Re: [crossfire] Seeking life...

2008-12-12 Thread Marc Lehmann
On Sat, Nov 01, 2008 at 01:32:22PM +0100, Nicolas Weeger 
nicolas.wee...@laposte.net wrote:
 So, anyone working on something? Anyone having plans for working on CF? Or can
 we close the shop down?

I know, it's a bit late for a reply, but I found it rather satisfying and
funny.

The crossfire/metalforge folks are *actively* driving away everybody who
is willing to do work, and you still seem to wonder about it. Now that's
weird.

Contrast this to Deliantra.

Content:

- deliantra has had vastly improved 64x64 graphics with *working* smoothing
  for over a year.
- almost all textures have been redone, many items and buildings are now
  actually 3d models. known proprietary material has been removed.
- a myriad of map bugs have been fixed.
- npc dialogs have been vastly improved in the server, and most content
  has been updated, starting from mere rewriting of many of the existing (but
  wrong) texts in maps to adding completely new quests, cities and even
  whole new contintents!
- many areas have been bigworldised (this is technically very easy in 
deliantra).
- there is a multi-stage tutorial and many areas of the world (including
  scorn) have been redone almost completely to work more logically and
  give beginners a more logical introduction to the game. of course,
  the server can give (optional) hints
- I probably forgot a lot here, because I wasn't involved in all of
  these changes, sorry to our content designes if I forgot something
  especially important :)
- Rebalancing: we worked for years on rebalancing the game play, with
  huge successes (you have to see it to understand it), there are
  no known cheats or exploits left, and players actually feel
  that the gaem continues after level 20.
- We also almost completely eradicated the frustration of the high
  death penalty, keeping players from leaving (I am sure you know what
  I am talking about), without endangering the game balance (via nimbus
  and other techniques).
- (oh yes, don't let me mention the region-specific monsters, server-provided
  music, 2d sound effects for monsters and spells, interactive in-game world map
  and many other improvements).

many of these things have only been made possible by advances in the
server, of course.

Client:

- deliantra distributes native OS X/Windows/Linux binaries and naturally,
  very portable source code going along with it.
- the client is very easy to install, in most cases, you simply download
  and start it, no installation or uninstallation required, and certainly
  no obscure libraries.
- the client takes advantage of opengl hardware and works even on very old
  hardware, is full screen, has a minimap, and greatly improves user
  interaction by delivering something that looks and feels like a game, not
  something that looks like some administration console.
- (well, just look at the screenshots at 
http://www.deliantra.net/screenshots.html).

Server:

Naturally, since we have two strong programmers, Deliantra also suffers
from the server being improved the most.

- the server takes advantage of C++ features wherever it can: as a simple
  example, shared strings and objects are transparently refcounted and garbage
  collected, which alone fixed a lot of bugs (especially where crossfire
  accessed freed objects). of course, this also simplifies string handling
  a lot and, in most cases, both speeds it up AND fixes a lot of buffer
  overflows.
- the server is fully asynchronous: map loading/saving, player loading/saving
  and many other tasks are done in the background, so the server is able to
  handle more than 10 players without starting to freeze shortly every time
  a player changes maps.
- the server can load treasures, archetypes, the world map (which is actually
  a png file), faces, music, configuration, extension modules,
  books, regions etc. etc. at runtime and of course asynchronously, without
  disturbing the running game.
- stability: the server doesn't crash. well, we fixed over a hundred crash
  bugs. not only that: the server doesn't lose data on crashes, at least
  it didn't in the last years. To get an impression of what that means:
  our unique 1 mascot in scorn had to be recreated on every restart (not
  crash!) because crossfire loses data even on clean restarts, while in
  deliantra, despite having had hundreds of crashes (mostly when rewriting
  the map handling parts a year (or two?) ago), the server was simply back
  up 20 seconds later without having lost a single second of playing time,
  no duplicated items and so on.  Or to put it differently, a restart in
  deliantra means a downtime of 10 seconds, while in crossfire, it means
  a major map reset, crashes mean item loss of duplication etc. etc.
- most of the server has been modernised: the skill/slot usage has been
  rationalised, the map handling has been completely redone, as well
  as the object and plug-in system. apart from the many crash bugs
  that have been fixed, a lot of content bugs have been 

Re: [crossfire] Seeking life...

