Re: [crossfire] Weather usability was: [Idea] Spells inmediate effects

2006-03-22 Thread Miguel Ghobangieno
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
 
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Re: [crossfire] Treasurelist idea

2006-03-22 Thread Miguel Ghobangieno
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
 


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Re: [crossfire] Player-owner shop proof of concept

2006-03-19 Thread Miguel Ghobangieno
Player-owned, shortened form P-owned :)

I think you should beable to set the buying price if
you own the shop. 

--- Nicolas Weeger [EMAIL PROTECTED] wrote:

  But i'm afraid what happens when high lvl players
 sell quest items
  for very few platinums, and so soon many low level
 players maybe run
  around with those stuff... Or high level players
 sell stat potions
  very cheap so low level players have full stats
 very soon.
 
 Well, right now you can simply give a weapon to a
 player, so it's not
 that different :)
 Also, don't forget there is the item level, which
 should prevent low
 level players from using too powerful equipment.
 
 Nicolas
 
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Re: [crossfire] first bug discovered by unit test

2006-03-12 Thread Miguel Ghobangieno
Yay. There should be added some security unit tests
aswell.

--- tchize [EMAIL PROTECTED] wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 While am still preparing check framework for
 crossfire, i found a bug
 in common/shstr.c where query_refcount was returning
 wrong value.
 Fixed and commited. I hope unit testing will
 discover more of those
 still undetected bugs :)
 
 Tchize
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.1 (GNU/Linux)
 Comment: Using GnuPG with Thunderbird -
 http://enigmail.mozdev.org
 

iD8DBQFEFFfEHHGOa1Q2wXwRAh24AKCAnbCQIhV7s8lHc/rWQWsiQ05DpwCg8a+l
 j9lkYAgdM+qrmtGnFsNUsVM=
 =/d7V
 -END PGP SIGNATURE-
 
 
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Re: [crossfire] Ice Castle up for grabs.

2006-02-16 Thread Miguel Ghobangieno
(continued)

Also I see you have alot of dirs in there, how are
they to be?

maps/onefang/(1.4,TEMP,AntFarm) 
maps/python/stuff
arch/
?
--- David Seikel [EMAIL PROTECTED] wrote:

 On Fri, 6 Jan 2006 21:58:29 +1000 David Seikel
 [EMAIL PROTECTED]
 wrote:
 
  I really should have done this a long time ago.
  
  I vaguely recall announcing that my life was too
 busy to do any
  Crossfire work some time ago.  The situation is
 the same, and I
  haven't even had time to patch up the Ice Castle
 and hand it to
  someone.  So I've dumped it to a server, and who
 ever wants it can
  take over ownership of it.  If no one wants it,
 feel free to steal
  stuff from it, as there are some interesting
 things in it.  There is
  an IceCastle.txt file with some notes about what
 needs fixing and
  stuff.
  
  http://matrix-rad.net/IceCastle.tar.bz2
  
 
 Although people have downloaded the file, there has
 been no feedback
 about it.  Could be that everybody got distracted by
 recent threads.
 I'll pull it off my server at the end of the month
 as I have limited
 space and bandwidth on it.
 
 -- 
 Stuff I have no control over could be added after
 this line.
 
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Re: [crossfire] transports committed. (diffs?)

2006-02-07 Thread Miguel Ghobangieno
Does cvs provide diffs for this? I'm interested in
this but don't want to also have to have that patch
that was just applied that removes features.

--- Mark Wedel [EMAIL PROTECTED] wrote:

 
   I've just committed the code to handle transports.
  Detailed information can 
 be found in the doc/Developers/object under
 Transports, so I won't reproduce 
 that here, but some quick notes:
 
 1) I added a new movement type - MOVE_BOAT.  This
 isn't directly related to 
 transports, but using boats as a test transport type
 seemed most interesting to 
 me and would test most of the features.  The only
 terrain right now that allows 
 boat movement is normal sea and deep sea.  Shallow
 sea does not allow it.
 
 2) Tranports should be fully functional as described
 in the objects file. 
 However, several things were mentioned in the
 discussion which may not be there yet.
 
 3) I added a couple boats to Scorn that acts as
 transports for testing.  Since 
 boats can't move to shallow water, and there is a
 patch of shallow water between 
 scorn and the main oceans, this effectively limits
 the range of these boats. 
 This is fine for testing.  If that patch of water is
 changed, these transports 
 should be removed, since being able to sail to most
 anyplace open up some areas 
 too easily.
 
 4) There is no form of ownership on transports.  If
 you park your boat, someone 
 else could go and take it and sail away.  Much like
 real life.
 
 5) Currently, no control on who boards your
 transport, and no way right now to 
 evict them.
 
 6) It is possible, especially with boats, for
 players to be stranded in the 
 middle of the ocean - on the bright side, there is
 no drowning.  The most sure 
 fire way this can happen is that if you are on board
 a ship and you exit the 
 ship and the ship sails away, leaving you behind.
 
   Going forward:
 More transport objects are needed.  This should be
 easy to do, and some could 
 re-use existing movement (a pegasus to fly on?). 
 Graphics are also needed - the 
 code does support the idea of different graphics
 based on if the transport have 
 people on it or not (horse being a very obvious
 case).
 
   Some thought needs to be given on movement types
 for objects - we don't really 
 want to end up with 20 movement types.  Off the top
 of my head, quick suggestions:
 
 MOVE_WHEEL - for wheeled objects (carts, wagons,
 cars, whatever).  These should 
 be blocked from a fair number of objects
 (staircases, mountains, jungles, 
 perhaps even hills and forest).
 
 MOVE_HOOF (MOVE_4LEG?)  horses, mules, etc  lesser
 limit of the above, but 
 probably not allowed on staircases.
 
 MOVE_SWIM - already there.  Probably shoudl be
 allowed in shallow sea, but IMO 
 some special code is needed for this - chance of
 drowning, etc.
 
   Not that interesting enough, right now with the
 way transport code is, it is 
 not possible to apply objects on the map while on a
 transport.  Thus, transports 
 are effectively prohibited from shops.  The said,
 exits or other move_on objects 
 should work OK.  This actually works out pretty well
 when one thinks about it.
 
 
 
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Re: [crossfire] transports committed.

2006-02-07 Thread Miguel Ghobangieno
NM, the removals were only in the client tree.

--- Mark Wedel [EMAIL PROTECTED] wrote:

 
   I've just committed the code to handle transports.
  Detailed information can 
 be found in the doc/Developers/object under
 Transports, so I won't reproduce 
 that here, but some quick notes:
 
 1) I added a new movement type - MOVE_BOAT.  This
 isn't directly related to 
 transports, but using boats as a test transport type
 seemed most interesting to 
 me and would test most of the features.  The only
 terrain right now that allows 
 boat movement is normal sea and deep sea.  Shallow
 sea does not allow it.
 
 2) Tranports should be fully functional as described
 in the objects file. 
 However, several things were mentioned in the
 discussion which may not be there yet.
 
 3) I added a couple boats to Scorn that acts as
 transports for testing.  Since 
 boats can't move to shallow water, and there is a
 patch of shallow water between 
 scorn and the main oceans, this effectively limits
 the range of these boats. 
 This is fine for testing.  If that patch of water is
 changed, these transports 
 should be removed, since being able to sail to most
 anyplace open up some areas 
 too easily.
 
 4) There is no form of ownership on transports.  If
 you park your boat, someone 
 else could go and take it and sail away.  Much like
 real life.
 
 5) Currently, no control on who boards your
 transport, and no way right now to 
 evict them.
 
 6) It is possible, especially with boats, for
 players to be stranded in the 
 middle of the ocean - on the bright side, there is
 no drowning.  The most sure 
 fire way this can happen is that if you are on board
 a ship and you exit the 
 ship and the ship sails away, leaving you behind.
 
   Going forward:
 More transport objects are needed.  This should be
 easy to do, and some could 
 re-use existing movement (a pegasus to fly on?). 
 Graphics are also needed - the 
 code does support the idea of different graphics
 based on if the transport have 
 people on it or not (horse being a very obvious
 case).
 
   Some thought needs to be given on movement types
 for objects - we don't really 
 want to end up with 20 movement types.  Off the top
 of my head, quick suggestions:
 
 MOVE_WHEEL - for wheeled objects (carts, wagons,
 cars, whatever).  These should 
 be blocked from a fair number of objects
 (staircases, mountains, jungles, 
 perhaps even hills and forest).
 
 MOVE_HOOF (MOVE_4LEG?)  horses, mules, etc  lesser
 limit of the above, but 
 probably not allowed on staircases.
 
 MOVE_SWIM - already there.  Probably shoudl be
 allowed in shallow sea, but IMO 
 some special code is needed for this - chance of
 drowning, etc.
 
   Not that interesting enough, right now with the
 way transport code is, it is 
 not possible to apply objects on the map while on a
 transport.  Thus, transports 
 are effectively prohibited from shops.  The said,
 exits or other move_on objects 
 should work OK.  This actually works out pretty well
 when one thinks about it.
 
 
 
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[crossfire] Why have you banned my CVS access, And why do you hate mlab (I just finished mlabhell and I want mlab in for 1.9)

2006-02-05 Thread Miguel Ghobangieno
Why have you banned my CVS access, and why do you hate
mlab? I just finished mlabhell and I want mlab in for
1.9. It's better to have it in non-dirified format for
1.9 then not in at all.

Also I am offended at lauwernmark and errac's plot to
change mlab's culture.



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Re: [crossfire] gtkv2 client vs gtk client gap list.

2006-02-05 Thread Miguel Ghobangieno
I use the keybinding interface very often. I imagine
others do too.

--- Mark Wedel [EMAIL PROTECTED] wrote:

 Yann Chachkoff wrote:
  Briefly discussed on irc, but also related to
 other discussions, is perhaps
  what client(s) to use going forward. To me, at
 some level, keeping the
  gtk(v1) client about may not make a lot of sense.
  
  I'm not sure about that, at least not on the short
 term. The gtkv2 is far
  from complete IMHO. On the longer term, it is
 probably correct that the gtkv1
  would get superceded at some point, though.
 
   But what at the main features that are missing? 
 IMO, there is a lot of stuff 
 in gtkv1 client that I'm not sure people use.  One
 being the keybinding 
 interface - do people use that very much, or do
 people just use command line. 
 It doesn't make sense to add features that no one
 needs.
 
  
  Especially if we start going down the path of new
 character creation and
  other widgets - I don't look forward to trying to
 write those for the gtkv1
  client.
  
  I know a lot of people still use the gtkv1
 client.
  
  Well, I think it is actually more accurate to say
 that it is the most used
  one :).
 
