Re: [crossfire] scripts

2007-05-10 Thread Mark Wedel
Alex Schultz wrote: Such running scripts from text in memory is very possible indeed :) In fact, we could (and should IMHO) go one step further: Run it from the bytecodes in memory. The python code already has faculties for caching the bytecode of python scripts in memory (caches up to 16

Re: [crossfire] Patches on tracker

2007-05-07 Thread Mark Wedel
Lalo Martins wrote: On Mon, 07 May 2007 22:52:51 +0200, Nicolas Weeger wrote: Le samedi 05 mai 2007 23:10, Mark Wedel a écrit : The fact that the maps are in the 'share' directory means that write access to that area is not a requirement. Lack of write access could be for any number

Re: [crossfire] Background music

2007-04-22 Thread Mark Wedel
Nicolas Weeger wrote: Hello. I just added a 'background_music' field to maps. 'sound' setup has been changed. If client sends '2' as value (instead of 1), support for background music is enabled. When player enters a map, background music name is sent, or 'NONE' if nothing is defined

Re: [crossfire] Background music

2007-04-22 Thread Mark Wedel
Nicolas Weeger wrote: Replying to various threads in the same message :) Ok, so what about: server merely sends item's name, client-type, and event type? For instance, 'goblin monster type death' or 'dragon monster type move' or 'icestorm spell type move'. Then client handles those

Re: [crossfire] Obsolete flags

2007-04-21 Thread Mark Wedel
Nicolas Weeger wrote: Hello. There are quite many obsolete things in loader.l, so I'd like to remove'em, but not sure on some things. Also it'll require some map/arch cleaning. First, those flags: * has_ready_rod * has_ready_horn * has_ready_wand mapped to FLAG_READY_RANGE From what i

Re: [crossfire] Discrete damage type

2007-04-21 Thread Mark Wedel
Nicolas Weeger wrote: Hello. I just committed to SVN trunk changes that enable weapons to have discrete damage for each attack type. It works quite simply: * new object fields 'damage_attacktype', so 'damage_fire' and so, like the 'dam' field in living structure * if at least one

Re: [crossfire] Polymorph spell

2007-04-04 Thread Mark Wedel
Nicolas Weeger wrote: Hello. I'm wondering whether the polymorph spell couldn't be reactivated. It's been desactivated for eons, but IMO it could be a fun one - with some limits. Maybe create some scrolls, and have them at end of hard quests only? Or the code should simply be removed

Re: [crossfire] Release schedule/notes

2007-03-30 Thread Mark Wedel
[EMAIL PROTECTED] wrote: Other thoughts: I'd say there is nothing prevent some micro releases of some components between now and then, if a change warrants it. For example, map and archetype changes are quite quick to do and contain perhaps some of the more noticable changes to the

Re: [crossfire] Pickup mode

2007-03-22 Thread Mark Wedel
Nicolas Weeger wrote: Hello. I'd like to remove old pickup mode code, and either remove totally support for it, or merge it with new pickup. My thought is that perhaps it should go away, but there be some sort of compatibility mode, such that if you select some value with old pickup

Re: [crossfire] Maps passwords/phrases text

2007-03-13 Thread Mark Wedel
Nicolas Weeger wrote: Hello. The real solution here is to use keywords instead of the actual word, like $SCORN_PASSWORD. So you'd have something like: @match $SCORN_PASSWORD you look ok, ... Agreed there, shouldn't be too hard. Also makes everything way more souple, not linked to

Re: [crossfire] Release schedule: was maps/tags/1.10/

2007-03-06 Thread Mark Wedel
Kevin R. Bulgrien wrote: I also think that less than every 3 months is too long a gap - just looking at the client, there were lots of things changed since the last release, such that if there were 3 releases in that time period, each would still have enough changes to be

Re: [crossfire] [Crossfire-cvs] SF.net SVN: crossfire: [5665] maps/tags/1.10/

2007-03-06 Thread Mark Wedel
Nicolas Weeger wrote: I think one major issue is how long it takes to make a release. For instance, I know there are some things to do for Windows server/client (and I will write that down somewhere!), but I don't know how long it takes. I know this release is taking a bit more time, but

Re: [crossfire] [Crossfire-cvs] SF.net SVN: crossfire: [5665] maps/tags/1.10/

2007-03-05 Thread Mark Wedel
Kevin R. Bulgrien wrote: Log Message: --- 1.10 branch Hello. I (and I'm sure others) would have appreciated some notification of incoming 1.10 release, as I'm trying to fix some things related to Windows version of server. Could I ask for ~2 weeks notice before releases, so we

[crossfire] plugin crash on metalforge.

