Re: [crossfire] Remove or keep contact email addresses from map headers?

2023-06-16 Thread Mark Wedel
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 Nearly all of these addresses are no longer valid.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.

Re: [crossfire] Happy New Year :)

2022-01-03 Thread Mark Wedel
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

Re: [crossfire] Localisation

2021-09-17 Thread Mark Wedel
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

Re: [crossfire] Git for arch, maps, server, and client

2021-05-05 Thread Mark Wedel
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

Re: [crossfire] Git for arch, maps, server, and client

2021-05-05 Thread Mark Wedel
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

Re: [crossfire] Handling massive loot

2021-03-24 Thread Mark Wedel
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

Re: [crossfire] Handling massive loot

2021-03-23 Thread Mark Wedel
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

Re: [crossfire] Handling massive loot

2021-03-23 Thread Mark Wedel
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

Re: [crossfire] Handling massive loot

2021-03-22 Thread Mark Wedel
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

Re: [crossfire] SVN history issues

2021-02-17 Thread Mark Wedel
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

Re: [crossfire] SVN history issues

2021-02-08 Thread Mark Wedel
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

Re: [crossfire] Game play thoughts, ideas, ramblings :)

2020-12-13 Thread Mark Wedel
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

Re: [crossfire] Server code structure

2020-12-10 Thread Mark Wedel
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

Re: [crossfire] Graphism, tiles, size, and such

2020-11-11 Thread Mark Wedel
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

Re: [crossfire] Archetypes collection changes proposal

2020-09-16 Thread Mark Wedel
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

Re: [crossfire] Various adjustments

2020-05-09 Thread Mark Wedel
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.

Re: [crossfire] Various adjustments

2020-05-01 Thread Mark Wedel
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

Re: [crossfire] Monsters balance

2020-05-01 Thread Mark Wedel
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

Re: [crossfire] Proposal: retire MAX_OBJECTS and object allocator

2020-03-11 Thread Mark Wedel
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

Re: [crossfire] Proposal: retire MAX_OBJECTS and object allocator

2020-03-10 Thread Mark Wedel
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

Re: [crossfire] Proposal to move server/lib/ files to arch/

2020-03-01 Thread Mark Wedel
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.

Re: [crossfire] abil_burning_hands.arc face is spell/Cone/spell_burning_hands.base.111.png?

2019-06-05 Thread Mark Wedel
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.

Re: [crossfire] Questions about archetype files

2019-04-16 Thread Mark Wedel
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.

Re: [crossfire] Improving IRC availability with a chat bridge

2019-02-18 Thread Mark Wedel
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

Re: [crossfire] Improving IRC availability with a chat bridge

2019-01-31 Thread Mark Wedel
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

Re: [crossfire] encrypting the connection

2017-10-21 Thread Mark Wedel
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

Re: [crossfire] Oldest character still in game

2017-09-28 Thread Mark Wedel
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

Re: [crossfire] Spellcasting skills definition

2017-08-21 Thread Mark Wedel
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

Re: [crossfire] Ideas for balancing tweaks for next release

2017-07-31 Thread Mark Wedel
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

Re: [crossfire] Release proposal

2017-06-25 Thread Mark Wedel
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

Re: [crossfire] Release proposal

2017-06-24 Thread Mark Wedel
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

Re: [crossfire] Release proposal

2017-06-22 Thread Mark Wedel
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

Re: [crossfire] m7 output like this?

2016-09-01 Thread Mark Wedel
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

Re: [crossfire] A funny thing happened on the way to the new maps

2016-04-03 Thread Mark Wedel
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

Re: [crossfire] A funny thing happened on the way to the new maps

2016-04-02 Thread Mark Wedel
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

Re: [crossfire] A funny thing happened on the way to the new maps

2016-04-02 Thread Mark Wedel
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

Re: [crossfire] Qt experiments

2015-05-25 Thread Mark Wedel
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

Re: [crossfire] Shop prices overhaul

2014-12-02 Thread Mark Wedel
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

Re: [crossfire] Game change proposals

2014-07-07 Thread Mark Wedel
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

Re: [crossfire] Game change proposals

2014-06-16 Thread Mark Wedel
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

Re: [crossfire] Crossfire should use Git

2014-06-16 Thread Mark Wedel
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

Re: [crossfire] Game change proposals

2014-06-13 Thread Mark Wedel
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

Re: [crossfire] Crossfire should use Git

2014-06-13 Thread Mark Wedel
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

Re: [crossfire] Crossfire server code cleanup/janitorial

2014-04-23 Thread Mark Wedel
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

Re: [crossfire] Crossfire server code cleanup/janitorial

2014-04-21 Thread Mark Wedel
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

Re: [crossfire] Building crossfire 1.71.0 server fails without arches

2014-04-14 Thread Mark Wedel
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

Re: [crossfire] World generator (land.c) questions

2014-02-11 Thread Mark Wedel
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

Re: [crossfire] [PATCH 2/2] Character-specific keybinding files

2013-11-04 Thread Mark Wedel
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

Re: [crossfire] Use of svn:externals in client code on SVN

2013-11-04 Thread Mark Wedel
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

Re: [crossfire] [RFC 2/3] Misc keybinding fixes and changes

2013-11-03 Thread Mark Wedel
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

Re: [crossfire] [PATCH 2/2] Character-specific keybinding files

2013-11-03 Thread Mark Wedel
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,

Re: [crossfire] [PATCH 1/2] Keybindings: multiple changes

2013-11-03 Thread Mark Wedel
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.

