminder the proposed schools are:
Evocation - Spells that create things (physical damage, food, strengthening)
Sorcery - Spells that remove energy (cold spells, poison, draining?,
depletion?)
Pyromancy - Spells that add energy (fire, lightning, light)
Summoning - Spells that call and control monsters (golems, pets, etc)
Praying - Spells gifted by channeling your gods wishes through prayer

On Tue, Aug 22, 2017 at 2:29 PM, Mark Wedel <mwe...@sonic.net> wrote:

> On 08/21/2017 05:49 PM, David Hurst wrote:
>
>> As stated, i'm trying to enhance the messages that players receive when
>> learning spells. To make this more engaging I wanted to have a clear
>> picture of what we all think these spellcasting skills represent. As a
>> starting point I presented this list as a definition of what is *currently
>> *in place:
>>
>> Evocation <http://wiki.metalforge.net/doku.php/spells:evocation>- Spells
>> that remove energy (cold spells, poison, draining?, depletion?)
>> Sorcery <http://wiki.metalforge.net/doku.php/spells:sorcery>- Spells
>> that create things (physical damage, food, strengthening)
>> Pyromancy <http://wiki.metalforge.net/doku.php/spells:pyromancy>- Spells
>> that add energy (fire, lightning, light)
>> Summoning <http://wiki.metalforge.net/doku.php/spells:summoning>- Spells
>> that call and control monsters (golems, pets, etc)
>> Praying <http://wiki.metalforge.net/doku.php/spells:praying>- Spells
>> gifted by channeling your gods wishes through prayer
>>
>> You can check the above links to see what spells are currently available
>> for each skill. I don't think the spells that are in the wrong place are
>> not even remotely going to cause balance issues. Large bullet moving to
>> sorcery is not going to break evocation which currently has all of the cold
>> spells to level with including icestorm at level 1. Ball lightning moving
>> to pyromancy isn't going to wreck evocation.
>>
>> Having said that, I had this thought as I was writing the text for
>> evocation and it dawned on me that I have no idea what evocation actually
>> is. Ruben pointed out (and I agree with him) that the current spells don't
>> line up very well with historical definitions of evocation <
>> https://en.wikipedia.org/wiki/Evocation>and sorcery <
>> https://en.wikipedia.org/wiki/Sorcery>. As far as I can tell it would be
>> straightforward to flip all the spells in the two skills over so that we
>> have:
>>
>> Evocation - Spells that create things (physical damage, food,
>> strengthening)
>> Sorcery - Spells that remove energy (cold spells, poison, draining?,
>> depletion?)
>> Pyromancy - Spells that add energy (fire, lightning, light)
>> Summoning - Spells that call and control monsters (golems, pets, etc)
>> Praying - Spells gifted by channeling your gods wishes through prayer
>>
>
>  The definitions can be hard to map, because in dungeons of dragons,
> things like fireball, lightning bolt, and almost all damage spells are in
> the 'evocation' school (they have different and more schools, so there
> isn't a 1:1 mapping)
>
>  As Leaf noted, in the past, there was some issues with balance in schools
> - sorcery didn't have enough damage spells, so was hard to level.  Note
> that there also isn't any reason that there can't be some overlap in those
> skills - certainly the reason that there was pyromancy in addition to
> evocation is all the fire spells got put in evocation, it would have been
> an overly good skill. And in some cases, I think there is basically the
> same spell (with slightly different name) in multiple skills.
>
>   I'm not sure if you are looking for definition only, or if you plan to
> move some spells to different skills.  If the former, it will probably be
> hard to really come up with too good a definition that covers everything
> for the reasons above (this spell matches pyromancy definiton, why is it in
> evocation, etc).
>
>  If you are going to move spells a

Re: [crossfire] Spellcasting skills definition

2017-08-21 Thread David Hurst
As stated, i'm trying to enhance the messages that players receive when
learning spells. To make this more engaging I wanted to have a clear
picture of what we all think these spellcasting skills represent. As a
starting point I presented this list as a definition of what is *currently *in
place:

