Re: [crossfire] Project: Slow down combat

2007-09-28 Thread Nicolas Weeger
   In some sense, this is sort of an inverse of how things work now - all
 actions more or less take the same time, but the characters speed differs.

Hum no, spell casting for instance takes a variable amount of time depending 
on the spell :)
Also some commands take more time, I think

   And in many ways, the above makes a fair amount of sense - some objects
 should modify certain action speeds, and not others - for example, speed
 boots should reduce cost of movement, but really shouldn't reduce cost of
 swinging a weapon.

   I think this would also need to be explored more - one quick concern I
 have off the top of my head is that all the different actions may now have
 custom code to figure out extra cost for this action based on various
 attributes.  It also seems to me that a basic speed multiplier for each
 living creature may be a bit simplistic - if one were to do that approach,
 one would think different actions should perhaps have different costs based
 on races (some may be fast at spell casting, slow at combat).  OTOH, that
 is a distinction that is currently missing from crossfire.

Having different speeds for races is maybe not required for now?
Let's have variable speed for different actions first, then adjust slowly :)


Nicolas
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Re: [crossfire] Spell idea: Elemental skills

2007-10-27 Thread Nicolas Weeger
Hello.

Replying to various mails at the same time.

   And idea I had was to change the current spell skills into 4 elemental
 skills - fire, water, air, earth.  The praying skill would not get changed.

Sounds good, if we can balance everything.

The idea of a 5th skill, well, not totally sure it's nice. I'd rather see 
generic spells you can use with multiple skills.
The issue you'd have with a 5th skill is how to level it - if it has enough 
spells to level correctly, why use another elemental? if it has only 
utilitarian spells, how can you level it?

   That could be useful in other regards - another thread had the idea of
 breaking weapons down, so the some classes can only use a limit of the
 weapons (so a mage can't pick up the battle axe) - if we followed an
 example of multiple combat skills, something like a dagger could have
 'skill simple|complex' type of thing, but the battle axe just have 'skill
 complex'

Or what about:
* create 'axe weapons' as skill, and forbid mages to get it
* put a cap to what mages can use in item power for weapons
things like that?

   It could also be interesting, but harder to do, that some spells use
 multiple skills for the effect.  Something like pool of chaos, which is
 really creating something from multiple elements, should perhaps take a
 look at the skills and adjust it accordingly - if a character is level 50
 fire and level 5 earth  air, that pool of chaos would really mostly be
 fire, with a little bit of earth and air (things like para elementals are
 also a mix of two elements)

It could be fun, and I'd add: allow 2 players to combine their spell to 
generate a different spell - fire storm + wind = big spell (more damage? 
greater range?
Also, you couldn't cast eg chaos fire+air if you only master fire+water :)

   Thoughts?  I think such a scheme would make the wizards a bit more
 different - playing a wizard and not being able to cast ice spells could be
 quite a handicap (or fire or lightning and hopefully same for earth).  And
 it makes some logical sense.

And it gives more importance to wands/rods/staves. I never use charging 
scrolls, for instance, not worth the issue - now if you find a nice wand, you 
have a use for them!
I would though seriously limit the rods, because they effectively have 
unlimited casting - the golden unicorn horn for instance is really powerful, 
allowing almost continuous healing. That seems too powerful to me.


Nicolas
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Re: [crossfire] back from grave

2007-11-12 Thread Nicolas Weeger
 Hello, am back from the grave.

Welcome back on board :)

 Coming back after lots of month away from crossfire, i took opportunity to
 checkout fresh svn. I noticed the latest entry in svn, that is not
 working. The readme tells it should contains the trunk of various tools. It
 did not. Assuming it was a missing commit for svn metadatas from someone, i
 added the server / client / maps / sounds / arch / gridarta as external
 repositories of latest/ (so now you can just check it out to get trunk of
 all tools)

Nice, thanks.

 I also noticed lack of clarity about disparition of configure script. wiki
 give correct procedure, but INSTALL on server does not. I added 2 lines
 about autogen.sh there and a link to wiki for details

Thanks again :)

 After sucessfull compiling and running of server i noticed a few messages
 that did not follow the time [level]   message format of Log(). It
 appeared those where generated by calls to print in pythin script. I
 modified the cfpython plugin to add Crossfire.Log(), changed maps/python
 scripts that were using print to now use Log() and updated cfpython
 information on wiki.

