Re: [crossfire] Crossfire Release Cycles/Methodology

2006-08-08 Thread Mark Wedel
Alex Schultz wrote: > >> - Should we switch to SVN? Switching repositories at same time as switching >>what the head branch means would make the most sense. >> > I agree that when switching what the head branch means makes the most > sense, however I'm not sure that to SVN would be a great

[crossfire] Crossfire Release Cycles/Methodology

2006-08-07 Thread Mark Wedel
Per the recent discussion on code reorganization and what goes in what release, this document is an attempt to gather the points raised and make it into a formal document that can be included in the code or put on the wiki. This document does not attempt to justify or explain why different things

Re: [crossfire] NPC recursive bug

2006-08-07 Thread Mark Wedel
I agree that adding new static variables may not be the best thing. And actually, for the NPC code, making it so it doesn't need them may not be so hard (since I think it recursives pretty locally). OTOH, it may not be so easy - I briefly looked at the apply code before formulating my repl

Re: [crossfire] Quest management system proposal

2006-08-07 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: >> Looking at that, and looking at your example, it seems hardly really >> clear to follow. > > After some thinking, having a Python script handle the dialog seems the best > way, actually :) > > This way, the whole dialog is written into the Python script, incl

Re: [crossfire] NPC recursive bug

2006-08-05 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: > Hello. > > Related to bug: > https://sourceforge.net/tracker/index.php?func=detail&aid=1534889&group_id=13833&atid=113833 > > I can see 2 solutions: > * prevent NPCs to react to other NPCs' chat I can't think of anyplace where that would break something, bu t

Re: [crossfire] Quest management system proposal

2006-08-04 Thread Mark Wedel
Alex Schultz wrote: > Nicolas Weeger (Laposte) wrote: >>> OTOH, you don't want a case where player is about to complete quest and >>> get reward, and then have everyone join them to get that bonus exp (one >>> question if the reward is exp, does it get divided by number of people in >>> party? Doe

Re: [crossfire] Quest management system proposal

2006-08-03 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: > Hello. > > I'm resurrecting that topic :) > (long mail warning) > > After much thinking, I've changed my mind. IMO a quest management system > could > very well be written in Python, with a few improvements to the plugin system. > > What I'd add: > > First, e

Re: [crossfire] blasphemy, vulgarities etc.

2006-08-01 Thread Mark Wedel
Yann CHachkoff wrote: >> My main concern was however the language use of NPC's. I don't remember >> which NPC's this concerns, but some use expressions that are forbidden >> on Metalforge. >> > I disagree. If the NPC represents somebody that uses rude language, so be > it. As long as the usage does

Re: [crossfire] Some pending patches on tracker

2006-07-30 Thread Mark Wedel
Andrew Fuchs wrote: > On 7/29/06, Nicolas Weeger (Laposte) <[EMAIL PROTECTED]> wrote: >> Hello. >> >> Here are some patches i'd like opinions on: >> >> - >> https://sourceforge.net/tracker/index.php?func=detail&aid=1389033&group_id=13833&atid=313833 >> New coins.

Re: [crossfire] blasphemy, vulgarities etc.

2006-07-29 Thread Mark Wedel
Alex Schultz wrote: > Andrew Fuchs wrote: >> - no/minimal anti women's rights material allowed in the game (see mikeeusa) >> - the "14 year old wife" in mlab was questionably offensive, >> inappropriate for the game > One note on that, not just anti-woman's-rights content, but things > likely to

Re: [crossfire] Some pending patches on tracker

2006-07-29 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: > Hello. > > https://sourceforge.net/tracker/index.php?func=detail&aid=1428566&group_id=13833&atid=313833 > new face for booze. > > Looks ok to me, though maybe we want items to be seen from left/horizontally, > instead of top-down like monsters? Like most thing

Re: [crossfire] 2.0 release, was Re: Code restructuring

2006-07-23 Thread Mark Wedel
Alex Schultz wrote: >> The question is what goes into the stable branch. By its nature, >> everything >> has to go into the head branch (presuming the change is still applicable). >> But >> the scope of changes for the minor releases in the stable branch probably >> shouldn't be too big. >

