On 6/16/23 10:37, Rick Tanner wrote:
Hello,
While working on numerous maps, I have noticed that some map authors (and/or
map editors) included a contact email address in the map header.
Nearly all of these addresses are no longer valid. For instance, some are University
(College) addresses.
On 1/3/22 11:04 AM, Nicolas Weeger wrote:
Happy New Year everyone!
May 2022 be The Year Of Crossfire On The Desktop :p
That is a little old - shouldn't the focus be on mobile now? :)
___
crossfire mailing list
crossfire@metalforge.org
On 9/17/21 10:28 AM, Nicolas Weeger wrote:
Hello.
I'd like to overhaul the translation / localisation system. So searching good
ideas & suggestions & comments :)
so the reason that I added the name_pl many years ago is that in English,
there were various 'one off' cases that were not easy
On 5/5/21 10:44 AM, Kevin Zheng wrote:
On 5/5/21 9:30 AM, Mark Wedel wrote:
It looks like write (commit) access can be removed from the SVN repos in
sourceforge while still letting them exist. I'd suggest that be done, just to
prevent any accidental commits (someone forgot to update
On 5/4/21 11:45 PM, Kevin Zheng wrote:
Hi there,
Some months ago I proposed switching the arch, maps, server, and client
repositories to Git. Since feedback on the mailing list was positive, I think
now is a good time to make the switch.
- At UTC Saturday 2021-05-08 22:00, I will update
I totally agree that my proposed fix is a pretty big hammer to fix the problem,
but it is a simple way to do it.
It might not be that hard to add some logic (even on the server) of something
like like 'repeat last command until successful/complete'. So you could do a
dropall, and it drops 10
I should just add, after the above:
TLDR: simplest short term solution is limit pickup/drop to X items/action
(tick). X could be a setting, so one can play around to what seems like a good
value. This would require fairly minimal change to the code (just the pickup
and drop logic to track
So I had thought that in an ideal rewrite, there is 1 thread per map, and 1
thread per player (and maybe a few others that do stuff in the background).
That keeps things relative simple - you just have per map and per player thread
locks - if the thread has the lock, it can do whatever it
On 3/22/21 11:58 AM, Nicolas Weeger wrote:
Hello.
One issue that happens is server delays when dealing with big loot.
For instance a player selling some thousands rods can stuck the server for
some seconds... Or even dropping many items on a big pile can be quite slow.
So to handle that
On 2/17/21 6:56 PM, Nathaniel Kipps wrote:
On Tue, Feb 9, 2021 at 12:33 AM Mark Wedel wrote:
The images may be recoverable - this presumes that the initial import to CVS
didn't result in corruption, but rather the CVS -> SVN conversion resulted in
corruption. If the image in questi
On 2/5/21 8:52 PM, Nathaniel Kipps wrote:
Recently I was rooting through SVN history, trying to trace some old
facesets and PNGs, when I found a few anomalies. Maybe someone with
more experience than me is able to determine:
* Can these be fixed retroactively?
* If so, is it easier to fix them
In general, I agree with much of what you say, and will only discuss points where
I have something to add or differ. I reference different versions of D here,
partly because that is what the game is seemingly based on, but also because
looking at what other have done may be useful
On 12/10/20 9:06 AM, Nicolas Weeger wrote:
Hello.
The server code is currently divided in libraries, but without a clean
separation IMO.
For instance why is "rod_adjust" in server and not in "common"? (forcing users
of common to declare a stub)
Should we just decide to put all code together
On 11/11/20 12:59 AM, Nicolas Weeger wrote:
Hello.
I've been thinking about game graphics, and I'd like to share some questions
and thoughts.
