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 regener

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 "armou

Re: [crossfire] Ground and container view

2011-07-12 Thread Mark Wedel
On 07/11/11 11:47 AM, James Lopeman wrote: The container change works out fairly well on the GTK2 client. It also prevents disconnects when you have a bag full of rings and such. Unlimited ground view and container view have a large number of issues. Even inventory view CAN ( and has ) caused cl

Re: [crossfire] Ground and container view

2011-07-10 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 di

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). Materia

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

2011-06-22 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 read

Re: [crossfire] Skill thoughts

2011-02-25 Thread Mark Wedel
I've updated: http://wiki.metalforge.net/doku.php/user:mwedel:skills I've added a more detailed skill section, going through the skills and combining some and adding notes about the others. I've also added a section on resistances - I'm not sure how I feel about that - it add more work, bu

Re: [crossfire] Player creation bug

2011-02-22 Thread Mark Wedel
On 02/22/11 01:10 AM, Tolga Dalman wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 (resending to the list) On 22.02.2011 07:55, Mark Wedel wrote: On 02/13/11 03:47 AM, Tolga Dalman wrote: - - create new character: fire hatchling/monk - - maximize str, dex and con - - set remaining stats

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] 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, dex

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 it - it

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. Not

[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 bounc

[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 going

Re: [crossfire] Crossfire release?

2011-01-11 Thread Mark Wedel
On 11/14/10 09:19 PM, Mark Wedel wrote: > >Been a little more than 6 months since last official release, and I was > thinking that trying to get one out before end of the year might be nice. > >Thoughts/comments? > >Any list of bugs or other things that must be f

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

Re: [crossfire] Balance ideas

2011-01-03 Thread Mark Wedel
On 01/ 3/11 01:27 PM, Nicolas Weeger wrote: >> It also seems that this doesn't necessarily change balance much in itself - >> it makes spells much more flexible, but the key for the balance on that is >> defining the right base values for things like damage, duration, radius >> and sp cost. > > Ye

Re: [crossfire] Balance ideas

2011-01-02 Thread Mark Wedel
On 01/ 2/11 03:31 AM, Nicolas Weeger wrote: > Hello. > > > A few ideas for game balance: > http://wiki.metalforge.net/doku.php/user:ryo:balance Looks interesting - a few questions/thoughts: Spells: --- Am I right in understanding that the modifiers only change the weight of damage/duration

Re: [crossfire] Crossfire release?

2010-11-22 Thread Mark Wedel
On 11/22/10 10:19 AM, Nicolas Weeger wrote: >>Client too old may be reasonable - at some point, the older clients >> really will not work. >> >>It isn't feasible of course to test every client with every version of >> the server, and vice versa. The problem of enforcing versions gets trick

Re: [crossfire] Crossfire release?

2010-11-20 Thread Mark Wedel
On 11/20/10 01:04 AM, Nicolas Weeger wrote: > Hello. > > >>Been a little more than 6 months since last official release, and I was >> thinking that trying to get one out before end of the year might be nice. >> >>Thoughts/comments? >> >>Any list of bugs or other things that must be fixe

Re: [crossfire] Crossfire release?

2010-11-17 Thread Mark Wedel
On 11/16/10 08:24 PM, Kevin R. Bulgrien wrote: > IMO, it is time to ditch gtk-v2.glade as the default. It is becoming a > not so uncommon event for a new user to come on IRC and have fits > getting the important window panels to show up (inventory in particular). > I've had one disappear off IRC

[crossfire] Crossfire release?