Re: [crossfire] 2.0 release, was Re: Code restructuring

2006-07-22 Thread Mark Wedel
Alex Schultz wrote: > Andrew Fuchs wrote: >> Finally, i just want to note that our next release could be 1.10.0 >> instead of 2.0 if we need more time for cf2.0. > And that is something I strongly believe should be the case. I > personally do not believe that we are ready for 2.0 for a while (I'm >

Re: [crossfire] 2.0 release, was Re: Code restructuring

2006-07-22 Thread Mark Wedel
Yann Chachkoff wrote: > Le vendredi 21 juillet 2006 07:37, Mark Wedel a écrit : > Now, you could say that "there is no way to be sure that the server works > before trying it"; I'd answer to this that (1) we developers are supposed to > do at least some rough b

Re: [crossfire] 2.0 release, was Re: Code restructuring

2006-07-22 Thread Mark Wedel
Andrew Fuchs wrote: > On the community side, we need to encourage player interaction, both > in and out of the game. One way to boost in game interaction would be > bolstering the player economy. However, that will probably not be > done in time for cf2.0. For the community out of game, make it

Re: [crossfire] 2.0 release, was Re: Code restructuring

2006-07-22 Thread Mark Wedel
Alex Schultz wrote: > >> But that can then lead to rapid turnover of major releases. Eg, I do major >> code restructure, make 3.0.0 release. Then some other change is made (maybe >> compatibility breakage, maybe some other code restructure) - do you make a >> 4.0.0 >> release 3 months later

Re: [crossfire] 2.0 release, was Re: Code restructuring

2006-07-20 Thread Mark Wedel
Alex Schultz wrote: > Mark Wedel wrote: >> One thought is to define major.minor.micro releases like this: >> >> major release: Changes that break compatiblity (need to start with a clean >> server as player files are not compatible, server/client compatibility may

Re: [crossfire] 2.0 release, was Re: Code restructuring

2006-07-20 Thread Mark Wedel
Yann Chachkoff wrote: >> if there is a separate branch for 2.0 (or 3.0 thinking after that), it >> probably won't get used much, and before you can really release it to the >> general public, you have to make sure it is in fact used. >> > Sounds a somewhat flawed way of thinking. If you

Re: [crossfire] 2.0 release, was Re: Code restructuring

2006-07-19 Thread Mark Wedel
Alex Schultz wrote: > Mark Wedel wrote: >> 1) What is the target date for a 2.0 release? It can't be 'when all the >> cool >> stuff is done', as then it never happens - always something new to add, etc >> - >> some general date has to targeted.

Re: [crossfire] 2.0 release, was Re: Code restructuring

2006-07-19 Thread Mark Wedel
Yann Chachkoff wrote: > Le mercredi 19 juillet 2006 06:50, Mark Wedel a écrit : >> To me, the issue for targetting this for a 2.0 release is timing. >> >> We can come up with a huge list of things that should be done before a >> 2.0 list. And we could attempt t

[crossfire] 2.0 release, was Re: Code restructuring

2006-07-18 Thread Mark Wedel
To me, the issue for targetting this for a 2.0 release is timing. We can come up with a huge list of things that should be done before a 2.0 list. And we could attempt to do them all, but then 2.0 probably won't be released for 5 years or the like. The discussion for a 2.0 release proba

Re: [crossfire] Metaserver reporting and accuracy

2006-07-17 Thread Mark Wedel
Alex Schultz wrote: > Robin Redeker wrote: >> On Tue, Jul 11, 2006 at 11:15:18AM -0500, Rick Tanner wrote: >>> Per the feedback from other people on IRC and other means, I've put >>> together a list of requirements that people want to see with the >>> metaserver reporting. >>> >>> So, with this pos

Re: [crossfire] Metaserver reporting and accuracy

2006-07-17 Thread Mark Wedel
Tchize wrote: > Andrew Fuchs wrote: >> Would be easier to manage (on both sides) by having a "permanent" flag >> sent to the metaserver, that has to be explicitly set in the server >> config. > Just a though: > metaserver entries of 'permanent' server should, at least partially, be > stored in a c

Re: [crossfire] Code restructuring

2006-07-17 Thread Mark Wedel
Alex Schultz wrote: > Currently in the crossfire code, how objects behave is intertwined all > throughout the code, and this is in many ways a problem as it makes it > difficult to find code related to a type of object. It's current state > also makes it relatively difficult to add code for new obj