Sounds ok, thanks for the update :)


Nicolas
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Re: [crossfire] Music and ambient sound

2007-11-22 Thread Nicolas Weeger
Le jeudi 22 novembre 2007, David Delbecq a écrit :
 I started a thread about music and sound creation in crossfire. I think
 it's time for users to take action and help developpers :) Main
 developpers are coders, not music artists.

Note that there *is* server-side support for background music. See 
http://wiki.metalforge.net/doku.php/dev_todo:functions_implemented_but_not_yet_used#background_music
 
for a short explanation.

Nicolas
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Re: [crossfire] Music and ambient sound

2007-12-16 Thread Nicolas Weeger
Hello.

Just committed changes to sound (not background music) system.

Check doc/Developers/sound for more details.

It quite certainly isn't perfect, but I guess that's a start.

The design idea is to have arbitrary sounds, and also specific sounds for 
specific item / monsters.

Nicolas
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Re: [crossfire] Arch category... wall dressing?

2007-12-26 Thread Nicolas Weeger
Hello.

 Consider this a call for ideas on a directory structure for storing
 archetypes of this nature.  These aren't going to be walls, but
 probably will sit on a layer just above the wall so as to
 appear part of the wall.  It is doubtful they would be
 used for anything except redecorating wall tiles.

*votes for /wall/overlay directory*

Nicolas
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Re: [crossfire] Plan to commit combat changes to trunk

2008-01-03 Thread Nicolas Weeger
   I've been playing with the rebalance of melee combat for crossfire for a
 while, and while not 100% done, I think it is complete enough to warrant
 committing it to the trunk and hopefully getting more exposure.

   Now for folks running trunk servers, while the change will not cause
 anything to actually break (or it shouldn't), it will cause a change in
 game play, so folks may find combat tougher.

Gonna be hard on permadeath servers :)

   I have also limited the generators, via arch change, to only generate 5
 monsters before the generator dies.  I'm sure some maps need updating -
 that 5 monster limit is actually a pretty good compromise - it tends to
 fill up those empty dungeons that rely on generators to fill them up, but
 also keeps monsters at a reasonable level.

That's a major change, though. Many maps, especially some training centers or 
Gorokh's final map, actually rely on illimited generators. So maybe that 
should not be committed for now, or made optional for map designers to 
decide.

   I could do all this work in a branch - I'm just don't think that is
 really worthwhile - the main point of the trunk is to work on the big
 projects like this.  I'd say that where things are now, it has moved beyond
 expiremental code to code that will be used, but some more work is still
 needed.  I'll start another thread about future changes for balancing.  But
 I'm willing to discuss, and for folks to see this as a heads up if you are
 running a trunk server.

Agreed, trunk is for big changes...

Nicolas
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Re: [crossfire] Next release

2008-01-03 Thread Nicolas Weeger
Le lundi 31 décembre 2007, Mark Wedel a écrit :
   Had mentioned several months back I was going to do a new stable release
 in the near future.  Between getting sidetracked and waiting for some
 changes to get put back, I never got around to making a release.

Hopefully there will be a Windows release, last tests show everything work as 
intented, just need to ensure all DLLs are packed as needed :)

Client has metaserver2 support, and server should too when I get the time 
(unless someone else does it before, of course ^_-)

Nicolas
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Re: [crossfire] Client and Editor packages

2008-01-12 Thread Nicolas Weeger
 Just a short note to tell you that Debian and Yum packages for daily builds
 of the Gridarta Editor (Crossfire version) and JXClient are now available.
 The version number used is 1.0-, followed by a revision number equal to
 the SVN commit the packages were made from.

Nifty, thanks for those users :)


Nicolas
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[crossfire] New plugin: citylife - help needed

2008-01-27 Thread Nicolas Weeger
Hello.

I just committed (to trunk) the first version of a plugin named citylife 
that aims to add NPCs to towns.

Plugin is doxygen-documented for interested people.

Basic summary: when a map is loaded, adds NPCs to random zones. When the map 
is in memory, will randomly spawn NPCs from predefined points (houses / 
shops).

Behaviour is for now totally dumb, NPCs will just move around randomly.

Plugin relies on spawn zones and points, and archetype list (to vary NPCs for 
regions).

Help would be appreciated to define the spawn zones / points for various towns 
(only Scorn is done for now) :)
(or improve the plugin! see the todo list, or use your imagination).

Nicolas
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[crossfire] Volunteer for Windows builds?