2010-11-14 Thread Mark Wedel
Been a little more than 6 months since last official release, and I was thinking that trying to get one out before end of the year might be nice. Thoughts/comments? Any list of bugs or other things that must be fixed before a release is made? Likewise, any list of the major changes sin

Re: [crossfire] Skill level needed display: theological limitations

2010-11-07 Thread Mark Wedel
On 11/ 7/10 12:04 PM, Otto J. Makela wrote: > The skill level needed for certain actions and spells (like consecrate, > heal, etc) depend in part on what gods the player follows. I believe this > is currently not taken into account in the display, ie. if I am a follower > of the Devourers, and thus

Re: [crossfire] broken configure on opensolaris

2010-10-24 Thread Mark Wedel
On 10/24/10 07:31 AM, AnMaster wrote: > On 2010-10-13 08:00, Mark Wedel wrote: >> At one point, a decision was made not to include files that are automatically >> generated (makefiles, configure, etc) in SVN. That is a decision that is >> still >> the right one IM

Re: [crossfire] coinage

2010-10-24 Thread Mark Wedel
On 10/24/10 12:35 AM, Nicolas Weeger wrote: >>Not that it breaks it up, but rather being somewhat unsure how much that >> item really costs - how much gold do I really need to buy it? How many >> jade coins in a gold coin, etc. > > > For what is worth, the change that introduced those coins in

[crossfire] coinage

2010-10-23 Thread Mark Wedel
So I will admit that it has been a little while since I last actually played crossfire, and so when I fired it up, went to a shop to buy something, I was a little mystified when it said: It would cost you 1 jade coin, 27 platinum coins, 4 gold coins and 9 silver coins. Not that it breaks

Re: [crossfire] heads up: advanced character creation commit

2010-10-18 Thread Mark Wedel
On 10/18/10 01:09 PM, Nicolas Weeger wrote: > Hello. > > >>In the next few days, I'll be committing changes for advanced character >> creation - that has been discussed, but in short summary, it lets player >> adjust stat points and choose race& class and switch between them before >> finalizi

[crossfire] heads up: advanced character creation commit

2010-10-18 Thread Mark Wedel
In the next few days, I'll be committing changes for advanced character creation - that has been discussed, but in short summary, it lets player adjust stat points and choose race & class and switch between them before finalizing selection. It also allows them to select their starting map.

Re: [crossfire] broken configure on opensolaris

2010-10-12 Thread Mark Wedel
On 10/12/10 10:09 AM, James Lopeman wrote: > This issue is the second time auto-junk has broken on invidious (up to date > centos 5.x ). Its a common OS on rented colo/virtual servers. > > As an example centos uses libtool 1.5.22 ( June 2007 ). This is what invidious > is using right now. I fixed m

Re: [crossfire] broken configure on opensolaris

2010-10-11 Thread Mark Wedel
On 10/11/10 11:15 PM, Mark Wedel wrote: >I'm going to try and download latest libtool and see if that works (I > suspect > it will). But I guess at the same time, it would have saved me a bunch of > time > if autogen (or something) just spit out "you need> 2.0

[crossfire] broken configure on opensolaris

2010-10-11 Thread Mark Wedel
The following revision has broken the ability to build crossfire on opensolaris - now I admit that is probably a pretty small audience (me), but I also don't know if this might cause issues for other users if this is a minimum required version of aclocal/automake/autoconf for example (if this

Re: [crossfire] SockList buffer size difference in server/client. Bug?

2010-09-30 Thread Mark Wedel
On 09/30/10 08:05 PM, Kevin R. Bulgrien wrote: > server/trunk/include/shared/newclient.h: > > /** > * Maximum size of a packet the client expects to get. Using a buffer of > this > * size allows the client to avoid constant allocation and deallocation of > the > * same buffer over and over

Re: [crossfire] Container dropping behaviour

2010-09-29 Thread Mark Wedel
On 09/29/10 09:38 AM, Nicolas Weeger wrote: >>I don't think any protocol changes would really be needed here - whild >> not most efficient, on the issue of an empty command, the client could >> just do something like: >> >>for object in sack >> C->S move 0 object_tag 0 >> done >> >

Re: [crossfire] [Crossfire-cvs] SF.net SVN: crossfire:[13885] server/trunk/doc/Developers/protocol