[crossfire] Monster & player balance, was Re: race/class lacks distinctions

2006-07-06 Thread Mark Wedel
Wim Villerius wrote: > On Sat, 2006-07-01 at 10:57 -0700, Mark Wedel wrote: >> Typically, monsters have lots of HP but are slow relative to players. >> Things >> probably need to be brought more in line - make most monsters faster than >> they >> are now, m

[crossfire] no_pick 1 on earthwalls

2006-07-06 Thread Mark Wedel
anyone know of a particular reason that earthwalls have no_pick 1 set? Earthwalls are 'alive 1', so can't be picked up in any case. Where this comes up is related to stacking and the new code - the new stacking code tries to put objects of specific types on specific layers (so monsters

Re: [crossfire] [Crossfire-cvs] CVS commit: client

2006-07-05 Thread Mark Wedel
Mark Wedel wrote: > Alex Schultz wrote: >> Tchize wrote: >>> Maybe a ./configure --release= >>> :) >> I really like that idea, except for one issue. People compiling from >> source releases typically wouldn't do that, so I think that what would >>

Re: [crossfire] [Crossfire-cvs] CVS commit: client

2006-07-05 Thread Mark Wedel
Alex Schultz wrote: > Tchize wrote: >> Maybe a ./configure --release= >> :) > I really like that idea, except for one issue. People compiling from > source releases typically wouldn't do that, so I think that what would > be better than including that in the ./configure, would be having a > simple

Re: [crossfire] [Crossfire-cvs] CVS commit: client

2006-07-04 Thread Mark Wedel
One thing which may make sense is different default levels based on if it is a precompiled binary vs something checked out from CVS. I still stand by that the precompiled binaries should be less verbose on problems - we're putting this out there as this is quality software, so it should a

Re: [crossfire] [Crossfire-cvs] CVS commit: client

2006-07-04 Thread Mark Wedel
General quick thoughts: I removed them as I believe (rightly or wrongly) that software presented for general end user consumption should not be producing debug or information messages - it should only print error messages. I'd almost be tempted to say that the default log level should eve

Re: [crossfire] race/class lacks distinctions

2006-07-02 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: > > What about limiting skills in which you can get over level 20 (or 30, or > whatever)? > So if you're fighter you can get one/two handed weapon and punching to 50, > smithery to 40, use magic item to 30, but can't have sorcery/pyromancy over > 20? > Of course

Re: [crossfire] player character creation/login redo.

2006-07-02 Thread Mark Wedel
tchize wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > You are still mixing at protocol level the player login and the > player creation, this is wrong. If a player want to create a > character, he clicks on a new character button. He doesn't have to > enter user/password before. At

Re: [crossfire] [Crossfire-cvs] CVS commit: client

2006-07-02 Thread Mark Wedel
tchize wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > I do not agree on this change, those informations are not so verbose > and have no reason to make users afraid of as they are not visible by > default. Normal users don't start game in console and those starting > in console want

Re: [crossfire] race/class lacks distinctions

2006-07-01 Thread Mark Wedel
Wim Villerius wrote: > Well, this certainly makes sense for magic skills. Restricting a warrior > to lvl 25 magic skills doesn't hurt much - he wont use them often. > On the other hand, restricting a mage to use at most lvl 25 one/two > handed is a BIG pain and an unfair restriction. > I have no

[crossfire] Items and balance, was Re: race/class lacks distinctions

2006-07-01 Thread Mark Wedel
Wim Villerius wrote: > On Thu, 2006-06-29 at 22:48 -0700, Mark Wedel wrote: >> It has long been discussed that with a few exception (the non humanoid >> races >> and the classes that prohibit weapons/armors), a lot of race/classes tend to >> blur together. >>

Re: [crossfire] the scale of stats

2006-07-01 Thread Mark Wedel
Alex Schultz wrote: >> It might not be solvable without a lot of work, but I really think >> adding a zero to the max stat would make a huge difference. That would >> as well allow a change of the effects stats have. Now the difference >> between 29 and 30 is incredibly big. It seems to be exponent

[crossfire] player character creation/login redo.