Monsters like the hill giant (I can also think of the ArchAngel, the
Retributioner, some dragons too) have an incoherent size IMO. They are 1x2 in
This idea seems reasonable. The original collection dates back to a time when
hard drives were much slower (and amount of memory in systems was less, so
likelihood of that data being cached was low)
Like Kevin, I'm not sure if there is still need for collected archetypes - the
tar file
On 5/8/20 11:41 AM, Kevin Zheng wrote:
On 5/8/20 9:15 AM, Rick Tanner wrote:
I see no help file exists for fix_me, but I found this in the ChangeLog:
fix_me command added - basically just calls the fixme function. Can be
useful if you that your characters weight is for some reason incorrect.
On 5/1/20 1:54 AM, Nicolas Weeger wrote:
Hello.
Been playing some lately, and I noticed a few things I'd like to change.
I think the following commands should be made DM-only, if needed adding the
player to affect:
- fix_me
- forget_spell
- printlos
I think the rationale for forget_spell
On 5/1/20 2:01 AM, Nicolas Weeger wrote:
Hello.
Monsters balance (and game balance in general) is a big topic obviously :)
I think right now monsters aren't really balanced, with big gaps in terms of
difficulty (how long it takes to kill them, how dangerous they are for players)
versus
On 3/11/20 11:08 AM, Kevin Zheng wrote:
On 3/10/20 9:56 PM, Mark Wedel wrote:
Not sure if still the case, but at one time, performance of allocating
thousands of new objects individually increased lag (when loading new
maps). So doing it in blocks of 500 or whatever was faster. At one
point
On 3/9/20 11:24 PM, Kevin Zheng wrote:
Hi there,
After experiencing MAX_OBJECTS-related excessive swapping on Invidious
that allowed Saromok's souped-up goblins to poison and kill my
character, I've decided to take another look at memory management.
I may be missing some historical context for
On 3/1/20 11:01 AM, Kevin Zheng wrote:
Hi there,
I'm proposing to move these non-generated files in server/lib to arch:
artifacts
attackmess
formulae
image_info
materials
messages
races
Logically, the information here belongs with archs, since if the archs
change these should change too.
Face names are unique. The collect script goes through the arch directory,
collecting all the .arc files, .face, etc. It then builds the lib/bmaps file -
if you look there, you will notice that there is no path in it.
That file basically provides a mapping of face name to face number.
On 04/16/2019 12:38 PM, Bob Tanner wrote:
Got another question.
Is the name attribute not required?
Just 1 example I found.
The Dragon Guild object does not have a name field?
If name is not set, it uses the name from the Object field. So it is not
required.
On 02/18/2019 03:56 PM, bill billy wrote:
> Anyone else have any thoughts on the archive/history length?
I personally think it should be unlimited. IMO to base a limit on time would
prevent long term threads and to base it on the number of posts (i.e delete
after 100 or even 1000) could
I should probably transfer ownership of crossfire to someone else - I haven't
had much time to work on it lately, and seems unlikely that I'll find time
anytime soon. But that wasn't really the question here.
It is hard to argue about making the game (or chat channels) more accessible
On 10/20/2017 05:22 PM, Preston Crow wrote:
Would it make sense to encrypt the connection between the client and the
server? I'm particularly concerned about the sending of passwords in plaintext,
as they're probably the same as other user passwords in most cases.
It would be fairly simple
On 09/27/2017 10:16 PM, Robert Brockway wrote:
Hi all. Just occured to me that this might be a fun question to ask.
I have a character that I started playing in 1995, Lars the Northman. Lars still
survives on my server although he's been a dedicated DM character for a long time.
FWIW Lars
On 08/21/2017 05:49 PM, David Hurst wrote:
As stated, i'm trying to enhance the messages that players receive when learning
spells. To make this more engaging I wanted to have a clear picture of what we
all think these spellcasting skills represent. As a starting point I presented
this list as
On 07/30/2017 10:22 PM, Kevin Zheng wrote:
On 07/30/2017 14:08, Preston Crow wrote:
I like your thinking on this. You have a place for monsters, but didn't
put any on the list. I've been playing on Metalforge recently, and I've
found pixies to be worthless monsters. They seem to usually have
On 06/25/2017 08:18 AM, Matthew Giassa wrote:
My guess is with meteor, let's assume 10 projectiles in rapid
succession, each generating a 15 tile radius (approx) effect, that's
about 10 * 700 = 7000 objects. How does the bandwidth shoot up to
10MB/s though? What is the minimal unit/"tick" of
On 06/23/2017 04:56 PM, Rick Tanner wrote:
On 6/23/17 10:02 AM, Matthew Giassa wrote:
Also, has anyone tested how much bandwidth, disk space, etc; the latest
stable release uses under a test load (i.e. a few users/players)?