   Yes, numbers back you up - from metalforge:
   GTK Unix Client  6
   GTK Unix Client 1.5.03
   GTK Unix Client 1.7.01
   GTK Unix Client 1.7.17
   GTK Unix Client 1.8.0   22
   GTK Win32 Client 1.7.0   1
   GTK Win32 Client 1.7.1   2
   GTK Win32 Client 1.8.0   7
   GTK Win32 Client 1.8.0 snapshot 19
   GTK2 Unix Client 1.8.0   6
   Perl Bot 1
   X11 Unix Client  4
   X11 Unix Client 1.7.02
   X11 Unix Client 1.8.0   11
 
   These numbers are correlated with client and ip
 address - this likely isn't 
 100% accurate (there is a delay between the client
 connecting and player logging 
 in, thus getting IP address), but probably gives an
 OK estimate.  The number 
 could also be skewed - people playing that connect
 via DHCP will be counted 
 numerous times, compared to those on static IPs.
 
 
 
  My most important complain is already well known:
 gtkv2 requires a 1280x1024
  screen resolution, which is not available (or
 comfortable) on many screens.
  The resolution currently considered as standard is
 1024x768 (a lot of laptops
  are limited to it, while a lot of 17''CRT monitors
 can only display 1280x1024
  at rather low frequencies). Although I understand
 that people that got bigger
  screens would want a client best suited for them,
 let's not forget all those
  who cannot properly display such a big client:
 they'll have no other choice
  but quit playing, or deal with ugly things like
 virtual scrolling.
  
  I think that the problem comes down to the
 impossibility to reconfigure the
  client interface to suit your needs - not
 everybody needs/wants a 25x25 map
  display, for example; others may want to get
 bigger tiles instead of getting
  more. Before scrapping gtkv1, I think that the v2
 must provide the same level
  of display configuration.
 
   I'll look into this.  Note it really comes down to
 the map display area - if 
 the map area is made say ~550x550 pixels (instead of
 the 800x800 right now), 
 that you could either get 17x17 display with full
 sized images, or 25x25 with 
 images resized to be 22x22, or something in between.
 
 
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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-02-02 Thread Miguel Ghobangieno
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 crossfire should fork to crossfire-intact
and crossfire-not-intact?



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Re: [crossfire] Transports

2006-02-02 Thread Miguel Ghobangieno
Sea battles shouldn't go to a pocket reality, they
should duke it out on bigworld seas and only if they
get right next to eachother should the inside map(s
(multiple levels on big ships)) of the other ship be
tiled to the 1st ships maps.

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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-02-01 Thread Miguel Ghobangieno
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 attack speeds really 
 slow, but that doesn't work will with current
 movement code - really, attack 
 speed I don't think has much effect if it is slower
 than the players normal speed.
 
   So I think without some significant changes, hard
 to slow it down to the point 
 you can read it out without some major
 restructuring.  If we say the player 
 speed is 0.5, that is still 4 attacks/second.
 
   I think to be at a 'readable' pace, it would need
 to be closer to about 1 
 attack/second.  But you still want to move at a
 reasonable pace.  So to do that 
 'slow' attack, you'd need some code restructuring -
 basically, you'd have to 
 have a separate 'weapon_speed_left' variable or the
 like - if you try to move 
 onto a monster, if your weapon_speed_left is less
 than zero, you just can't move 
 there (right now, you'd attack the monster).
 
   I had suggested a long time ago adding something
 like 'damage factor' as a 
 setting, which divides/multiplies damage
 done/received.  This provides a 
 convenient way to make adjustments without having to
 change all the archetypes 
 and the like
 
   If we're going to start adjusting HP of
 creatures/players, I'd state a primary 
 goal to be that monsters and players have more
 similar HP.  One of the problems 
 right now is monsters have so many more hp than
 players that targeting spells at 
 other players become almost instant death.
 
 
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[crossfire] Bigworld-ized pupland status?

2006-02-01 Thread Miguel Ghobangieno
What's the status on bigworldized pupland (IE: when is
it going in?). /me awaits the glorious addittion.

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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-02-01 Thread Miguel Ghobangieno
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 (it's int 16 now, right?). I
don't think we should mess with the amount of hp
clients or monsters get nor the weap attributes. We
may want to explore the use of regents or something
for spells as talked about before (you need this
before you can cast uber powerfull spell). More
spells... such as circular spells (not 'nova spells',
orbiting spells: ring of fireball, etc etc) might be
nice too. Transports would be good too. 

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Re: [crossfire] Transports

2006-01-31 Thread Miguel Ghobangieno
Perhaps both the player and the transport should be
damaged? 


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Re: [crossfire] Transports

2006-01-31 Thread Miguel Ghobangieno
One can't put unpaied stuff in a box and steal them,
same would go for transports I'd assume.


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

2006-01-29 Thread Miguel Ghobangieno
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 Chachkoff [EMAIL PROTECTED]
wrote:

  I am not opposed to porting crossedit to gtk
 however.
 
 The current difficulty I see with crossedit is that
 it is rather heavily dependent on the server code. I
 think that the best would be at some point to get
 the editor - being GTK, Athena or whatever else -
 get its own codebase, alongside the client and the
 server.
 
 This, however, would require significant work. The
 question being: do we really need to maintain two
 editors ? When the Java Editor was introduced, my
 answer to that question was yes, because a lot of
 machines were a little too tight to run the Java
 Editor comfortably. But nowadays, my answer would be
 no - most not-too-ancient computers can run it,
 and it offers more functionalities (I think) than
 the old Athena Editor.
 
  But if my favorite editor is removed outright...
 java is not an option. 
 
 Well, it would be interesting to understand why Java
 isn't an option for you - did you have issues with
 the Java Editor when trying it ? If so, report those
 on the ML, so work can be done on it to try to solve
 them.
 
  However crossedit works great (IMHO) now, so there
 really is no reason to change it.
 
 But it definitely wouldn't work anymore if
 significant changes occur in the server code - in
 particular, getting rid of the Athena Editor would
 allow to remove the separation between the common
 and server subdirectories - something that makes
 the code structure more complex with no real benefit
 (other than allowing the Athena Editor to exist in
 the first place). 
 
  All this constant talk of removing things is
 displeasurable, thus my retirement for a time.
 
 Notice that it was never suggested to remove game
 functionalities, but obsolete protocol commands,
 pieces of code not used anymore, or tools that got
 outdated by (supposedly) better ones.
 
 It may mean that some low-end computers that were
 previously able to run cfclient/crossedit will not
 be able to run their replacements with the same
 level of comfort, yes. But are we targetting the
 game at computers manufactured ten years ago ? I
 agree that not limiting Crossfire to the most modern
 machines is very important - but I am not convinced
 that we should extend support *that* far in the
 past.
 
  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'm immune to that kind of childish ultimatum, and I
 hope other developers are as well.
 
  I am also waiting on some new features aswell.
 
 Nobody prevents you to code them and submit a patch
 on the ML if you want them. If no coder wants (or
 has time) to code your suggestions, it is their
 choice and you have to deal with it.
 
  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.
 
 And now, we're responsible of your lack of
 inspiration... Given that inspiration is something
 often driven by an unknown and highly complex mental
 process that science still fails to properly
 understand, I suggest that the discussion about
 possible future changes continues, as we're
 absolutely unsure that stopping it would solve your
 imagination issue.
 
 Now, I could suggest you various things to get
 inspiration back, like reading books, have a walk
 outside, listen to music, or spend less time ranting
 (which definitely can have a negative impact on
 imagination).
 
  How about not removing things from the game, a
 novel idea, no?
 
 How about proposing an alternative to let's keep
 everything unchanged forever - a novel idea for
 you, wouldn't it ?
 
 
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Re: [crossfire] renaming binaries

2006-01-29 Thread Miguel Ghobangieno
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 lose your biggest current
 media
  contributor? If so then remove crossedit.
 
   I seem to see this ultimatum almost once a week
 now (do this or I leave)
 
   This carries no weight for me.  I'm not going to
 program and make changes 
 based on what one person demands to be done.  Maybe
 you are the one that needs 
 to fork off crossfire for your own use so you can do
 whatever you want with it.
 
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Re: [crossfire] renaming binaries

2006-01-29 Thread Miguel Ghobangieno
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 ;)
 
 
 Miguel Ghobangieno wrote:
 
 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 Chachkoff [EMAIL PROTECTED]
 wrote:
   
 
 
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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-29 Thread Miguel Ghobangieno
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, the client should beable
to work this feat IMHO.

Also if we can make some commands that are 4 bytes
long (north south etc) or other longish commands
shorter that might be good too. (We should keep
backwards compat here maybe thought, so if a client
says it's not 2.0+ it gets to use the old, easier to
parse, stuff).

Plots should go in at 1.9 I guess.
Crossedit could be gtkized for 2.0. or after. (I'm not
against updating crossedit, I am against removing it).

Maybe some new spells too? Circular spells ect (kinda
like a circle of protection of fireballs spining
around you etc).




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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-29 Thread Miguel Ghobangieno
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:

 Brendan Lally wrote:
 
  I would suggest then, in no particular order:
  
  * client side display of parties (so that they can
 present an
  interface more like gcfclient2 has for the
 metaserver, removing the
  need for using the rather complex party commands
 directly).
  
 
   Yes - that sounds like a good idea.
 
  * adding more stats, including a number that could
 be considered as
  settings, so that clients can have a configure
 menu for them (imagine
  having a 'server' tab next to the general, map,
 and keybindings tabs
  in gcfclient)
  
  In order to do that, I think you would need to
 send
  
  output-sync short (byte?)
  output-countbyte
 
   I'd suggest the output-* stuff on the server
 should go away.  That was put in 
 before the client/server split IIRC.  I think any
 collapsing/discarding of 
 messages should just be done on the client.
 
   Granted, doing it on the server does save some
 bandwidth, but I can't see that 
 as much an issue on current connections.
 
 
  bowmode byte mapped to associated requestinfo
  applymode   byte mapped to associated requestinfo
  listen levelbyte
 
   is listen level really used much?  I'd almost
 suggest this go away also, but 
 right now, harder for the client to deal with it,
 since it isn't getting message 
 levels.
 
  petmode byte mapped to associated requestinfo
  usekeys byte mapped to associated requestinfo
 
   Yes, all the rest makes sense, and wouldn't be
 hard to do at all.
 
  * I'd also want to consider removing brace
 altogether, or at least
  making it a flag in the stats so that it can be
 displayed client side
  (hitting brace by accident and not being able to
 move can be
  confusing).
 
   Brace could probably go away now.  I believe there
 are other ways to get the 
 same effect (ready melee weapon skill, and just fire
 in that direction)
 
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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-29 Thread Miguel Ghobangieno
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. A question I have is
does brace have any ill effects. EX: if you are on a
mover, and brace, does that stop 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 before, to make it
 easier
  to swich deities without being pushed off the
 alter...
  this was allready discussed!
 