2006-06-30 Thread Mark Wedel
Looking at the 2.0 TODO list: http://wiki.metalforge.net/doku.php/dev_todo:cf2.0 (as an aside, I'd hope to make the 2.0 release by end of year, which might limit it to the 'High' and perhaps some 'medium' items on the list) One of the high priority items is character creation todo. That's

Re: [crossfire] race/class lacks distinctions

2006-06-30 Thread Mark Wedel
Alex Schultz wrote: > Mark Wedel wrote: >> For example, there may be 4 different skills of sorcery - basic, expert, >> advanced, mastery. However, these all tie in with the same skill. >> >> The sorcery class starts with the mastery skill. Some of the other

[crossfire] race/class lacks distinctions

2006-06-29 Thread Mark Wedel
It has long been discussed that with a few exception (the non humanoid races and the classes that prohibit weapons/armors), a lot of race/classes tend to blur together. There are several reasons for this: - There are not really any race/class restrictions for objects (or conversely, not any

Re: [crossfire] code cleanup commit.

2006-06-28 Thread Mark Wedel
Tchize wrote: > Sorry, jumping in Thread a bit late. > > I have quite a few experience with logging mecanism, here is my suggestion > > Arrange log entries in a hierarchy (scopes) like is done in java logging > mecanisms: > > example: > common.object (for everything related to object) > > Prov

Re: [crossfire] Attribution for patches

2006-06-28 Thread Mark Wedel
Rick Tanner wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Andrew Fuchs wrote: >> - if you feel that something was improperly attributed, bring it up >> on the mailing list to get it fixed > > I would suggest the following as well: > > When making such a request to the mailing li

Re: [crossfire] Attribution for patches

2006-06-26 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: >> Everything I know of, is attributed in the cvs commit comments, however >> I am not sure he is aware of them or considers them proper attribution. > > There are AFAIK 4 patches on the tracker (closed, by elmex), and they all got > (what i deem) proper attributio

Re: [crossfire] Quest management system proposal

2006-06-24 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: >> Having the server of a plugin 'patch' objects loaded from the map itself >> seems to me to be a pretty horrible hack. I know from a debugging side of >> thing, having a bug with an object in some odd state, and not even being >> sure how it got that way is a pain

Re: [crossfire] requestable party lists

2006-06-24 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: > Hello. > >> I have uploaded a patch to the sourceforge tracker which forms an >> initial proposal for requestable party lists. >> >> https://sourceforge.net/tracker/index.php?func=detail&aid=1475202&group_id= >> 13833&atid=313833 > > This patch has been opened fo

Re: [crossfire] Quest management system proposal

2006-06-10 Thread Mark Wedel
I don't really have time to go into all the details, but have some quick thoughts: Having the server of a plugin 'patch' objects loaded from the map itself seems to me to be a pretty horrible hack. I know from a debugging side of thing, having a bug with an object in some odd state, and not

Re: [crossfire] [Crossfire-cvs] CVS commit: crossfire

2006-06-06 Thread Mark Wedel
Alex Schultz wrote: > Crossfire CVS repository messages. wrote: > >> Module Name: crossfire >> Committed By:ryo_saeba >> Date:Tue Jun 6 22:16:25 UTC 2006 >> >> Modified Files: >> crossfire/common: loader.c >> crossfire/make_win32: crossfire32.dsp >> >> Log Messag

Re: [crossfire] code cleanup commit.

2006-06-05 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: >> Which are harmless, but I think we should do a real logging system so that >> isn't needed - instead, pass in the type of log message (object, map, >> player, spell) to the log function, and then be able to specify what log >> messages we want via command like, l

[crossfire] code cleanup commit.

2006-06-05 Thread Mark Wedel
I just did a commit which really doesn't change any code, but does clean up some compiler warnings (now the core area compiles without warnings when compiled with gcc -Wall -Wno-char-subscripts). As part of that, I removed a bunch of functions that were not being used (with #if 0/#endif b

Re: [crossfire] [Humour] Have fun moments with crossfire code

2006-06-04 Thread Mark Wedel
tchize wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > While writing some test i came accross this line of code in > sum_weight() (object.c) > > if(op->carrying != sum) > op->carrying = sum; > > I suppose whoever wrote this had in mind that some memory chips are > faster at read

Re: [crossfire] Fwd: Mail delivery failed: returning message to sender

2006-05-30 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: > Anyone getting those messages when committing stuff? > > Nicolas Nope, and I just committed a bunch of stuff. I suppose you could always open a ticket with the sourceforge support folks and see what is up. Is it a continuous problem, or some more random?