2007-02-14 Thread Mark Wedel
Looking at some of the crashes on metalforge, which is latest 1.x as of a week ago. Saw 2 crashes wit the same cause. From the logfile: [Debug] ** EVENT HANDLER ** [Debug]- Who am I :Moneygoose [Debug]- Activator :reaper [Debug]- Event code:1

Re: [crossfire] House sizes

2007-02-13 Thread Mark Wedel
Aaron Baugher wrote: Mark Wedel [EMAIL PROTECTED] writes: Also, there is some limit on how big multipart images can be - I'd have to look at the map protocol, but I think right now it is somewhere in the 6-8 space range. This could be fixed in various ways. I don't know if there's

Re: [crossfire] Max speed

2007-02-11 Thread Mark Wedel
Nicolas Weeger wrote: Related to bug https://sourceforge.net/tracker/index.php?func=detailaid=1539207group_id= 13833atid=113833 concerning the max_speed when wearing armor, I've changed the logic in fix_object (former fix_player) to always cap speed at armor's max_speed. Apparently that

Re: [crossfire] House sizes

2007-02-11 Thread Mark Wedel
Alex Schultz wrote: Mark Wedel wrote: But I think that is a bit low - there would never be use for any 1 space buildings. a 20x20 seems reasonable. I think to be clear, you need a range, like 15-30/space. In that way, it becomes pretty clear how big an object should be - if 31

Re: [crossfire] House sizes

2007-02-10 Thread Mark Wedel
Nicolas Weeger wrote: Hello. What would everyone think of: - deciding that eg one outside square translates to eg 20x20 squares inside. There may already be such a measurement, but I'm not sure it's that formal IIRC, there was some measure, like each outside space is 1 chain. A chain is

Re: [crossfire] Static buffer removal for query_name()

2007-02-08 Thread Mark Wedel
Nicolas Weeger wrote: Another concern is that I may have used a buffer too small for certain things (used MAX_BUF instead of HUGE_BUF like it was). Thus some strings may be truncated, that will need some checking (but that shouldn't crash!). for query_name(), I doubt that buffer size

Re: [crossfire] Data File (Maps, Archetypes) Encodings

2007-02-06 Thread Mark Wedel
Christian Hujer wrote: Hello dear co-devs. We have a common problem with the text encodings of data files. Examples: * Daimonin used (until a few minutes ago) the ISO paragraph character 0xA7 for separating a map's sound spec from its name. * Daimonin uses the ISO degree character

Re: [crossfire] desktop file: help request

2007-02-05 Thread Mark Wedel
Lalo Martins wrote: Not for the first time, someone came to #crossfire today, requesting help to install crossfire, and it turned out he already had it, but couldn't find it. It turns out we don't ship a .desktop file for the gtk-v2 client, and distros such as ubuntu and fedora won't modify

Re: [crossfire] Changelog for maps and archetypes

2007-02-05 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: Hello. What about we create a ChangeLog file for maps and archetypes too? This way we could track what happens more precisely than commit messages. Perhaps not a bad idea. There actually is a CHANGES file in the arch directory, but tends not to get

Re: [crossfire] Crossfire bots

2007-01-21 Thread Mark Wedel
Alex Schultz wrote: Nicolas Weeger (Laposte) wrote: Concerning feature request Newbie Bot - help those noobs :) https://sourceforge.net/tracker/index.php?func=detailaid=765770group_id=13833atid=363833 is there such a bot currently? I know of 2 bots scripts at least, Seer and Zebulon. Could

Re: [crossfire] Duplicate code

2007-01-03 Thread Mark Wedel
Alex Schultz wrote: Hi, I just ran some duplicate code checking stuff over the cf code base, and made a little report of some of the more significant cases. Perhaps we should store this list on the wiki or something so people can easily check off dealing with aspects? Some quick notes,

[crossfire] Release of 1.10 soon.