Disk space needed for (trunk only) source content:
arch = 124M
On 06/22/2017 09:06 PM, Kevin Zheng wrote:
Hi there,
It has now been 3 years since the last release. Since then we've
accumulated a decent amount of fixes and improvements.
To make it easier on packagers, and so that more people might benefit
from these changes, I propose getting the ball
On 08/31/16 11:18 PM, Rick Tanner wrote:
Does anyone know how to make the m7 output/dump of the server in this
fancy of HTML format?
http://www.metalforge.net/spoiler/index.html
http://www.metalforge.net/spoiler/Arrow_of_Assassinating_Trolls.html
I could not figure it out with information I
On 04/ 2/16 11:27 PM, Robert Brockway wrote:
One of the main issues is that to open such files, a popen (instead of fopen)
was necessary, so this littered the code with checks based on if the file was
compressed, it had to record if the file was compressed (so when it saved it,
it saved it as
On 04/ 2/16 09:49 PM, Robert Brockway wrote:
On Sat, 2 Apr 2016, Mark Wedel wrote:
I presume the 1000x1000 maps are 50 (or some other size) spaces/side? Or is
each map 1000x1000, but you have some smaller set of maps being tiled together?
Yes I'm using 1000x1000 maps, with each map being
I presume the 1000x1000 maps are 50 (or some other size) spaces/side? Or is
each map 1000x1000, but you have some smaller set of maps being tiled together?
With map tiling, things can move to adjacent maps even if players don't move
to them. The game doesn't really distinguish between
Just my one slightly relevant data point on Qt:
The few times I compiled Qt for Solaris, it was a lot of work. Its been a
while now, but some of this was the large number of dependencies to install
before compiling Qt, but Qt itself had some oddities.
That said, the number of people
On 11/30/14 11:00 AM, Kevin Zheng wrote:
Hi all,
At the moment, Crossfire's shops aren't particularly useful. For
medium-level players, prices seem unreasonable, while new players can't
afford to buy from shops at all. Old players with high charisma and
bargaining, on the other hand, don't
On 07/ 6/14 11:57 AM, Bloody Shade wrote:
I also found it a bit hard to identify where each section ended, which made the
minigame a little confusing in the beginning.
I'm also worried about the frequency of this and other minigames that might
arise from these changes, while they can be fun
On 06/14/14 02:17 PM, Nicolas Weeger wrote:
Hello.
I'm not familiar to the original game, but I'd be careful with anything
that is too time sensitive. I'd also like a better idea of what you
envision. Is it something like there are 10 (or 20) different lockpicks
in the game, and the
On 06/14/14 11:30 AM, Kevin Zheng wrote:
snip
I believe the most compelling reason to use a DVCS is that it makes
contributions easier. About a year ago a common complaint about my
patches were that too many changes were lumped together in one patch,
making it hard to review. While I could have
On 06/12/14 11:35 AM, Nicolas Weeger wrote:
Hello.
I'd like to change various things in the game, to make it funnier (IMO) in non
combat aspects. So here are random proposals.
What about mini-games?
For instance, instead of a mere lockpicking, you actually have to use the
picks in the
Whenever these discussions come up (this is probably the 3rd or 4th
iteration), the general response is 'we should use the VCS that I'm most
familiar with'
So on that basis, I'd vote for mercurial (use it at work) or SVN (crossfire
already uses it)
All that being said, for the amount
Few general notes on this:
My idea if using new functions provided by libraries (if they exist) and include
local copies if they don't is that often times vendor provided functions may be
much better optimized that locally included ones.