Re: [crossfire] New layer code bug :)

2006-05-29 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: > Hello. > > Metalforge having been updated, I'm using the new mapcmd2 protocol, and > noticed somee fun bugs :) > > First (no screen copy, sorry), sometimes 1 item only will appear from a pile, > sometimes 2 items (without any monster) I found the bug on that

Re: [crossfire] Partial transparency

2006-05-29 Thread Mark Wedel
Alex Schultz wrote: > Mark Wedel wrote: > >> IIRC, gtk has no convenient way on handling the alpha channel (the >> inconvenient way would be for the program to figure it all on its own, >> figuring >> out the appropriate RGB values, and then drawing those po

Re: [crossfire] On item perspective and monster size

2006-05-29 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: > Hello. > > Unless I'm totally blind, current items's perspective is: > * straight top-down view for ground, shop tiles, and such > * top-down view with an angle, maybe around 30 or 45° (so the "bottom" is > closed for user than the "top"), for walls, monsters, bu

Re: [crossfire] Partial transparency

2006-05-29 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: > Hello. > > GTK client (I didn't test the other clients) doesn't seem to support partial > pic transparency. > > Has anyone tried to implement that? > > I'm asking because my centipede would look much nicer :) IIRC, gtk has no convenient way on handling the a

Re: [crossfire] Balm of return home

2006-05-25 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: > Hello. > > Currently, balms of protection and such work correctly even on unholy grounds. > On the other hand, balm of return home (word of recall) doesn't work. This > because when it actually executes it checks again whether ground is holy or > not, thus it ca

Re: [crossfire] New layer code bug :)

2006-05-24 Thread Mark Wedel
Wim Villerius wrote: >> Would be interested in more details on that, especially if you can get a >> reproducible test case. > Not exactly the case Nicolas describes, but try the following: cast > counterwall and walk in it. You'll see yourself disappearing. (This > works for any spell I've seen)

Re: [crossfire] RFC: dynamic alchemy

2006-05-24 Thread Mark Wedel
I think the general balance issue on apply dynamic alchemy to any object is basically this: If the same rules apply for all armor type items (boots, gloves, helmet, shield, girdle, bracers, and the armor itself), players can really crank up their power. For most of those, there is a lim

Re: [crossfire] New layer code bug :)

2006-05-23 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: > Hello. > > Metalforge having been updated, I'm using the new mapcmd2 protocol, and > noticed somee fun bugs :) > > First (no screen copy, sorry), sometimes 1 item only will appear from a pile, > sometimes 2 items (without any monster) Would be interested in

Re: [crossfire] lighting & LOS redo.

2006-05-22 Thread Mark Wedel
Lalo Martins wrote: > Having spent most of my last two working days implementing a colour picker > :-P I must say I like the idea of hue/saturation; it's perfect for this > purpose, as it completely describes a light colour. And you can use one > byte, wasting no bits, and have great resolution;

Re: [crossfire] RFC: dynamic alchemy

2006-05-22 Thread Mark Wedel
Looking at the readable code, there are basically 6 readable object types. I'm not sure if any treasure lists explicitly try to creatable alchemy books, but if not, each has equal chance. (the 6 types are monster info, artifact info, spellpath, formula, god, and stuff from the message file)

Re: [crossfire] lighting & LOS redo.

2006-05-21 Thread Mark Wedel
Alex Schultz wrote: > Mark Wedel wrote: > >> 1) Increase number of lighting levels from 4 to 12. >> >> > Seems rather arbitrary, but seems reasonable. Most constants are arbitrary at some level. However, I came to that number for a few reasons: a) the MAP2_CO

[crossfire] lighting & LOS redo.

2006-05-20 Thread Mark Wedel
Now that I've finished the map2 command, bringing up the idea of lighting redo. As doing part of that, I've thought up some new issues. But first, summary of proposed changes - most of these are from discussion last summer. Note that all are not likely to be done at the same time, and th

Re: [crossfire] server commit for map2 support.

2006-05-20 Thread Mark Wedel
Andrew Fuchs wrote: > I would like to ask a few questions in terms of making maps and archetypes. > > There are currently archetypes for chandeliers, would it require more > code to make these appear above players? For chandeliers, if fly is set on them, they will appear above players, as the

Re: [crossfire] server commit for map2 support.

