On Mon, Feb 18, 2019 at 4:30 PM Rick Tanner wrote:
> * Two month archive history in Discord
Although I would personally prefer an unlimited history, I think two
months is reasonable.
> * Same guidance and recommendations on both channels in regards to
> civility (or right now - IRC channel
On Mon, Feb 18, 2019 at 3:50 PM Rick Tanner wrote:
> Are the chat archives in Discord only available to members logged in to
> the channel?
>
> Or are chat logs available for search engines to index, or outside
> entities to download, etc.?
Discord chat history is only available to current
Since there has not been much else mentioned in the last week, does
anyone else have input, or should I take this as permission to
resurrect the bridge this weekend? Direct responses from Leaf and ryo
are below; mwedel and Partmedia have commented, but have not directly
expressed their support.
On Fri, Feb 8, 2019 at 5:16 PM Rick Tanner wrote:
> I appear to be overlooking something.. Where is the "ownership" of
> Crossfire shown or listed?
I was operating under the assumption that it was a "benevolent
dictatorship", consisting primarily of the original author (who I
understand to be
On Fri, Feb 8, 2019 at 5:24 PM Rick Tanner wrote:
> What are the options or choices for the bridge services that you mention?
I think the two mentioned were Discord and Slack. I think that both of
them are great choices, due to their familiarity among large groups of
people. There are also
On Fri, Feb 8, 2019 at 5:24 PM Rick Tanner wrote:
> I am not sure how the messages from IRC appeared in the discord
> channel/server. I was not logged in there at the time.
They appeared in a similar fashion, e.g., with the bot sending a
message, but prefixing it with the original IRC nick. An
> There is zero reason to move from IRC... thank you.
Absolutely, we are not proposing to replace the IRC in any way, just
extend it to improve the accessibility.
> I see great reasons to end web based forums..
Can you give some of these reasons? I'd love to hear them.
On a related note, I
On Sat, Feb 2, 2019 at 9:21 PM Ruben Safir wrote:
> > > I see great reasons to end web based forums..
> >
> > Can you give some of these reasons? I'd love to hear them.
>
> They depend on a browser, they spy on you, they are not quick, they
> don't integrate with my email client, I can't run
Does that mean that Metalforge has had *no* updates, or that it simply
pulls updates from another branch? Is it conceivable to run several
branches in parallel for situations like this?
--DraugTheWhopper
On Tue, Apr 9, 2019 at 8:55 AM Preston Crow
wrote:
> Metalforge is running a very old
Perhaps what makes this more confusing is that in this particular
format, the primary arch appears to be using the "Object" header,
instead of a more typical "arch" header, like you'd see in a map or
inventory.
So it might look like this:
Object chest
weight 10
value 1
arch sword
weight 10
value
I agree with the theory, it makes sense to me.
--DraugTheWhopper
On Sun, Mar 1, 2020 at 2:07 PM 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
On Tue, Jan 21, 2020 at 7:21 PM Kevin Zheng wrote:
>
> That's interesting. That means there's definitely a bug somewhere. In
> the meantime, we can work around by providing a debug build!
>
Are there any "partial debug" options I should try (since I notice a
little stuttering with the main debug
On Tue, Jan 21, 2020 at 8:12 PM Kevin Zheng wrote:
> > Are there any "partial debug" options I should try (since I notice a
> > little stuttering with the main debug build)?
>
> Build "RelWithDebInfo" in CMake. Make sure to make clean.
The build is here, for those who wish to try it:
In a bizarre twist, a debug build makes the issue vanish. I simply
cannot reproduce it once the CMAKE build type is set to "Debug". For
the adventurous, a copy of the debug build can be found here:
https://drive.google.com/file/d/1QobJhgkMLkBtq4uYhU8G72B2PEbWxYRR/
> This, I don't know. What
Hi all,
I've recently been attempting to get the Windows client built, and
have been having a number of issues. Thanks to the instructions at
http://xob.kapsi.fi/~makegho/trash/crossfire-win32.txt, and the
generous help of the folks in IRC, I am finally able to build a client
that works, but has
Hi Kevin,
> On Mon, Jan 6, 2020 at 7:41 AM Kevin Zheng wrote:
> There's no doubt there's a real issue somewhere.
I find it most interesting that the issue only manifests once I remove
the binaries from the build environment, and execute them elsewhere.
This indicates to me that I'm missing
I understand the issue with diagonals, and I agree it seems like a
rather hard problem. In any case, I don't think the current state is a
serious or exploitable issue, as long as future map and code
development acknowledges the inconsistencies.
--Nathan
On Fri, May 1, 2020 at 5:01 AM Nicolas
On Tue, Sep 29, 2020 at 1:12 PM Siegfried Eureca
wrote:
> Is there some play balance issue I'm overlooking, or did some code change
> years back suddenly make a level 40 dungeon into an impossible level 110+
> dungeon?
Yes, there have been play balances. Notably, sometime after
Metalforge's
> Do maps have a place here, as well?