Also, for some functions (like strlcpy), it may be a
Going back to to the original thread - certainly win32 is used, and I also do
sun/solaris.
I'm not sure if there is any conditional code based on platforms in crossfire
- if there is, I would think most could be removed through proper configure
checks (that code may predate the conversion
On 04/13/14 08:36 AM, Kevin Zheng wrote:
Hi Kari,
On 04/13/2014 05:14, Kari Pahula wrote:
Crossfire 1.71.0 server is unbuildable without the arch directory.
Here's what happens in lib/ directory (from make -d's output):
In short, install-data-local requires smooth, which requires
On 02/11/14 12:56 PM, Rick Tanner wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
snip
seed (-s) = ??
Random number used to generate the fractal? Is there a min and max
value that can be used? Does higher numbers provide more land or more
water or neither? Higher or lower numbers for
On 11/ 4/13 05:34 AM, Arvid Brodin wrote:
On 2013-11-04 07:38, Mark Wedel wrote:
On 11/ 3/13 03:03 PM, Kevin Zheng wrote:
On 11/03/2013 13:36, Mark Wedel wrote:
Just a question - is there any way to set up 'global' keybindings (eg,
those that apply to all characters)?
This does seem
On 11/ 4/13 04:41 PM, Kevin Zheng wrote:
Hi there,
Crossfire currently uses svn:externals to sync protocol definition
headers between the server and GTKv2 client. While this has its merits,
overall I believe it is confusing, cumbersome, and harmful.
From the SVN Book [1]: An externals
On 11/ 2/13 08:14 PM, Kevin Zheng wrote:
On 11/02/2013 11:04, Arvid Brodin wrote:
I noticed the gtk client code is split between the folders common/
and gtk-v2/. I found references to something called the x11 client
in the code, and I assumed that that was an old client that had since
been
On 11/ 2/13 04:31 PM, Arvid Brodin wrote:
Today, keybindings are saved as ~/.crossfire/keys. That means you
cannot have different key bindings for each character.
This patch changes that so that keybindings are saved as
~/.crossfire/character-name.keys. So if your character is named
Leopold,
On 11/ 3/13 06:50 AM, Arvid Brodin wrote:
snip
- How often do we get new players who use Sun Type 4 Keyboards? Perhaps these
could go? (17 bindings.)
Some of those still can apply for later sun keyboards (using a type 7 here).
Since later keyboards are USB, they work fine on PCs also.
The protocol has improved since those were put in. The client should be
able to better watch the number of acknowledge commands and send or not
send commands as appropriate. Note per my previous mail, the next
enhancement that would be nice would be for the server to look at all
commands, and
On 10/25/13 04:59 PM, Arvid Brodin wrote:
On 2013-10-24 07:19, Mark Wedel wrote:
On 10/23/13 06:53 PM, David Hurst wrote:
Hi Arvid,
Hi!
[]
A lot of this has to down how keys are handled, at least on x-windows.
If you could down the control, shift, or other modifier keys, a single
event
On 10/23/13 06:53 PM, David Hurst wrote:
Hi Arvid,
I have discussed these issues in some detail in the IRC channel. I believe I can
answer your questions and propose solutions, sadly I lack the talent to make any
changes.
There are a few things that we are both annoyed with though. One is
On 09/ 2/13 09:53 AM, Kevin Zheng wrote:
Hi there,
A big element missing from Crossfire is sound. While sound support has
existed for quite a long time, it has consistently failed to work on
newer installations. In addition, sound files have remained untouched
for many releases. I intend to fix
On 05/11/13 12:02 PM, Nicolas Weeger wrote:
Hello.
The gnome archetype is defined as having a race of gnome, but in the
lib/races file it is defined (and reset by server) as dwarf.
So I guess one should be fixed, which one?