 But since being pushed off the square is an intended
 effect, being
 able to brace to avoid that is probably a bug rather
 than an intended
 feature.
 
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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?

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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).
 

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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
 


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

2006-01-27 Thread Miguel Ghobangieno
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 developers who might
want to make their own game. We have media, we are
beyond framework.



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

2006-01-25 Thread Miguel Ghobangieno
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 release cycle. Both are bad.

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

2006-01-25 Thread Miguel Ghobangieno
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 not loaded untill they
are called. Call it what you will but this is why
subroutienes were invented (subroutines, in assembly,
are basically gotos... :) ) so you didn't have to
paste the same code everywhere.

Oh and I just got a yamaha midi guitar (EZ-AG) :)
(I now have a midi keyboard and a midi guitar :D, the
keyboard is recognised by linux through USB and
rosebud4, I still have yet to get a midi-cable-usb
adapter which the geeetar needs).

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Re: [crossfire] Re: Polymorph etc

2006-01-19 Thread Miguel Ghobangieno
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 spells be
   added into CF, which need higher levels (like
 40, 60, 80, 100) in a
   skill to be able to cast them? At the moment
 there is little point in
   levelling things like sourcery beyond level 15,
 when you can cast town
   portal. Either re-shuffling spells about or
 adding some more spells to
   fill the gaps would be needed for that.
 
Reshuffling of spells may make sense.  The
 current spell levels where set back
  in the days when I believe max level was much
 lower.
 
I'd be a bit concerned about adding new spells
 that are even more powerful - a
  fair number of the spells are already pretty
 powerful at high levels, and adding
  more powerful spells doesn't necessarily seem like
 it would help things out
  much.  And I think most spells already have pretty
 large areas of effect -
  making even bigger fireballs/cones are likely to
 get to the point where one
  spell covers the entier map.
 
 I did not necessarily mean more powerful spells.
 Some existing spells
 can get moved up the chain, and intermediate
 interesting spells can
 be added to fill the gaps, so a player always has a
 new spell just
 within reach.  Either that, or spell could be made
 to not get more
 powerful with level, and then players could learn
 more powerful
 versions of a spell they already know, which would
 exist every 5-10
 levels.
 
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Re: [crossfire] Re: Polymorph etc

2006-01-19 Thread Miguel Ghobangieno
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 spells can
  be added to fill the gaps, so a player always has
 a new spell just
  within reach.  Either that, or spell could be
 made to not get more
  powerful with level, and then players could learn
 more powerful
  versions of a spell they already know, which would
 exist every 5-10
  levels.
 
 The problem with that is that skills already scale
 with level,
 icestorm is one of the best cold spells at any
 level, because of how
 well its damage and range scale, so unless you want
 to nerf the
 scaling of all the low level spells, they are going
 to remain the best
 option, especially if the base level of the
 supposedly 'better' spells
 is increased, because then they will have fewer
 levels to scale over.
 
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Re: Re: Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-18 Thread Miguel Ghobangieno
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 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.
 
 Well, the required editing is, for the most part,
 moving existing code rather than change it.
 Algorithms will stay the same, execution paths as
 well, etc. What will change is the way various
 functions are called - so for example, calling
 apply(this_object) would become
 this_object-manual_apply(this_object) (This is
 only an illustration :)). Only in a few cases will
 new code be needed - mostly to bind the modules
 content to the code.
 
 So basically, you'd expect problems in:
 - The module loading/unloading (a clearly separate,
 specific piece of code);
 - Improperly converted calls (which can be avoided
 if we're careful enough).
 
 So no heavy breakage is expected.
 
  The C in CVS may mean concurrent but it doesn't
 mean
 perfect.
 
 I never said the contrary. It just means that no,
 even a refactoring of that scale wouldn't block the
 whole project for months, that's all.
 
  If you want to make the sweeping changes on your
 own system; enjoy. But please, before committing to
 cvs do extensive bugtesting so that it 1) doesn't
 make the code any slower, 2) doesn't break anything,
 and 3) maybe makes MS less of a hog?
 
 I think all Crossfire coders perform quite some
 tests before committing to CVS - nobody would want
 to be responsible of severely damaging the server.
 Simply understand that coders are not perfect, and
 that they cannot think about all possible cases. To
 take a recent example, there was a library-related
 bug in the new plugin code that I didn't spot on
 time; was that because I didn't test that bit of
 code ? Of course not - but on the architecture I was
 trying it on, it simply didn't exist.
 
 Also, let's not forget that the CVS codebase wasn't
 meant to be used on production servers: the CVS is
 (theorically) the repository in which the work in
 progress server code is stored. Stable versions are
 distributed in the various packages available on the
 SF website. Now, it is true that if some big changes
 are to be done, it would probably be a good idea to
 release a new stable version first, so that server
 administrators like you can get all the recent
 features without having to struggle through the
 possibly stability-threatening changes.
 
 Regarding possible performance issues, I think that
 there are ways to ensure that nothing noticeable
 happens. Most of the time lost would probably get
 when the plugin/module gets initialized and loaded -
 and that's unimportant for the running speed of the
 server.
 
 
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Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Miguel Ghobangieno
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 - but of course, that's unsafe access, so
 if the plugin makes a bad 
 modification to the data, or forgets to notify the
 server of it if necessary, 
 then it will probably crash the server. Accessing
 data directly or through 
 wrappers is basically a tradeoff between
 performances and security. 
 
 In the case of modularization of the existing code,
 I'd say that direct access 
 wherever possible should be kept - accessors for
 such data modifications 
 would probably be used only for debugging purposes
 (as a wrapper can check if 
 the data modification is legal or not, and thus
 can help detecting a whole 
 range of errors). 
 
 -- 
 Yann Chachkoff
 ---
 Garden Dwarf's Best Friend
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Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Miguel Ghobangieno
Did you not read my post. If you are screwing around
with the code structure of the server then other
programmers do have to wait untill you are done as
they do not want their code to suddenly break when it
intersects with your massive changes. You must not be
at all experianced in these matters (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 02:51, Miguel Ghobangieno a
 écrit :
  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 will be
 holding
  off any new large codechanges for months as they
 wait
  for you to be done with this not-needed
 reshuffling.
 
 Why would other coders have to wait? Nobody did
 mention freezing the CVS at 
 anytime. If you don't want to work on
 modularization, nobody forces you to do 
 so, work on implementing new features. It's the sole
 responsability of the 
 one modularizing a feature to ensure there is no
 conflict when he commits.
 When the commit is done, it's the responsability of
 other code to take into 
 account this change. That's how CVS based
 development work.
 Crossfire had deep changes in code in the past
 (object based skills is one of 
 the most recent). This has never prevented other
 people to do their change. 
 That's the magic of teamworking.
 
 -- 
 David Delbecq
 Royal Meteorological Institute of Belgium
 
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Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Miguel Ghobangieno
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 drop that. How about
adding things? It's fun, people don't get angry at you
as you aren't breaking or throwing out what they've
made aswell.

tchize can you modulize the server? no? so how about
not suggesting screwing it up for every other
developer? 
Ryo? no aswell?

This is busy work, it is useless, and it slows down
game improvements. 

--- tchize [EMAIL PROTECTED] wrote:

 
 Le Mardi 17 Janvier 2006 06:12, Alex Schultz a écrit
 :
  Indeed. On this example, IMHO random maps are not
 optional, as they are 
  essential to some quests, and also soon would be
 used by land plots 
  (though land plots would in my opinion be a
 relatively good thing to 
  implement as an optional-but-defaultly-on C
 plugin)
  
 
 IMHO they are optional, they are mandatory to use
 the current map set, that is true, but that just
 mean a random maps module is a requirement for using
 bigworld maps.
 I my opinion, those are optional, even if they may
 appear mandatory to run current maps. Imho it should
 even be possible to pickup the crossfire core and
 create a brand new world out of it.
 - communication protocol (should be interchangeable,
 it can be driven by object modification events in
 server, this also would help dissociate rules from
 socket events, it would make also easy to put
 several protocol modules, eg, one for bots or
 another one for a scorn webcam)
 - weather system (it's main architecture is, on a
 regular time do calculations and update world maps)
 - python scripting (is a requirement to run big
 world, but not to run server)
 - random maps, in a more general point, map loading
 / saving, this would give the possibility to have
 other means of generating maps and saving maps. We
 could think of separate modules for random maps,
 user specific permanent maps, underworld? (it has
 been suggested the underworld could be based on what
 exist on upper world)
 
 The fact is, a server would be able to start without
 map loading, without scripts, without communication
 protocol. It would just have a bunch of rules and
 nothing to do.
 But that also mean we could start it with only
 communication protocol plugged in and a dummy map
 loading module, this only in the purpose of testing
 protocol behaviour, maybe in an automated way.
 
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Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Miguel Ghobangieno
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 you tire of
ripping apart the server and revert the CVS tree).

Why should all work have to stop because YOU want to
restructure the server.. because you can't figure out
grep...

--- tchize [EMAIL PROTECTED] wrote:

 Le Mardi 17 Janvier 2006 18:15, Brendan Lally a
 écrit :
 On 1/17/06, Mark Wedel [EMAIL PROTECTED] wrote:
True.  I imagine dependencies to be fairly
 standard C dependencies.  But
  I could imagine someone writing a plugin in C++
 with appropriate wrappers.
 
 
 Things written in other languages then C should
 always be considered as 
 optionnal. This is the case of python scripts. They
 are usefull but not all 
 platform do support them very well. 
 In all cases, things like writting a plugin in C++
 or Fortran or ADA or 
 anything else should require prior discussion on ML.
 It's too early for a 
 discussion about languages in which plugins are
 written. I understood the 
 current idea is to move C code to plugin still in C
 (just structural 
 reorganisation).
 
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Re: [crossfire] gcfclient options deathlist

2006-01-17 Thread Miguel Ghobangieno
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] wrote:
  Would it be OT or out of scope to ask for the
 File - Quit Character
  option in the menu to be renamed to File -
 Delete Character ?
 
 Well, it wouldn't be if you instead suggested that
 the menu entry be
 removed altogether.
 
 I'm inclined to think that the better option, it
 isn't as though the
 quit command should be used particularly often.
 
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Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Miguel Ghobangieno
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
 :
  Throwing in my two pennies:
  
  In general modularisiation of the code will
 improve maintainability,
 
 That's also my opinion.
 
  On the other hand modularising the code will
 result in many changes,
  may introduce new bugs into the code, and is in
 general a lot of work
  whilst the benefits are questionable (this will
 only be useful if core
  is really small and most things are out in modules
 which can be
  configured at configure stage). If someone has a
 desire to do all that
  they are welcome to (it is an open source project
 :-) ), but in my
  opinion implementing new features would be more
 beneficial to the
  project.
 
