On Thu, 27 May 2010 22:03:50 -0700
Mark Wedel mwe...@sonic.net wrote:
For starting skills, should skill tools be done away with (eg,
talismans, holy symbols?) My take, which may be wrong, is more often
than not they are annoying/disliked, and I'm not sure what is really
gained by having
Sorry, just noticed that my reply to this originally was sent to the
wrong place
On Wed, 12 May 2010 23:49:31 -0700
Mark Wedel mwe...@sonic.net wrote:
On 05/12/10 03:58 PM, Brendan Lally wrote:
On Wed, 12 May 2010 19:11:14 +0200
Nicolas Weegernicolas.wee...@laposte.net wrote
On Thu, 13 May 2010 22:51:55 -0700
Mark Wedel mwe...@sonic.net wrote:
Exactly how potion improvement works is a bit different
discussion. One thought is a characters first 10 potions are sure to
work, and potions after that have some reduced chance (maybe -10% for
each potion, so potion 11
On Wed, 12 May 2010 19:11:14 +0200
Nicolas Weeger nicolas.wee...@laposte.net wrote:
Never saw any response, but had some other musings. Changing
subject to use attributes, since that is a bit less general than
statistics, which can mean almost anything.
Related, Brendan started a page
On Mon, 10 May 2010 22:45:03 -0700
Mark Wedel mwe...@sonic.net wrote:
Since the quest system (and some other core functionality) is using
python/other plugins, should the configure check be changed so that
configure errors out if the python libraries are not available (eg,
will be unable
On Fri, 7 May 2010 02:05:16 -0500
Kevin Bulgrien kbulgr...@att.net wrote:
I tried to play test some of the new quests tonight and nothing
worked. None of the dialog paths did anything. I could not get past
go.
Having looked at this a couple of hours ago, the token check I had was
bad, and
Hi All,
Quite a minor patch this, but one that has an impact on script/map
compatibility, so I figure it should probably go here.
https://sourceforge.net/tracker/?group_id=13833atid=313833
This patch changes the meaning of the return types from event_pickup
and event_drop.
The initial
On Tue, 20 Apr 2010 00:18:27 -0500
Kevin Bulgrien kbulgr...@att.net wrote:
I imagine that
the intent was to set up some kind of feedback mechanism to help
client development.
Pretty much, and also allow a way to determine if there is a desire for
new layouts to be created (the point of
On Sat, 17 Apr 2010 13:00:24 +0300
Otto J. Makela o...@iki.fi wrote:
Brendan Lally wrote:
This changes the way the examine command (triggered by left
clicking on an object) works so that if the object is unidentified,
and the player has the appropriate skill, then an attempt
On Fri, 16 Apr 2010 18:30:56 -0500
Kevin Bulgrien kbulgr...@att.net wrote:
http://wiki.metalforge.net/doku.php/gtk-v2_ui_updates
Where these responses can be collected.
The other advantage of this approach is that if no verdict or
comments are given after a month or two, then it
On Thu, 15 Apr 2010 22:17:24 -0500
Kevin Bulgrien kbulgr...@att.net wrote:
Questions:
1) Can the skills and experience pane now disappear?
Other layouts might be other player's favorites, so making sweeping
changes seems to take some extra thought about who it affects.
Ok, so taking
Hello all,
Just wanted to get some opinions on the following patch:
https://sourceforge.net/tracker/?func=detailaid=2988536group_id=13833atid=313833
This changes the way the examine command (triggered by left
clicking on an object) works so that if the object is unidentified,
and the player has
On Wed, 14 Apr 2010 22:59:43 -0700
Mark Wedel mwe...@sonic.net wrote:
On 04/14/10 12:10 PM, Brendan Lally wrote:
The aim is to enable access to all of the skills that a player has
without needing to type anything. (I would expect that sooner or
later, a player will want to bind use_skill
Hi All,
As part of an overall aim to make the cf client a little more
user-friendly, I have created a patch to add a skill window to the
client.
This may be found here:
https://sourceforge.net/tracker/?func=detailaid=2987308group_id=13833atid=313833
The aim is to enable access to all of the
On Thu, 01 Apr 2010 22:00:25 -0700
Mark Wedel mwe...@sonic.net wrote:
On 04/ 1/10 05:46 PM, Brendan Lally wrote:
1) Are recolours worth adding as a way to increase variety of NPCs?