2008-01-30 Thread Nicolas Weeger
Hello.

Is there anyone willing to do binary builds for Windows for now on?

I don't mind doing the .11 release, but I must say if someone else would like 
to do the next ones, I'll gladly let him/her handle things :)

Nicolas
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[crossfire] Weather code

2008-01-30 Thread Nicolas Weeger
Hello.

Is anyone actually using the weather system? Or does anyone actually 
understand the aim it has? Or has any plan to improve it?

I was pondering making that a plugin, or simply trashing it...


Opinions? Thoughts?

Nicolas
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Re: [crossfire] Weather code

2008-02-01 Thread Nicolas Weeger
Considering the strong opinion there is on this subject, I removed the code :)

Nicolas
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[crossfire] What Crossfire is missing

2008-02-01 Thread Nicolas Weeger
Hello.

Here are things Crossfire is missing IMO:
* quests, new maps - there is some work on that, but not that much
* ingame lore and stories - many stories on the wiki, not integrated ingame
* graphics (new if possible, or remake existing ones)

Any takers for some things? :)

Nicolas
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Re: [crossfire] Volunteer for Windows builds?

2008-02-02 Thread Nicolas Weeger
 (Moving the discussion from IRC to the ML)

 What about using something like CMake ?

 http://www.cmake.org/HTML/Index.html
 http://www.cmake.org/HTML/About.html

The issue isn't really the project/Makefile. The issue is to setup the build 
environment correctly :)
(especially for the GTK client)

Nicolas
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Re: [crossfire] New plugin: citylife - help needed

2008-02-02 Thread Nicolas Weeger
 I don't know if you already know this, already use it, already plan to
 use it, whatever, but:

 Sim City (classic) has been just GPLed under the name Micropolis, and
 the automata that runs the sims in the game is available as a library
 within the source tree.

 http://www.donhopkins.com/home/micropolis/

 When that happened, one of the first things I thought was, how awesome it
 would be to use it to control NPCs in a game like Crossfire!

Well, I'm not totally sure it's nice to control NPCs, because as far as I know 
it manages more shops/buildings than individual characters :)

It could be used to control the general town development, though. But I'd 
rather see something based in part on player activity (players don't use at 
all a shop = it disappears)

Of course, we could use some algorithms and ideas from that!

Nicolas
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Re: [crossfire] New plugin: citylife - help needed

2008-02-03 Thread Nicolas Weeger
 Out of curiosity, how hard would it be for city life to animate other
 things that are not NPCs?  Am thinking along the lines of tumbleweed,
 whirlwinds, leaves and such.  Not sure it is a suggestion yet.  Was also
 thinking of objects the player might be able to walk on rather than have
 them be blocking.

Well, you could expand the plugin to do that. Define eg trees as spawn points 
for leaves, maybe.
If one were to do that, I'd suggest to generalize, ie define 
multiple spawnable lists, each with spawn zones and points.

 I looked a bit. The zones and points in code seem odd, but I guess probably
 mostly out of simplicity until it seems it catches on?

It's a rough first implementation :)
I didn't try that hard to adapt precisely to eg the port shape, and zones can 
just try to put on walls (but server won't let, of course).
Feel free to change that, of course.

In the suggested changes, it would probably make sense to define the zones in 
the maps themselves, maybe, or something not closedly linked to the server...


Nicolas
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[crossfire] Player accounts, new player creation mechanism

2008-02-03 Thread Nicolas Weeger
Hello.

Here is a proposition for new player account mechanism and character 
management.

To be clear:
* player = human playing on Crossfire
* character = ingame character

When connecting to a server, a player can create or log in to an account. This 
account is linked to characters, and the player can manage (add, delete, 
maybe other things) them.

Character creation mechanism is mostly moved to client, where the player can 
select race and statistics.
I'd keep class to be chosen ingame for now, as it depends on maps and such.

Characters can possibly be transferred between accounts. Account survives 
until removal by player, characters disappear on death on permadeath servers.


Opinions? Suggestions?


Nicolas
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[crossfire] Map logical linking

2008-02-03 Thread Nicolas Weeger
Hello.

One issue I have with maps is that sometimes you have no clue what quest or 
thing they are linked to.

Example: I was browsing (in the editor) maps in Navar, and discovered some 
quest spawning various maps, with keys in one or the other, but no idea where 
to find other maps.

So I'd like to be able to easily find what maps are linked together for a 
quest.