Evocation <http://wiki.metalforge.net/doku.php/spells:evocation>- Spells
that remove energy (cold spells, poison, draining?, depletion?)
Sorcery <http://wiki.metalforge.net/doku.php/spells:sorcery>- Spells that
create things (physical damage, food, strengthening)
Pyromancy <http://wiki.metalforge.net/doku.php/spells:pyromancy>- Spells
that add energy (fire, lightning, light)
Summoning <http://wiki.metalforge.net/doku.php/spells:summoning>- Spells
that call and control monsters (golems, pets, etc)
Praying <http://wiki.metalforge.net/doku.php/spells:praying>- Spells gifted
by channeling your gods wishes through prayer

You can check the above links to see what spells are currently available
for each skill. I don't think the spells that are in the wrong place are
not even remotely going to cause balance issues. Large bullet moving to
sorcery is not going to break evocation which currently has all of the cold
spells to level with including icestorm at level 1. Ball lightning moving
to pyromancy isn't going to wreck evocation.

Having said that, I had this thought as I was writing the text for
evocation and it dawned on me that I have no idea what evocation actually
is. Ruben pointed out (and I agree with him) that the current spells don't
line up very well with historical definitions of evocation
<https://en.wikipedia.org/wiki/Evocation>and sorcery
<https://en.wikipedia.org/wiki/Sorcery>. As far as I can tell it would be
straightforward to flip all the spells in the two skills over so that we
have:

Evocation - Spells that create things (physical damage, food, strengthening)
Sorcery - Spells that remove energy (cold spells, poison, draining?,
depletion?)
Pyromancy - Spells that add energy (fire, lightning, light)
Summoning - Spells that call and control monsters (golems, pets, etc)
Praying - Spells gifted by channeling your gods wishes through prayer

Thoughts?
Saru

On Tue, Aug 22, 2017 at 9:10 AM, Rick Tanner <l...@real-time.com> wrote:

> On 8/20/17 1:53 AM, David Hurst wrote:
> >
> > While working on this I noticed some odd places for spells such as
> > ball lightning in evocation (all other lightning is in pyromancy) and
> > large bullet in evocation while bullet is in sorcery.
>
> As I recall, some of the spells & skill classification were made with
> the intent to give some of the spell casters some kind of offensive
> ability to kill monsters since that is the only way to gain XP in those
> skills - even if it seemed to defy classification logic.
>
> (Unfortunately, the gmane service crash makes searching for this
> information not very easy.)
>
> If lore is needed to explain this, then perhaps something along the
> lines of:
>
> While many wizards are able channel the arcane arts, it takes great
> dedication to master these arts. This is why many wizards can use spells
> like Magic Bullet but only those specialist can master the spell's more
> powerful form of Large Bullet.
>
> > I also notice that the current information on our website is very out
> > of date and doesn't include skills like pyromancy.
>
>
> Which page(s) are missing this information?
>
> By chance, is it the Crossfire Handbook section?
>
>
>
>
>
> ___
> 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


Re: [crossfire] Spellcasting skills definition

2017-08-21 Thread David Hurst
Yeah been playing since 2001. Not sure what your point is really. I don't
think adding a definition to a skill is an aspect of core playability at
all.

Saru

On Mon, Aug 21, 2017 at 10:49 PM, Ruben Safir <ru...@mrbrklyn.com> wrote:

> On 08/20/2017 08:10 PM, David Hurst wrote:
> > I'm working on this as part of my work in improving balance. It may seem
> > odd to want to define skills to improve balance, however, I tend to hit
> > walls when I'm trying to balance someone else's work and there is no
> > indication about what vision they had in mind. I think once I can clarify
> > spell definitions and skill definitions, balancing will become more
> > obvious.
>
>
> this is the core playability of the system and it is really not a good
> thing to tinker with.  Play it for a few years and see what you think then.
>
>
> --
> So many immigrant groups have swept through our town
> that Brooklyn, like Atlantis, reaches mythological
> proportions in the mind of the world - RI Safir 1998
> http://www.mrbrklyn.com
>
> DRM is THEFT - We are the STAKEHOLDERS - RI Safir 2002
> http://www.nylxs.com - Leadership Development in Free Software
> http://www2.mrbrklyn.com/resources - Unpublished Archive
> http://www.coinhangout.com - coins!
> http://www.brooklyn-living.com
>
> Being so tracked is for FARM ANIMALS and and extermination camps,
> but incompatible with living as a free human being. -RI Safir 2013
> ___
> 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


Re: [crossfire] Spellcasting skills definition

2017-08-21 Thread David Hurst
I'm well aware of the definitions of the words but frankly trying to define
'magic' is a bit fraught at the best of times. I based those definitions on
what spells were actually assigned to the skills in game. I'm quite happy
to shuffle them around though if people don't mind. icestorm into sorcery,
create food into evocation.. etc.

Saru

On Mon, Aug 21, 2017 at 4:29 PM, Ruben Safir <ru...@mrbrklyn.com> wrote:

> what?
> On Sun, Aug 20, 2017 at 04:53:04PM +1000, David Hurst wrote:
> > Hi all,
> >
> > I'm working on improving the messages that players get in general. Today
> I
> > was working on spell messages which are provided when learning spells
> (new)
> > and viewing learnt spells via the spell menu (commit #20501).
> >
> > While working on this I noticed some odd places for spells such as ball
> > lightning in evocation (all other lightning is in pyromancy) and large
> > bullet in evocation while bullet is in sorcery. These may simply be typos
> > but I noticed that we don't appear to have defined what these skills
> > actually represent anywhere server side (there might be some definitions
> > client side I haven't noticed?). I also notice that the current
> information
> > on our website is very out of date and doesn't include skills like
> > pyromancy.
> >
> > I am thinking about adding these definitions to the skills and presenting
> > them to players when they learn the skills and updating all relevant
> > documentation (in game, wiki, website).
> >
> > Based on the way spells are currently classified, and without getting too
> > academic, I thought the following broad definitions might work:
> >
> > Evocation - Spells that remove energy (cold spells, poison, draining?,
> > depletion?)
>
> That is not what the word means...
>
> > Sorcery - Spells that create things (physical damage, food,
> strengthening)
>  Um what?  That is the definition of the work Evoke and in
> Evocation.
>
> > Pyromancy - Spells that add energy (fire, lightning, light)
> > Summoning - Spells that call and control monsters (golems, pets, etc)
> > Praying - Spells gifted by channeling your gods wishes through prayer
> >
> > Thoughts?
>
> > ___
> > crossfire mailing list
> > crossfire@metalforge.org
> > http://mailman.metalforge.org/mailman/listinfo/crossfire
>
>
> --
> So many immigrant groups have swept through our town
> that Brooklyn, like Atlantis, reaches mythological
> proportions in the mind of the world - RI Safir 1998
> http://www.mrbrklyn.com
>
> DRM is THEFT - We are the STAKEHOLDERS - RI Safir 2002
> http://www.nylxs.com - Leadership Development in Free Software
> http://www2.mrbrklyn.com/resources - Unpublished Archive
> http://www.coinhangout.com - coins!
> http://www.brooklyn-living.com
>
> Being so tracked is for FARM ANIMALS and and extermination camps,
> but incompatible with living as a free human being. -RI Safir 2013
>
> ___
> 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


Re: [crossfire] Spellcasting skills definition

2017-08-20 Thread David Hurst
I'm working on this as part of my work in improving balance. It may seem
odd to want to define skills to improve balance, however, I tend to hit
walls when I'm trying to balance someone else's work and there is no
indication about what vision they had in mind. I think once I can clarify
spell definitions and skill definitions, balancing will become more
obvious.