For NPC's, I'm not quite sure about. However, for PC's, this could
certainly be interesting (provided
On Tue, 30 Mar 2010 20:55:36 -0700
Mark Wedel mwe...@sonic.net wrote:
On 03/30/10 10:20 AM, Brendan Lally wrote:
quests:
1)
2)
3) Down to the docks:
a) Port Pass
b) Scorn Password
c) The Hero of Scorn
4 ...
etc
and then the info section would say:
snip
On Sun, 28 Mar 2010 21:03:33 -0700
Mark Wedel mwe...@sonic.net wrote:
On 03/28/10 06:19 PM, Brendan Lally wrote:
snip
quest scorn/PortPass
title Port Pass
description
Acquire a port pass to be allowed into Scorn's docks.
end_description
stopstep 20
restart 0
step 10
On Sat, 20 Mar 2010 21:14:41 -0700
Mark Wedel mwe...@sonic.net wrote:
On 03/19/10 11:24 AM, Brendan Lally wrote:
The following is a proposed addition to the crossfire protocol to
enable the clients to show monster health bars.
Just a note, this was discussed several years back
Been a while since I played cf, so I will be commenting on the game as it
played a year ago; but this is a subject I've touched on before in
#crossfire, so I hope the following is helpful.
On Thursday 14 June 2007 20:18:22 Juergen Kahnert wrote:
What do you think about reorganizing the entire
On 10/13/06, Alex Schultz [EMAIL PROTECTED] wrote:
A few times, tracking the svn revision instead of the $Id strings has
been brought up. IMHO this should be done, both in the client and
server. I propose we implement it as follows in both:
This version would both be used in the
On 10/13/06, Christian Hujer [EMAIL PROTECTED] wrote:
Likewise, although the clients need only open a connection to the
metaserver to recieve the server list, having the official clients
send their revision numbers by default would give some indication as
to which versions of the clients
On 10/9/06, Mark Wedel [EMAIL PROTECTED] wrote:
- May not be able to use a 2.0 client to play on an older server (depends on
how
old, and what protocol commands to use). Could still use the 1.x clients of
course.
Might I suggest then, that when the 2.0 protocol changes are (vaguey)
On 10/7/06, Mark Wedel [EMAIL PROTECTED] wrote:
One area that could use cleanup IMO is the output buffer handling in the
server.
...
One question is whether it makes sense to put that code into the client.
Given that both GTK clients have multiple panes for messages, and the only
On 6/24/06, Nicolas Weeger (Laposte) [EMAIL PROTECTED] wrote:
Hello.
I have uploaded a patch to the sourceforge tracker which forms an
initial proposal for requestable party lists.
https://sourceforge.net/tracker/index.php?func=detailaid=1475202group_id=
13833atid=313833
This patch
On 5/4/06, Alex Schultz [EMAIL PROTECTED] wrote:
Here is my opinion
of Darcs as well as some other alternatives to CVS:
Is there any reason why GNU Arch hasn't been considered in your
comparison? Is there something wrong with it that discounts it
straight away? (NB: I have never used it, but
On 4/24/06, Mark Wedel [EMAIL PROTECTED] wrote:
Overall, the idea looks fine, but I haven't looked at the actual patch.
But a few other thoughts:
1) It could be nice to include the highest number party number in the stats
command (only transmit when changed). Since I recall that
On 3/27/06, Mark Wedel [EMAIL PROTECTED] wrote:
I just ran a quick test (find . -name *.png -exec gzip -vc {} /dev/null
\;) , and this is a somewhat typical result of the entire arch tree:
snip
Some files not compressible, some marginally compressible, and some very
compressible.
I had
On 3/27/06, Alberto Sáez Lodeiros [EMAIL PROTECTED] wrote:
Then, you will ask...Quake2 on JAVA, maybe cool...but what is matter? The
cool thing is that you can play Quake2 using your web browser, if it has JWS
(Java Web Start) installed and supported. Also needed JRE 1.4. I have see
also a
On 2/4/06, Mark Wedel [EMAIL PROTECTED] wrote:
Does this mean that info trimming is completely disabled with version 1 of
gtk? If so, I'd sort of say, what is the point - that is why there is a
config
option.