For this, I suggest to use the lore field in the maps, which is totally 
unused (it's loaded with other headers, but never displayed).

Proposal for logically linking maps:
* in one of the maps, probably the one with quest starting point or quest end, 
describe the quest in the lore field, and include what maps are linked to the 
quest, maybe more information like player level or reward? Minimum is the 
linked maps
* in each quest map, add in the lore a reference to the quest and the map with 
all the information


Since I'm (after all!) a developer, I could suggest to create an easy format 
for this lore field to be able to automatically extract information and make 
nice spoiler pages. But well, maybe not that necessarily to go that far :)


Opinions? Suggestions?

Nicolas
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Re: [crossfire] Player accounts, new player creation mechanism

2008-02-06 Thread Nicolas Weeger
Hello.

Replying to various points in one mail :)


Benefits I see to account system:
* easier for player to manage characters
* easier for players to remember other's identities (one account vs multiple 
chars - assuming account named is for instance displayed in the 'who' output)
* maybe character exchange
* why not some benefit from dead chars on perma death servers?


Agreed on class information chosen at the same time, makes sense.


I'd see a transition period: at first old clients could create characters 
without accounts. Newer clients could create account and link characters to 
it (create account 'Nicolas', and tell the server the 'Warrior' character is 
linked to this account). Then remove players without account. Client could 
make some shortcut and propose to create account + player at the same time 
for lazy players.


I see the account as a better way to count players - best case all players use 
an account, so we know how many there are ; worse case, one account per 
character, same situation as now.


Yes, server will always check what client sends - basics of our protocol 
anyway.

Concerning Mark's last point: obviously, player will choose 'login' or 'new 
char' on client which will send the right command - wrong password implies 
failure to log, not new char creation.


I hope I addressed all points :)

Nicolas
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Re: [crossfire] Volunteer for Windows builds?

2008-02-08 Thread Nicolas Weeger
 I will have limited access to a 32bit Win XP home workstation starting
 in about 2 weeks.

 Will Visual Studio express work for the builds?
 Or, is something else needed or recommended?

I'm not totally sure, I only tried with VS 6...

Note that it will *NOT* work with Visual Studio 2008. There is a workaround to 
temporarily solve the issue, but it's not guaranteed it won't crash horribly 
at some point.

Technical details: VS2008 apparently changed the behaviour of snprintf, which 
will happily not add a final NULL when the destination buffer is not big 
enough. Crossfire relies on the presence of a final NULL and uses strlen 
after such concatenation... The result under Windows is dirty, obviously :p
One fix is to increase the buffer sizes everywhere and hope you'll never try 
to put larger text.
Other solution (better) is to use StringBuffer for concatenation, which 
requires some work on the code... (something I have in mind, but not sure 
when it'll be done).
(note that there may be some other function or compile flag I'm missing, I 
didn't test everything...)


Also, for Windows builds, the hard part is the initial setup. Once 
everything is installed, building isn't too hard.

Nicolas
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Re: [crossfire] Volunteer for Windows builds?

2008-02-10 Thread Nicolas Weeger
Hello.

Windows binaries for 1.11.0 released to Sourceforce.

Links:
* client 
http://downloads.sourceforge.net/crossfire/crossfire-client-1.11.0.exe
* server 
http://downloads.sourceforge.net/crossfire/crossfire-server-1.11.0.exe
* maps 
http://downloads.sourceforge.net/crossfire/crossfire-server-bigworld-maps-1.11.0.exe

(SF may need a few hours to update)

Nicolas
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Re: [crossfire] Map logical linking

2008-02-13 Thread Nicolas Weeger
Hello.

   Looks good to me.  It may be worthwhile to define how that information is
 used, and thus perhaps other fields.

As I see it, information is only used for mapper, to generate map information. 
No ingame link - at least, none that I plan to do, maybe others? :)
The idea to split quests from maps could be interesting, though, someday (so 
you could distribute map packs containing a quest).


As for the format of the field, I'd suggest: HTML, without anything fancy, and 
no h1/h2 headers (so they can be used for other things on the page).


Nicolas
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[crossfire] Mapper tool

2008-02-13 Thread Nicolas Weeger
Hello.

I'd like some opinions/suggestions on the mapper tool for Crossfire (found 
in server/utils/mapper.c).