2010-09-29 Thread Mark Wedel
On 09/29/10 09:40 PM, Kevin Bulgrien wrote: >>>I think that was one reason I was more in favor of symbolic names >>> (dangerous_song, port_area) - it seems in many cases the client may do some >>> amount of remapping for what songs it has. >>> >>>OTOH, using file names does not preclude tha

Re: [crossfire] sound2 protocol and issues: sound_chance

2010-09-29 Thread Mark Wedel
On 09/29/10 09:26 AM, Nicolas Weeger wrote: >>Looking at the code, it also seems suspect for all the hard coded sound >> values (most all sounds), in that they are looking at an object that does >> not have any sound information defined - it is looking at skill values, >> monsters, etc, as for

Re: [crossfire] Container dropping behaviour

2010-09-26 Thread Mark Wedel
On 09/26/10 03:48 AM, Nicolas Weeger wrote: > Hello. > > > In relation with bug > https://sourceforge.net/tracker/?func=detail&aid=2007078&group_id=13833&atid=113833 > > I will implement the following changes if no one objects: > > > - when dropping a container, just drop it on the floor with its c

Re: [crossfire] [Crossfire-cvs] SF.net SVN: crossfire:[13885] server/trunk/doc/Developers/protocol

2010-09-26 Thread Mark Wedel
On 09/26/10 02:48 PM, Kevin Bulgrien wrote: >> Extract from the Developers/protocol: >> >>Change background music. Server will send NONE as the string to stop >> any >>music from playing. This song data is set in a map property. (Due to >>someone forgetting to update this

Re: [crossfire] sound2 protocol and issues: arbitrary volume

2010-09-26 Thread Mark Wedel
On 09/26/10 02:49 PM, Kevin Bulgrien wrote: >> Hello. >> >>> server/trunk/doc/Developers/sound describes the sound2 protocol and a >>> volume component to the sound protocol. It indicates that the server >>> arbitrarily sets volume "for variability". >> >> Actually, the "abitrarily" was supposed t

Re: [crossfire] sound2 protocol and issues: sound_chance

2010-09-26 Thread Mark Wedel
On 09/26/10 02:38 PM, Kevin Bulgrien wrote: >>> I retract the "I think sound_chance should be dispensed with". I finally >>> found the mail list note that mentioned some changes to sound so it could >>> support random ambient sounds to improve overall immersion in the game >>> environment... Stil

Re: [crossfire] Setting path to spells

2010-09-21 Thread Mark Wedel
On 09/21/10 12:17 PM, Nicolas Weeger wrote: > Hello. > > > The following spells don't have any path set: > > - slow ability > - invulnerability > - levitate > - color spray > - shockwave > - slow > - wave > - windstorm > - destruction > - earth to dust > - improved invisibility > - invisible > - in

Re: [crossfire] Map access

2010-09-04 Thread Mark Wedel
On 09/ 4/10 07:06 AM, Kevin Bulgrien wrote: >> With the new quest system, some maps are now only available if the player is >> doing the correct quest. Such maps will also be available only once. > > Are you sure? I think that quests are restartable? But maybe not. Perhaps > only certain quests

Re: [crossfire] Gameplay notes

2010-09-04 Thread Mark Wedel
On 09/ 4/10 12:58 AM, Nicolas Weeger wrote: >>Maybe, but that can be hard if one still tries to keep within those >> boundaries of the skill - sorcery is a bit easier since many misc things >> can go there, but summoning is trickier - one can add more summoning >> spells, but it may just be tha

Re: [crossfire] Gameplay notes

2010-09-04 Thread Mark Wedel
On 09/ 4/10 01:02 AM, Nicolas Weeger wrote: >>Agree on both of those - I think paralyze would be acceptable if the >> duration was much shorter (say for 1-5 ticks) - confusion could perhaps >> last a little longer, but same thing, if it was a short duration, that >> might be OK. > > Paralysis c