Yes, but the config option causes crashes, and if that is the case, it
shouldn't
On 2/4/06, Miguel Ghobangieno [EMAIL PROTECTED] wrote:
Why have you banned my CVS access,
You'd need to ask the person who banned you, but criticising other
developers in a cvs commit message would probably have a lot to do
with it.
and why do you hate
mlab?
I do not hate mlab, I think they
On 2/4/06, Mark Wedel [EMAIL PROTECTED] wrote:
To me, at some level, keeping the gtk(v1) client about may not make a lot of
sense. 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.
On 2/5/06, Mark Wedel [EMAIL PROTECTED] wrote:
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
On 2/1/06, Alex Schultz [EMAIL PROTECTED] wrote:
Well, IMHO this may not add too much for the player to use, but I can
see it as something that would add alot of depth to the gameplay. Not
sure how worth it it would be to do though, as it is indeed alot of
complication, though I would say it
On 2/1/06, Miguel Ghobangieno [EMAIL PROTECTED] wrote:
And a setting to show (by default) 1 attack message
per second or so (rather then char punches once, and
again, and SUPRISE again!).
I want the rate of attacks to be down to about one (or two at most) a
second - at least for 'normal'
On 1/31/06, Alex Schultz [EMAIL PROTECTED] wrote:
Such things incline me to want to disallow them from going through
exits, though that in my opinion makes them more limited in usefulness too.
Can exits use the move allow/block idea too? if so, you could look at
them to decide whether a
On 1/31/06, Mark Wedel [EMAIL PROTECTED] wrote:
Usage/implementation details:
To activate a transport, the player will stop onto it and 'board' it. When
this
is done, the transports op-contr will point to the player, and a
pl-transport pointer will be set up. An 'unboard' command will be
On 1/31/06, Mark Wedel [EMAIL PROTECTED] wrote:
I'd personally say that requiring a 256 color display isn't asking too much
now days.
I'm inclined to agree, I just don't know xlibs well enough to break
support for 16 colour displays in a non-hacky way. (there is still
some 'private
On 1/31/06, Anton Oussik [EMAIL PROTECTED] wrote:
In order to achieve that I propose starting with 3 changes:
* DRASTICALLY reduce the hp regeneration (something like 10-fold)
* Significantly increase hp of players and monsters (3-10 fold)
* Significantly lower resistances given by
On 1/30/06, Anton Oussik [EMAIL PROTECTED] wrote:
Another thing I can propose is to replace the listen level with
channels, and be able to toggle/redirect individual channels between
different tabs in the client.
I had a working channels implemention, but the problem was that it was
too
On 1/28/06, Miguel Ghobangieno [EMAIL PROTECTED] wrote:
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.
Correction: it /was/ a wanted feature, about a year ago, which is
roughly when
On 1/29/06, Yann Chachkoff [EMAIL PROTECTED] wrote:
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
On 1/29/06, Mark Wedel [EMAIL PROTECTED] wrote:
but relatively to players and developers, what do people see as the top
feature(s) that should be added (or things fixed) to make crossfire a better
game.
I'll split this into two parts, usability issues/improvements, and
game
On 1/29/06, Mark Wedel [EMAIL PROTECTED] wrote:
I would suggest the following mappings (for both binaries and package names)
crossedit - crossedit
Arguably, crossedit should just disappear. This, however, may become more
or
less an issue depending on other changes (if a code
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
On 1/28/06, Yann Chachkoff [EMAIL PROTECTED] wrote:
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
On 1/28/06, Brendan Lally [EMAIL PROTECTED] wrote:
I'd be inclined to say that the quickest way to do that would be to
have a deliberate compatibility break,
oh, one other thing which is vaguely related to that, a 2.0 release
would also seem to be a good time to rename some binaries. Currently
On 1/25/06, Miguel Ghobangieno [EMAIL PROTECTED] wrote:
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).
The idea of separating the code into fairly
On 1/26/06, Anton Oussik [EMAIL PROTECTED] wrote:
Is there anything that can be done to improve movement on laggy
connections? Could the server send the client a matrix of what tiles
on the map can be moved to, and send updates of that as they change
for example? Any better ideas?