2006-12-29 Thread Mark Wedel
I'd like to make a 1.10 release of crossfire sometime soon. So if you have bugs you're currently fixing, getting those fixes in now would be good. If you are aware of any unreported bugs, please report them now. If you need time to fix some bugs, please also let me know.

Re: [crossfire] Code Doxygenification

2006-12-27 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: Agreed. One thing we should perhaps check is if the terms of use for the sf.net compile farm/shell server allows us to run doxygen on it, not really sure it would but it would be nice if we could. If nobody else is able to, I could run a nightly cron job (which

Re: [crossfire] Code Doxygenification

2006-12-26 Thread Mark Wedel
I think that the proposed changes are fine. Updating the functions as they are changed or other nearby functions are changed works, but the end result is that it means it can take a very long time for all the functions to be documented. And if the goal/hope is to have some coherent

Re: [crossfire] Item power/enchantment question

2006-12-21 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: Hello. Regarding bug https://sourceforge.net/tracker/index.php?func=detailaid=1612838group_id=13833atid=113833 (Problem with item_power code), I'm wondering if there is somewhere documentation about what item power and enchantment are supposed to do? :)

Re: [crossfire] Curse bug

2006-12-02 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: Reading fix_object (former fix_player), it seems to be there's a big mess waiting to happen (or already happened?) :) Basically, fix_object resets many many things, including all special flags (see in dark, stealth, ...), resistances, ... This means all

Re: [crossfire] Documentation / wiki

2006-11-16 Thread Mark Wedel
Seems like a good idea to me also. I'd probably add that while most documentation is currently in ascii text, we do have a mix of some other formats (postscript html). I'd probably say that having more of the documentation be in HTML if it makes life easier probably wouldn't really

Re: [crossfire] 2.0 object-type refactoring

2006-11-05 Thread Mark Wedel
Alex Schultz wrote: Mark Wedel wrote: Yes, all of this should go through a common code path, but saying those checks should be in the 'command' code may not be the right answer, depending on what the command code is defined as. What I'm saying, is that 'character initiated' actions

Re: [crossfire] 2.0 object-type refactoring

2006-11-03 Thread Mark Wedel
Alex Schultz wrote: Well, I'm thinking that we do have a BASECLASS, we might as well use it for transitional fallbacks, OR better yet make a TRANSITONCLASS or something, which the BASECLASS is based on. I would say that would be just as easy to follow as things like apply_fallback() and in

Re: [crossfire] 2.0 object-type refactoring

2006-11-01 Thread Mark Wedel
Alex Schultz wrote: Another thought, perhaps instead of the else though, we could use the BASECLASS via another ob_methods structure as mentioned in a different mail, to implement the falling back to the old function. Not only is it well suited to falling back to the old function, it IMHO

[crossfire] Protocol extension: exp table

2006-11-01 Thread Mark Wedel
For the client to do things like display scrollbars for exp totals (how close to next level, etc), the client needs to know the exp table the server uses. The following is my proposed addition to requestinfo/replyinfo protocol command. I can't think of anything more to add, but figure it

Re: [crossfire] 2.0 object-type refactoring

2006-10-30 Thread Mark Wedel
Alex Schultz wrote: It may be better working on getting all of this infrastructure/callback methods in place, and implementing one type of object using them instead of focusing on the specific callback method (the web page mentioned doing all the apply stuff). Why? That way, if

Re: [crossfire] 2.0 object-type refactoring

2006-10-30 Thread Mark Wedel
Alex Schultz wrote: Well, the way I was thinking of doing it, would be to replace specific calls to apply, drop, etc as they are sprinkled throughout the code, and keep common code such as you say, in a common subdirectory of the types directory, and then have the callback called by

Re: [crossfire] 2.0 object-type refactoring

2006-10-29 Thread Mark Wedel
Few questions: Use form of server/types/foo.c or server/types/foo/bar.c depending on if the object type requires multiple C files to be clean. With the fact that the SVN repository is called server, it is unclear exactly what server refers to. If we include the repository name, is it:

Re: [crossfire] Death Penalty, was Re: IRC traffic for Sunday Oct 22

2006-10-26 Thread Mark Wedel
Alex Schultz wrote: Mark Wedel wrote: A choice between death penalties is interesting. But then you have to ask what the penalties are. Obvious choices: - exp loss - stat loss - monetary loss - time loss (character/player has to sit a while?) - other? Another interesting possible

[crossfire] Graphics, was Re: IRC traffic for Sunday Oct 22

2006-10-25 Thread Mark Wedel
Alex Schultz wrote: Graphics: -Symbolic value lacking in some cases -Good symbolism means recognizable at first glance I'd think that those could be cleaned up as identified. -Consistancy lacking it many cases That also needs to be cleaned up. I'd say that images should

[crossfire] UI changes, was Re: IRC traffic for Sunday Oct 22

2006-10-25 Thread Mark Wedel
Alex Schultz wrote: UI Ideas: -hp bars on player/monster images (darkschneider) I've played some commercial games that does this - this is nice in some regards. But within crossfire, has some more issues. I think it is sort of interesting not knowing how close you are to killing

[crossfire] Death Penalty, was Re: IRC traffic for Sunday Oct 22

2006-10-25 Thread Mark Wedel
Alex Schultz wrote: Death penalties: -One of the things that bugs players the most I wonder if this is somewhat tied to some of the other points raised elsewhere, where players can die very easily. I have a feeling that if you had to be really stupid to die (have a low level character

[crossfire] Map Design, was Re: IRC traffic for Sunday Oct 22

2006-10-25 Thread Mark Wedel
Alex Schultz wrote: Map design: -Are maps designed badly so players can die too suddenly? Some maps are. I don't have any specific maps in mind. And some of this is just the general speed of the game - the fact that a combat takes less than 5 seconds means that death can happen very

Re: [crossfire] SVN revions in version

2006-10-16 Thread Mark Wedel
Alex Schultz wrote: Agreed with the reason below, but the problem with that, is that version.h shouldn't append -r unless it has a SVN_REV, and easier to check in defines if SVN_REV is defined at all, instead of checking if it's or not. Because of that, it seems like a better idea to me to

Re: [crossfire] Crossfire protocol cleanup

2006-10-16 Thread Mark Wedel
Brendan Lally wrote: 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

Re: [crossfire] Improved/redone client.

2006-10-16 Thread Mark Wedel
Kevin R. Bulgrien wrote: I have been giving this extra thought lately, and fired up the gtk2 client. I have to say I do not agree with the statement that the clients are too geeky, but then again, I score high on nerd tests too. At first I thought the gtk2 client tabbed information was

Re: [crossfire] Improved/redone client.

2006-10-16 Thread Mark Wedel
Here is a screenshot of my gcfclient2, with some comments about where some space optimizations could be implemented: http://wilber.gimp.org/~raphael/crossfire/gcfclient-ui.png I don't think I ever responded to this. But one of your points is that the look/inventory icons are too big.

Re: [crossfire] Improved/redone client.

2006-10-16 Thread Mark Wedel
Alex Schultz wrote: -Less flexibly, as a gtk2 theme with small changes in logic and hacks to make popups have custom title bars and stay within the game view (might involve interesting platform specific code). The second would probably be less work, however IMHO more hackish and more

Re: [crossfire] Improved/redone client.

2006-10-16 Thread Mark Wedel
I'm going to try and summarize the 20+ messages here. 19x19 map size: --- Didn't get many comments, but a few people expressed desire to be able to set this (either because of very small screens, or very large screens). Now scaling of the images (-mapscale already supports

Re: [crossfire] SVN revions in version

2006-10-15 Thread Mark Wedel
Alex Schultz 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: Create a version.h file containing something like: #include svnversion.h

Re: [crossfire] SVN revions in version

2006-10-15 Thread Mark Wedel
Brendan Lally wrote: I'm not sure it is such a great idea to send the revision number to the metaserver, certainly not if the metaserver is going to push that information out to clients, in that case, someone who wished to be annoying could look for servers with revisions predating certain