Re: [crossfire] Item merging bug

2010-09-04 Thread Mark Wedel
On 09/ 4/10 12:55 AM, Nicolas Weeger wrote: >>True. >> >>It just seems to me that the implementation is buggy - if on a unique >> map, it shouldn´t be setting the flag_original value - maybe that is a >> simpler map - to check for that and not set it. > > > But even if we don't set the flag

Re: [crossfire] Item merging bug

2010-09-02 Thread Mark Wedel
On 09/ 2/10 09:51 AM, Nicolas Weeger wrote: >>As I think about this, I believe the main use of overlays was the weather >> code - so that when it put snow effects, etc, it could know what objects >> were original to the map (eg, the base mountain) and which objects were >> put on top by weather

Re: [crossfire] Item merging bug

2010-08-31 Thread Mark Wedel
On 08/30/10 08:55 PM, Mark Wedel wrote: >> >> Other solution is to remove overlays totally. Not sure if they are used or >> not. > >That would be the approach I'd lean to, but may be harder. But no reason > to > have unused code sitting about that creates

Re: [crossfire] Item merging bug

2010-08-30 Thread Mark Wedel
On 08/30/10 01:12 PM, Nicolas Weeger wrote: > Hello. > > > On trunk there is a merging bug with items in eg a unique map. > > > How to reproduce: > - enter a unique map > - drop some item > - reset the map > - drop more of the same item > > Dropped item won't merge with the one on the floor. But if

Re: [crossfire] Gameplay notes

2010-08-29 Thread Mark Wedel
On 08/29/10 12:58 AM, Nicolas Weeger wrote: >> The current spell stuff isn't great - the split of of one 'spellcasting' >> skill into 4 made a couple of the skills unequal - summoning and sorcery. >> >>I had mulled the idea to redo those skills again - perhaps into fire/air >> (electricity)/wat

Re: [crossfire] Gameplay notes

2010-08-28 Thread Mark Wedel
On 08/28/10 12:59 AM, Nicolas Weeger wrote: > Complement about attacks and diseases :) > > > Confusion is really bad for a character. You can't use the cure confusion > spell (since you'll cast a random spell), so you need to have scrolls or > wands/staves/rods. If you're immune, that's fine, of co

Re: [crossfire] Gameplay notes

2010-08-28 Thread Mark Wedel
On 08/28/10 12:24 AM, Nicolas Weeger wrote: > Summoning (to get create earth wall and create food) > - > Sorcery (to get town portal) > - The current spell stuff isn't great - the split of of one 'spellcasting' skill into 4 made a couple of the skills unequal - sum

Re: [crossfire] X-rays and infravision

2010-08-14 Thread Mark Wedel
On 08/14/10 04:11 AM, Nicolas Weeger wrote: > Hello. > > When a player is in the dark, using x-ray, should there be an attack penalty > against monsters? > > I just fixed the code to remove that penalty, considering it's a bug, but I'm > not totally sure actually. > > > > I think there are really t

Re: [crossfire] New arch dir for roads, paths, etc?

2010-06-07 Thread Mark Wedel
On 06/ 7/10 08:51 PM, Kevin Bulgrien wrote: > Does anyone have a particular objection to a factoring out of road/path arches > from the wall directory? I find the association of walls with paths to be > unhelpful if not actually bewildering. Wall is the last place I look for > roads. > > This inv

Re: [crossfire] Revision: 13336 has broken CFDialog

2010-06-06 Thread Mark Wedel
On 06/ 6/10 01:46 AM, Nicolas Weeger wrote: >> I guess there is a lesson here... that to really test, one needs to be sure >> to run the server in a console, or at least redirect stderr somewhere... > > The other lesson being to be sure to use statements compatible with all Python > versions the s

[crossfire] Skills & Classes

2010-06-01 Thread Mark Wedel
As thinking about this on my drive home from work tonight, it seemed like taking a step back from classes to look at how skills work might be a good idea. The two are very closely related - depending on how skills work determines what skills to give to different classes, and how to balance