One thing
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
On 1/18/06, Mark Wedel [EMAIL PROTECTED] wrote:
Miguel Ghobangieno wrote:
Yes, it would be best to remove that option from the
menu IMHO.
I just tried this out. If I select the 'Quit Character' option from the
file
list, it does ask if I want to quit or not.
Regardless of that, I
On 1/18/06, Anton Oussik [EMAIL PROTECTED] wrote:
Adding fighting levels to weapons would also make sense, and in my
opinion would be more consistent for things like swords and bows than
item power is.
Having a minimum level for every object that can be applied wouldn't
be that difficult, I'd
On 1/18/06, tchize [EMAIL PROTECTED] wrote:
Having to grep throught to code to guess where you have to add your new
features is a symptom of upcoming code management problems.
I agree on this point, however I suspect that much of this could be
avoided by simply shifting a few functions and
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.
This point (more than any other) is potentially alarming. Currently
crossfire is written in C and
Ok, to try and summarise from this. (this is how I'm reading the
existing responses, yell if you think this isn't a fair summary).
Not a target for removal:
Split Information Window (Takes effect next run)
Automatically re-applies a container when you use apply to close it.
Still targeted for
On 1/6/06, Mark Wedel [EMAIL PROTECTED] wrote:
All looks good - just a one minor question:
+ name (1 (non-zero) length byte, followed by that many bytes
of ascii text)
+ This is the name of the spell, and should be sent to the
server
+ in order to
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
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
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.
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
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
On 12/27/05, Anton Oussik [EMAIL PROTECTED] wrote:
Also replying to several posts.
Firstably card vs chequebook: I don't think there is plastic in CF,
and so things should not be made out if it.
Why do you assume that credit cards /must/ be made out of plastic?
They could be made out of wood,
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
On 12/24/05, Anton Oussik [EMAIL PROTECTED] wrote:
Thinking about lalo's patch, an interesting idea would be to make a
patch that makes the banking system more useful by introducing the
following changes to the banks:
- Gain interest on money deposited
[snip]
In my opinion this will
On 12/16/05, Anton Oussik [EMAIL PROTECTED] wrote:
a wraith should be strong enough to suck life from victim
faster than victim sucks blood from it, since if it is losing hp it
will die.
But surely this point is only true for creatures that are weaker than it?
One wouldn't expect a level 1
On 12/17/05, Mark Wedel [EMAIL PROTECTED] wrote:
Brendan Lally wrote:
This could work, but requires a new command in the protocol.
I don't know why it would require a new command. the setup command is not
true/false values, it is setting some variable to whatever value.
So a 'setup
I have today attached a patch to the sf tracker (which can be found at
https://sourceforge.net/tracker/index.php?func=detailaid=1381875group_id=13833atid=313833
) which implements the beginnings of support for a new requestinfo
type - spell_list.
Whilst this is not complete - the cases where the
On 11/15/05, Lalo Martins [EMAIL PROTECTED] wrote:
And so says Mark Wedel on 11/15/05 16:05...
I'd personally think that canals on that scale would be more modern
than what crossfire is really set in.
Not really. The ancient Chinese did it, and Bigworld has powerful and
(relatively)
On 11/12/05, Mark Wedel [EMAIL PROTECTED] wrote:
Crossfire
is somewhat limited by only 1 aspect of terrain is available (we don't have
forested mountains for example).
Forested mountains could exist in principle, it just requires someone
to be able to draw alpine trees.
All that said, if
On 11/12/05, Mark Wedel [EMAIL PROTECTED] wrote:
Brendan Lally wrote:
On 11/12/05, Mark Wedel [EMAIL PROTECTED] wrote:
Crossfire
is somewhat limited by only 1 aspect of terrain is available (we don't have
forested mountains for example).
Forested mountains could exist in principle
On 11/11/05, Yann Chachkoff [EMAIL PROTECTED] wrote:
Just a small question: Why hasn't been jcrossclient made part of the Crossfire
project, but is being maintained separately ? It seems a bit strange to me,
especially since there is obviously no licencing issue.
There is also no code shared
On 11/11/05, Anton Oussik [EMAIL PROTECTED] wrote:
On 11/11/05, Lalo Martins [EMAIL PROTECTED] wrote:
Hmm. Maybe bigworld is not big at all :-P Brendan's calculations
still make sense to me generally, except that now I'm thinking about
one-chain-wide mountains and finding them a bit silly.