Further digging may be necessary - if the gnome race is not used
On 05/ 1/13 12:27 AM, Nicolas Weeger wrote:
Hello.
One thing I've been thinking would be nice is a pyro spell for melting ice,
a bit like there is a earth to dust spell. Messing around with flints
(specially the humorous bit about mistakenly lighting the flint with
itself, and burning it
On 04/25/13 07:00 PM, Kevin Zheng wrote:
On 04/25/2013 15:28, Rick Tanner wrote:
On 4/24/13 11:16 PM, Kevin Zheng wrote:
I've noticed that the files available from the project's
SourceForge download page have become very haphazardly organized.
I think that it's time for someone to consider
On 03/19/13 01:39 AM, Otto J. Makela wrote:
On 2013-03-19 05:18, Kevin Zheng wrote:
Proper nouns should be capitalized, but Arena Guard appears
capitalized. On the other hand, ticket vendor is not capitalized.
Where do we typically draw the line between a generic noun and a proper
noun?
On 03/19/13 09:55 AM, Kevin Zheng wrote:
Hi,
I'm trying to implement time delay in one of the maps I'm working on.
Unfortunately, I have no idea how to approach this. I suspect I have to
do something in Python, but I've never done this before, either.
Basically, a magic ear will activate a
On 09/15/12 12:56 PM, Kevin Zheng wrote:
Greetings,
The GTK2 client has an experience bar at the bottom left corner in the default
layout, right underneath the HP, Mana, Grace, and Food bars. As your character
levels up, your experience increases (duh) as well as the experience needed
for the
On 09/ 4/12 06:55 AM, Otto J. Makela wrote:
On 2012-09-04 03:27, Karla Stenger wrote:
snip
Also also, the distance metric works somehow strangely with this client,
as occasionally when you use identify type skills you will end up
identifying objects which are farther than the 1+8 nearest
On 03/18/12 02:39 PM, Nicolas Weeger wrote:
Hello.
I'm wondering whether it'd be nice or not to have some main quests, maybe
related (like Scorn's nobility quest), that would enable a player to level
through them.
The idea being that instead of leveling, one would do the quests, and level
On 02/15/12 01:22 AM, David McIlwraith wrote:
Hi,
Thanks. Seems that is the case here. X libraries are not listed in the
gtk+-2.0.pc file for some reason.
There isn't a lot the client can/should do in that case.
One can set LIBS environmental variables to add extra libraries that are
It's been quite a while since there has been a crossfire release, so it seems
about time for one.
So I'm thinking that in a couple weeks time, packing up what is there as a
release and putting it up on sourceforge.
There are a few reasons for this announcement:
- If there is
On 01/21/12 12:13 AM, Nicolas Weeger wrote:
Is the way you see doing this is that the archetype contains the
unidentified values? I'm just curious as to how the unidentified
name/face is determined.
If I implement like the patch suggests, the archetype will contain in the
name, face and
On 01/18/12 02:26 PM, Nicolas Weeger wrote:
Hello.
I've been playing with having items hide their real face unless they are
identified.
So for instance potions would keep their generic face when not identified.
In the distant past, potions used to work that way - generic face until
On 12/29/11 08:36 AM, Nicolas Weeger wrote:
Hello.
Right now acid and cancellation will permanently alter an item, decreasing its
magic (acid) or setting it to 0 (cancellation).
For bad items (weapons with -1 for instance), this is nice because you can
recover items.
For good items, this is
It seems to be not that unusual that out of date plugins in the installed area
result in system crashes.
Now I've made a fairly simple change (not yet commited) that checks what the
svn version was of the compiled plugin against that of the server, and if they
don't match, it doesn't load
On 11/19/11 01:27 PM, Nicolas Weeger wrote:
Hello.
I'm wondering what perspective we want to have in the game.
Right now, for monsters themselves, it's quite incoherent:
- some are top/bottom/left/right
- some have the vertical line not vertical
- some have yet other things.