In terms of overall balance, I'm very receptive to suggestions if it looks
like a change may have caused an unintended ripple.

In the back of my mind, I have an idea that a player should be able to
clear most content using 2 different damaging skills (e.g. archery and
evocation, pyromancy and evocation, melee and archery).

Regards,
Saru

On Mon, Aug 21, 2017 at 12:05 AM, Preston Crow <
pc-crossfir...@crowcastle.net> wrote:

> I like those definitions a lot.  However, we might want to keep the
> exceptions or at least give some good thought to how moving them would
> impact the balance of the skills.
>
> On 08/20/17 02:53, David Hurst wrote:
>
> Hi all,
>
> I'm working on improving the messages that players get in general. Today I
> was working on spell messages which are provided when learning spells (new)
> and viewing learnt spells via the spell menu (commit #20501).
>
> While working on this I noticed some odd places for spells such as ball
> lightning in evocation (all other lightning is in pyromancy) and large
> bullet in evocation while bullet is in sorcery. These may simply be typos
> but I noticed that we don't appear to have defined what these skills
> actually represent anywhere server side (there might be some definitions
> client side I haven't noticed?). I also notice that the current information
> on our website is very out of date and doesn't include skills like
> pyromancy.
>
> I am thinking about adding these definitions to the skills and presenting
> them to players when they learn the skills and updating all relevant
> documentation (in game, wiki, website).
>
> Based on the way spells are currently classified, and without getting too
> academic, I thought the following broad definitions might work:
>
> Evocation - Spells that remove energy (cold spells, poison, draining?,
> depletion?)
> Sorcery - Spells that create things (physical damage, food, strengthening)
> Pyromancy - Spells that add energy (fire, lightning, light)
> Summoning - Spells that call and control monsters (golems, pets, etc)
> Praying - Spells gifted by channeling your gods wishes through prayer
>
> Thoughts?
>
>
> ___
> crossfire mailing 
> listcrossfire@metalforge.orghttp://mailman.metalforge.org/mailman/listinfo/crossfire
>
>
>
> ___
> 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] Spellcasting skills definition

2017-08-20 Thread David Hurst
Hi all,

I'm working on improving the messages that players get in general. Today I
was working on spell messages which are provided when learning spells (new)
and viewing learnt spells via the spell menu (commit #20501).

While working on this I noticed some odd places for spells such as ball
lightning in evocation (all other lightning is in pyromancy) and large
bullet in evocation while bullet is in sorcery. These may simply be typos
but I noticed that we don't appear to have defined what these skills
actually represent anywhere server side (there might be some definitions
client side I haven't noticed?). I also notice that the current information
on our website is very out of date and doesn't include skills like
pyromancy.

I am thinking about adding these definitions to the skills and presenting
them to players when they learn the skills and updating all relevant
documentation (in game, wiki, website).

Based on the way spells are currently classified, and without getting too
academic, I thought the following broad definitions might work:

Evocation - Spells that remove energy (cold spells, poison, draining?,
depletion?)
Sorcery - Spells that create things (physical damage, food, strengthening)
Pyromancy - Spells that add energy (fire, lightning, light)
Summoning - Spells that call and control monsters (golems, pets, etc)
Praying - Spells gifted by channeling your gods wishes through prayer

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


Re: [crossfire] Crossfire Client 1.72.0 is available

2017-08-15 Thread David Hurst
Just wanted to add my 2 cents and say that anything that makes the client
more accessible on windows is a big plus to me. Even though i'm happy to
set the game up on linux, most of my friends are not, by offering support
to windows we can gain access to a larger player base.