As those of you who follow #crossfire on freenode will be aware, I
have recently taken over Phil Brown's jcrossclient project, and
started updating it to make it work again with modern servers.
I have tonight uploaded a new version of jcrossclient to the
sourceforge page I created for it a few
On 11/8/05, Mark Wedel [EMAIL PROTECTED] wrote:
Brendan Lally wrote:
This is because there is an arbitrary adjustment to price based on the
item count and map name, it is in the range of +-5% it is designed to
allow otherwise identical shops to give a small variation in price.
Possibly
On 11/7/05, Kevin Bulgrien [EMAIL PROTECTED] wrote:
I do not get the purpose behind the fact that selling price of look is wildly
different from store to store.
At first I thought it might have something to do with the store having more
of an interest in certain items, but now I am not so
Currently there are two concepts within the game world called
'alchemy', the first is a skill for the transformation of items, the
second (which I was just reminded of today, having forgotten of it due
to its general uselessness) is the spell alchemy which transforms
items into gold.
These two
On 11/5/05, Nicolas Weeger [EMAIL PROTECTED] wrote:
Hello.
The query_cost function was changed part of selling / buying
improvement. But now the pickup ratio, which uses this function to
estimate the item's price, grabs much more items than before.
Should we try to fix to keep previous
On 10/19/05, Sebastian Andersson
[EMAIL PROTECTED] wrote:
In fact, there are many societies that don't value pretty as something
possitive (goes nicely together with many religions' art of self-denial)
That is what should happen, unfortunatly there are enough greedy
people around that it
On 10/19/05, Anton Oussik [EMAIL PROTECTED] wrote:
When activated the wraith becomes invisible, stealthy, can move
through walls, and can not cast spells, or hold items in inventory
(except invisible ones of course), The only attack then avaliable is
wraith touch, which deals ghosthit,
On 10/19/05, Anton Oussik [EMAIL PROTECTED] wrote:
Another issue I'd like to bring up is grace. getting rid of
spellpoints will make grace stand out. If you ask me the model works,
but it will stand out now that spellpoints are going away.
Would spell points go away?
To my mind they do
On 10/19/05, Mitch Obrian [EMAIL PROTECTED] wrote:
Please do not implement this passing through walls
stuff.
I /strongly/ oppose passing through walls. I do not
want my maps to become worthless because someone
decided we need to make the game worthlessly easy.
If it were a new movement type,
On 10/20/05, Todd Mitchell [EMAIL PROTECTED] wrote:
A quick summary of ideas I have:
very high mountains (mountain_5) remains blocked
high mountains (mountain_4) require 'climbing' or 'flying' movement type
to pass
On a related note, whilst all these tiles need updating, flattening
the tiles
On 10/20/05, Todd Mitchell [EMAIL PROTECTED] wrote:
Brendan Lally wrote:
with reference to back to the future - hoverboards don't work over water.
But you can still fly over seas... until you tire. The reason I suggest
we need to restrict rivers is because they are so often used to direct
On 10/18/05, Anton Oussik [EMAIL PROTECTED] wrote:
I persume you would get married in a church, which means you would
need to worship a god of some sort.
Wouldn't it be a high level thing anyway? Marriage typically something
that was engaged in later in life than soldiering.
- Should the
On 10/17/05, Joshua Wilson [EMAIL PROTECTED] wrote:
Brendan Lally wrote:
The following are IMHO only.
IMHO is good enough for around here :-)
On 10/17/05, Joshua Wilson [EMAIL PROTECTED] wrote:
Do the undead (Devourer) breathe?
And if not, can they simple sink to the bottom anyway
On 10/17/05, Mitch Obrian [EMAIL PROTECTED] wrote:
Gaia is a diety who has it's own lore, other dieties
have other lore. We should not make one lore primacy
above other (_especially_ gaia's).
Is there actually a proper set of lore for the various gods in crossfire?
If so, where is it?
On 10/18/05, Lalo Martins [EMAIL PROTECTED] wrote:
And so says Brendan Lally on 10/18/2005 09:19 AM...
Is there actually a proper set of lore for the various gods in crossfire?