2008-12-12 Thread Lalo Martins
quoth Marc Lehmann as of Fri, 12 Dec 2008 22:55:54 +0100:
 On Sat, Nov 01, 2008 at 01:32:22PM +0100, Nicolas Weeger
 nicolas.wee...@laposte.net wrote:
 So, anyone working on something? Anyone having plans for working on CF?
 Or can we close the shop down?
 
 I know, it's a bit late for a reply, but I found it rather satisfying
 and funny.

No, it's just late, really.  After 1.5 months of a lot of activity 
happening, your reply just came of whiny and clueless.  Or did you 
completely miss the server rewrite thread, the news about having code and 
content leaders, the discussions about Tallworld?  Ah, you probably did.  
Ok then.

 The crossfire/metalforge folks are *actively* driving away everybody who
 is willing to do work, and you still seem to wonder about it. Now that's
 weird.

Whatever helps you sleep at night, dude.

 Contrast this to Deliantra.

You got some stuff working?  Good for you.  Ranting and flaming about it 
won't get you anywhere, though, except for losing any scraps of respect 
some people (me included) still had for you and your project.

Please don't post to this list anymore.

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.
   -
  http://lalomartins.info/
GNU: never give up freedom  http://www.gnu.org/


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Re: [crossfire] Seeking life...

2008-11-10 Thread Lauwenmark Akkendrittae
Le lundi 10 novembre 2008, Mark Wedel a écrit :
   I think that is really the crux of the problem - it seems to me that most
 of the developers are code developers, not content developers.  I certainly
 include myself in that category.

   There are certainly some folks out there that do work on content - I
 don't mean to say that there aren't.

Frankly, it is hard to keep working on content if nobody follows. Or, for what 
matters, if everybody keeps ignoring what the others are doing. It makes the 
writing of consistent material impossible, plain and simple.

   Having a leader of content doesn't do a lot if there are not many folks
 willing to write that content.  So the question may be how many folks would
 move from doing code to content if that was the drive, and how many really
 just want to do code.

I doubt counting the devs and the map designers would solve the issue at hand.  
We need somebody that establishes coordination and allocate the limited 
content development resources we have in the best way. Somebody that can also 
organize advertisement to gather more content makers.

Besides that, resuming the issue as a lack of content-makers is somewhat 
dodging the central point of coordination and cooperation. We obviously have 
more than enough coders available, yet how many major changes happened 
recently in the source ? 

   IMO, this sort of falls back to the past problems - from discussions, it
 seems that the most pressing need/desire in crossfire is new/better
 content, but that list above doesn't really address that at all.

Again, the problem is not what kind of features are needed, but how we can 
organize the development resources so those features can be implemented 
(being scenarios, maps, graphisms or code parts).

Lauwenmark.

Drive defensively: buy a tank.


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Re: [crossfire] Seeking life...

2008-11-09 Thread Nicolas Weeger
 Are we sure it is a good idea to make that ? Quoting what somebody else
 said about such an idea:

 I figured it would detract from suspension of disbelief and immersibility
 of the game

 Something I tend to agree with. Thoughts ?


I would say it really depends how it is written :)

On the other hand, it would be nice to have explanations for word of recall, 
the bed to reality, death penalty, and such ^_-


Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]


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Re: [crossfire] Seeking life...

2008-11-09 Thread Mark Wedel
Nicolas Weeger wrote:
 Hello.
 
   The harder part is perhaps that first one - finding leaders.
 
 I wouldn't mind being coding leader, but then right now the conditions aren't 
 really met.
 Code is here to be used for the game, it is not the game. Therefore, if there 
 is nothing going on game-wise, then it's no use having a living code.
 
 I do admit liking coding, which is sometimes more important for me than 
 content, unfortunately.
 
 Therefore we'd need a good game content leader who can make the game really 
 fun and drive development needs.

  I think that is really the crux of the problem - it seems to me that most of 
the developers are code developers, not content developers.  I certainly 
include 
myself in that category.

  There are certainly some folks out there that do work on content - I don't 
mean to say that there aren't.

  Having a leader of content doesn't do a lot if there are not many folks 
willing to write that content.  So the question may be how many folks would 
move 
from doing code to content if that was the drive, and how many really just want 
to do code.


 
 I mean by content leader someone who can point out needs to be filled 
 (missing a town linked to such and such story), accept or reject (saying why 
 it is rejected) content submissions, who takes into account the whole 
 coherence of the world and the background story, and such.
 