Re: [crossfire] SVN revions in version

2006-10-15 Thread Mark Wedel
Alex Schultz wrote: Brendan Lally wrote: I'm not sure it is such a great idea to send the revision number to the metaserver, certainly not if the metaserver is going to push that information out to clients, in that case, someone who wished to be annoying could look for servers with revisions

Re: [crossfire] SVN revions in version

2006-10-15 Thread Mark Wedel
Christian Hujer wrote: On Friday 13 October 2006 19:15 Brendan Lally 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

Re: [crossfire] Food consumption

2006-10-11 Thread Mark Wedel
Kevin R. Bulgrien wrote: Mark Wedel wrote: Kevin R. Bulgrien wrote: I am running an x86_64 test server with an Opteron processor. Food consumption seems unreal... I never played Gaea before... That's what's doing it. Regeneration +2... Man, I need to carry a refrigerator around with me

Re: [crossfire] Improved/redone client.

2006-10-11 Thread Mark Wedel
Alex Schultz wrote: -If you try to make a keybinding over a key that is already bound something, it shouldn't just append to the list, it should warn you and if you choose to continue, remove the old binding first. Yes - that is a valid point - overbinding a key doesn't make sense. But it

Re: [crossfire] Improved/redone client.

2006-10-11 Thread Mark Wedel
A nice thing would be to have a generic client, with an interface layer. This way we could apply different interfaces while retaining a common layer. Think something like Firefox's XUL, maybe? (as a concept, i certainly don't suggest to use that language for the interface). Maybe with a

Re: [crossfire] Improved/redone client.

2006-10-10 Thread Mark Wedel
Quick note - the client reorganization/cleanup/entire discussion is aimed at the 2.0 branch. I don't really forsee many of things things going into the 1.x client. Will try to quickly catch up with all the issues at once : Keybind profiles: I think that is doable, and makes sense

Re: [crossfire] msg/endmsg in maps/objects

2006-10-09 Thread Mark Wedel
Kevin R. Bulgrien wrote: Mark Wedel wrote: Kevin R. Bulgrien wrote: Mark Wedel wrote: Ideally, I think most of the newlines from the msg/endmsg structures should be removed - the client is plenty smart enough to do proper wrapping. There are also a few messages which should have

Re: [crossfire] HallOfSelection in crossfire 2.0

2006-10-09 Thread Mark Wedel
Alex Schultz wrote: It's not a big thing, just a little detail, but it's a fun thing. I'm thinking that the top section of the HallOfSelection that's displayed when players are logging in, should have some cosmetic changes in the trunk (2.0 branch). It would be nice if to make it so what was

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

2006-10-09 Thread Mark Wedel
Yes, I use it too to control how much garbage scrolls by in my client. Please don't remove that until there is a replacement in the client. Gene Alexander Ok - followup question this: the current implementation in the server has several buffers that it uses to store/track different

[crossfire] Crossfire protocol cleanup

2006-10-09 Thread Mark Wedel
Please note that everything discussed in this message only pertains to the targetted 2.0 release of crossfire, which is in the trunk. Changes won't be made to the 1.x branch. It has been noted that within both the client and server, there is a fair amount of old code around to support

[crossfire] Improved/redone client.

2006-10-09 Thread Mark Wedel
One of those perennial items on the TODO is an improved client interface. Unfortunately, seldom are good details provided. I had a discussion with a few people on irc a little while back on this, and some ideas where exchanged. Note that this is likely far from a complete list: ==

Re: [crossfire] Food consumption

2006-10-09 Thread Mark Wedel
Kevin R. Bulgrien wrote: I am running an x86_64 test server with an Opteron processor. Food consumption seems unreal. Does anyone know what factors determine the rate of food loss? Speed is 0.90 (3.03). The character is a halfling. Food seems to click down a notch every second. On

Re: [crossfire] Buffer flooding

2006-10-09 Thread Mark Wedel
Alex Schultz wrote: To my understanding, buffer flooding occurs on the server side, not the client side. One simple fix could be done client side however; One could make the client ignore key-repeats, getting rid of the command buffer issues caused by holding the key down. When using

