Re: [crossfire] Classes

2010-05-28 Thread Brendan Lally
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

Re: [crossfire] Attributes/Stats

2010-05-14 Thread Brendan Lally
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

Re: [crossfire] Attributes/Stats

2010-05-14 Thread Brendan Lally
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

Re: [crossfire] Attributes/Stats

2010-05-12 Thread Brendan Lally
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

Re: [crossfire] Quest system - Error reporting needs work

2010-05-11 Thread Brendan Lally
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

Re: [crossfire] Quest system - Error reporting needs work

2010-05-07 Thread Brendan Lally
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

[crossfire] Pickup Drop Event expansion

2010-04-29 Thread Brendan Lally
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

Re: [crossfire] skill window

2010-04-20 Thread Brendan Lally
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

Re: [crossfire] Auto ID on examine

2010-04-20 Thread Brendan Lally
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

Re: [crossfire] skill window

2010-04-17 Thread Brendan Lally
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

Re: [crossfire] skill window

2010-04-16 Thread Brendan Lally
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

[crossfire] Auto ID on examine

2010-04-16 Thread Brendan Lally
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

Re: [crossfire] skill window

2010-04-15 Thread Brendan Lally
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

[crossfire] skill window

2010-04-14 Thread Brendan Lally
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

Re: [crossfire] [CF-maps] Sprite Recolouring

2010-04-02 Thread Brendan Lally
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

Re: [crossfire] Quests with multiple outcomes

2010-03-31 Thread Brendan Lally
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

Re: [crossfire] Quests with multiple outcomes

2010-03-29 Thread Brendan Lally
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

Re: [crossfire] Healthbars

2010-03-21 Thread Brendan Lally
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

Re: [crossfire] reorganizing the entire world

2007-06-17 Thread Brendan Lally
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

Re: [crossfire] SVN revions in version

2006-10-13 Thread Brendan Lally
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

Re: [crossfire] SVN revions in version

2006-10-13 Thread Brendan Lally
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

Re: [crossfire] Crossfire protocol cleanup

2006-10-10 Thread Brendan Lally
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)

Re: [crossfire] Removal of output-count/output-sync from server

2006-10-07 Thread Brendan Lally
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

Re: [crossfire] requestable party lists

2006-06-26 Thread Brendan Lally
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

Re: [crossfire] Backup(?) CVS via darcs

2006-05-04 Thread Brendan Lally
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

Re: [crossfire] requestable party lists

2006-04-24 Thread Brendan Lally
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

Re: [crossfire] Protocol compression.

2006-03-27 Thread Brendan Lally
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

Re: [crossfire] JCrossfire and Web playing

2006-03-27 Thread Brendan Lally
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

Re: [crossfire] gcfclient info window text trimming crash.

2006-02-05 Thread Brendan Lally
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

Re: [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 Brendan Lally
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

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

2006-02-04 Thread Brendan Lally
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.

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

2006-02-04 Thread Brendan Lally
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

Re: [crossfire] Transports

2006-02-01 Thread Brendan Lally
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

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-02-01 Thread Brendan Lally
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'

Re: [crossfire] Transports

2006-01-31 Thread Brendan Lally
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

Re: [crossfire] Transports

2006-01-31 Thread Brendan Lally
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

Re: [crossfire] cfclient colouring (was: gcfclient options deathlist)

2006-01-31 Thread Brendan Lally
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

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-31 Thread Brendan Lally
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

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-30 Thread Brendan Lally
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

Re: [crossfire] Negative Luck for pk

2006-01-29 Thread Brendan Lally
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

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

2006-01-29 Thread Brendan Lally
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

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-29 Thread Brendan Lally
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

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

2006-01-29 Thread Brendan Lally
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

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-29 Thread Brendan Lally
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

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

2006-01-27 Thread Brendan Lally
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

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

2006-01-27 Thread Brendan Lally
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

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

2006-01-26 Thread Brendan Lally
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

Re: [crossfire] Lag

2006-01-25 Thread Brendan Lally
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

Re: [crossfire] Re: Polymorph etc

2006-01-19 Thread Brendan Lally
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

Re: [crossfire] gcfclient options deathlist

2006-01-18 Thread Brendan Lally
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

Re: [crossfire] Re: Polymorph etc

2006-01-18 Thread Brendan Lally
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

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

2006-01-18 Thread Brendan Lally
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

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

2006-01-17 Thread Brendan Lally
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

Re: [crossfire] gcfclient options deathlist

2006-01-17 Thread Brendan Lally
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

Re: [crossfire] requestable spell lists.