There are a
On 11/12/11 01:04 PM, Nicolas Weeger wrote:
Hello.
I've rewritten part of the i18n support the server had, to make it easier to
figure what message is used in the source.
When you need to find a string, to display or use in a buffer, please use
i18n(who, English version of the message, with
On 10/24/11 09:58 AM, Nicolas Weeger wrote:
As an aside, I'm thinking of setting up an arch server branch for this
(the maps really should not need changing on this). My main thought is
that this is going to be a pretty radical change in how things work for
players, and so servers probably
On 10/16/11 02:12 AM, Nicolas Weeger wrote:
One way to work around this is that if a character has an exp loss, and
permanent exp is in place, when they regain it, some of it goes to his
total.
I think perm exp can be used for two goals:
- enable even really unskilled or unlucky players
On 10/16/11 02:06 AM, Nicolas Weeger wrote:
snip
2) Skill Scrolls get removed, and characters know all of those skills.
However, skills start at level 0, and must be increased to level 1 before
they are usable. For example, a knight character starts out at with fire
magic at level 0. He can
On 10/16/11 04:21 AM, Nicolas Weeger wrote:
Hello.
I'd like to change artifacts handling by introducing archetypes for all
artifacts combos.
So for instance, for the 'Thieves' artifacts, an archetype named
'__ring_Thieves' would be generated with the relevant properties, and used for
the
On 10/12/11 11:52 PM, Mark Wedel wrote:
Following up on:
http://wiki.metalforge.net/doku.php/user:mwedel:skills
I've made up:
http://wiki.metalforge.net/doku.php/user:mwedel:skill_classes
Just a note - I've updated the above to include race/skill combos.
In doing so, I've more less come
On 10/12/11 10:04 PM, Rick Tanner wrote:
On that page, in the notes, I mention that level loss will not
result in loss of AP - rather, it just means that it will take
longer before they get any new ones.
Very interesting.
With such a method, I was thinking that instead of decreasing exp
Following up on:
http://wiki.metalforge.net/doku.php/user:mwedel:skills
I've made up:
http://wiki.metalforge.net/doku.php/user:mwedel:skill_classes
Which goes into a bit more detail on costs - mostly because I got to the point
where I started to need to know that information to progress
Just a note on this - changing it as suggested does effect permanent
experience in a subtle way. Right now, experience you earn after losing
experience still goes towards permanent experience.
Suppose a situation where a character has 100,000 experience and has not died.
Permanent exp is
After long last, I've started work on the skill system I suggested at:
http://wiki.metalforge.net/doku.php/user:mwedel:skills
(it helps to have some free time between jobs)
On that page, in the notes, I mention that level loss will not result in loss
of AP - rather, it just means that it
On 08/ 4/11 11:44 AM, Nicolas Weeger wrote:
Hello.
Currently one account can have only one character logged at the same time.
I'd like to remove that limit, so you can play multiple characters.
What do you think of that?
I have no issues with that change.
Only note is that right now,
On 07/16/11 01:45 AM, Nicolas Weeger wrote:
Ah - so it sounds like you are looking at one of these 2 possibilites:
snip
Correct :)
My gut instinct is that #2 would actually be easier. For #1, I think it
may require potentially more protocol changes (there may be issues with
number
On 07/14/11 06:35 AM, Nicolas Weeger wrote:
But is the client assembling these images, or have all these images been
pre-assembled on the server (and thus, they are valid images)?
That's one my questions, and something I'm asking other people for opinion :)
Two options, server sends all
On 07/14/11 07:34 AM, Nicolas Weeger wrote:
Hello.
Unless someone is totally against, I'd like to remove support for compressed
files (through open_and_uncompress_file() and friends).
I don't see the use of that feature, to be honest :)
(which AFAIK never was used)
Sounds good to me.
On 07/13/11 11:46 AM, Nicolas Weeger wrote:
Hello.