Current aim of the tool:
* provide a map reference for map makers, to know what exists, show links 
between maps, point to areas where there aren't many maps, ...
* spoiler for players wishing to learn how maps are connected or browsing maps 
online
* help find inconsistencies in maps (same slaying between maps, invalid 
tiling, unreachable maps, invalid exits ...)
* make nice pics we can use for background or whatever :)



Here are the tool features for now (note: the pages on ailesse are not 
generated with the latest version, so I may refer to things you can't yet see 
unless you use the tool locally):

* for each map, a page with exits from / to this map ; quest(s) the map is 
part of ; region of the map ; map lore (without quest info) and level ; map 
picture (real size and reduced size) - 
http://crossfire.ailesse.com/maps/scorn/misc/church.html

* for each region, a page with the maps part of said region ; the region 
description - http://crossfire.ailesse.com/maps/scorn.html

* a global world map with region information - 
http://crossfire.ailesse.com/maps/world.png

* a map of roads, blocked things and exits (both used and unused ones) - 
http://crossfire.ailesse.com/maps/world_info.png

* a global map index - http://crossfire.ailesse.com/maps/maps.html

* list of slaying values used for keys / doors / various mechanism

* uses a template system to customize the output (basic templates in SVN, 
ailesse uses custom ones)

* warning for exits to non existing maps

* list of maps that exist but are not reachable from the HallOfSelection

Features not (yet) on ailesse:
* uses real map and region names for display, instead of the filename
* tiled maps support, grouping all maps linked through tile_path_ as one map - 
with the exception of the world maps themselves
* list of maps sorted by level
* .dot file generation with links between regions


Features I'm thinking about and could implement:
* nicer world map navigation, maybe using javascript to scroll maps
* max small pic width/height to avoid things too big on page
* use a scripting language for even more page customisation - may be overkill, 
but well ^_-


Known issues:
* Titan (and probably other) pics are shifted bottom/right - this is quite 
certainly due to the head being on non (0, 0)
* platinum coins are weirdly displayed, as well as the pentagon in the 
HallOfSelection
* does not take into account race-specific HallOfSelection


Code wise:
* no memory leak, even if the tool does not free its memory - all could be 
freed if needed, but as it isn't intended to run all the time, not required 
IMO
* file too big, I'm thinking of splitting it for easier maintenance
* not part of the build process nor installed - could be included (would then 
need to define a correct generation path, for now it spits into './html')
* shouldn't use too much memory when running
* could use more documentation, maybe (processing logic and such)




So, what would you, as a developer, map-maker or player, like to see?

I'm not saying I will implement everything, but you never know ;)


Nicolas
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Re: [crossfire] Using svnmerge for backporting to branch?

2008-02-14 Thread Nicolas Weeger
Hello.

 After applying a trivial bug fix for the manual pages of the clients, I
 thought about merging the patch to the 1.x branch.  However, it looks like
 all previous merges have been done by hand (hopefully using svn merge)
 instead of using automated tools like svnmerge (no space).  Or at least,
 I was unable to find the svn properties that are usually stored by
 svnmerge when it is used.

I have no objection to use svnmerge, but as you point out *everyone* should it 
if we decide to use it.

I would say for current trunk/branch it may not be that required, as I fully 
expect branch To Die Soon (tm) :)
Except for bugfixes, of course.

So maybe for the future 3.0 branch?

Nicolas
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[crossfire] New field: race_restriction

2008-02-14 Thread Nicolas Weeger
Hello.

Just added what I hope is a fun feature: race restriction on items.


From the wiki:


Everything that can be applied, including items, exits, handles, and thus can 
have a ‘race_restriction’ key. The value should be set to a : delimited list 
of races that will be able to use/apply/open this item. The list is in the 
form: 
:race1:race2:...:racen:
 with leading and trailing :. 
 Note that that this only applies to players - monsters can always apply 
everything. Also, Dungeon Masters are immune.



Enjoy :)

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[crossfire] Race / class animations

2008-02-14 Thread Nicolas Weeger
Hello.

I committed a few days ago a change that enables to have specific animations 
for all race/classe combinations.

The animations should be called base race animation_class_name, so for 
instance a Fenx warrior will use animation fenx_player_class_warrior.

So now we just need pics for all combos :)


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Re: [crossfire] Mapper tool

2008-03-24 Thread Nicolas Weeger
Hello.

I was wondering: would it be worth to make mapper generate one page per found 
monster archetype in ùaŝ.
Currently there is one big page summing that up (monsters.html).

