-able boats to players. Possible solutions include, not freezing
certain parts of lakes, or the creation blocking tiles such as slush or
very thin ice.
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On Tue, 2007-04-17 at 08:12 +0100, Anton Oussik wrote:
On 14/04/07, Nicolas Weeger [EMAIL PROTECTED] wrote:
Optionally, alchemy could be made to use sp, too (would emulate the build
command behaviour).
Interesting. This would solve a lot of problems. What do others think?
Good idea for
On Wed, 2007-04-11 at 20:15 +0100, Anton Oussik wrote:
On 11/04/07, ERACC Subscriptions [EMAIL PROTECTED] wrote:
On Wednesday 11 April 2007 05:00 am
Anton Oussik wrote:
If we could attract an artist (or 5 or 6) who would be willing to
create 3D models of things, animate them, and then
with.
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would definitely be a good choice, IMHO.
Agreed, we could put more focus on fixing known bugs, IMO.
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On 10/29/06, Nicolas Weeger (Laposte) [EMAIL PROTECTED] wrote:
...
Removing existing scripting, well, I'm not too eager, I think people are used
to it...
I have a strange feeling that this might evolve into a plugin system. :-/
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something because the shop is blown up every time it resets.
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really like the colors that me chats:
uses. Though that could be considered a bug.
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objects in
maps, or intergrate it into a map checking script?
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should lose less when they die.
Now, does the limit on experience lost from the death penalty apply to
individual skills? If it doesn't, does anyone see any issues related
to l440r__'s rant? Should the death penalty apply to individual
skills?
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objections to renaming it to gold touch (was
thinking of transmute to gold but that seems too long), to avoid
current confusion with the alchemy skill?
Renaming it is probably a good idea. IIRC, players have used the
spell on cauldrons before.
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gain with skills not associated with
their class. For example, an evoker will level up more quickly if
they use evocation, than if they used sorcery, bows, or melee attacks.
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.
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only need to check the type -- which I
believe is the way it is already.
yes-lets-stop-the-disgusting-naked-Rugillites-ly yours,
THANK YOU.
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as the other notes, but somehow reducing the
risk of loss of a weapon used with animate weapon.
Can't think of anything other than giving it temporary immunity to
being damaged (burnt up, icecubed, etc) or making the weapon come back
to the player after the spell's effect ends.
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be a good idea to tie the fireplace into
lore/story colleciton scripts.
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to a sf.net webspace to screw around with the
repository.
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would have to be
visible to the hostile mobs. This would additionally stop players
hiding behind earthwalls from exploiting charm monsters in most
situations. Whether this is desirable or not is up for debate.
However it will not fix every instance of charm-killing.
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to use it, would probably be the best way to go. Anyone want to
comment or impliment this?
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a full path (with the map directory as root).
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some existing players. Also make sure that the player
description is changed for wraiths, so the new features are noted.
...
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core, and doing a traceback).
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some premade scripts to manage dm quests help?
* also note time zone issue, too
Another reason to make events that last a few days.
But i'd be ready (and eager!) to help do some events from time to time.
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hold of the maintainer of the crossfire
Debian packages, and see what he knows?
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Ok, it seems like the package has been fixed, and is waiting to be
uploaded to the debain servers/mirrors.
http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=379348
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oldsocketmode uses food iirc. The
result of this may be a larger player community, but it could
eventualy turn crossfire into more of a chat protocol than a game.
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more time for cf2.0.
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.
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testing and addressing if required :)
I like the idea of using it as a plugin.
Heck, I may just start working on that soon if I'm feeling in a good mood :)
I'll add that proposal to the wiki when it's back up, of course, so everyone
can poke it ^_-
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Just want to note that one trick used by mikeeusa and inycino on cat2
(mikeeusa was letting players customize their gfx if they reached a
certian level), was to use a checkerboard pattren of
transparent/nontransparent pixels, to achive a ghostly effect.
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editors. This will probably be
requested frequently once the lighting code is redone.
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Just want to bring up the possibility of mirrors in the game (in terms
of the general lighting level) and ways to make lights move to create
more visual effect (could the animator plugin work?).
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to purposely boost their player
count, so new players will connect to their server. This IMO should
be taken care of at the metaserver.
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of vertical tiling being
introduced? (even though this is unlikely)
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that is used to make a special tool used for a
few recipies.
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in the last edit I made. The mats
already prevent one from using Word of Recall to remove unpaid items.
I am changing it back.
The following files had too many changes to show the context diffs here:
cvs rdiff -r1.10 -r1.11
maps-bigworld/scorn/shops/scorn.sale1
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/crossfire co maps-bigworld
at least the second works for me and the first does not.
I aggree with changing it, i doubt cvs.crossfire.sourceforge.net
resolves to anything, while cvs.sourceforge.net is sourceforge's cvs
server(s).
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.
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I have added a page to the wiki, where crossfire 2.0 features could be tracked.
http://wiki.metalforge.net/doku.php/dev_todo/cf2.0
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languages availibe for use with crossfire. (at least without a 3rd
party plugin/patch) If two are used one should be made to execute
more quickly and efficiently, but doesn't have to have many features,
the other would have more capabilities.
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apothecary as a suitable
replacement name.
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that itself.
Sounds good.
Sounds indeed like a good idea.
I'd prefer to see the plugin do the job itself - it looks somewhat more
logical to me.
Agreed.
...
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.
Maintain the agreed upon or specified layout, flow and formatting going
forward.
Hmm, should start a discussion on that.
Why?
Well, neatness and organization counts! ;-)
How quickly and how things move forward will depend on how many people
contact me to volunteer.
Thanks.
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servers
--- some server
- some guild on that server (lore, etc)
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areas.
It may also be a good idea to prevent the use of alchemy on shop tiles.
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As I write this, several characters on metalforge are performing
alchemy in places like, the Hall of Sellection, /start/Nexus, and in
the middle of scorn.
Basicly, I think we could really use a tile, that prevents the use of alchemy.
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, implementing this seems kind of hackish, but may be
posible to use scripts for the python plugin, that can be installed on
a per-server basis.
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(you can log in, but the shout command won't
work, chat will though; also when loged in, food usage applies).
Additionaly, there is the posibility that it will be removed in the
future, because of it being broken.
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nomagic set on one of the items on those squares. This would highly
reduce the amount of maps that would have to be changed, to prevent
abuse of this feature.
Where map makers want to restrict players from passing through walls,
the nomagic flag is used already, to hinder Dimension Door.
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is in the hundreds (or less), rather than thousands or more.
I grant that I'm a largely outside observer, but the general politics of
crossfire ensured I'd never step inside.
...
Can you please elaborate on this, and give examples?
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with
everything else. Why not send the animation once, and have the client
repeat it by itself? How would glowing crystals, and gates be
handled?
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have an oodle of key bindings
using 'invoke. :-)
Cast readys the spell for use, while invoke imediatly uses the spell.
Bolth have their place, but cast doesn't accept arguments like invoke does.
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created each overlay.
I think that this is probably what should be used for saving these
maps. Though the code for overlays needs improvement.
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On 7/10/05, Mitch Obrian [EMAIL PROTECTED] wrote:
Is difficulty calculated by the server or must it be
set in the headers btw?
AFAIK, if it isn't set in the map, the server prases the map, and guesses it.
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. (listed
by commands, etc), and that once they die, they can use those skills.
Tracker item:
http://sourceforge.net/tracker/index.php?func=detailaid=1224351group_id=13833atid=113833
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