2006-05-19 Thread Mark Wedel
Tchize wrote: > Mark Wedel wrote: >> Alex Schultz wrote: >> >> >> This won't happen any more. living objects are defined to be on level 6 >> and >> 7. So the only thing that would cause it to change layers is if it steps on >> top >&

Re: [crossfire] 64 bit crossfire musings.

2006-05-19 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: >> But the other issue is more that compiling spews out a fair number of >> warnings, and the basic problem is that if too many warnings are generated, >> people just ignore them, and there could be valid issues. > > Latest tests i've done show only 2 warnings for

Re: [crossfire] server commit for map2 support.

2006-05-18 Thread Mark Wedel
Alex Schultz wrote: > Mark Wedel wrote: > >> >> >> 2) the map2 has support for 10 layers. However, compared to the old 3 layer >> method where it tried to find something to fill each of those 3 layers, >> different layers are well defined to hold speci

Re: [crossfire] server commit for map2 support.

2006-05-18 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: >> The one problem with doing so is that clients not using the map2 protocol >> won't see these objects being animated anymore. My personal thought is >> that this isn't that big a deal - the animation of these objects is more >> window dressing than anything imp

Re: [crossfire] RFC: dynamic alchemy

2006-05-18 Thread Mark Wedel
Quick thoughts: 1) I'd prefer a way to say what item I want improved, vs it improving the strongest. this is more an issue for the first improvements most likely. Or if it is very clear how it decides what is the more powerful object (item power) that may be reasonable, except you have 2

Re: [crossfire] 64 bit crossfire musings.

2006-05-18 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: > Hello. > >> Having recently updated my computer to an athlon 64, this creates some >> issues for crossfire. > > I'm under an AMD64 since end of january, and didn't see any specific > Crossfire > issue. Ok, I don't run a local server, or play intensively :) >

[crossfire] 64 bit crossfire musings.

2006-05-17 Thread Mark Wedel
Having recently updated my computer to an athlon 64, this creates some issues for crossfire. Specifically, on 32 bit, sizeof(long)=4, sizeof(long long)=8. On 64 bit, sizeof(long)=8, sizeof(long long)=8 This pretty much means the use of the 'long' type most anywhere in crossfire is inco

[crossfire] server commit for map2 support.

2006-05-17 Thread Mark Wedel
I just committed the code that adds the map2 protocol command to the server. I played around with it quite a bit and didn't notice anything odd. A few worthy notes however: 1) Support for the original map command was removed. Clients as of 1.2 (or thereabouts) have support for the map1 co

Re: [crossfire] Modelling monsters, longer animations?

2006-05-16 Thread Mark Wedel
To me, the model sizes isn't that big a deal. After all, most people will only need to check out the arch tree once at most. So that initial checkout will take longer. But unless the models actually change, the time to do cvs updates shouldn't be longer. The only way to get around

Re: [crossfire] Modelling monsters, longer animations?

2006-05-14 Thread Mark Wedel
Pippijn van Steenhoven wrote: >> * put generated pics in the arch/ directory >> * put models and scripts in a new 3dmodels or whatever directory > > We are currently discussing this for Crossfire+. Ideas have mainly been > expressed in IRC but some are here: > http://cf.schmorp.de/tracker/view.php

Re: [crossfire] FYI: SourceForge.net: CVS service offering changes

2006-05-13 Thread Mark Wedel
Here is a little script I wrote to update the repository information - in this way, you don't need to do a new checkout and then merge. cd into your CVS tree, then run 'update_rep .' to update the entries. #!/usr/bin/perl use File::Find; find(\&wanted, "$ARGV[0]"); sub wanted { if ($_

Re: [crossfire] Steam Protocol Proposal

2006-05-10 Thread Mark Wedel
Pippijn van Steenhoven wrote: > Hi, > > just one thing about SSL streams. I suppose they would be used to transmit > passwords from the client to the server? Well, if the model was changed and > the password would not even be transmitted, there would be no need for such > streams and the entire co

Re: [crossfire] Modelling monsters, longer animations?