Re: [crossfire] useful macros in crossfire

2006-10-01 Thread Mark Wedel
Alex Schultz wrote: Often when looking through code, I notice that that many code snippets are repeated in many places, often with variations on how to do the same task. The best example is iterating through stacks of objects, because loops for that are implemented in many different places,

Re: [crossfire] msg/endmsg in maps/objects

2006-09-25 Thread Mark Wedel
Kevin R. Bulgrien wrote: Mark Wedel wrote: On a broader scale, there is a problem with most of the msg/endmsg in maps/objects. They are pre-formatted for a certain width. If your text window is wider, it isn't terrible - it just doesn't use the full width. If your window is a bit

Re: [crossfire] draw_ext_info/message update/redo

2006-09-25 Thread Mark Wedel
Andrew Fuchs wrote: On 9/24/06, Mark Wedel [EMAIL PROTECTED] wrote: ... The main advantages I see of the drawextinfo is this: - Support for the media tags (bold text, different fonts, etc). I'd expect these to be infrequently used, as in general the global tag/attribute should be used

[crossfire] SVN notes/thoughts

2006-09-22 Thread Mark Wedel
Been a few days since we moved to SVN. With the transition, there are some changes that can be made. One point is automatically rebuilding the archetypes when the arch tree changes. My thought here is that lib/Makefile can run svnversion and puts that in a state file

Re: [crossfire] Making maps easier to maintain, by creating custom archetypes for duplicated objects.

2006-09-21 Thread Mark Wedel
Alex Schultz wrote: Andrew Fuchs wrote: There are several instances in the maps, where custom objects where copied and pasted from other maps. An example to this is the guidebooks in the post offices. Recently the guide books in Scorn's post office where modified, but not the ones in other

Re: [crossfire] stat loss and highly specialized players

2006-09-20 Thread Mark Wedel
Various quick notes: The target release varies depending on the change. For exp tables, I'd say that it can be put in 1.x as a commented out value, and if desirable, make it the default in 2.0 One thing to keep in mind in all these discussions is the relation of this lost with

Re: [crossfire] CVS - SVN conversion

2006-09-20 Thread Mark Wedel
Alex Schultz wrote: Mark Wedel wrote: Current status: CVS data is imported over, and I've renamed the files to be arch/trunk, client/trunk, etc. I've also made 1.x branches of the arch, client, maps, and server (at such time it becomes relevant, it could be done for jxclient

Re: [crossfire] CVS - SVN conversion

2006-09-19 Thread Mark Wedel
the SVN and actively using it - the things left to do above should not affect that. Mark Wedel wrote: Just a note/reminder of this change: Crossfire will switch from CVS to SVN this onday, Sept 18. What will happen: - Current CVS repository will remain available for read-only access

Re: [crossfire] stat loss and highly specialized players

2006-09-18 Thread Mark Wedel
Andrew Fuchs wrote: As what i could skim off of I440r__'s rant on IRC, players that are highly specialized (high level) in only a few skills can loose an unreasonable amount levels in skills that they are trying to develop from low levels. His general point was that it should take longer to

[crossfire] New crossfire todo list

2006-09-17 Thread Mark Wedel
I've taken a bit of time to go through and make a new todo list of most things that need to be done: http://wiki.metalforge.net/doku.php/dev_todo_new There is still more stuff to add. It's unclear at what complexity level something should be there, vs a bug on the tracker or just go and

Re: [crossfire] New crossfire todo list

2006-09-17 Thread Mark Wedel
Alex Schultz wrote: Mark Wedel wrote: - Change inscription - instead of looking at range field of the player, have the spell to be inscribed part of the inscription command, eg 'inscribe scroll of identify' (is this still something that needs to be done?) Yes. When inscribing spell

Re: [crossfire] current plugins with python 2.2?