Probably something like one page per archetype, with special monsters in a 
different section.

So you'd have (random values):
---
Bat
hp: 6
wc: 1
found in maps: cave, ...
Special variants:
- Bat Boss: big cave
- evil bat: demonic lair
-

Opinions?

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Re: [crossfire] Mapper tool

2008-03-24 Thread Nicolas Weeger
Le lundi 24 mars 2008, Rick Tanner a écrit :
 | I was wondering: would it be worth to make mapper generate one page

 per found

 | monster archetype in ùa?.

 What is the last word in the sentence?
 It's not displaying for me for some reason.

Sorry, it should read map, fingers slipped on other keys :)

 So, using the example above..

 There would be the name Bat on a map summary page.  This would be a
 hyperlink to a standalone page display the complete stats of the Bat?

That would be the idea.

 I presume the user would then have to use the browser back button to get
 back to the map summary?

 Assuming the summary above holds true; Just some ideas..

 What about using a popup window to display the monster information?

 What about using an iframe to display the monster information?

Remember mapper uses a template system to display information :)
So basic version would probably be link to another page, but you could just 
redefine / modify the template to use iframe or popup.


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[crossfire] ob_methods / ob_types

2008-03-29 Thread Nicolas Weeger
Hello.

I'd like to move all the ob_methods and ob_types functions, except 
init_ob_types(), to common directory.

And I'd like to add 'ob_trigger', to be used into common/button.c 
trigger_connected(), once again to remove stubs.

This way, we'll be able to remove the need to define move_firewall / 
move_teleporter / ... as stubs in many things.


Opinions? Comments?


Oh, and I do think this is getting real close to C++... Maybe it isn't 
required to reinvent the wheel all the time? :)


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Re: [crossfire] Spell rebalancing notes/thoughts

2008-03-31 Thread Nicolas Weeger
  Somehow, I don't like this definition of fun...
  But I admit I don't have many ideas of other definitions.

   I'm open to ideas to make this better.  Certainly waiting around for
 HP/SP/Grace to come back isn't fun, yet at the same time, we can't just
 ramp up the regen speed, as that effectively makes characters more powerful
 (if a character gets all their HP back in 2 seconds, it means you just have
 to avoid damage for that long).

What about making other fun activities the player could do while waiting for 
sp/hp/gr to regenerate?
Like, going to drink in a bar and falling in love with someone. Or trying to 
decipher a coded message. Or getting around trying to be elected to mayor?

   While potions of heal/power/whatever work, one can't really give them out
 in infinite supply.

What about forcing the player to accumulate some before they go in dungeons? 
What about focusing on non-combat things too? Enigms and such?


Nicolas
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[crossfire] If someone's bored...

2008-04-13 Thread Nicolas Weeger
there is much much lore on the wiki, that could/should be put ingame.

Nicolas
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[crossfire] Dialog modification

2008-05-10 Thread Nicolas Weeger
Hello.

I'd like to improve NPC discussion with the following system:
* NPC displays a text
* the player has a list of available replies
* choosing one reply leads to another text
* the player can also enter an arbitrary text

The three first things make the dialog much simpler for players. The fourth is 
to open some text only if the player uses the right keywords.


Comments and suggestions welcome.

Nicolas
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[crossfire] CFAnim

2008-05-12 Thread Nicolas Weeger
Hello.

I've fixed some things from CFAnim, and it seems to work though some actions 
don't really work.

Documentation is in doc/Developers/plugins.doc/cfanim/animfiles.txt or you can 
glance at the map /test/cfanim and associated scripts (cfanim.button and 
cfanim.animation)  to get a rough idea of how it works.

What kind of functions would be nice to have? Of course, the idea is not to do 
another scripting things, but basic animations.

On top of my head:
* animation loops
* jump to a random animation
* time based on NPC's speed and not ticks or seconds
* send a custom event (to communicate with other plugins)

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Re: [crossfire] Resistance calculation

2008-05-19 Thread Nicolas Weeger
Hello.

 I would like to suggest a change to the resistance calculation to treat
 every additional protection and vulnerability relative to the current
 resistance.

 Currently, all positive resistances (protection) are accumulated, and
 the negative resistances (vulnerability) separately.

(split much)

IMO, the negative bonus that you can't overcome is part of the penalty for 
choosing a race/god.
If you could, from -30, reach 100, there would be really no point for the -30 
in the first place... There are, I think, enough items to have high 
resistances everywhere, so that -30 wouldn't matter much.