Regards,
Saru

On Tue, Aug 15, 2017 at 3:22 PM, BloodyShade  wrote:

> On 8/15/2017 2:00 AM, Ruben Safir wrote:
>
>> On 08/14/2017 05:39 PM, Kevin Zheng wrote:
>>
>>> . If you play,
>>> but use a package from your OS, I don't see how this impacts you.
>>>
>>
>> I compile it
>>
>> and I don't think there is a package.  I hate cmakes license, and I'm
>> not found of its syntax either.
>>
>> I'm just generally sick of BSD junk being forced on me, and FWIW, if it
>> never compiles on Windows, that is fine as well.
>>
>>
>>
>>
> So you'd rather make it both harder to maintain and less platform
> independent for others just because of your ideological standpoint in
> regards to licenses and some minor inconvenience of installing a few more
> packages?
>
> Also, as Kevin said, you can keep using the old system and adapt it to
> your own needs, nobody is forcing anything on anybody here.
>
> Back when I used to play, I had to change things in the source and
> basically rewrite the msvc project completely to be able to compile it on
> windows xp/7 at the time.
> Kevin might even remotely remember me, since I reported many ansi c (and
> other) issues, which I found during that time.
>
> In short, making the source more platform independent and easier to
> maintain for the current maintainers sound like a good step forward to me.
>
> Regards,
> BloodyShade
>
> ___
> 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


Re: [crossfire] Ideas for balancing tweaks for next release

2017-07-31 Thread David Hurst
Yeah, I have some thoughts on monster balance that I intend to include in
the table.

I know random books work (e.g demons and angels can be nasty at times) but
now that you mention it, I don't think wands are working. I think we should
endeavor to separate bugs from balance and this seems more like a bug
(which should be reported here: https://sourceforge.net/p/crossfire/bugs/).

Balance is more about tweak existing .arcs to make bring various elements
closer to parity (while being careful not to lose the important diversity
that these differences bring). I'm happy to document any balance issues
people have.

Regards,
Saru


On Mon, Jul 31, 2017 at 7:08 AM, Preston Crow <pc-crossfir...@crowcastle.net
> wrote:

> I like your thinking on this.  You have a place for monsters, but didn't
> put any on the list.  I've been playing on Metalforge recently, and I've
> found pixies to be worthless monsters.  They seem to usually have wands but
> never use them.  I seem to recall they used their wands at one point in the
> past, making them randomly dangerous.
>
> On 07/30/17 00:05, David Hurst wrote:
>
> Hi guys and gals,
>
> I've been spending a lot of time playing crossfire lately and the
> discussion around a new release prompted me to think about some potential
> balance improvements that could be made. I am thinking about some of the
> more fundamental aspects of the game such as player race attributes which
> do have wider ramifications that adjusting maps, therefore, I have created
> a table on the wiki to document these potential changes and provided a
> little description around the rationale.
>
> http://wiki.cross-fire.org/dokuwiki/doku.php/user:saru:new_release_balance
>
> I'm not suggesting they are perfect or that there isn't better ways to
> address some of these issues, but i'm really focusing on the low hanging
> fruit that I can actually assist with.
>
> I welcome any additions to these balance changes and I might suggest a
> poll of some description as we approach release to confirm any specific
> changes. Thoughts?
>
> Regards,
> Saru
>
>
> ___
> crossfire mailing 
> listcrossfire@metalforge.orghttp://mailman.metalforge.org/mailman/listinfo/crossfire
>
>
>
> ___
> 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


Re: [crossfire] Ideas for balancing tweaks for next release

2017-07-30 Thread David Hurst
ajh.co

It's located in Melbourne, Australia. It isn't advertised on the metaserver
because when I followed the guide it didn't seem to work and i'm using the
1.71 GTK client on windows so I don't have a meta server anyway.

