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
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
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
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
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
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
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
[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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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,
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.
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
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
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? :)
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
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
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
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
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
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
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
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
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:
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
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
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
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
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
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
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
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
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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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:
==
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
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
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,
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)
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
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)
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
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
-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
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
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
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
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
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
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
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
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
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
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
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
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
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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