 I suggest to simplify the code and treat every protection or
 vulnerability the same by applying the accumulation formula above to
 both positive and negative resistance items.

Code complexity has nothing to do here :)
Code is at the service of features we want, not the other way around unless 
there is a really good reason - in this case none of those.


Nicolas
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Re: [crossfire] SVN commit access

2008-05-19 Thread Nicolas Weeger
 I have recently been getting quite a few patches into svn for the server
 source (look in trunk ChangeLog for Arvid Norlander), and have been
 considering trying to become a developer, gros, Ryo and Ragnor (iirc) have
 all indicated this may be a good idea on IRC. So here is the request:
 commit access to the server source in svn, mostly in order to: 1) Clean up
 source, fix messy/bad/old source
 2) Fix bugs (both security related and otherwise), memory leaks, valgrind
 errors. 2) Writing unit tests for server (has been requested by Ryo on IRC)

 I may have occasional bug fix for the gtk based clients too but my main
 interest is in the server source.

Support for SVN access - just don't make big breaking changes without 
discussion first :)

Nicolas
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Re: [crossfire] CFAnim

2008-05-20 Thread Nicolas Weeger
I tweaked some more, and it's starting to be usable.

The newest feature is the ability to specify the animation to play through 
the 'message' sent as part of the event. Thus it's possible to group 
animations in a file, and run only one. Check /test/cfanim and associated .py 
and .conjurer files to see how it works.
And I plan to use that for Navar university, so that'll give more hints.

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Re: [crossfire] CFAnim

2008-05-20 Thread Nicolas Weeger
I added an 'animation' directory in the maps, the a 'maps' subdirectory - the 
idea is to have the same structure as for Python.

Navar university is now the first map to actually use TWO plugins to work ;)

I added the whole Lorkas backstory, more as a proof-of-concept than a real 
use, though it could very well stay here.

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Re: [crossfire] Importing the GTK+ editor in SVN

2008-07-17 Thread Nicolas Weeger
*sigh*

if only the list could be so lively for content-related stuff...

I globally agree with Yann. Also this is code no one here knows, it'll take a 
while to get into it, bla bla, but you do what you want with your time :)

*goes back to his hole*

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Re: [crossfire] Importing the GTK+ editor in SVN

2008-07-21 Thread Nicolas Weeger
 But so far, all the objections have been from developers involved with
 Gridarta and saying basically don't work on a new editor.

Please, get your facts straight :)

Yann didn't work on Gridarta unless I'm mistaken, and I definitely didn't 
(unless using it or making feature requests makes us developers :)).

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Re: [crossfire] Using UTF-8 in maps

2008-07-24 Thread Nicolas Weeger
Le lundi 21 juillet 2008, Raphaël Quinet a écrit :
 Just a quick summary of what was discussed a few minutes ago on IRC, so
 that it's not forgotten:
 - the gtk v2 client is already using UTF-8 correctly;
 - gxclient and the old gtk v1 client are still using iso-8859-1 but
   it should not be hard to convert them to UTF-8;
 - UTF-8 is pretty much the standard today and it will be increasingly
   hard to justify using anything else.

 Those who participated in that discussion were in favor of
 standardizing on UTF-8 (at least for maps, we didn't really discuss
 archetypes or anything else).  There were no objections against it.

Agree on UTF-8, it's much simpler :)

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Re: [crossfire] Reimplementing seasonal weather.

2008-07-29 Thread Nicolas Weeger
 I just had a conversation on IRC with Raphaël Quinet, relating to
 seasonal changes to the world. I was thinking about making an ice
 dungeon in the middle of a lake, that, by using the existing scripts
 relating to time, would only 'exist' during winter when the lake freezes
 over.
 Raphaël brought up the point, that if such a dungeon existed, it would
 make sense to have most of the world change to visually indicate the
 current season to players. Think about trees loosing their leaves, snow
 appearing on the ground, and lakes freezing over.

snipped

Nice idea, however it is implemented :)


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[crossfire] Face information for animations

2008-08-03 Thread Nicolas Weeger
Hello.


When collecting the .face files, the collect.pl script will only write 
fg/visibility information for faces outside animation, and not all faces. On 
the other hand, when an animation is defined into an archetype file, the 
visiblity/magicmap is set for all faces of the animation.