 Speaking of my experience with crossfire code. I
 have developped
 a few add-ons to crossfire in the past (don't
 remember the list). 
 From my point of view, adding new features in the
 code is currently 
 a pain in the ass. I have dropped features add-ons
 which took
 me lots of time simply because it has become nearly
 impossible to find 
 something in the code. 
 If you add a new arch type, you have to register it
 in a define list, register 
 it in the movement function if it is active,
 register it in the attack code 
 if it can attack player, maybe register it with
 weather system if it can 
 interact with it, register it to spell casting
 system if, for example, it 
 represents a spell modifier. Can you imagine today
 creating an item which has 
 as characteristic 'owner can walk over water'
 without modifying piece of code 
 everywhere?
 
 In a modularized system, you could have something
 like that (it's just an 
 idea, it still has obvious flaws in aglorithms)
 
 when trying to move object from squareX to squareY,
 you trigger a move_request
 event on squareX listeners, on squareY listeners and
 on object listeners.
 Each listener can respond with NEUTRAL(0), ALLOW(1),
 REJECT(-1)
 if there is an allow, then allow movement
 else if there are no reject then allow movement
 else refuse movement
 water would be REJECT non swimming obj, your item,
 registered in player when 
 applied) would allow on every square with water.
 The exact same idea can be used to create complex
 check_inv, confusion spells, 
 director, no_movement traps . You just 'plugs' in
 the movement code.
 
 Also this system can improve server performances.
 Currently, one of the main 
 'lag' problem of server is meteor swarm in the open
 areas. thousands of fire 
 elements are checking the object list on a given
 square (that is other fire 
 elements) at a given tick, and this until fire dies
 a few seconds later.
 Now imagine this.
 create a 'fire' arch at square X.
 When inserted, arch code register a move_event for
 the square and also analyse 
 immediatly content of square.
 when new things are added to the square, the fire
 can check immediatly if this 
 item can burn. Most of the time, there is nothing to
 burn.
 when the fire element gets activated avery X ticks,
 it does not have to 
 explore a list of 100 other fire object to know
 there is nothing burnable 
 where it belongs. 
 
 Saying it's more important to add new features than
 modularize the code is 
 simply a short term view. Since am part of this
 projects, i saw new features 
 coming on a regular basis. Today the code, imho,  is
 far less maintanable 
 then it was 5 years ago. And if we continue to focus
 on features without 
 architecture the code will be a blotted piece of
 unmaintanable code in a few 
 years. 
 
 If i remember well, Mark Wedel already had in the
 past to request from 
 developper they spend more time on fixing the server
 code then add new 
 features. There are tons of features in code map
 maker simply don't know 
 about.
 
 Moreover there are tons of security issues in the
 code. They could be isolated 
 and identified far more easily during a
 reorganisation process.
 
 I hope we will ge to an agreement on this subject.
 
  
  If you are going to go ahead with it, before you
 do anything to the
  code you will need to define what goes out to what
 modules, and what
  depends on what. Since CF was not designed to be
 modular you may also
  find recursive dependancies which will need
 resolving first. But I
  suspect you knew this already...
  
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Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Miguel Ghobangieno
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 that.
 
 i see the exact opposite of behaviour at work.
 Project initiated in a modular 
 way, or migrated to a modular approach are easier to
 manage for the following 
 reasons
 1) You don't need to have knowledge of how the whole
 code works to be able to 
 work on parts of it
 2) You can isolate changes in only a part of the
 code
  
  It strikes me that crossfire is (still) not yet
 mature enough to have
  a fixed interface to all the modules that would be
 used, only a couple
  of months ago all the python scripts were broken
 by a plugin change,
  and I know I for one wouldn't want to attempt to
 fix the weather
  'module' the next time the interface to it was
 broken.
  
 
 Architecture must be handled from the very beginning
 and currently there is no 
 architecture design on crossfire project. A way to
 structure things here is 
 suggested. This may not be the best approach, but
 it's far better then what 
 we currently have. And nobody in the last year did
 propose anything to fix 
 architecture problems in crossfire.
 
 And in modularized projects, the interfaces between
 modules are not always 
 clear, they are not fixed and would probably never
 been. Some code migrate 
 from one module to another after experience show it
 is needed nearer to the 
 core, or on the opposite, it get further from the
 core because it is not as 
 multipurpose as we may have thought in the begin.
 Some modules sometimes get 
 gathered as a unique module.  Some other gets
 splitted in sub modules. That's 
 the lifecycle of a project.  It works, and well. Yes
 sometimes there are 
 clash, sometimes a very big change in a module is a
 pain in the ass for all 
 people using the modules. But considering the gain,
 in development speed, in 
 code learning curve and bugs hunting, it is clearly
 worth it.
 
 You argue a change in 'core' could interfer with
 'weather' and you don't want 
 to fix weather if it gets broken by that change in
 core? Well i claim, with 
 current organisation of code, a change *anywhere* in
 code (not only what we 
 could define as core) can break the weather. (Or
 potentially break anything 
 else). That is something a modularized approach
 tends to prevent as much as 
 possible.  And am not speaking of compilation here.
 Compilation problems are 
 easy to solve.
 
 You could argue, currently, you can't make a change
 in core that would make 
 weather uncompilable, which with a plugin system
 could be possible. But, this 
 is not a difficult fix, the most difficult bugs to
 fix are those which let 
 the code compilable but with subtle invalid logic. 
 And the last one happends 
 a lot in crossfire.
 
 regards
 
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Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Miguel Ghobangieno
Try not to dismiss things solely because they disagree
with your opinion.
Modularizing the server would create a ton of
problems, breakage, and solve nothing and add even
less: it is busy work. If you must be busy be busy on
some new feature rather then scrapping the last 10
years of work (and that is what would happen if we
seriously went on the modularizing war path).

Things you can help add:
plots (with red).
drunkeness.
work on regional fiat currencies.
pilotable boats (new arch in addition to the exit
boats we have), horses, etc.
perl plugin?

--- Yann Chachkoff [EMAIL PROTECTED]
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 
 reasons other than maintainability. It is also a
 stalling project for reasons 
 unrelated to the concept of modularization itself.
 
 If you're to use examples to illustrate your
 thoughts, try to use one you 
 really know and have an in-depth understanding of.
 -- 
 Yann Chachkoff
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[crossfire] Polymorph etc

2006-01-16 Thread Miguel Ghobangieno
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 things plugins,
it will make
things slow, break things (and then it will be like
most servers (IE:
not MF) don't use this, it's broken, let's chuck it).

If Ryo etc want to work on something, as it seems he's
itching to do,
how about add a alchaholpercent variable and add the
ability to get
drunk? Or perhapse fix earthwall and the invisiblity
spell (
tracker)? Better to fix what's broken then fix what's
working (rather
then break it and slow the server down).

If someone want's to write plugin stuff how about add
perl to the list
of CF scripting languages? Any of these things would
be a much more
usefull waste of time, rather then breaking the server
and slowing it
down.



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

2006-01-16 Thread Miguel Ghobangieno
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 that's not a few.
(Sure most servers don't run weather, but most servers
are at 0 players also).

--- Nicolas Weeger [EMAIL PROTECTED] wrote:

   I personally don't see much reason to rewrite
 existing code that is
  working fine as a plugin.  There are just enough
 things that could
  be/should be done than rewriting working code
 doesn't make sense.
 
 As Yann said, i was not really mentioning rewriting
 stuff - apologies
 for the confusion.
 Weather system, for instance, could be put in a
 plugin, and still retain
 its functionnality - talking about it because it's
 currently half
 broken, and not always enabled, depending on
 servers.
 
 Nicolas
 
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Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Miguel Ghobangieno
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 will be holding
off any new large codechanges for months as they wait
for you to be done with this not-needed reshuffling.

--- Yann Chachkoff [EMAIL PROTECTED]
wrote:

  Try not to dismiss things solely because they
 disagree with your opinion.
 
 I dismissed a flawed analogy, based on wrong
 technical assumptions. It is not an opinion point,
 but rather the rebuttal of an out-of-topic flambait.
 
  Modularizing the server would create a ton of
 problems, 
 
 Tons ? Name them, then, and we'll have something to
 debate.
 
  breakage, 
 
 Just as there is with *each* code change. Are you
 suggesting that we stop changing the code ?
 
  and solve nothing 
 
 As I (and others) argumented, it eases a couple of
 development issues. It could be a flawed view - but
 then, demonstrate it, and suggest other solutions.
 
 Note that those points weren't based on air, but on
 significant experience in other projects, not on
 taste or other egocentric or sentimental feelings.
 
  and add even less: it is busy work. If you must be
 busy be busy on some new feature 
 
 Given that you are not a coder, you have no right to
 decide for me what I should work on (Note that I
 usually don't follow such a philosophy - but since
 you expressed the exact same reasoning not so long
 ago, I find it appropriate to provide the same kind
 of answer now).
 
 rather then scrapping the last 10 years of work
 (and that is what would happen if we seriously went
 on the modularizing war path).
 
 Why ? I see a rant based on a pure sentimental
 feeling from somebody who has little knowledge of
 the Crossfire code, or of C coding in general.
 Provide technical arguments, and we'll have a
 serious discussion. If you cannot, then stop
 spamming the list.
 
 Just as a side note, scrapping the whole code has
 never been the intend. Next time, try to understand
 the emails you read before flaming their content.
 
  Things you can help add:
 
 Out-of-topic - we're discussing the pros/cons of
 modularization, not about your personal wishes about
 the code.
 
 
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Re: [crossfire] Polymorph etc

2006-01-16 Thread Miguel Ghobangieno
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,
  how about add a alchaholpercent variable and add
 the
  ability to get
  drunk? Or perhapse fix earthwall and the
 invisiblity
  spell (
  tracker)? Better to fix what's broken then fix
 what's
  working (rather
  then break it and slow the server down).
  
  If someone want's to write plugin stuff how about
 add
  perl to the list
  of CF scripting languages? Any of these things
 would
  be a much more
  usefull waste of time, rather then breaking the
 server
  and slowing it
  down.
 
 Sure, i'll do it - lemme just confirm the money has
 correctly been
 transferred from your account to mine :)
 
 Nicolas
 
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Re: [crossfire] gcfclient options deathlist

2006-01-16 Thread Miguel Ghobangieno
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 recently, and
 found a lot of
 options that seem to be at best of limited use, and
 possibly never
 used by anyone, so what I have done, is created a
 list of the options
 in gcfclient's settings menus which I believe are
 unused, or always
 set to the same value. I am going to list the
 option, as well as what
 I think it should be set to.
 
 If anyone wishes an option listed here kept, they
 can reply claiming
 their use/need of it. If after 2 weeks, no one has
 'claimed' an
 option, then I argue that it can be assumed to be
 safe to remove. As
 long as each change is made as a seperate CVS
 commit, it is still
 going to be relatively easy to revert any such
 changes made, should
 someone wish to have a setting return:
 
 The list;
 
 Automatically re-applies a container when you use
 apply to close it. 
 If off, when you use apply to close the container,
 it stays unapplied 
  - set to always be on
 
 Colored Inventory Lists - set to always on.
 