2006-09-17 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: 1) require newer version of python (as with python 2.2, it clear seems broken) 2) Look at python 2.2 doc and figure out if code can be modified to work with it. Hello. Here's a patch that may fix the issue (I haven't checked the docs, but that's an

Re: [crossfire] CVS - SVN conversion

2006-09-13 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: flex files that generate .c (loader.c) - not a big space user, yet at the same time, pretty trivial for most people to generate (probably any system that has gcc can pretty easily install flex if not already there). The flex files do not change very often. The

Re: [crossfire] CVS - SVN conversion

2006-09-13 Thread Mark Wedel
It will be module individual ttb - that is the default, and I think the best way to go - keeps things like branches and what not a bit more managable. Actually, it isn't the default, but easy enough to do it that way. ___ crossfire mailing

Re: [crossfire] CVS - SVN conversion

2006-09-13 Thread Mark Wedel
Mark Wedel wrote: It will be module individual ttb - that is the default, and I think the best way to go - keeps things like branches and what not a bit more managable. Actually, it isn't the default, but easy enough to do it that way. Except I can't see a way to do it in sourceforge

Re: [crossfire] CVS - SVN conversion

2006-09-13 Thread Mark Wedel
A copy of the crossfire data is now in svn. Note: This is only a test copy for experimentation, and will be blown away on Monday Sept 18. Do not commit any real changes - still put those in CVS. to check it out: svn co

Re: [crossfire] CVS - SVN conversion

2006-09-12 Thread Mark Wedel
Christian Hujer wrote: On Tuesday 12 September 2006 07:35 Mark Wedel wrote: Actually, from what I gather, it seems unlikely someone would do a svn checkout at the top of the repository. The reason being is that if you do that, you'll also get all the branches, which would amount

Re: [crossfire] CVS - SVN conversion

2006-09-11 Thread Mark Wedel
Christian Hujer wrote: Hi all, Am Montag, 11. September 2006 01:11 schrieb Mark Wedel: 1) They don't have a conversion utility, but rather directions (using cvs2svn) to make the change. Well, they used to have a conversion utility: https://sourceforge.net/project/admin/svn_migration.php

Re: [crossfire] CVS - SVN conversion

2006-09-11 Thread Mark Wedel
Alex Schultz wrote: Well, that's assuming that developers do a checkout of the maps, client, server, archetypes, etc. in one checkout, as opposed to checking each out separately (though SVN doesn't have modules, one can always check out the server directory without the map directory)

Re: [crossfire] Proposal: Alchemy spell changes

2006-09-10 Thread Mark Wedel
Alex Schultz wrote: The alchemy spell has so long as I can remember been a rather useless spell, and since the shop system change has become increasingly so after the shop system change. I propose that gold nuggets be changed to count as a gem, and hence give their true value in shops just

[crossfire] CVS - SVN conversion

2006-09-10 Thread Mark Wedel
As noted in anothe e-mail, SVN won the vote for the source code system for use on crossfire. Next step is to actually switch over. Looking on sourceforge docs, I notice a few things: 1) They don't have a conversion utility, but rather directions (using cvs2svn) to make the change. 2)

Re: [crossfire] CVS - SVN conversion

2006-09-10 Thread Mark Wedel
Alex Schultz wrote: Mark Wedel wrote: 2) The CVS respository does not appear it will go away, so after the conversion, both SVN and CVS access will be available. However, only updates should be done to SVN, so CVS will go out of date (but is still probably useful as a reference

Re: [crossfire] Idea: class has an effect on the amout of experience gained from certian skills

2006-09-09 Thread Mark Wedel
Alex Schultz wrote: Mark Wedel wrote: Andrew Fuchs wrote: I came up with an idea that would add significance to a player's choice of class, and be an other way to tweak experience. What if skills associated with a class give the player more experience when they are used? snip

[crossfire] And the winner is:

2006-09-09 Thread Mark Wedel
-mail about that change. Voters Votes: Names Developer BZR CVS Darcs MercSVN Other Mark Wedel/mwedel F 5 3 4 1 2 Rednaxela/qal21 F 5 3 4 1 2 Ryo/Nicolas Weeger F 5 2 4

Re: [crossfire] The Kirby project: Valkyrie, goddess of war

2006-09-07 Thread Mark Wedel
Lalo Martins wrote: On Wed, 06 Sep 2006 22:49:54 -0700, Mark Wedel wrote: Lalo Martins wrote: The slaying thing will only affect enchanted weapons, and she gives them rather frequently (as weapons are sacred to her). Does she give arrows out a lot? That could help give these character some