2006-01-06 Thread Brendan Lally
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

Re: [crossfire] Banking system

2006-01-03 Thread Brendan Lally
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

Re: [crossfire] Banking system

2006-01-03 Thread Brendan Lally
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

Re: [crossfire] Banking system

2006-01-02 Thread Brendan Lally
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.

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 Brendan Lally
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

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)?

2005-12-31 Thread Brendan Lally
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

Re: [crossfire] Banking system

2005-12-27 Thread Brendan Lally
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,

Re: [crossfire] Banking system

2005-12-25 Thread Brendan Lally
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

Re: [crossfire] Banking system

2005-12-24 Thread Brendan Lally
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

Re: [crossfire] Wraith changes

2005-12-16 Thread Brendan Lally
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

Re: [crossfire] requestable spell lists.

2005-12-16 Thread Brendan Lally
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

[crossfire] requestable spell lists.

2005-12-15 Thread Brendan Lally
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

Re: [crossfire] Re: weather, lattitude, town location, and the world

2005-11-15 Thread Brendan Lally
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)

Re: [crossfire] weather, lattitude, town location, and the world

2005-11-12 Thread Brendan Lally
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

Re: [crossfire] weather, lattitude, town location, and the world

2005-11-12 Thread Brendan Lally
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

Re: [crossfire] jcrossclient lives.

2005-11-11 Thread Brendan Lally
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

Re: [crossfire] weather, lattitude, town location, and the world

2005-11-11 Thread Brendan Lally
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.

[crossfire] jcrossclient lives.

2005-11-10 Thread Brendan Lally
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

Re: [crossfire] Selling price variance and buying price variance

2005-11-08 Thread Brendan Lally
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

Re: [crossfire] Selling price variance and buying price variance

2005-11-07 Thread Brendan Lally
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

[crossfire] alchemy/alchemy

2005-11-05 Thread Brendan Lally
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

Re: [crossfire] Pickup issues

2005-11-05 Thread Brendan Lally
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

Re: [crossfire] Love and marriage, love and marriage...

2005-10-19 Thread Brendan Lally
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

Re: [crossfire] Re: New movement code.

2005-10-19 Thread Brendan Lally
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,

Re: [crossfire] [IDEA] Reagents for cast magic

2005-10-19 Thread Brendan Lally
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

Re: [crossfire] Re: New movement code. (Wraith stuff) (Please don't implement)

2005-10-19 Thread Brendan Lally
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,

Re: [crossfire] Re: New movement code.

2005-10-19 Thread Brendan Lally
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

Re: [crossfire] Re: New movement code.

2005-10-19 Thread Brendan Lally
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

Re: [crossfire] Love and marriage, love and marriage...

2005-10-18 Thread Brendan Lally
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

Re: [crossfire] New movement code.

2005-10-17 Thread Brendan Lally
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

Re: Re: [crossfire] New movement code.

2005-10-17 Thread Brendan Lally
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?

Re: [crossfire] Re: New movement code.

2005-10-17 Thread Brendan Lally
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

Re: [crossfire] New movement code.

2005-10-16 Thread Brendan Lally
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

Re: [crossfire] More server speed reducing the objects number

2005-10-16 Thread Brendan Lally
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

Re: [crossfire] More server speed reducing the objects number

2005-10-15 Thread Brendan Lally
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

Re: [crossfire] Houses system for guilds

2005-10-15 Thread Brendan Lally
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

Re: [crossfire] More server speed reducing the objects number

2005-10-15 Thread Brendan Lally
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

Re: [crossfire] [IDEA] Reagents for cast magic

2005-10-14 Thread Brendan Lally
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

Re: [crossfire] [IDEA] Reagents for cast magic

2005-10-14 Thread Brendan Lally
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

Re: [crossfire] [IDEA] Reagents for cast magic

2005-10-14 Thread Brendan Lally
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

Re: [crossfire] [IDEA] Reagents for cast magic

2005-10-14 Thread Brendan Lally
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

Re: [crossfire] Unban me

2005-10-10 Thread Brendan Lally
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

Re: [crossfire] Re: [Crossfire-cvs] CVS commit: crossfire

2005-10-03 Thread Brendan Lally
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

Re: [crossfire] Summon pet monster

2005-09-29 Thread Brendan Lally
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

Re: [crossfire] Buildable Land Plots

2005-09-28 Thread Brendan Lally
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

Re: [crossfire] Buildable Land Plots

2005-09-27 Thread Brendan Lally
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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