Re: [crossfire] Attributes/Stats

2010-05-30 Thread Mark Wedel
On 05/29/10 01:45 AM, Nicolas Weeger wrote: >>I suppose one could add a bard type class, in which spells (songs) work a >> bit different and which Cha is a key stat, but that is not a simple >> change. And I'm not quite sure how that would work as a class in >> crossfire. What works for a tab

Re: [crossfire] races

2010-05-30 Thread Mark Wedel
On 05/29/10 02:11 AM, Nicolas Weeger wrote: >>If a troll tries to play a mage, he is in bad shape. While putting >> warnings up might be nice, I'm not sure of a good mechanic to do that. >> Perhaps in those cases, just having the class description make it clear, >> something like 'Power is a

Re: [crossfire] Classes

2010-05-28 Thread Mark Wedel
On 05/28/10 05:48 PM, Brendan Lally wrote: > On Thu, 27 May 2010 22:03:50 -0700 > Mark Wedel wrote: > >>For starting skills, should skill tools be done away with (eg, >> talismans, holy symbols?) My take, which may be wrong, is more often >> than not they are ann

[crossfire] Classes

2010-05-27 Thread Mark Wedel
Been thinking about classes some. I'll eventually record all this on the wiki, but thought I'd start some discussion first. A few general thoughts/questions: Should everyone actually get search and disarm skills? While these are fairly important, they are perhaps not critical and in m

Re: [crossfire] Attacktypes

2010-05-26 Thread Mark Wedel
On 05/26/10 03:28 AM, igniz revolver wrote: > As a victim of many of these attacks, i'd agree with some of these > changes but not others. > > Confusion and Paralyse are nice CC's for a creature or player to use, > but their duration is so long and the effects so potent that it's > something a play

Re: [crossfire] races

2010-05-26 Thread Mark Wedel
On 05/25/10 11:35 PM, Nicolas Weeger wrote: > Hello. > >>Yes - I was thinking something similar could be done (either as advanced >> option or some goal like you describe). >> >>More player input would probably be desirable. I'm not sure how >> much/appreciated it would be that after you c

Re: [crossfire] Stats and level advancement proposal

2010-05-26 Thread Mark Wedel
On 05/25/10 11:38 PM, Nicolas Weeger wrote: >>It would be useful to add to the page what the different columns mean. >> >>For example, you have armor going from 30 -> 1500. However, under the >> current gaming system, max value for armor is 100, so that computing >> method is something co

Re: [crossfire] Stats and level advancement proposal

2010-05-25 Thread Mark Wedel
On 05/23/10 10:03 AM, Nicolas Weeger wrote: > Hello. > > I made a small idea dump for level progression, at > http://wiki.metalforge.net/doku.php/dev:levels It would be useful to add to the page what the different columns mean. For example, you have armor going from 30 -> 1500. However, unde

Re: [crossfire] races

2010-05-25 Thread Mark Wedel
On 05/23/10 06:12 AM, Kevin Bulgrien wrote: True, but probably the two would be a bit too similar to have both (just like northman + human, while there are some differences, are probably too similar to really warrant them). >>> >>> As a rule, I would say that having similar

Re: [crossfire] Attributes/Stats

2010-05-22 Thread Mark Wedel
Just a note - in order to record these thoughts, I've updated: http://wiki.metalforge.net/doku.php/user:mwedel:characters To include a section on attributes - hopefully I captured what has been discussed - and as I was typing that up, came up with a few new ones. As note on the page, not

Re: [crossfire] Attributes/Stats

2010-05-22 Thread Mark Wedel
On 05/22/10 04:14 AM, Nicolas Weeger wrote: >>That was my thought - make Cha relevant for some things, like paralyze, >> slow. I'm not sure about poison (if you are poisoned and it is interfering >> with the body functions, not sure what willpower could do). >> >>However, one could also add