Re: [crossfire] The Kirby project: Valkyrie, goddess of war

2006-09-06 Thread Mark Wedel
Lalo Martins wrote: The slaying thing will only affect enchanted weapons, and she gives them rather frequently (as weapons are sacred to her). Does she give arrows out a lot? That could help give these character some form of range attack. One alternative idea is to change the flesh

Re: [crossfire] Progressive exp table and removal of a bad hack: death_penalty_levels

2006-09-04 Thread Mark Wedel
Raphaël Quinet wrote: On Sun, 03 Sep 2006 15:27:20 -0700, Mark Wedel [EMAIL PROTECTED] wrote: Raphaël Quinet wrote: But again, that would be the wrong way to limit the number of levels lost: if a server admin does not want players to lose more than 1 level per death, then the admin should

Re: [crossfire] Idea: class has an effect on the amout of experience gained from certian skills

2006-09-04 Thread Mark Wedel
Andrew Fuchs wrote: I came up with an idea that would add significance to a player's choice of class, and be an other way to tweak experience. What if skills associated with a class give the player more experience when they are used? This could also be taken in the other direction by

Re: [crossfire] Progressive exp table and removal of a bad hack: death_penalty_levels

2006-09-03 Thread Mark Wedel
Raphaël Quinet wrote: Proposed solution: - Get rid of death_penalty_levels. This option hides the real problem instead of solving it. I'm personally more inclined to leave the death_penalty_levels option, but set it's default to unlimited, so server admins could do things such as make

Re: [crossfire] Rebalancing, difficulty curve -- simple ideas

2006-09-02 Thread Mark Wedel
Raphaël Quinet wrote: The current exp_table (with its flaws) was obviously designed for the combat skills and for the total experience. But it does not work as well for the mental/craft skills. Awarding more exp points for using these skills successfully would not be a good solution because

Re: [crossfire] Rebalancing, difficulty curve -- simple ideas

2006-09-02 Thread Mark Wedel
Wim Villerius wrote: The main problem i've observed when playing was that once you can kill a certain mob, you can continue killing it until you 'die' out of boredom. That means: hit - say - lvl 40 and start killing demon lords until you're lvl 110. A method that works perfectly. (and in case

[crossfire] Reminder: Vote: Crossfire source code control system.

2006-09-02 Thread Mark Wedel
Reminder that there is less than a week of voting left. For every vote I receive, I reply confirming I received the vote - if you've voted but not received a confirmation, send mail again, and if still don't get a confirmation, try to find my on irc. As any readers of the mailing list

Re: [crossfire] extended info markup language

2006-08-28 Thread Mark Wedel
while on this topic: The tags (and for that matter, gtk1 client) have the idea of different fonts - from the mediatags file: [fixed] set the font to fixed width [arcane]set the font to a magical one [hand] set the font to hand writing [strange] set the font

Re: [crossfire] insert_ob_in_map question

2006-08-25 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: Hello. Debugging the weather system, I found some weirdness I'm not sure how to fix. When laoding an overlay, insert_ob_in_map gets in some circumstances as flags INS_MAP_LOAD and INS_ABOVE_FLOOR_ONLY The trouble is that sometimes leads to inserting the

Re: [crossfire] crossfire source code control systems

2006-08-24 Thread Mark Wedel
Lalo Martins wrote: A few days ago a friend was describing the Australian system to me. He (she?) probably didn't describe it very precisely, and I probably didn't understand it perfectly, but it goes more or less like this: You vote for a number of options in order: your favourite, your

Re: [crossfire] crossfire source code control systems

2006-08-22 Thread Mark Wedel
It's been a couple weeks. So doing a quick scoring (using http://wiki.metalforge.net/doku.php/user:rednaxela:scmtable as the reference): CVS SVN Hg BZR DARCS Key Requirements (7)7 7 6¹ 7 6¹ Top Features (6)3 3

Re: [crossfire] About a feature request

2006-08-21 Thread Mark Wedel
Just a note/thought: the reasoning for cursed spellbooks harming lowlevel players more is probably true for cursed objects in general. I doubt a mid/high level character is ever really hurt with cursed objects - they will detect curse/identify the objects. And even if they did apply one,

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