 Colored Information Text - set to always on
 
 Options on how to display resistances: - remove all
 options, set to
 Display all resistances in a single column, will
 use a single
 scrollbar.
 
 Print Grid Overlay (SDL only, Slow, useful for
 debugging/development)
 - set to off
 
 Cache Images - set to on
 
 Split Information Window (Takes effect next run) -
 set to on
 
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Re: [crossfire] gcfclient options deathlist

2006-01-16 Thread Miguel Ghobangieno
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] wrote:
  Would it be OT or out of scope to ask for the
 File - Quit Character
  option in the menu to be renamed to File -
 Delete Character ?
 
 Well, it wouldn't be if you instead suggested that
 the menu entry be
 removed altogether.
 
 I'm inclined to think that the better option, it
 isn't as though the
 quit command should be used particularly often.
 
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Re: [crossfire] (Python) script distribution

2006-01-15 Thread Miguel Ghobangieno
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 visit card system
 (to let other
 players know your level or skill), or something to
 autorejoin party at
 login time.
 
 So I'm wondering where to put those scripts. Should
 I put them in the
 python subdirectory in maps, and assume everyone
 will want them? Should
 we create a new subdirectory with optional
 scripts? Should I put'em on
 some web page and let interested people download?
 Note that this can in some ways apply to existing
 scripts (occidental
 stuff scripts, for instance).
 
 I'd say either put in python subdir, or create a new
 subdirectory - it's
 the simplest way to distribute things imo.
 
 Nicolas
 
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Re: [crossfire] Moving server towards a modularized system?

2006-01-15 Thread Miguel Ghobangieno
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 (excluding
 darkness-related things) could
 be moved to a plugin, and just hook to server core.
 Random maps generation too could imo be moved.
 (particularly weather, as it's really optional,
 setting for that).
 
 Actually, shouldn't the server be just a core with
 basic rules, and
 everything else moved to plugins?
 
 Nicolas
 
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[crossfire] Does crossfire now support partial tranparancy of PNG?

2006-01-08 Thread Miguel Ghobangieno
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 now?



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Re: [crossfire] Crossfire nolonger compiles

2006-01-08 Thread Miguel Ghobangieno
(Random map crash bug)
Resolution: Works For Me
Ragnor may have fixed it, I heard he was working on
it.

The details are there are 3 random maps that exit to
the same map.
When you go into a 4th random map the server crashes,
I know it's a server crash because when I went back on
other players shouted Mike!! :P.

Why use 3 random maps? Because there are a few bugs in
the generator so that sometimes the path gets blocked
(key not given for a door etc). I use 3 paths to
important areas so the likelyhood of the player
getting stuck is diminished.

--- Andreas Kirschbaum [EMAIL PROTECTED]
wrote:

 Miguel Ghobangieno wrote:
 [...]
  Filed bug report at
 

http://sourceforge.net/tracker/index.php?func=detailaid=1399546group_id=13833atid=113833
 
  Also crossfire server crashes if a player enters
 four
  random maps in quick succession.
 

http://sourceforge.net/tracker/index.php?func=detailaid=1398239group_id=13833atid=113833
 
 Please do not duplicate these bug reports here. It
 is not useful because
 developers automatically receive a mail whenever a
 tracker item was
 added or modified.
 
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[crossfire] Crossfire nolonger compiles

2006-01-07 Thread Miguel Ghobangieno
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]: Leaving directory
`/home/cfserver/cvs/crossfire/plugins'
make[1]: Leaving directory
`/home/cfserver/cvs/crossfire/plugins'
Making all in devel
make[1]: Entering directory
`/home/cfserver/cvs/crossfire/devel'
gcc -DHAVE_CONFIG_H -I. -I. -I../include  -I../include
-DDATADIR=\/home/cfserver/cfservernew/share/crossfire\
-DCONFDIR=\/home/cfserver/cfservernew/etc/crossfire\
  
-DLIBDIR=\/home/cfserver/cfservernew/lib/crossfire\
-DLOCALDIR=\/home/cfserver/cfservernew/var/crossfire\
   -DPLUGIN_SUFFIX=\.so\   -g -O2 -c devel.c
/bin/sh ../libtool --mode=link gcc  -g -O2  -o
crossfire-config  devel.o  -lcrypt -lm -lnsl 
mkdir .libs
gcc -g -O2 -o crossfire-config devel.o  -lcrypt -lm
-lnsl
make[1]: Leaving directory
`/home/cfserver/cvs/crossfire/devel'
Making all in crossedit
make[1]: Entering directory
`/home/cfserver/cvs/crossfire/crossedit'
Making all in include
make[2]: Entering directory
`/home/cfserver/cvs/crossfire/crossedit/include'
make[2]: Nothing to be done for `all'.
make[2]: Leaving directory
`/home/cfserver/cvs/crossfire/crossedit/include'
Making all in Cnv
make[2]: Entering directory
`/home/cfserver/cvs/crossfire/crossedit/Cnv'
gcc -DHAVE_CONFIG_H -I. -I. -I../../include 
-I./../include -I../../include   -g -O2 -c CnvUtil.c
gcc -DHAVE_CONFIG_H -I. -I. -I../../include 
-I./../include -I../../include   -g -O2 -c CnvBrowse.c
gcc -DHAVE_CONFIG_H -I. -I. -I../../include 
-I./../include -I../../include   -g -O2 -c CnvNotify.c
gcc -DHAVE_CONFIG_H -I. -I. -I../../include 
-I./../include -I../../include   -g -O2 -c CnvMenu.c
gcc -DHAVE_CONFIG_H -I. -I. -I../../include 
-I./../include -I../../include   -g -O2 -c CnvFiles.c
gcc -DHAVE_CONFIG_H -I. -I. -I../../include 
-I./../include -I../../include   -g -O2 -c CnvPath.c
gcc -DHAVE_CONFIG_H -I. -I. -I../../include 
-I./../include -I../../include   -g -O2 -c CnvPrompt.c
CnvPrompt.c: In function `CnvPromptCb':
CnvPrompt.c:37: parse error before `char'
CnvPrompt.c:38: `t' undeclared (first use in this
function)
CnvPrompt.c:38: (Each undeclared identifier is
reported only once
CnvPrompt.c:38: for each function it appears in.)
make[2]: *** [CnvPrompt.o] Error 1
make[2]: Leaving directory
`/home/cfserver/cvs/crossfire/crossedit/Cnv'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory
`/home/cfserver/cvs/crossfire/crossedit'
make: *** [all-recursive] Error 1


Filed bug report at
http://sourceforge.net/tracker/index.php?func=detailaid=1399546group_id=13833atid=113833

Also crossfire server crashes if a player enters four
random maps in quick succession.
http://sourceforge.net/tracker/index.php?func=detailaid=1398239group_id=13833atid=113833





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[crossfire] ...shouldn't one get drunk from wine and booze in CF?

2006-01-07 Thread Miguel Ghobangieno
...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
mikee1988098048 I'd like if it would slur your speech
depending on how drunk you were
mikee1988098048 like when you did
mikee1988098048 say 
mikee1988098048 or shout
mikee1988098048 or tell
mikee1988098048 etc
mikee1988098048 it would make it sound drunk
mikee1988098048 and if you got really drunk you would
walk like you were confused
mikee1988098048 (and throw up)
Rednaxela Yeah XD
Rednaxela drunkenness could be implimented as a
non-contagious disease that one can't gain immunity to
mikee1988098048 yes
mikee1988098048 but that's alittle hacky
Rednaxela True, but it would work
mikee1988098048 since you shouldn't get it after 1
wine or beer
mikee1988098048 should only get it after a few
mikee1988098048 (and more then a few if your food is
full (full stomach))
Rednaxela It might be possible to make only a certain
precent of the bottles have the disease, but that
wouldn't simulate the cumlative effect
mikee1988098048 couldn't the key-value thing be used
for the intoxication var
Rednaxela So yeah, as it's own feature would probably
work nicer
mikee1988098048 or maybe it should be called
alchpercent
mikee1988098048 alchaholpercent rather, as alch could
be confused with alchemy
Rednaxela it could





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Re: [crossfire] Re: Lalo's Bigworld pupland :D

2006-01-06 Thread Miguel Ghobangieno
I strongly prefer keeping the poles as is. As they are
now they are at poles on the map. If you're going to
add to the magnetic north of the contenet(spelling
error) could you also add water to the west so we keep
having a square map.

Having parts of pupland cold doesn't bother me much...
what you could do is shift the important parts
magnetic east. There are beach/vacation resorts in new
jersy for some reason, even though it gets cold
sometimes.

Also could you test to make sure weather 5 works well
etc (including the generated pictures). It may need a
little revamp to recognise the new stuff.

Crossfire's world, if it even is round, has it's axis
at 45 degrees but it's magnetic north at 0 degrees.
The old empire relied heavily on compasses, a
technology first imported from the conqured region of
Navar (navar was an outlying province then... they
broke away 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 on 06/01/06 13:25...
  Pupland won't fit on the worldmap, which, IMHO, is
 fine as I've
  always thought of it as another contenent.
 
 It is in another continent, and it is in the
 worldmap.  There is a
 reason why the worldmap starts at 100_100 :-) if you
 read the info in
 maps/Info, you'll see mwedel's idea of how big the
 world could
 potentially be.
 
 Right now, my Pupland is in tiles world_075_023 to
 world_104_032, so,
 northwest of the Scorn continent.  (In the previous
 thread we had about
 geography, I think we agreed that the Scorn
 continent is in the southern
 hemisphere, so this one is in the north.)
 
 So there is weather, but, hmm, :-)
 
 I put it on northwest because I thought the poles
 were on NE and SW,
 so this wouldn't affect the weather on the other
 continent too bad.  But
 it turns out, seemingly, the poles are on NW and
 SE instead, which
 puts Lone Town pretty near one of them.  This is not
 what I intended.
 
 I could move it to the NE, but then that would break
 the antarctic.
 
 So I see two options:
 
 1. leave it where I put it; this will make things in
 the NW of the
 existing continent warmer than they are now, and
 things in the SE colder
 - notably Navar.  Lone Town will be a very cold
 place.  Well, that may
 explain why it's so Lone :-P
 
 I'm running the scripts from cfmaps.schmorp.de as I
 write this, when I
 have a browsable version of the old continent,
 I'll post the url here.
 
 The reason I don't like this one so much, is because
 the Rainbow Islands
 are supposed to be tropical, or at least warm
 temperate - they are a
 beach/vacation resort after all.
 