Re: [crossfire] Key repeat and keybindings

2013-10-27 Thread Mark Wedel
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

Re: [crossfire] Key repeat and keybindings

2013-10-26 Thread Mark Wedel
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

Re: [crossfire] Key repeat and keybindings

2013-10-23 Thread Mark Wedel
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

Re: [crossfire] Sound support on GTKv2

2013-09-05 Thread Mark Wedel
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

Re: [crossfire] Race inconsistency for gnome

2013-05-11 Thread Mark Wedel
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

Re: [crossfire] Ice melting spell

2013-05-01 Thread Mark Wedel
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

Re: [crossfire] Reorganizing dist files on SourceForge download page

2013-04-25 Thread Mark Wedel
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

Re: [crossfire] Keeping capitalization consistent in maps

2013-03-19 Thread Mark Wedel
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?

Re: [crossfire] Time delay in maps

2013-03-19 Thread Mark Wedel
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

Re: [crossfire] Shortening experience bar for GTK2 client

2012-09-17 Thread Mark Wedel
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

Re: [crossfire] Client GTK2 - Buffer overflow

2012-09-04 Thread Mark Wedel
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

Re: [crossfire] Quest-based leveling?

2012-03-18 Thread Mark Wedel
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

Re: [crossfire] GTK client compilation issue w/ newer autotools

2012-02-25 Thread Mark Wedel
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

[crossfire] Crossfire release

2012-02-13 Thread Mark Wedel
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

Re: [crossfire] Patch proposal: unidentified generic faces

2012-01-23 Thread Mark Wedel
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

Re: [crossfire] Patch proposal: unidentified generic faces

2012-01-18 Thread Mark Wedel
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

Re: [crossfire] Acid and cancellation

2011-12-29 Thread Mark Wedel
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

[crossfire] plugin versioning

2011-11-22 Thread Mark Wedel
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

Re: [crossfire] Graphism perspective

2011-11-19 Thread Mark Wedel
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

Re: [crossfire] Multilinguism support

2011-11-13 Thread Mark Wedel
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

Re: [crossfire] skill/class cost table

2011-10-24 Thread Mark Wedel
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

Re: [crossfire] exp loss changes

2011-10-16 Thread Mark Wedel
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

Re: [crossfire] skill/class cost table

2011-10-16 Thread Mark Wedel
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

Re: [crossfire] Proposal for artifacts changes

2011-10-16 Thread Mark Wedel
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

Re: [crossfire] skill/class cost table

2011-10-14 Thread Mark Wedel
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

Re: [crossfire] exp loss changes

2011-10-13 Thread Mark Wedel
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

[crossfire] skill/class cost table

2011-10-13 Thread Mark Wedel
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

Re: [crossfire] exp loss changes

2011-10-13 Thread Mark Wedel
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

[crossfire] exp loss changes

2011-10-08 Thread Mark Wedel
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

Re: [crossfire] Account connection limit

2011-08-04 Thread Mark Wedel
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,

Re: [crossfire] Face overlays

2011-07-17 Thread Mark Wedel
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

Re: [crossfire] Face overlays

2011-07-14 Thread Mark Wedel
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

Re: [crossfire] Compressed file support

2011-07-14 Thread Mark Wedel
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.

Re: [crossfire] Monster regeneration

2011-07-13 Thread Mark Wedel
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

Re: [crossfire] CS_STAT_SKILLEXP_ constants

2011-07-13 Thread Mark Wedel
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

Re: [crossfire] Face overlays

2011-07-13 Thread Mark Wedel
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

Re: [crossfire] Face overlays

2011-07-12 Thread Mark Wedel
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

Re: [crossfire] Ground and container view

2011-07-11 Thread Mark Wedel
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

Re: [crossfire] Materials

2011-06-27 Thread Mark Wedel
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

Re: [crossfire] Interview for Gamasutra Article on Open Source Games

2011-06-23 Thread Mark Wedel
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.

Re: [crossfire] Make start maps unique

2011-03-16 Thread Mark Wedel
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

Re: [crossfire] Player creation bug

2011-02-21 Thread Mark Wedel
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,

Re: [crossfire] Skill thoughts

2011-02-21 Thread Mark Wedel
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

Re: [crossfire] Skill thoughts

2011-02-09 Thread Mark Wedel
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

Re: [crossfire] 1.60 release thoughts

2011-02-08 Thread Mark Wedel
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.

[crossfire] 1.60 release thoughts

2011-02-02 Thread Mark Wedel
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

[crossfire] Skill thoughts

2011-02-02 Thread Mark Wedel
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

Re: [crossfire] Balance ideas

2011-01-11 Thread Mark Wedel
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

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