I wonder why monsters which are asleep in the dark don't regenerate hp/sp.
monster_move() is pretty clear, if the monster is asleep, can't find an enemy,
and in the dark, then no regeneration.
I'd like to change that, and make monsters
On 07/13/11 01:53 PM, Nicolas Weeger wrote:
Hello.
In serve/include/newclient.h are CS_STAT_SKILLEXP_xxx defines, which (from what
I remember) are for the old skill system, with only ~6 skills defined.
Those are still used by the GTK client (common/commands.c).
Unless I'm mistaking (and
On 07/13/11 01:25 PM, Nicolas Weeger wrote:
My question here is does this means that each of those combos above
(overlay_armour_fenx_player_sword, overlay_rage_fenx_player) correspond to
a unique face/png image on the server?
I see animations and overlays working like that:
- player has a
On 07/11/11 01:17 PM, Nicolas Weeger wrote:
Hello.
I've been thinking on how to show what equipment a player is actually using
during the gameplay.
My current idea is to add overlays on faces.
It would work something like that:
- base player animation doesn't show anything
- the eg armour
On 07/10/11 03:20 AM, Nicolas Weeger wrote:
Hello.
Because I use JXClient which displays contents of a container like the ground
view, I changed the server to enable browsing container items like the ground
view, with arrows for next and prev group of items.
I just realized the GTK client
On 06/26/11 05:28 AM, Nicolas Weeger wrote:
Hello.
In the code is support for NEW_MATERIAL_CODE.
Enabling it randomizes the material for many items, leading to proliferation
of items with different materials and properties (more damage to weapons,
different resistances, and such).
Material
On 06/20/11 03:19 PM, Michael Thomsen wrote:
Hi there,
I'm a writer in New York and am working on a story for Gamasutra about open
games. I'd love to include some discussion of Crossfire both because of how long
running it's been and for how dramatically it seems to have changed over the
years.
On 03/16/11 03:48 PM, Nicolas Weeger wrote:
Hello.
Unless someone gives a good counter-argument, I'll make the
/start/newbieshouse a unique map (from the Nexus).
The rationale is that there are things to do, books to read, monsters to kill,
traps to find, so it's logical the map is always
On 02/13/11 03:47 AM, Tolga Dalman wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi,
currently, the player creation in crossfire 1.60 is broken.
You can reproduce it by doing the following with the
crossfire-client 1.60:
- - create new character: fire hatchling/monk
- - maximize str,
On 02/21/11 01:14 PM, Nicolas Weeger wrote:
I finally got around to recording my thoughts on a revised skill system:
What is the planned implementation timeline?
I'm always bad at estimating how long things will take.
What I really want to do next is write up brief descriptions of the
On 01/28/11 10:25 PM, Mark Wedel wrote:
I finally got around to recording my thoughts on a revised skill system:
http://wiki.metalforge.net/doku.php/user:mwedel:skills
Take a look, let me know what you think - as the bottom of the article says, I
have no immediate plans to implement
On 02/ 6/11 01:57 AM, Nicolas Weeger wrote:
- At some point, the legacy character creation code should get removed, and
related, basically all the ST_ values/player_set_state().
Makes sense too. Many commands (join party, form party) should be first handled
by client to get player's input.
1.60.0 is close to being out the door, it might be by the time you read this
message - after doing it, I've had various thoughts:
- With SVN tree, all computer generated files get removed - I think the only
thing really left is some of the macro files - since developers out of SVN are
I finally got around to recording my thoughts on a revised skill system:
http://wiki.metalforge.net/doku.php/user:mwedel:skills
Take a look, let me know what you think - as the bottom of the article says, I
have no immediate plans to implement it - it is mostly thoughts that have been
On 01/ 8/11 02:54 AM, Nicolas Weeger wrote:
Yes - that is reasonable. But I also wonder if there is/should be a way
to increase potency at the expense of sp cost.
Taking that fireball example, changing the weighting would more or less
keep the sp cost the same - but the power of the
1 - 100 of 736 matches
Mail list logo