If so, where is it?
It was a pet project I was working on, many, many years ago. It's on
the wiki. It's
On 10/16/05, Todd Mitchell [EMAIL PROTECTED] wrote:
I would advocate that only the shallow sea should be swimmable.
Could seas use the same approach as swamps? That when a player starts
walking into them, they stand a chance to sink slightly, and if they
keep going, they die? This would
On 10/16/05, Mitch Obrian [EMAIL PROTECTED] wrote:
Also the corpses should look bloodied up, and if
someone consumed the monster totaly with fire spell
etc then a corpse shouldn't be dropped.
or look at the last attack type, and if it is fire or lightning and
enough (maybe level?) damage is
On 10/15/05, Alberto Sáez Lodeiros [EMAIL PROTECTED] wrote:
We have disscussed the way to do this, and like we talk about, the best way
is:
1.- Spawn
2.- Create random Loot
3.- Die
4.- Create container
5.- Move loot to container
6.- Put container in monster
What would you do to the
On 10/15/05, Alberto Sáez Lodeiros [EMAIL PROTECTED] wrote:
Personally, i like more the blank map idea, because in this way, we
can create our own city.
have a read of the thread from this post:
http://shadowknight.real-time.com/pipermail/crossfire/2005-September/009238.html
On 10/15/05, Mitch Obrian [EMAIL PROTECTED] wrote:
If one's server is lagging because of items then one
is running his server on a 286 PS/2 system (if that is
even possible). This is a non-problem.
Well, to be fair, on the occasions where servers do slow down, it
tends to be from spell
On 10/14/05, ERACC [EMAIL PROTECTED] wrote:
Needing items to cast spells is more along the lines of witchcraft
than sorcerous magic (read some Steven Brust http://dreamcafe.com/
to see what I mean). In CF the magic system seems to be sorcerous
based. The witchcraft based magic is more akin to
On 10/14/05, ERACC [EMAIL PROTECTED] wrote:
Needing items to cast spells is more along the lines of witchcraft
than sorcerous magic (read some Steven Brust http://dreamcafe.com/
to see what I mean). In CF the magic system seems to be sorcerous
based. The witchcraft based magic is more akin to
I'll try to only post to the list once this time.
On 10/14/05, ERACC [EMAIL PROTECTED] wrote:
He's not random. I chose him specifically because I agree with his
fantasy ideas on witchcraft vs. sorcery and his writing that down
in his novels keeps me from having to reiterate it here.
It
On 10/15/05, Mitch Obrian [EMAIL PROTECTED] wrote:
I also like the food idea. Perhapse if you don't
follow the correct diet then your SP stays at 1/2 of
what it could be.
hmm, this is a different idea to what I had in mind, but actually has
a lot to commend it.
maybe even moreso, have all
On 10/10/05, Vernon T Rhyne [EMAIL PROTECTED] wrote:
laughs That hasn't, and will never be the case. Rule enforcement at all
levels is by whim and mood, as with most clique-managed open-source
communities.
Try as with all stable communities anywhere in the world.
The nature of rules is such
On 10/4/05, Mark Wedel [EMAIL PROTECTED] wrote:
if (m-shopmin) fprintf(fp,shopgreed %d\n, m-shopmin);
if (m-shopmax) fprintf(fp,shopgreed %d\n, m-shopmax);
Is that code there really correct? It seems you are saving shopgreed as the
field name when you are actually saving
On 9/29/05, Benjamin Lerman [EMAIL PROTECTED] wrote:
Now, I plan to create Enchant Ring and Enchant Amulet scrolls that
would work like Enchant Weapon, but because it demands a little more work
than for the 2 previous patch, I'd like to know if those scrolls would
be Ok. I'd like to also
On 9/28/05, Alex Schultz [EMAIL PROTECTED] wrote:
would enhance crossfire as a MORPG, because:
1) It increases player interaction by giving customizable maps that one
can invite others into without having to bother with guilds and their
storage rooms and such. IMO increased player interaction
On 9/28/05, Todd Mitchell [EMAIL PROTECTED] wrote:
I believe if you ask people if the built maps are
superior to the random maps, you would hear that players like the built
maps better.
I'm not quite sure your image of what is being described, and what is
attempted to being described quite
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