Re: [crossfire] races

2010-05-22 Thread Mark Wedel
On 05/22/10 04:19 AM, Nicolas Weeger wrote: >>Maybe - certainly the quest giver may vary information based on how he >> likes other races. > > And that could make it more interesting to play in parties, to share quest > knowledge. It could certainly be interesting if alternate towns are adde

Re: [crossfire] races

2010-05-22 Thread Mark Wedel
On 05/22/10 04:22 AM, Nicolas Weeger wrote: >>There are a couple good races for thieves, but IMO crossfire does not >> have good thief support yet. Until such time it does, I don't think I >> want to present those choices (and so likewise, thief type classes will >> get removed). Simply put,

Re: [crossfire] races

2010-05-22 Thread Mark Wedel
I've created a wiki page which is a summary and table of changes: http://wiki.metalforge.net/doku.php/user:mwedel:characters This is not final yet. I also plan to do something similar for classes when I have time. After doing that, things that pop out to me: There are a couple good

[crossfire] Attacktypes

2010-05-19 Thread Mark Wedel
I was thinking over attacktypes some, and while I do not have any plans to work on this, thought I'd at least record these thoughts before I forget :) The general basis here is to make attacktypes that are somewhat balanced, that will be used by both players and monsters, that are used som

Re: [crossfire] races

2010-05-16 Thread Mark Wedel
On 05/16/10 12:58 AM, Nicolas Weeger wrote: >>But one thing I was thinking about is what are appropriate races, from a >> game view standpoint, to make available. >> >>For example, dwarves, elves, humans, half orcs, dragons, trolls, gnomes, >> northmen, and wraiths are all fairly common cre

Re: [crossfire] Attributes/Stats

2010-05-16 Thread Mark Wedel
(I'm probably going to screw up threading somewhat, but responding to multiple messages from Nicolas in this one reply) On 05/16/10 12:40 AM, Nicolas Weeger wrote: >>One could quickly define different stats like: >> Strength: raw physical strength. >> Dex: Quickness/cat sense >> Con: Physica

Re: [crossfire] CRE (no luck building successfully)

2010-05-15 Thread Mark Wedel
On 05/15/10 09:02 PM, Kevin R. Bulgrien wrote: > Having never built cre before, I gave it a try tonight because I saw some > advance made in quest support. > > I had some trouble with the README instructions to just qmake&& make as > I have a KDE 3 system. The project will not build with Qt 3, s

Re: [crossfire] Attributes/Stats

2010-05-15 Thread Mark Wedel
On 05/14/10 09:22 AM, Brendan Lally wrote: > On Thu, 13 May 2010 21:07:55 -0700 > Mark Wedel wrote: > >>> >>>> However, problem in that case is that if say fire is Dex, and >>>> magic is Pow, if I have a 20 dex and 1 pow, that is the same >>>

[crossfire] Fwd: Re: Attributes/Stats

2010-05-15 Thread Mark Wedel
Resending back on the list Original Message Subject: Re: [crossfire] Attributes/Stats Date: Thu, 13 May 2010 21:07:55 -0700 From: Mark Wedel To: Brendan Lally >> The one issue I sort of see with that is a lot of times >> fire/electricity/cold are not magical in

Re: [crossfire] Attributes/Stats

2010-05-14 Thread Mark Wedel
On 05/14/10 09:41 AM, Brendan Lally wrote: > On Thu, 13 May 2010 22:51:55 -0700 > Mark Wedel wrote: > >>Exactly how potion improvement works is a bit different >> discussion. One thought is a characters first 10 potions are sure to >> work, and potions after th

[crossfire] races

2010-05-13 Thread Mark Wedel
Lost in some of the other discussion is races. For the most part, they don't need a lot of work - they give some stat bonuses and some skills, but generally not weapon skills. But one thing I was thinking about is what are appropriate races, from a game view standpoint, to make availabl