Regards,

Saru

On Sun, Jul 30, 2017 at 3:27 PM, Ruben Safir <ru...@mrbrklyn.com> wrote:

> On Sun, Jul 30, 2017 at 02:05:00PM +1000, David Hurst wrote:
> > Hi guys and gals,
> >
> > I've been spending a lot of time playing crossfire lately and the
> > discussion around a new release prompted me to think about some potential
> > balance improvements that could be made. I am thinking about some of the
> > more fundamental aspects of the game such as player race attributes which
> > do have wider ramifications that adjusting maps, therefore, I have
> created
> > a table on the wiki to document these potential changes and provided a
> > little description around the rationale.
>
>
> where are you playing?
>
> >
> > http://wiki.cross-fire.org/dokuwiki/doku.php/user:saru:
> new_release_balance
> >
> > I'm not suggesting they are perfect or that there isn't better ways to
> > address some of these issues, but i'm really focusing on the low hanging
> > fruit that I can actually assist with.
> >
> > I welcome any additions to these balance changes and I might suggest a
> poll
> > of some description as we approach release to confirm any specific
> changes.
> > Thoughts?
> >
> > Regards,
> > Saru
>
> > ___
> > crossfire mailing list
> > crossfire@metalforge.org
> > http://mailman.metalforge.org/mailman/listinfo/crossfire
>
>
> --
> So many immigrant groups have swept through our town
> that Brooklyn, like Atlantis, reaches mythological
> proportions in the mind of the world - RI Safir 1998
> http://www.mrbrklyn.com
>
> DRM is THEFT - We are the STAKEHOLDERS - RI Safir 2002
> http://www.nylxs.com - Leadership Development in Free Software
> http://www2.mrbrklyn.com/resources - Unpublished Archive
> http://www.coinhangout.com - coins!
> http://www.brooklyn-living.com
>
> Being so tracked is for FARM ANIMALS and and extermination camps,
> but incompatible with living as a free human being. -RI Safir 2013
>
> ___
> 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] Ideas for balancing tweaks for next release

2017-07-29 Thread David Hurst
Hi guys and gals,

I've been spending a lot of time playing crossfire lately and the
discussion around a new release prompted me to think about some potential
balance improvements that could be made. I am thinking about some of the
more fundamental aspects of the game such as player race attributes which
do have wider ramifications that adjusting maps, therefore, I have created
a table on the wiki to document these potential changes and provided a
little description around the rationale.

http://wiki.cross-fire.org/dokuwiki/doku.php/user:saru:new_release_balance

I'm not suggesting they are perfect or that there isn't better ways to
address some of these issues, but i'm really focusing on the low hanging
fruit that I can actually assist with.

I welcome any additions to these balance changes and I might suggest a poll
of some description as we approach release to confirm any specific changes.
Thoughts?

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


Re: [crossfire] Release proposal

2017-06-23 Thread David Hurst
Hi, I'm currently using a 1.71 build of the gtk client on Windows 10. It
works well with only two issues.

1. The Meta server doesn't work
2. The default numpad key bindings don't work and have to be bound manually.

I'm happy to help bug test a gtk client (and the Java client) for this
release. Given that all of the current clients (1.60?) for Windows are
broken, I think this would be a really important step.

Saru

On 23 Jun. 2017 11:46 pm, "Kevin Zheng"  wrote:

On 06/23/2017 05:37, Rick Tanner wrote:
> Would/could/will the planned release include an .exe version of the GTK
> client for Windows?

It's been a while since I've tried to build the GTK client on Windows,
but I'll remember to give it a shot.

--
Kevin Zheng
kevinz5...@gmail.com | kev...@berkeley.edu | PGP: 0xC22E1090
___
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


Re: [crossfire] compiling sour ce

2016-09-19 Thread David Hurst
Hi Ruben,

Can I encourage you to go step by step through this page, it includes every
step required to compile a crossfire server:
http://wiki.cross-fire.org/dokuwiki/doku.php/server:server_compiling

Let me know if you get stuck at any point.