 2. change the weather code to put the poles
 somewhere more reasonable.
 We could be very revolutionary and put it, oh, I
 don't know, in the
 north and south?  Or follow Exalted, rule that one
 direction (S or E?)
 is cold, another (N or W?) is warm, and the world is
 really flat, or
 even cylindrical.  Or, my personal favorite, a
 reverse-discworld
 approach - the world is flat (rectangular or
 discoid) or even
 cylindrical, the outer edges are cold, the middle is
 warm.
 
 Any of these would require small changes to the
 weather system; not only
 to change the poles, but also (and almost more
 importantly), to know
 exactly how big the world is, and fill any tiles it
 has no map for with
 deep ocean.  I believe I could do that without
 breaking the code too
 much.  (Alternatively, just generate actual maps
 filled with deep ocean,
 this gives us the bonus of having more varied
 elevation.)
 
 best,
Lalo
 Martins
 --
   So many of our dreams at first seem
 impossible,
then they seem improbable, and then, when we
summon the will, they soon become inevitable.
 --
 personal: 
 http://www.laranja.org/
 technical:   
 http://lalo.revisioncontrol.net/
 GNU: never give up freedom
 http://www.gnu.org/
 
 
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Re: [crossfire] Banking system

2006-01-04 Thread Miguel Ghobangieno
Oh that sounds good.

I'd also like to have valued_as gold18k, gold14k, and
gold10k
(nuggets are not pure gold by weight as it is (good
idea IMHO, makes sence), so we need those aswell).
gold18k etc should be computed by gold/(whatever it's
ratio is).

--- Brendan Lally [EMAIL PROTECTED] 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
  completely.
 
 But if you combined the two, it would be useful for
 many more items.
 Whilst a gold bar or gold dust would probably have
 value zero, a
 cursed gold ring should have that gold value minus
 an amount
 representing the badness of the curse - and making
 it worth melting
 down - of course the melting process shouldn't be
 entirely efficiant
 either
 
 That would allow both the price of gold bars to vary
 and the price of
 gold items to vary too
 
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Re: [crossfire] Banking system

2006-01-03 Thread Miguel Ghobangieno
Yes I know, it's a buyers market right now :).
Silver is, however, getting rarer. It is believed to
be only 2 or 4x as abundant as gold now as the silver
is used up as a rapid pace in industrial processes.

If you want we could up silver to 2:10 or maybe even
4:10 rather then the 1:10 it is now and put copper at
1:10. Your thoughts? If you want to do this I'll be
happy to change the archtypes. Someone will need to
change the bank exchange tables though (I'll do mlab).

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))

--- 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 1/80th of the weight to
 value ratio of
 gold. So changing the relative prices is certainly
 possible.
 
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Re: [crossfire] Banking system

2006-01-03 Thread Miguel Ghobangieno
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 value of
the material).

I won't support inflating gold and silver etc. I will
support creating paralell fiat currencies, and yes
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))
 
 I'm inclined to think that if this is going to be
 done, then their
 would need to be a currency system independent of
 the values of the
 individual coins.
 
 Instead of using gold, silver and platinum, define a
 unit and one or
 two subunits, give them absolute values, and then
 make gold, silver
 and platinum coins worth some value relative to
 that. (maybe even a
 sliding value)
 
 so, if we take something like the old spanish
 system, where there is
 the dollar/peso, (or 'pieces of eight' as they were
 called), each
 being worth 8 reals, which in turn is worth 85
 maravedíes (depending
 on /which/ real you are refering to, but you only
 need to pick one).
 
 In that case then, value 1 would be a maravedies,
 prices would be
 given in terms of dollars, reals, and maravedies,
 and silver gold and
 platinum would have values that floated about that,
 with a whole slew
 of other coins as well.
 
 To extend this line of reasoning further, if these
 were tied to areas
 of the game world, it would allow macro-economic
 effects, as various
 currancies became debased due to economic pressure
 (something that
 happened quite frequently in the past - the real was
 originally 3
 maravedies).
 
 This would also lead to a somewhat evil way to
 control wealth
 acquisition, just hyper-inflate the coinage or
 commodities most of the
 wealth is being stored in. (not that anyone would do
 that of
 course.)
 
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Re: [crossfire] Banking system

2006-01-03 Thread Miguel Ghobangieno
It would be nice to beable to set in for instance:

Object goldbar
name goldbar
weight 1
value gold

Object goldcoin
name goldcoin
weight 10 (or whatever it is)
value gold

that way the value will be * by the current value to
weight ration (in thiscase 1/1)

--- Brendan Lally [EMAIL PROTECTED] 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 value
 of
  the material).
 
  I won't support inflating gold and silver etc. I
 will
  support creating paralell fiat currencies, and yes
  they did exist in the ancient world.
 
 Ah, but now you have to consider what is actually
 fluctuating. Is it
 that the value of gold is dropping, or the value of
 the currency is
 increasing.
 
 In recent history, it has tended to be the case that
 fluctuations in
 the prices of gold/silver etc, have overwhelmingly
 /not/ taken other
 prices with them. Just because the US dollar weakens
 against gold (or
 if you prefer that gold strengthens against the
 dollar) doesn't mean
 that the price of bread alters.
 
 Certainly it is fair to say that gold has
 traditionally been quite
 consistent with reference to other commodities but
 silver-backed
 currencies (and especially silver-backed currencies
 with a debased
 coinage, which is what I am describing here, rather
 than fiat
 currencies) have fluctuated over time with respect
 to the price of
 gold.
 
 Whether you make the 'value' field relative to a
 fixed commodity, or a
 currency, is really an irrelevant point, once you
 have the same
 relationship between them being expressed, however,
 if we take the
 consumer's-eye view of the economy, prices are
 significant relative to
 wages, which are fixed in a currency, not to a
 commodity that few of
 them will ever trade in (plus it involves modifying
 fewer object
 values).
 
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Re: [crossfire] Banking system

2006-01-03 Thread Miguel Ghobangieno
:(
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 [EMAIL PROTECTED]
 wrote:
  It would be nice to beable to set in for instance:
 
  Object goldbar
  name goldbar
  weight 1
  value gold
 
  Object goldcoin
  name goldcoin
  weight 10 (or whatever it is)
  value gold
 
  that way the value will be * by the current value
 to
  weight ration (in thiscase 1/1)
 
 This is an interesting idea, and one I hadn't
 thought of before.
 
 Probably for ease of parsing however, it would need
 to be a new
 property 'valued_as'?
 
 maybe that should be in addition to the value field?
 For example, a
 gold necklace might have a fixed value based on the
 workmanship of the
 necklace, plus an inherent value based on the weight
 of the gold.
 
 The final value then would be the combination of the
 two. This would
 also scale nicely to enchanted weapons and the like.
 
 For example a sword could be valued_as steel, with a
 value of 20 (say)
 
 but a sword +1 might have a value of 1000, and a
 sword -1 a value of
 -500 (this would require negative values, but allow
 in principle that
 a player could make money by melting down cursed
 items, and reforming
 them.
 
 The questions then become, is it better to hijack
 the 'material' value
 for that, and what effect would that have on the
 things that material
 is currently used for?
 
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Re: [crossfire] Banking system

2006-01-02 Thread Miguel Ghobangieno
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 don't
 put
  jade and amber coins in you duengons as rewards.
 Then
  will come the question why have them then! Well
 then
  why have most of the things we have in CF? We
 could
  probably chuck most of our archtypes.. why even
 have
  CF? CF isn't needed in the world etc.
 
   Updating the map guide could be done.   I just
 wonder how many people read it 
 :).  That said, the map check scripts could be
 modified to look for unauthorized 
 arches also - some cases may be acceptable, but
 noting that jade coin appears in 
 map xyz coudl still be useful.
 
  
  I'd also like copper coins, this will require
 value to
  have decemal points.
  Could we do that?
 
   IMO, no.  There will always need to be a minimum
 value, and keeping that 
 minimum 1 to me makes perfect sense.  Adding
 decimalization adds a fair amount 
 of complication, and as is, a value 1 object really
 isn't worth anything.
 
   I'd much rather go the approach of revalueing the
 existing money.  Make the 
 new copper coin worth 1.  Make silver coins worth 5.
  If gold (10) and platinum 
 (50) coins keep the same value, such a change in
 valuation isn't likely to 
 affect things very much (unless players make huge
 piles of silver to anticipate 
 that change).
 
   Or perhaps one that seems like more a hack but
 wouldn't have that problem - 
 create 'new' coin - new copper, new silver, new
 gold, new platinum, etc coins as 
 new archetypes.  Put whatever valuation you want in
 them.  Update treasure lists 
 (and perhaps maps, but I'm not sure how many maps
 actually have coins piled on 
 them)  Maybe change the existing coins to be 'old'
 coins or 'ancient' coins.
 
   Thus, all new coinage that shows up should be
 these new coins with new 
 valuation.  However, those old coins still exist and
 can still be used with no 
 inflation in value, so a player that has stockpiled
 piles of them doesn't get 
 anything more from them (and if they find them in
 maps or something, not a big 
 deal - old coins sitting in a dungeon wouldn't be
 that odd).
 
   I say all this because, as I've said before, at
 some level, you need a minimum 
 value on objects.  You can't use floats to store
 value because the precision for 
 high/low values isn't there, and you'll get into all
 sorts of errors.  So the 
 only way to do this is what Brendan (I think it was)
 described, which is to 
 multiply and divide internally.  But even then, you
 are still stuck with some 
 minimum, based on the multiply/divide values that
 are set up (if for example it 
 is 100, then your minimum value is .01 - anything
 less is lost).
 
   But really, it comes down to the fact (to me) that
 a value 1 object is pretty 
 nearly worthless, and I can't see need to have stuff
 worth less than that.  So 
 this really becomes a matter of a new coin standard,
 and that can be done with 
 just archetype changes, which to me seems like the
 much better way to go.
 
 
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Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-02 Thread Miguel Ghobangieno
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
  then coins.
 
 I don't think paper money would make sense in the CF
 world... it's too
 recent a concept.
 
 What I'm talking about is coins as opposed to
 pieces - a gold coin
 is a small disc of gold with some image, number and
 words stamped in it,
 and is official money issued by a country.  It's
 supposed to be worth
 more or less the intrinsic value of the gold in
 weight, but not always.
 
 On the other hand a gold piece, often used in
 fantasy worlds and ancient
 real world, is what we have now; a small disc of
 gold, not coined.
 It's only worth its intrinsic value - by weight.
 
  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 value forever.
 