FWIW, I think distributing maps, arches, artifacts, recipes,
treasurelists, etc., as a single unit makes sense to me.
The original proposal of moving the collect phase into server-start,
instead of server-compile, is a good one. A few more seconds on server
On Thu, Nov 12, 2020 at 1:26 AM Mark Wedel wrote:
> On 11/11/20 12:59 AM, Nicolas Weeger wrote:
> - should monsters be only tiled squarely (eg 1x1, 2x2, etc.), and we adjust
> the sprite to reflect the height
Based on personal preference, I think that having rectangular monsters
is interesting,
On Wed, May 26, 2021 at 3:51 PM Ruben Safir wrote:
> Aside from the #crossfire is going through a discourse server? Is that still
> correct? Seems that it becomes somewhat irrelevant.
Yes, the freenode IRC channel is bridged to the Discord service. At
the moment there are ~150 members on the
On Sun, May 30, 2021 at 2:56 PM Kevin Zheng wrote:
> It is May 30th when I'm writing this; is June 5th long enough for
> everyone who wants to be on IRC to move to Libera?
You should probably ask that of the people in IRC... :P
As for the Discord bridge, the simplest solution is to set up a
Yes, that one. Maybe you responded and *I* missed *your* response. :)
--DraugTheWhopper
On Wed, Jun 2, 2021 at 7:04 PM Rick Tanner wrote:
>
> On 6/2/21 5:19 PM, Nathaniel Kipps wrote:
> >
> > As for the Discord bridge, the simplest solution is to set up a second
> > br
I've set up a Libera-Discord bridge, and can tear down the
Freenode-Discord one whenever it is desired.
--DraugTheWhopper
On Sun, May 30, 2021 at 2:56 PM Kevin Zheng wrote:
>
> Fortunately, with the exception of the Discord bridge, this seems to be
> like a change where we can just pick up shop
I don't want to go down the political rabbit hole (I think we've been
explicitly warned about that in the past :) ), but a few quick notes:
Positive or negative feedback is certainly welcome, since the bridge
has now been active for some time, and people may have different
opinions than the last
Klaus, thanks for the offer. Though I guess my original question was
less about finding the original materials, and more about possibly
"fixing" the history in-place, so that it's cleaner moving forward.
--Nathan
___
crossfire mailing list
MWedel, thanks for the feedback. :)
> The game could then display something like 'you have picked up/dropped all
> you can right now', and player then has to repeat that action on the next
> tick.
This is definitely a very blunt fix, and thus has blunt consequences.
For example, let's say a
> slowing down the command processing from the client doesn't help out.
If I understand correctly, the problem is less that commands are not
processed quickly enough, and more that the drop command must be fully
processed before the server can tick again. Here's a different (and
probably flawed)
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 questions are in the actual
> crossfire-arch
Recently I was rooting through SVN history, trying to trace some old
facesets and PNGs, when I found a few anomalies. Maybe someone with
more experience than me is able to determine:
* Can these be fixed retroactively?
* If so, is it easier to fix them in SVN or Git?
The first issue is that at
Per Leaf, my original email was oversize, and so silently quarantined.
You can of course read it below, and here's a link to the image I
originally attached:
https://i.imgur.com/xwckXf3.png
--DraugTheWhopper
On Mon, Sep 13, 2021 at 1:09 PM Nathaniel Kipps wrote:
>
> I guess no feedback f
it bigger, lifting heavily from Lalo's theorycrafting
on the wiki.
More (or any) feedback is welcome.
--DraugTheWhopper
On Mon, Aug 30, 2021 at 1:56 PM Nathaniel Kipps wrote:
>
> Hi all,
>
> I'd like to gather a little feedback before attempting (yet again) to
> bigworldify pupland. A few ques
On Sun, Aug 1, 2021 at 2:47 PM Kevin Zheng wrote:
>easier to balance items/ monsters
An option is to allow a map developer to specify a modifier instead of
an absolute value. So, instead of saying the sword is dam 12, say it's
dam *1.5. (I proposed something similar to this elsewhere, a feature
A few points, hopefully helpful, maybe flaming:
> SGML
Since XML is a subset (superset?) of SGML, I think finding and
incorporating an XML parser is much easier than a SGML one.
> YAML
I hate the idea of being whitespace dependent. Although, I haven't
actually *used* YAML...
I think the
Hi all,
I think I remember hearing once that the only rule for being on the
metaserver is that your server must be more or less compatible with
the CF protocol. However, I think it would be a good idea to codify
any such requirement, as well as consider additional ones.
In particular, I think
I like the overall idea, though I think it's very ambitious.
Regarding random maps:
I don't think this needs to be restricted to random maps only, nor do
we need to strongly embrace the concept of randomness. I think it boils
down to "adding flavor to different areas and dungeons". Many of
Personally, I wouldn't want to be in the position of trying to
determine whether some contact method is valid or not, so I would not want
to be directly involved in such a project.
I suggest first implementing a policy ("No contact info in future map
headers, only internet handles"), then confirm
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