Saru

On Tue, Sep 20, 2016 at 8:49 AM, Ruben Safir  wrote:

> what is the svn command ;(
>
>
> On Sun, Sep 11, 2016 at 02:35:43PM -0500, Rick Tanner wrote:
> > On 9/11/16 2:43 AM, ruben wrote:
> > > I downloaded the latest bz2 file from sourceforge and it is not
> > > compiling.  I need more specific instruction that this:
> > >
> > > symlink you 'arch' direcotry?
> > >
> > > Which arch?  the kernel source?  /usr/include/arch/ ?  Why should it
> not
> > > find that with gcc and #include?
> >
> >
> > The archetype directory that includes item graphics, stats, monster
> > information, etc.
> >
> > A separate download from Soureforge.
> > https://sourceforge.net/projects/crossfire/files/crossfire-arch/1.71.0/
> >
> > See also:
> > http://wiki.cross-fire.org/dokuwiki/doku.php/server:
> server_compiling#setup
> >
> > I would also recommend using SVN to get the latest code base as the bz2
> > files are approaching 2.5 years (released on 2014-04-08) old now and
> > roughly 1,000 changes since their release.
> >
> >
> >
> > ___
> > crossfire mailing list
> > crossfire@metalforge.org
> > http://mailman.metalforge.org/mailman/listinfo/crossfire
>
> --
> So many immigrant groups have swept through our town
> that Brooklyn, like Atlantis, reaches mythological
> proportions in the mind of the world - RI Safir 1998
> http://www.mrbrklyn.com
>
> DRM is THEFT - We are the STAKEHOLDERS - RI Safir 2002
> http://www.nylxs.com - Leadership Development in Free Software
> http://www2.mrbrklyn.com/resources - Unpublished Archive
> http://www.coinhangout.com - coins!
> http://www.brooklyn-living.com
>
> Being so tracked is for FARM ANIMALS and and extermination camps,
> but incompatible with living as a free human being. -RI Safir 2013
>
> ___
> 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


Re: [crossfire] DKIM Wiki Changes

2014-09-13 Thread David Hurst
Hi,

I'm very glad to see an overall positive response to these changes and it
does motivate me to continue to improve this resource. I can now say that I
know the content on the wiki backwards as a result but If you were to ask
me how far progressed the wiki pages are as a project, i'd probably be
saying about 15% :).

Nicolas, If I understand correctly I think what you are describing is less
about the wiki itself than the joins or connections between the wiki and
our current web presence sites (crossfire.real-time.com, crossfireatlas).
There are some general design approaches to the website that I have
suggested regarding better or more seamless integration between these pages
but i'll leave that to Leaf to look at when he has the time. In the long
run I think the majority of content should be moved to the wiki pages.
Specific scripted pages like the metaserver2 and atlas present a challenge
but they don't need to be changed anytime soon. There are literally
thousands of game wiki's and hundreds of RPG wiki's out, many of which have
proven that wikis work not only for guidance information but for game
mechanics documentation. Why?

   - Wikis can actually provide very nice and consistent look and feel with
   little effort and can be updated without major work. Wiki's are not limited
   to the current look and feel we are using, take for example this wiki:
   http://dota2.gamepedia.com/Dota_2_Wiki.
   - Often contributors may not have any skills/inclination to change code
   or build maps but may be happy to keep wiki pages up to date (such as me).
   - It is also much easier to design the structure of the website by using
   a wiki system (or any document management system) to 'chip away' at
   documentation over time.
   - Changes are much easier to monitor (and revert ;)) by a group of
   contributors rather than leaving all the work to a web-admin.

Regarding the wiki as a development documentation point, I don't really
feel confident in making many changes to these pages as I wouldn't say i'm
a contributor in that sense.That said I am in two minds about the
development section on our wiki. On the one hand it is a very easy way to
jot down ideas and thoughts and have them accessible in general. On the
other it can be a maze for anyone that isn't involved or new. Possibly
providing a little more structure could be all that is required?  I would
suggest though one thing that I do feel strongly about that might help. At
present we appear to be using this table
http://wiki.metalforge.net/doku.php/dev_todo_new as a TODO list which is
clunky to make changes to at best. Can I suggest we consider a system such
as http://flyspray.org/ to help keep track of work? I understand the main
focus of flyspray is as a bug tracker, which Sourceforge does an excellent
job of, however I think Sourceforge's 'feature requests/current projects'
system feels more suited to external recommendations than an internal TODO.