 If they are pieces rather than coins, yes.  Whether
 they are accepted in
 shops or you have to sell them at a bank, is more
 or less what we're
 discussing.
 
 best,
Lalo
 Martins
 --
   So many of our dreams at first seem
 impossible,
then they seem improbable, and then, when we
summon the will, they soon become inevitable.
 --
 personal: 
 http://www.laranja.org/
 technical:   
 http://lalo.revisioncontrol.net/
 GNU: never give up freedom
 http://www.gnu.org/
 
 
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Re: [crossfire] shops and stealing

2006-01-01 Thread Miguel Ghobangieno
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
 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 not be possible to extend stealing to shops. 
 Not that the current headers 
 :are really in any way useful, but in a sense,
 because they sort of give an 
 :example of extending the shop attributes.
 :
 :  What I'd suggest then is fields like:
 :
 :steal_adjustment:  Represents how hard/easy it is
 to steal from this shop.  A 
 :positive value denotes it is easy, negative value
 means it is hard.
 :
 :max_steal_value: Maximum value of an object that
 can be stolen from this store. 
 :  Thus, if someone drops a 10,000 pp item in a shop
 easy to steal from (which 
 :normally has junky stuff), one wouldn't be able to
 steal it, because this value 
 :for the shop may be something like 10 pp.
 
 Maybe shops should refuse to buy such expensive
 items from players if they don't
 have the facilities to display them securely, or
 they should buy and immediately
 sell on to the nearest shop that does.
 
 :jail_map:  If the theif is caught, map where they
 are sent.  At least scorn has 
 :a jail if I recall - not sure if other maps.  But
 basically, get caught 
 :stealing, have to sit around for 5 (or more)
 minutes.  Easier shops would 
 :probably sentence you to less time.   This could be
 in the form of [EMAIL PROTECTED],y 
 :to denote coordinates to put the player into.
 
 I don't like the idea of automatic jail time - keep
 that for things that
 you *don't* want players to do, like pking and
 abusive behaviour.
 
 For game balance, I think it'd be enough to ban a
 thief from the local shops
 for a period of time (maybe around constant * (1 +
 log_2(item_value)) ticks).
 If more is needed, the shop keeper should call the
 guards - no loot, no exp,
 and guaranteed to be higher level than you. But I
 don't think it is needed.
 
 The rest sounds good to me.
 
 Hugo
 
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Re: [crossfire] Banking system

2006-01-01 Thread Miguel Ghobangieno
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 I'm not going to put
them in my duengons as treasure (and hopefully others
won't either) is to beable to have 10,000 dollar
notes kindof thing. All apprasals etc should be in
silver, gold, plat and never jade and amber.

I suggest an addum to the mappers handbook don't put
jade and amber coins in you duengons as rewards. Then
will come the question why have them then! Well then
why have most of the things we have in CF? We could
probably chuck most of our archtypes.. why even have
CF? CF isn't needed in the world etc.

I'd also like copper coins, this will require value to
have decemal points.
Could we do that?

--- Rick Tanner [EMAIL PROTECTED] wrote:

 
 Post on behalf of Todd Mitchell (Avion):
 
 The Imperial Banking system was not intended to be a
 modern bank, more 
 of an old fashioned type bank.  The Imperial Note is
 not money, it is a 
 credit note.  Basically it was to allow players to
 carry and transfer 
 large amounts of wealth between cities or as a way
 to pay for large 
 ticket items (such as guilds) while avoiding
 inflation of value that 
 large coins would bring.  The coin system is based
 on weight and this is 
 a good thing that limits the amount of treasure
 folks can carry. 
 Because they are low weight and easy to carry, the
 Imperial notes are 
 not supposed to be worth anything intrinsically and
 cannot be used as 
 money, but can be used to transfer large sums of
 money (and always for a 
 convenience fee). All this talk of large
 denomination coins seems to be 
 to me misplaced since the point of the coins is to
 limit what can be 
 hauled out of dungeons easily and limit wealth
 accumulation.  Large 
 coins will lead to inflation as they allow players
 to carry more cash on 
 hand. As for 'credit cards' and other stuff to pay
 for big purchases? - 
 why bother when you can easily make special altars
 (or use scripting) 
 for expensive things that accept Imperial notes. 
 They are already 
 credit notes.  Allowing their use as *money* however
 would simply make 
 them into large coins and defeat their purpose.
 Also the bank code was designed to allow for
 alternate credit 
 institutions and easily changable service fees.
 
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Re: [crossfire] Banking system

2006-01-01 Thread Miguel Ghobangieno
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 should implement
  a credit system. I see ways to exploit /that/
 right now.
 
 Hmm.. I thought the discussion all along was for
 some sort of
 debit/check/cheque card that automatically deducts
 the money from your
 bank account *assuming* you have enough cash in
 there to cover the
 purchase.  Otherwise you see some sort of message
 showing how much more
 money you need to make the purchase.
 
 I agree, I think it's a bad idea for a credit card
 or making purchases
 without cold hard cash to back it up.
 
 
 
 
 
 
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.2 (GNU/Linux)
 Comment: Using GnuPG with Thunderbird -
 http://enigmail.mozdev.org
 

iD8DBQFDsbmDhHyvgBp+vH4RAqqqAKDNYdG9Psbcuw2XfLmwSujwwRon/wCg7O68
 Y0Soiyofjh3eTWQ1wdnhcZ0=
 =zXPP
 -END PGP SIGNATURE-
 
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Re: [crossfire] Re: [Crossfire-devel] I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-01 Thread Miguel Ghobangieno
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
 wanted to use a 5
  diamond altar in my Lone Town apartment map (for
 the various alchemy
  benches in the basement) but could not due to this
 limitation.
 
   The problem is that converters use sp and food as
 the number to use/create, 
 and these values are 16 bit right now.
 
   It's simple enough to change the type to be 32 bit
 - I'm just not sure what 
 other side effects that might cause.
 
 
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Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-01 Thread Miguel Ghobangieno
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 are clearly
  distinguishable) are probably desired - having
 bunches of coins in my inventory
  that all look the same would be
 confusing/annoying, and remove some of the
  reason for doing this, which is to add character.
 
 This would also have to affect character generation,
 currently players
 that are generated get an amount of money when they
 choose a class,
 and before they exit the nexus. If the two
 destinations from the nexus
 have differing currencies, then the player could get
 the 'wrong' type.
 
 Moving the acquisition of money to the teleporters
 which the player
 stepped on might work, but since dead players return
 there until they
 get another savebed, this might be hard to guarentee
 to not be
 exploitable (at the least, every existing player who
 didn't set a
 savebed, would get some money next time they died).
 
 Making those teleporters damned could work, indeed,
 if they pointed to
 a relatively 'safe' place (scorn town hall maybe?)
 it might be
 considered a good thing anyway.
 
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Re: [crossfire] Banking system

2006-01-01 Thread Miguel Ghobangieno
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
 a convenience thing, not 
 realism (using the 'r' word with crossfire is never
 a good idea).
 
   But my general thought is that if a bankkeeper is
 willing to accept usage of 
 the check card (or whatever its called), it just
 makes it easier for players so 
 they don't have to run to the bank every time they
 want to get rid of their 
 coins.  That's not one of the things I really like
 in real life, so could do 
 without it in a game.
 
   As far as check books, various thoughts:
 
 1) the bank itself could charge some fee (fixed
 percentage) of the money being 
 deposited.  After all, they are taking all those
 coins and storing them away. 
 Number should probably be relatively low.
 
 2) Shops could add some surcharge if using such a
 card.  Perhaps make this a map 
 property.  Arguably, the bigger the purchase, the
 smaller (percentage wise) this 
 charge would be.  If you're buying something for 4
 gp, its a bit of a bother for 
 the shopkeeper to take that check and get the money.
  If you're spending 50,000 
 pp, the shop keeper would probably prefer that money
 get transferred directly to 
 their bank account - they don't want 5 tons of
 platinum.
 
   If one was going to be more realistic, there
 really should be regional banks 
 (scorn bank, navar city bank, etc), and you'd need
 to use the appropriate check 
 book in the appropriate city (or the shops should
 demand a lot more money for 
 using accounts of a foreign nature).  Or perhaps the
 at the bank itself, you 
 could transfer money, but with a fairly hefty fee
 (have to use magic after all 
 to really confirm there is the money in that remote
 account, etc).  But that 
 really just makes things more a bother for the
 player.
 
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Re: [crossfire] shops and stealing

2006-01-01 Thread Miguel Ghobangieno
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 to extend stealing to shops.
 [...]
 
 Good ideas there. I would add that a player's luck
 score should have
 a lot of influence on ability to steal from a shop.
 So, a player that
 wants to PK /and/ steal is truly out of luck and
 will have a much
 more difficult time stealing from a shop. A 'luck 0'
 score would mean
 luck has no affect on the percentage chance of
 getting caught. A luck
 score of +1 or greater means the player has an
 exponentially greater
 chance of stealing successfully. A luck score of -1
 or lower greatly
 increases the player's chance of being caught
 exponentially as the
 score goes down. So, someone with 2 PKs (luck -2)
 would have a much
 harder time stealing than someone with a luck of 0.
 
 Gene
 -- 
 Mandriva Linux release 2006.0 (Official) for i586
  18:27:34 up 16 days,  1:34, 10 users,  load
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Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-01 Thread Miguel Ghobangieno
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 factors that are not in the game yet
 the
  silver, plat, gold, jade, and amberonium coins
 should
  keep their absolute value forever.
 
 Actually, something I think might be interesting
 would be to have
 major and minor currencies.
 
 Consider the (pre-decimalisation) British Currency.
 Prices were given in pounds, shillings and pence, 12
 p made one
 shilling, and 20 shillings one pound
 
 There was a one penny coin, a one shilling coin, and
 a one pound note.
 In principle it was possible to use these, and only
 these, for
 purchasing items. However, there were a number of
 other coins of
 intermediate values which were extensively used to
 make up
 intermediate values, without prices being quoted in
 them. (note that I
 am referencing old British currancy, simply because
 there were so many
 coins of arbitrary values that were issued -

http://en.wikipedia.org/wiki/British_coinage#Denominations_of_pre-decimal_coins_and_their_years_of_production
 looks to be a fairly good list).
 
 Now, what I am wondering, is if the coins with which
 shops make change
 couldn't be the thing that varied, so that money
 would be taken from
 one of 12 or so different types of coins, and change
 given in a
 similar manner (to take an example from the above
 list, an item which
 would require 50 shillings (gold) change might cause
 it to be given in
 the form of two unites and a half unite in one
 place, but one two
 guinea coin and two double florins somewhere else.
 
 These could all be legal tender everywhere, whilst
 causing a player
 who would travel in certain areas of the world to
 have different types
 of coins to someone else elsewhere.
 
 A modern form of this can be seen to a lesser extent
 with the euro
 coins and notes, whilst they lack the amusingly
 contradictory values,
 they have different designs on the reverse depending
 on which country
 they are from, so that a coin with a design from a
 country relatively
 far away is a mild curiosity on the occasions they
 are encountered.
 