Re: [crossfire] Attributes/Stats

2010-05-13 Thread Mark Wedel
following up to myself. This is more some thoughts on how to handle stat points, improvements, and not as much about making all the stats useful. - Stat bonuses/penalties become linear (for example, (stat - 10)/2) instead of the exponential they are now. Depending on the stat and bonus, it

Re: [crossfire] Attributes/Stats

2010-05-12 Thread Mark Wedel
On 05/12/10 03:58 PM, Brendan Lally wrote: > On Wed, 12 May 2010 19:11:14 +0200 > Nicolas Weeger wrote: > >>>Never saw any response, but had some other musings. Changing >>> subject to use attributes, since that is a bit less general than >>> statistics, which can mean almost anything. >> >>

Re: [crossfire] Attributes/Stats

2010-05-12 Thread Mark Wedel
On 05/12/10 10:11 AM, Nicolas Weeger wrote: >>If one looks at these descriptions, one can see that spellcasters have a >> tougher time on stats than fighters - for fighters, pretty simple - Str, >> Con, Dex, Cha, Wis, Int, Pow, and the last 4 could be 1 and it wouldn't >> hurt the fighter much

Re: [crossfire] Attributes/Stats

2010-05-11 Thread Mark Wedel
On 05/11/10 01:02 AM, Otto J. Makela wrote: > Mark Wedel wrote: > >>The other thing to note is the relative unimportance of Cha here. For >> most >> characters, only real effect is on shop pricing, as a lot of characters >> probably >> do not use sing

[crossfire] Attributes/Stats

2010-05-10 Thread Mark Wedel
Never saw any response, but had some other musings. Changing subject to use attributes, since that is a bit less general than statistics, which can mean almost anything. I was thinking there is some disparity in the different classes and how many/what starts are important. These are my q

[crossfire] Class change summary & ideas

2010-05-10 Thread Mark Wedel
The discussion on the previous thread has died out, so I thought I'd draw some conclusions and move the discussion forward. While not a lot of responses, the most votes seemed to come in on the idea of classes play an important roll - there are exclusive skills, a fighter can never be as go

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

2010-05-10 Thread Mark Wedel
A somewhat related question: Since the quest system (and some other core functionality) is using python/other plugins, should the configure check be changed so that configure errors out if the python libraries are not available (eg, will be unable to compile the plugin) Most of the plug

Re: [crossfire] races, classes, and play style

2010-05-04 Thread Mark Wedel
Having played guild wars a lot, and aside from the pvp combat aspect, another thing to do after completing the quests is to get titles. There are around 30-40 titles. For some titles, just completing all the quests will get you pretty close to maxing it out (most titles have different lev

Re: [crossfire] races, classes, and play style

2010-05-03 Thread Mark Wedel
On 05/ 3/10 12:53 PM, Nicolas Weeger wrote: > Hello. > > >>As per note in thread about new login method, figuring out what >> classes/races should be present really comes down to what type of play we >> want to have. > > Related to gameplay, I'd like to propose a shift on the "aim of the ga

[crossfire] Also stats.

2010-05-02 Thread Mark Wedel
In the discussion about races and classes, stats certainly play a role in that. If one looks at some games, like AD&D, stats are pretty fixed (just like crossfire, there are some items that improve them, but the natural stats are hard to improve or have a limited number of improvements (AD

Re: [crossfire] races, classes, and play style

2010-05-02 Thread Mark Wedel
On 05/ 2/10 06:13 AM, Kevin Bulgrien wrote: >>But perhaps this also goes back to my playing AD&D, and fact that most >> games >> have some for of class restriction. I also think that such a system may >> generate more player interaction - if I can do every class really well on one >> charact

Re: [crossfire] new character creation

2010-05-02 Thread Mark Wedel
On 05/ 2/10 11:15 AM, Otto J. Makela wrote: > Mark Wedel wrote: > >>This new method puts the creation in-client. This has several advantages >> - >> better interface for the end user, removes a lot of code from the server, and >> also moves some of the current c