Regards,

Saru

On Sat, Sep 13, 2014 at 5:01 PM, Tolga Dalman tolga.dal...@googlemail.com
wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Thanks for the great work!

 On 09/13/2014 01:43 AM, Rick Tanner wrote:
  On 9/12/14 5:10 PM, Nicolas Weeger wrote:
 
  Players information is on the official website (though it may require
  some update, but that's another topic), and it should probably be there
  because that's the page you'll see first when you discover the game.
  Having whole player manuals there is great.
 
  My hope was the wiki would be the draft or living copy of such content
  while the website would hold or present the nice and pretty version.

 As it is, the wiki is indeed a good developer's reference and should be
 extended. However, I think it would be also nice to have the official
 manual
 in the same wiki.
 Wouldn't it become too cumbersome to maintain two documentation sources in
 the
 long run ?

 -BEGIN PGP SIGNATURE-
 Version: GnuPG v2

 iQEcBAEBAgAGBQJUE+uvAAoJEATLYSm2cxP94q0H/jgYUBM9AZieqOCugteqpv4V
 OnZZb1hx/bvCu3Sp/zT7z5ZHcGf+qUhihMzNnNmbWHFO8zbhAwLBf+mXWzizGo3m
 xP+GXzPTnEnrYyaZgQrXUDmtQib4a57+aMK9FNZT3RxYXmirpKh0rtSnMoQOlAmi
 UeNKlreTE4wcbdSXl2G96s8dCAWqbUP/c/JOV5SfudsZT56W62Hpml8booJ311fL
 1S1FFOfYIMrpfuK7EA0jAFQdoCZhZrTxflxwVu8Tq/cBXfHGcBHhOuL7p/FzuWdH
 1sqZ4+UPlOBzWZCdw6K1LWYpMr7b7fohOgaswCMTSVooU7Pcr150LYfUKo6SxSQ=
 =5Ann
 -END PGP SIGNATURE-
 ___
 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


Re: [crossfire] [RFC 2/3] Misc keybinding fixes and changes

2013-10-31 Thread David Hurst
I'd be of the view, if it isn't reducing a functionality but
re-implementing it in a more useful way (be it more flexible, faster, or
any other good reason) then it has my support.
Perhaps another perspective is that if you change it, and things don't work
out, it is a lot easier to backtrack and try and different approach, than
it is to have abandoned the idea before anyone got to play with it and
never know what we were missing in the first place :).

I would mention that at the moment windows users are really limited to the
jxclient, so do try and make a change that can be implemented on both the
gtk and jxclient.

Saru


On Fri, Nov 1, 2013 at 10:24 AM, Kevin Zheng kevinz5...@gmail.com wrote:

 Hi there,

 On 10/30/2013 20:06, Arvid Brodin wrote:
  As a new player, I found this to be a usability problem. Everyone knows
 what
  the Control key is, but what's the Run key? I think the reason Shift and
 Ctrl
  were called Fire and Run is that it is possible to rebind them - i.e. if
 you
  want some other key to act as the Run modifier, you could
 
  'bind runkey1

 I wasn't aware that this feature even existed. If it isn't present in
 the JXClient, I'd say it's safe to take it out.

  - and press a key to act as the Run modifier. (Actually I'm not even
 sure this
  worked; I never tried it - and I'm pretty sure it requires the run_on
 state to
  be kept in the server, since key repeats won't work if you bind Run to,
 say,
  'r', and press that after the direction key... hmm. So it might be in
 the way
  of better handling of repeating keys.)

 Probably not, repeating keys should be handled more elegantly.

  I realize this change might not be liked by everyone, so feel free to
 shout out
  in that case (RFC = Request For Comments). But it did seem like a pretty
 unique
  and not very well advertised feature, so I chanced that it could be
 removed.

 You have my vote to take it out. Input from others would be helpful.

 Thanks,
 Kevin Zheng
 ___
 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