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[crossfire] I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2005-12-27 Thread Miguel Ghobangieno
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 aspect I don't think the scorn bank change
with amber and jade coin converter tables should be
added to CVS.

I think for the code aspect there should be a list of
regions where amber and jade coins may be given as
change. If on a shopmap the region matches one of
these then amber and jade may be given. I think this
list should include azamuindo... but not much else.
All shops should accept amber and jade. (Also, as
errac noted, they should probably accept imperials,
also I have committed the bank card arch so work can
be done on that too :D).

Thoughts?



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Re: [crossfire] Banking system

2005-12-25 Thread Miguel Ghobangieno
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 could have copper
coins. Then we can make copper the new silver and
deflate the economy (by editing the random wealth arch
treasure list and the low and mid level monsters lists
and putting in copper where silver is and silver where
gold is and gold where plat is (and rarely a plat).
This way money will have value again.

Also conversion tables in banks for these new
denominations, as they sound like something that would
come from the east, shouldn't be in scorn or navar or
brest. I think the conversion tables should only be in
azamuindo, maybe (or maybe not) darcap (it may have
stumbled upon
some). All shops should accept them ofcourse but not
give them as change (unless perhapse the shop has a
given region set (azamuindo(sp)? darcap?).

(Note: I'm opposed to the money as stat idea, I guess
that was just a point being raised though for
contrast).

--- Mark Wedel [EMAIL PROTECTED] wrote:

 Anton Oussik wrote:
  On 24/12/05, Mark Wedel [EMAIL PROTECTED] wrote:
At some level, it becomes a question of why not
 just make money a 'stat'.
  Instead of gold pieces, silver, platinum, etc,
 floating in your inventory,
  something just says you have 123456 gold pieces.
  
All this starts to get away from the discussion
 at hand, but is food for thought
  
  No, it is very much on topic - the main issue here
 is to avoid the
  need to have large piles of money lying about in
 apartments and having
  to carry more than your own weight in platinum in
 order to go outside
  to the shop (perhaps the subject is misnamed
 though ;-) ).
  
  Your idea seems more sensible. Perhaps make all
 players carry a
  special wallet/money pouch item, which is a
 container into which money
  automatically go and become weightless (or near
 enough so), which will
  say you have foo gold when clicked, and from
 which you can drop
  money?
  
  This could also be implemented as a property and
 interfaced by adding
  new server commands and adding a UI pouch... but
 that is for version 2
  of CrossFire.
 
   As said, this wouldn't be really hard.
 
   Add a uint64 field to the player object.
 
   Modify the pickup code to check item type being
 picked up.  if type == MONEY, 
 add it to that stat, a don't insert it (this could
 actually be done in the 
 insert_ob_in_ob for that matter to make sure all
 cases are caught).
 
   For new clients, add a mechanism for server to
 tell client this value - 
 probably via stats command makes the most sense. 
 For these new clients, it is 
 then up to them how they should display that (could
 just be next to exp or 
 something).
 
   For older clients, or maybe all clients until
 altars and the like are somehow 
 fixed up, the server would fake inventory items for
 the coins.  For simplicity, 
 probably only fake gold pieces (I don't think
 anything actually requires silver 
 or platinum, and faking only 1 object instead of 3,
 makes sense).
 
   When player tries to drop some gold, the server
 would catch it is a fake 
 object, and convert the objects into a pile of gold
 and insert it into the map. 
   Covers those altars, tables, etc.  Also, allows
 players to trade gold easily.
 
   For these fake objects, the draw_look function of
 previous/next object in 
 large stacks could be used - basically set the high
 bit on the object tag, and 
 drop and examine would catch this special tag and do
 the right thing.
 
   It actually isn't that hard to do, and probably a
 good thing to do.
 
   The biggest issue is making sure it works - having
 a bug and wiping out 
 peoples gold would be a pain.
 
   the only real oddity is the weight values - that
 'stat' of gold would 
 basically be weightless (or presumably a much lower
 weight than currently in place).
 
   That said, it would seem an easy fix right now is
 just change the current 
 weight of coins - the weight is currently 10 - it
 could be reduced to 1, and 
 increase carrying capacity tenfold.
 
 
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Re: [crossfire] Re: [patch] Large-denomination coins

2005-12-25 Thread Miguel Ghobangieno
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
 instead of the lower value
  coins currently there, so therefor, you get an
 inflation of available
  money.
 
 oooh, people would whack this map maker VERY
 seriously upside the head
 :-P  I feel the general sentiment in this list and
 IRC is to *reduce*
 available money rather than increasing...
 
 best,
Lalo
 Martins
 --
   So many of our dreams at first seem
 impossible,
then they seem improbable, and then, when we
summon the will, they soon become inevitable.
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Re: [crossfire] Banking system

2005-12-25 Thread Miguel Ghobangieno
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 as if it is nothing',
contrast that thought with having a physical gold coin
in you hand... gold coins are real not thin air.

You want a checkbook. I can make the archtype face pic
and perhapse cave can do the code, however real gold
etc must not be mangled.

--- Anton Oussik [EMAIL PROTECTED] wrote:

 On 24/12/05, Mark Wedel [EMAIL PROTECTED] wrote:
At some level, it becomes a question of why not
 just make money a 'stat'.
  Instead of gold pieces, silver, platinum, etc,
 floating in your inventory,
  something just says you have 123456 gold pieces.
 
All this starts to get away from the discussion
 at hand, but is food for thought
 
 No, it is very much on topic - the main issue here
 is to avoid the
 need to have large piles of money lying about in
 apartments and having
 to carry more than your own weight in platinum in
 order to go outside
 to the shop (perhaps the subject is misnamed though
 ;-) ).
 
 Your idea seems more sensible. Perhaps make all
 players carry a
 special wallet/money pouch item, which is a
 container into which money
 automatically go and become weightless (or near
 enough so), which will
 say you have foo gold when clicked, and from which
 you can drop
 money?
 
 This could also be implemented as a property and
 interfaced by adding
 new server commands and adding a UI pouch... but
 that is for version 2
 of CrossFire.
 
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Re: [crossfire] Banking system NO MONEY STAT, Use a checkbook if you want that.

2005-12-25 Thread Miguel Ghobangieno
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
cannot work on this project anylonger. I have invested
considerable effort in bullion arches etc.

PLEASE DO NOT SCREW WITH GOLD, SILVER, AND PLAT coins!

PLEASE DO NOT DO THIS.

You want a checkbook, it can be made, I can make the
checkbook face. 

PLEASE DO NOT SCREW WITH THE COINS.
(Ps none of the players I spoke with want this change
either, so the players are against it too).

If you want a crossfire-simple mode then code that
in as an option or fork off to a crossfire-simple
project.

Gold has a weight to value ration, PLEASE DO NOT FSCK
WITH THIS!.

If you are so concerned with the weight of the coins
then make paper money for each region (in _addition_
to the bullion). Imperials should remain the
international banking note, however.

Damn.. every month there is a let's remove stuff
iniative.

GOLD IS NOT SILVER
they ARE diffrent elements.
THEY HAVE EXACT WEIGHT TO VALUE IN CROSSFIRE
which I have based all my bullion and other metals on.

DO NOT DO THIS.

--- Anton Oussik [EMAIL PROTECTED] wrote:

 On 25/12/05, Mark Wedel [EMAIL PROTECTED] wrote:
  Anton Oussik wrote:
   On 24/12/05, Mark Wedel [EMAIL PROTECTED]
 wrote:
 At some level, it becomes a question of why
 not just make money a
   'stat'.
 
As said, this wouldn't be really hard.
 
Add a uint64 field to the player object.
 
 I suspect this would also fix the client bug when
 the client crashes
 when it steps on a tile where something has nrof 
 2^32.
 
The biggest issue is making sure it works -
 having a bug and wiping out
  peoples gold would be a pain.
 
 I agree, it would need a lot of testing before being
 put into production use.
 
That said, it would seem an easy fix right now
 is just change the current
  weight of coins - the weight is currently 10 - it
 could be reduced to 1, and
  increase carrying capacity tenfold.
 
 Yes, one can do that, but then it would only be a
 workaround, and one
 that would not fix all money carrying related
 problems.
 
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Re: [crossfire] Banking system

2005-12-25 Thread Miguel Ghobangieno
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 checkbook arch face.

uint64 is good.
value as a double (so we can add copper coins) would
be good too.

Please keep the coins as they are though. Please no
money stat.

(Also when is the jade etc coins going in? I think
they should exist and be acceppted but not given as
change except if region = azamuindo (perhapse another?
darcap? maybe just azamuindo).

--- Brendan Lally [EMAIL PROTECTED] wrote:

 On 12/25/05, Anton Oussik [EMAIL PROTECTED]
 wrote:
  On 25/12/05, Mark Wedel [EMAIL PROTECTED] wrote:
   Anton Oussik wrote:
On 24/12/05, Mark Wedel [EMAIL PROTECTED]
 wrote:
  At some level, it becomes a question of why
 not just make money a
'stat'.
  
 As said, this wouldn't be really hard.
  
 Add a uint64 field to the player object.
 
  I suspect this would also fix the client bug when
 the client crashes
  when it steps on a tile where something has nrof 
 2^32.
 
 Wouldn't stepping on non-money items which have a
 sufficiantly high
 nrof also trigger such a crash?
 
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Re: [crossfire] Re: [patch] Large-denomination coins

2005-12-25 Thread Miguel Ghobangieno
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 like the value var to be a double so we can
 add
  copper coins ...
 
 That could lead to all sorts of fun rounding errors.
 
 Probably it would be best to use a 64bit int, and
 store value*1 or
 so - that way you could have 4 values after the
 decimal point, and
 still not have errors due to floating point maths.
 
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Re: [crossfire] Re: [Crossfire-cvs] CVS commit: arch/mapbuilding

2005-12-24 Thread Miguel Ghobangieno
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
 
 
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Re: [crossfire] [patch] Large-denomination coins

2005-12-23 Thread Miguel Ghobangieno
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-themed RPGs such as
 Exalted) and amberium (a Zelazny reference, although
 this material doesn't exist on his books). One jade
 coin = 100 plat; one amb = 100 jade.
 
 Incidentally, thanks to implementation details of
 shop.c, this raises the largest possible item value
 by
 a factor of 1 - it used to be 2^32 plat, now
 it's
 2^32 amb.
 
 Also included is a patch for the Scorn bank; other
 banks and the guilds are left as exercise for the
 reader (or I may do it if a dev asks nicely).
 

http://sourceforge.net/tracker/index.php?func=detailaid=1389033group_id=13833atid=313833
 
 best,
Lalo
 Martins
 - --
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 impossible,
then they seem improbable, and then, when we
summon the will, they soon become inevitable.
 - --
 http://www.laranja.org/
 mailto:[EMAIL PROTECTED]
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