 And lately since there is no new content, no need to drive the development, 
 nothing really going on, coding for CF has become some really uninteresting 
 idea (and I admit the code is starting to be quite messy which is not 
 helping, either).

  I don't necessarily know of those two are related.  I know various folks have 
done various big projects that were not really driven by content, but rather 
this would be a nice feature.  And in fact, your list below also falls into 
that 
- those are not drive by content, but rather features that might be nice.

 
 
 For the record here is what I'd like to do technically-wise:
 - stable server, few bugs (obvious, and not that far a goal right now)
 - distributed server, crash-recovery systems: server crashes, clients 
 dynamically or transparently switch to another and go on playing maybe 
 without even noticing - at least with minimal loss
 - dynamic updating of resources - no need to recollect archetypes to take 
 into 
 account an archetype change, or a pic change
 - regular releases (anyone remembers when the last one was?), as long as 
 there 
 is justification for that and in coordination with content leader

  IMO, this sort of falls back to the past problems - from discussions, it 
seems 
that the most pressing need/desire in crossfire is new/better content, but that 
list above doesn't really address that at all.  I don't mean to say that those 
are bad ideas, and in fact some may be quite good, and at least for some of 
them, I would have comments/questions, but that doesn't really seem to be a 
focus right now (and you say so yourself).  There are some other things I'd add 
to that also.


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Re: [crossfire] Seeking life...

2008-11-08 Thread Nicolas Weeger
Hello.

   The harder part is perhaps that first one - finding leaders.

I wouldn't mind being coding leader, but then right now the conditions aren't 
really met.
Code is here to be used for the game, it is not the game. Therefore, if there 
is nothing going on game-wise, then it's no use having a living code.

I do admit liking coding, which is sometimes more important for me than 
content, unfortunately.

Therefore we'd need a good game content leader who can make the game really 
fun and drive development needs.

I mean by content leader someone who can point out needs to be filled 
(missing a town linked to such and such story), accept or reject (saying why 
it is rejected) content submissions, who takes into account the whole 
coherence of the world and the background story, and such.

And lately since there is no new content, no need to drive the development, 
nothing really going on, coding for CF has become some really uninteresting 
idea (and I admit the code is starting to be quite messy which is not 
helping, either).


For the record here is what I'd like to do technically-wise:
- stable server, few bugs (obvious, and not that far a goal right now)
- distributed server, crash-recovery systems: server crashes, clients 
dynamically or transparently switch to another and go on playing maybe 
without even noticing - at least with minimal loss
- dynamic updating of resources - no need to recollect archetypes to take into 
account an archetype change, or a pic change
- regular releases (anyone remembers when the last one was?), as long as there 
is justification for that and in coordination with content leader

And to achieve this:
- well documented code, potentially linked to game features (monks shouldn't 
be able to wear weapons: how is it managed in the code, at which places? and 
such things)
- unit tests where applicable
- automate many things (win32 building and packaging, ...)
- split the code to make it less messy. Do small atomic tasks, and chain them, 
instead of having one big code mess that does a zillion things and can't be 
easily replaced
- move to C++, use Trolltech's Qt toolkit, and make a massive code refactoring

(note: please don't start discussing those last points / how I'd like to do 
things, this is not the thread for such a discussion that I will happily 
ignore anyway)

Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]


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Re: [crossfire] Seeking life...

2008-11-05 Thread Mark Wedel
Nicolas Weeger wrote:
 To sum up a discussion on the channel this morning:
 
 - there is no common goal, so everyone is doing his own stuff
 - there is no leadership who could define areas
 
 solutions:
 - define a common goal = need some leaders
 - enforce content rules (reject maps that don't integrate into the timeline / 
 overall story)

  The harder part is perhaps that first one - finding leaders.

  I know I'm the current maintainer of crossfire, but when I took that job way 
back when, I had a lot more time on my hands than I do now.

  And to be honest, the administrative aspect is one of the less interesting 
aspects of all of this.

  Given the number of current developers, the number of leaders needed probably 
isn't that great.  If we had 100 developers, you'd clearly want multiple 
leaders 
handling different aspects (as that 100 people would be working on different 
parts most likely - even if everyone was doing maps, it would be different 
areas, so you could have the person in charge of scorn, person in charge of 
navar city area, etc).