2006-05-10 Thread Mark Wedel
Jochen Suckfuell wrote: > > I wouldn't want to see the crossfire client's memory footprint exceed 500 MB > (or does it already? - long time no play). Each 32x32 image should take about 4k (32 * 32 * 4). There is of course some other overhead, but probably not too much. Thus, you get about

Re: [crossfire] Modelling monsters, longer animations?

2006-05-09 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: > Hello. > > I've been toying with the idea to do some (3d) modelling for monsters and > such > for Crossfire, like some are doing for CF+. > > Right now many (monster) animations are 4 frames long (3 frames with 1 > repetition), and all I think are under 10. >

Re: [crossfire] Steam Protocol Proposal

2006-05-09 Thread Mark Wedel
Alex Schultz wrote: > Mark Wedel wrote: > >> Some general quick thoughts: >> >> As stated before, selective 'per packet' compression has the nice advantage >> very easy to do - no need for extra buffers on the client or server side >> needed. >

Re: [crossfire] Fwd: [gentoo-announce] [ GLSA 200604-11 ] Crossfire server: Denial of Service and potential arbitrary code execution

2006-05-08 Thread Mark Wedel
Andrew Fuchs wrote: > Umm, was this the flaw i discovered, or is it a new one? The fact it says version >= 1.9.0 are not affected would seem to suggest that this isn't a problem anymore. but I'm not sure exactly what bug this is describing. > > -- Forwarded message -- > Fr

Re: [crossfire] Steam Protocol Proposal

2006-05-08 Thread Mark Wedel
Some general quick thoughts: As stated before, selective 'per packet' compression has the nice advantage very easy to do - no need for extra buffers on the client or server side needed. That said, if someone is willing to write that extra code, sounds good to me. A quick question is - are

Re: [crossfire] Backup(?) CVS via darcs

2006-05-08 Thread Mark Wedel
To me, there are perhaps two issues, which may or may not be related: 1) Ability to have multiple repositories on stable systems. 2) What source control tool to use. Right now, and probably with any source control tool, multiple _read only_ repositories could be done. In CVS, this would b

Re: [crossfire] Create earth wall / earth to dust issue

2006-05-08 Thread Mark Wedel
Alex Schultz wrote: > Robin Redeker wrote: > >> The change in the earthwalls made the monsters attack you through the >> earthwall, as if they could see you >> > On a slightly unrelated note to the topic of earth walls. Monsters > currently omniscient to everything on the map that isn't 1) too da

Re: [crossfire] Create earth wall / earth to dust issue

2006-05-08 Thread Mark Wedel
Robin Redeker wrote: > On Sun, May 07, 2006 at 10:50:09AM +0200, Nicolas Weeger (Laposte) wrote: >> * earth to dust fails because no object with move_block is on the spot. This >> is because earth wall that was created has no move_block set - wall is >> alive, >> thus player/monsters can't get o

Re: [crossfire] Create earth wall / earth to dust issue

2006-05-08 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: > Hello. > > juhaj on IRC reported a earth to dust bug. > > Looking at the code, I see 2 issues: > * in server/spell_effect.c, lines 705/706, it should be imo for(i= > -range;i<=range;i++) instead of for(i= -range;i do [-range..range] inclusive > * earth to dust f

Re: [crossfire] Sourceforge project admin intervention request

2006-04-30 Thread Mark Wedel
tchize wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Hello, > > Due to a bug in sourceforge security management, only project admins > have access to the page named 'source logos' which contains the codes > samples to use on every project webpage hosted on sf. As i will > publish u

Re: [crossfire] requestable party lists

2006-04-24 Thread Mark Wedel
Overall, the idea looks fine, but I haven't looked at the actual patch. But a few other thoughts: 1) It could be nice to include the highest number party number in the stats command (only transmit when changed). Since I recall that whenever a new party is created, the client can use this

Re: [crossfire] Player-owner shop proof of concept

2006-04-03 Thread Mark Wedel
Nicolas Weeger wrote: > Also, the price estimation seems quite weird - you set the price to eg > 2000 silver, and player will pay ~500 platinum :) > I suspect it's due to the query_cost and such functions using charisma / > shop specialization / ... yes. Presumably, shop specialization could

Re: [crossfire] Random encounters

2006-04-01 Thread Mark Wedel
Robin Redeker wrote: > Hi! > > Is that right what i just read: The random encounters where took out of > the code around 2001? > Why was it removed? Is it possbile to reimplement it? The implementation that was there was IMO more a pain than worthwhile. Basically, with some probability, grou

Re: [crossfire] Protocol & compression.