[crossfire] races, classes, and play style

2010-05-01 Thread Mark Wedel
As per note in thread about new login method, figuring out what classes/races should be present really comes down to what type of play we want to have. I know this has been discussed before, but opinions change, so I thought I'd restart the conversation. This much more drives classes and

Re: [crossfire] new character creation

2010-05-01 Thread Mark Wedel
On 05/ 1/10 07:40 AM, Nicolas Weeger wrote: > Hello. > >>Now that 1.50 is released, I plan to start work on the new character >> creation method. >> >>This new method puts the creation in-client. This has several advantages >> - better interface for the end user, removes a lot of code

[crossfire] new character creation

2010-04-30 Thread Mark Wedel
Now that 1.50 is released, I plan to start work on the new character creation method. This new method puts the creation in-client. This has several advantages - better interface for the end user, removes a lot of code from the server, and also moves some of the current character informati

Re: [crossfire] GTK-V2 and the gtk-v2.glade problem

2010-04-23 Thread Mark Wedel
On 04/23/10 04:40 PM, Kevin Bulgrien wrote: > The GTK-V2 client gets a bad rap because the default sizing has been removed > from the layout. People who start up the client think it is not working > because it is all jumbled, etc. I think either the change should be reverted, > or a different, mo

Re: [crossfire] 'Identified' tab in the inventory display

2010-04-20 Thread Mark Wedel
On 04/20/10 06:20 PM, Brendan Lally wrote: > On Sat, 17 Apr 2010 13:00:24 +0300 > "Otto J. Makela" wrote: >> >> What I would like to also see is having a class "identified" (similar >> in function to "cursed" and "magic") in the inventory, so that you >> could more easily manipulate items which yo

Re: [crossfire] skill window

2010-04-19 Thread Mark Wedel
On 04/19/10 05:08 PM, Kevin Bulgrien wrote: > I do not at all like the idea of having to switch items on and off. What I > think would be more practical would be to switch to an MDI interface and > allow layout of the MDI to be saved and restored... either that, or figure > out how hard it would

Re: [crossfire] Gnome tweaking

2010-04-18 Thread Mark Wedel
On 04/18/10 11:08 AM, Nicolas Weeger wrote: > Hello. > > The "gnome", and "gnome2" monsters have an attacktype of paralyze, for a level > of 6. > > IMO that is too hard for new players, so I've changed the attacktype to > physical and magic. > > "gardengnome" on the other hand, level 25, keeps his

Re: [crossfire] skill window

2010-04-18 Thread Mark Wedel
My fairly random thoughts on all of this: - The space used up for the tab for skills & exp is minimal, so for most layouts, the cost of keeping it in place isn't very high. - Changes where someone else disagrees with that change are always a problem - this can also happen in maps. In genera

Re: [crossfire] Material

2010-04-18 Thread Mark Wedel
On 04/17/10 12:05 AM, Nicolas Weeger wrote: > Hello. > >> Quite some time ago, it was enabled on Metalforge but removed due to >> player complaints. >> >> What people didn't like about it was merging issues in their inventory >> window. They would (for instance) have 8 different Boots of Speed all

Re: [crossfire] Release?

2010-04-15 Thread Mark Wedel
On 04/15/10 08:47 PM, Kevin Bulgrien wrote: > Without countering Mark, I have build scripts that go all the way down to > making > RPMs... I'll support you in making a client release compatible with branch if > you > really want that. I can see part of the point of having branch for > stabilit

Re: [crossfire] Release?

2010-04-14 Thread Mark Wedel
On 04/14/10 12:29 PM, Rick Tanner wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > On 3/31/10 2:01 AM, Mark Wedel wrote: >> >>Just a heads up - I'm targeting weekend of April 10-11 to make a release, >> since I should have time then (certainly wo

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