  I'd actually say that the common goal(s) could likely be sorted out in e-mail 
or on IRC - that perhaps isn't so much a job for the leader.  The leader is 
more 
on the second point - to make sure that contributions don't conflict with the 
goal.


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Re: [crossfire] Seeking life...

2008-11-03 Thread Nicolas Weeger
To sum up a discussion on the channel this morning:

- there is no common goal, so everyone is doing his own stuff
- there is no leadership who could define areas

solutions:
- define a common goal = need some leaders
- enforce content rules (reject maps that don't integrate into the timeline / 
overall story)


Nicolas

Le lundi 03 novembre 2008, Mark Wedel a écrit :
 Nicolas Weeger wrote:
  Hello.
 
  So, anyone working on something? Anyone having plans for working on CF?
  Or can we close the shop down?

   I've been fairly busy for the past few months on a kitchen remodel which
 took away my time from other projects - that's finishing up just now, so
 will be getting more into crossfire work again.

   I plan to resume work on rebalancing the spells.

  I admit I'm not motivated at all lately. The code is a  real mess, maps
  are pretty boring usually, and the game is going nowhere.

   I can certainly understand some of that.  I've run into th same feeling
 now and again.

   The one that we usually always come back to is new maps.  As a long term
 player/developer, I've played most all the maps, and playing them over and
 over again isn't that interesting (when I do player commercial games, I'll
 tend to play them through once - it doesn't really interesting me to play
 the game again with a different character or play the same areas over and
 over again with that first character - I might go explore areas I haven't
 done yet, but more often than not, just stop playing that game.  Given how
 often I play such games, that tends to work out - something new will come
 out.

   At some level, it is probably unrealistic to think that new maps can be
 created at a pace faster than they can be played - a lot of map makers
 would be needed.  It takes quite a bit of time to make up a good map -
 certainly longer than it takes to play it.  And perhaps the other side of
 that is that it can often be difficult to come up with good maps.  Everyone
 could sit down and spend several hours a week doing new maps, but if they
 are uninspired maps (more of the same), I'm not sure how much is gained. 
 One could just play the random maps for that type of experience.

   The flip side is that many of the maps are so old that they predate many
 features since added (lighting immediately comes to mind, but probably many
 other aspects), so even new maps of the same type of things may still be an
 improvement.


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Re: [crossfire] Seeking life...

2008-11-03 Thread Juha Jäykkä
 - there is no common goal, so everyone is doing his own stuff
 - there is no leadership who could define areas

 solutions:
 - define a common goal = need some leaders
 - enforce content rules (reject maps that don't integrate into the timeline
 / overall story)

Heartily agreed! I have had no time for cf (I haven't even played it!) for 
over a year now. Expect this state of affairs to continue until next summer 
(with *very* good luck, just next January). At that point I'd be more than 
happy to take on any task given me by the leader(s).

Do we need a leader election?-o

-Juha

-- 
 ---
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| home: http://www.utu.fi/~juolja/  |
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Re: [crossfire] Seeking life...

2008-11-03 Thread Rick Tanner
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Nicolas Weeger wrote:
 
 - enforce content rules (reject maps that don't integrate into the timeline / 
 overall story)

There was a in-game timeline related discussion on the IRC channel
earlier today (Nov-03).

I proposed, and will now be writing, lore that relates to and explains a
 possible reason or cause for maps to reset and allow players to run
through them over and over again, why sometimes the server crashes, why
player characters seem to be unaffected by these events.


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Re: [crossfire] Seeking life...

2008-11-03 Thread Rick Tanner
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Nicolas Weeger wrote:
 
 - there is no common goal, so everyone is doing his own stuff

What about the TODO list(s) on the wiki?

http://wiki.metalforge.net/doku.php/dev_todo





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Re: [crossfire] Seeking life...

2008-11-03 Thread Lauwenmark Akkendrittae
Le lundi 3 novembre 2008, Rick Tanner a écrit :
 Nicolas Weeger wrote:
  - enforce content rules (reject maps that don't integrate into the
  timeline / overall story)

 There was a in-game timeline related discussion on the IRC channel
 earlier today (Nov-03).

 I proposed, and will now be writing, lore that relates to and explains a
  possible reason or cause for maps to reset and allow players to run
 through them over and over again, why sometimes the server crashes, why
 player characters seem to be unaffected by these events.