2006-03-29 Thread Mark Wedel
Sebastian Andersson wrote: > On Tue, Mar 28, 2006 at 10:57:21PM -0800, Mark Wedel wrote: >> 3) Compress everything sent. This should be done at a lower level (when we >> actually write to the socket). >> Cons: Stille harder to do - if we compress a block of data, but can on

Re: [crossfire] Protocol & compression. (tchize)

2006-03-28 Thread Mark Wedel
Daniel Daxler wrote: > Just thought I would mention this super fast compression and decompression, > that I have had good experience with (over modem line). > http://www.lzop.org/ > > Or the mini-version miniLZO. > http://www.oberhumer.com/opensource/lzo/#download > > I believe the sever cannot

Re: [crossfire] Protocol & compression.

2006-03-28 Thread Mark Wedel
tchize wrote: >>> >> This point is the real gotcha however - since the server can choose what >> data >> to compress, the question then becomes what portion of the commands are >> being >> compressed? >> >> > I was unclear. I just meaned, the server would do something like > and his datas >

Re: [crossfire] Protocol & compression.

2006-03-27 Thread Mark Wedel
tchize wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Just a note about the suggested > s->c compressed > c->s compressed (yeah imho shoud go in both directions) I'm not sure if there is anything to really gain by the client compressing the data. I can't really think of many

[crossfire] Indexed PNGS, was Re: Protocol & compression.

2006-03-27 Thread Mark Wedel
Brendan Lally wrote: > On 3/27/06, Mark Wedel <[EMAIL PROTECTED]> wrote: >> I just ran a quick test (find . -name "*.png" -exec gzip -vc {} > /dev/null >> \;) , and this is a somewhat typical result of the entire arch tree: >> > >> Some fil

Re: [crossfire] RFC: dynamic alchemy

2006-03-27 Thread Mark Wedel
Various thoughts: 1) The idea is interesting. However, like most such proposals, balance has to be maintained - if I can take a couple ancient red dragon steaks and get mithril chain resist fire +90, the case can be made that that is a bit too power. 2) You mention where to store informat

Re: [crossfire] arch.c badly named functions

2006-03-27 Thread Mark Wedel
tchize wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Hello > While writing arch check code, i noticed this. > > There are a few functions in arch.c which are named > get_archetype_xx but in fact return a new object of that archetype > using arch_to_object. I plan to rename thos

Re: [crossfire] Protocol & compression.

2006-03-26 Thread Mark Wedel
Sebastian Andersson wrote: > On Sat, Mar 25, 2006 at 10:02:56PM -0800, Mark Wedel wrote: >> There are a few likely differences which may or may not effect crossfire >> in >> different ways: >> >> 1) Some data crossfire sends is just not compressible. T

Re: [crossfire] Changing maps from under a running server

2006-03-26 Thread Mark Wedel
tchize wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Mark Wedel a ?crit : > >> >> All in all, seems a lot simpler to just restart the server than try >> to sort all of this out. >> > Agree. However, if i understand well, the problem

Re: [crossfire] Jeweler skill

2006-03-26 Thread Mark Wedel
Robin Redeker wrote: > I've discussed now a different approach. First, i think you were right > with 95% max resistancy. Thats indeed reasonable. But what about > resistancies like paralyze, slow, drain, depletion? Couldn't there be > +100 allowed? Yes, 100% could be allowed for those. > >

Re: [crossfire] Protocol & compression.

2006-03-25 Thread Mark Wedel
Alex Schultz wrote: > Mark Wedel wrote: > >> General notes - small map packets are not worth compressing. The cut off >> to >> be worth while is probably around 200 bytes. >> >> > One note, usually, map packets are larger than that unless they are &g

Re: [crossfire] Protocol & compression.

2006-03-25 Thread Mark Wedel
Sebastian Andersson wrote: > On Sat, Mar 25, 2006 at 01:00:59AM -0800, Mark Wedel wrote: >> For other reasons, I still think I'll add animation support to the map2 >> command. However, I think it also worthwhile to add something like: >> >> S->C: compress &g

<    3   4   5   6   7   8   9   10   11   >