Are we sure it is a good idea to make that ? Quoting what somebody else said 
about such an idea:

I figured it would detract from suspension of disbelief and immersibility of 
the game

Something I tend to agree with. Thoughts ?
-- 

Lauwenmark.

Drive defensively: buy a tank.


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Re: [crossfire] Seeking life...

2008-11-03 Thread Lauwenmark Akkendrittae
Le lundi 3 novembre 2008, Rick Tanner a écrit :
 Nicolas Weeger wrote:
  - there is no common goal, so everyone is doing his own stuff

 What about the TODO list(s) on the wiki?

 http://wiki.metalforge.net/doku.php/dev_todo

The TODO list is nothing more than the recollection of all ideas that were 
thought about. It makes no effort to coordinate the work, doesn't deal with 
feature priorities, and covers so many areas that it fails to give the 
project a clear direction to follow.

What is worse is that - as you yourself underlined in your message - there is 
not *a* TODO List; there are *several* ones: Majro Releases, Fixes/Revamps, 
Feature-Based, Concepts, and even a User-based one! This is exactly what 
Nicolas was writing about: no common goal, everybody doing its own stuff (in 
this case, TODO lists).

A clarified, cleaned-up TODO is of course a useful tool to coordinate project 
efforts - but as it stands now, it is IMHO not even usable for that simple 
purpose.
-- 

Lauwenmark.

Drive defensively: buy a tank.


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Re: [crossfire] Seeking life...

2008-11-02 Thread Mark Wedel
Nicolas Weeger wrote:
 Hello.
 
 So, anyone working on something? Anyone having plans for working on CF? Or 
 can 
 we close the shop down?

  I've been fairly busy for the past few months on a kitchen remodel which took 
away my time from other projects - that's finishing up just now, so will be 
getting more into crossfire work again.

  I plan to resume work on rebalancing the spells.


 I admit I'm not motivated at all lately. The code is a  real mess, maps are
 pretty boring usually, and the game is going nowhere.

  I can certainly understand some of that.  I've run into th same feeling now 
and again.

  The one that we usually always come back to is new maps.  As a long term 
player/developer, I've played most all the maps, and playing them over and over 
again isn't that interesting (when I do player commercial games, I'll tend to 
play them through once - it doesn't really interesting me to play the game 
again 
with a different character or play the same areas over and over again with that 
first character - I might go explore areas I haven't done yet, but more often 
than not, just stop playing that game.  Given how often I play such games, that 
tends to work out - something new will come out.

  At some level, it is probably unrealistic to think that new maps can be 
created at a pace faster than they can be played - a lot of map makers would be 
needed.  It takes quite a bit of time to make up a good map - certainly longer 
than it takes to play it.  And perhaps the other side of that is that it can 
often be difficult to come up with good maps.  Everyone could sit down and 
spend 
several hours a week doing new maps, but if they are uninspired maps (more of 
the same), I'm not sure how much is gained.  One could just play the random 
maps 
for that type of experience.

  The flip side is that many of the maps are so old that they predate many 
features since added (lighting immediately comes to mind, but probably many 
other aspects), so even new maps of the same type of things may still be an 
improvement.


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[crossfire] Seeking life...

2008-11-01 Thread Nicolas Weeger
Hello.

So, anyone working on something? Anyone having plans for working on CF? Or can 
we close the shop down?


I admit I'm not motivated at all lately. The code is a real mess, maps are 
pretty boring usually, and the game is going nowhere.


Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]


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Re: [crossfire] Seeking life...

2008-11-01 Thread Rick Tanner
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Nicolas Weeger wrote:
 Hello.
 
 So, anyone working on something? 

I've been working (and still working) on:

* Giving maps unique names so the Map Index in Mapper is somewhat easier
to use  find the map

* Creating new regions, applying said region to maps

* Updating descriptions for existing regions

* I went through all the trunk maps and updated their level to something
more appropriate; Method for this is documented in the wiki

* Also, all the trunk maps had their entrance x  y coordinates corrected

* Added shop header code to stores that was missing this; this still
needs to happen with some of the shop template maps (these are the shops
found in random maps)

* Fixed a number of map bugs in the Chaos Lair

* I plan on backporting the previous 4 changes to branches/1.x based on
testing and feedback

* Currently working on replacing the faces|graphics to Lake and River
archetypes

* Now that the server code has been updated, convert all payment altars
so they accept all coins as payment instead of 1 particular coin type


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