I'd like to fix that so the various animations can be factorized into .face 
files, with the face information (color_fg and such), that doesn't really 
belong to archetypes imo.
Example: the 'sea' animation is duplicated between 'sea' and 'sea1' (file 
ground/sea.arch) - it would be much easier to have it defined in sea.face, 
including color_fg and magicmap and visibility, and just tell 'animation sea' 
in both archetypes.

Opinions?

Nicolas
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[crossfire] Seeking life...

2008-11-01 Thread Nicolas Weeger
Hello.

So, anyone working on something? Anyone having plans for working on CF? Or can 
we close the shop down?


I admit I'm not motivated at all lately. The code is a real mess, maps are 
pretty boring usually, and the game is going nowhere.


Nicolas
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Re: [crossfire] Seeking life...

2008-11-03 Thread Nicolas Weeger
To sum up a discussion on the channel this morning:

- there is no common goal, so everyone is doing his own stuff
- there is no leadership who could define areas

solutions:
- define a common goal = need some leaders
- enforce content rules (reject maps that don't integrate into the timeline / 
overall story)


Nicolas

Le lundi 03 novembre 2008, Mark Wedel a écrit :
 Nicolas Weeger wrote:
  Hello.
 
  So, anyone working on something? Anyone having plans for working on CF?
  Or can we close the shop down?

   I've been fairly busy for the past few months on a kitchen remodel which
 took away my time from other projects - that's finishing up just now, so
 will be getting more into crossfire work again.

   I plan to resume work on rebalancing the spells.

  I admit I'm not motivated at all lately. The code is a  real mess, maps
  are pretty boring usually, and the game is going nowhere.

   I can certainly understand some of that.  I've run into th same feeling
 now and again.

   The one that we usually always come back to is new maps.  As a long term
 player/developer, I've played most all the maps, and playing them over and
 over again isn't that interesting (when I do player commercial games, I'll
 tend to play them through once - it doesn't really interesting me to play
 the game again with a different character or play the same areas over and
 over again with that first character - I might go explore areas I haven't
 done yet, but more often than not, just stop playing that game.  Given how
 often I play such games, that tends to work out - something new will come
 out.

   At some level, it is probably unrealistic to think that new maps can be
 created at a pace faster than they can be played - a lot of map makers
 would be needed.  It takes quite a bit of time to make up a good map -
 certainly longer than it takes to play it.  And perhaps the other side of
 that is that it can often be difficult to come up with good maps.  Everyone
 could sit down and spend several hours a week doing new maps, but if they
 are uninspired maps (more of the same), I'm not sure how much is gained. 
 One could just play the random maps for that type of experience.

   The flip side is that many of the maps are so old that they predate many
 features since added (lighting immediately comes to mind, but probably many
 other aspects), so even new maps of the same type of things may still be an
 improvement.


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Re: [crossfire] Seeking life...

2008-11-08 Thread Nicolas Weeger
Hello.

   The harder part is perhaps that first one - finding leaders.

I wouldn't mind being coding leader, but then right now the conditions aren't 
really met.
Code is here to be used for the game, it is not the game. Therefore, if there 
is nothing going on game-wise, then it's no use having a living code.

I do admit liking coding, which is sometimes more important for me than 
content, unfortunately.

Therefore we'd need a good game content leader who can make the game really 
fun and drive development needs.

I mean by content leader someone who can point out needs to be filled 
(missing a town linked to such and such story), accept or reject (saying why 
it is rejected) content submissions, who takes into account the whole 
coherence of the world and the background story, and such.

And lately since there is no new content, no need to drive the development, 
nothing really going on, coding for CF has become some really uninteresting 
idea (and I admit the code is starting to be quite messy which is not 
helping, either).


For the record here is what I'd like to do technically-wise:
- stable server, few bugs (obvious, and not that far a goal right now)
- distributed server, crash-recovery systems: server crashes, clients 
dynamically or transparently switch to another and go on playing maybe 
without even noticing - at least with minimal loss
- dynamic updating of resources - no need to recollect archetypes to take into 
account an archetype change, or a pic change
- regular releases (anyone remembers when the last one was?), as long as there 
is justification for that and in coordination with content leader

And to achieve this:
- well documented code, potentially linked to game features (monks shouldn't 
be able to wear weapons: how is it managed in the code, at which places? and 
such things)
- unit tests where applicable
- automate many things (win32 building and packaging, ...)
- split the code to make it less messy. Do small atomic tasks, and chain them, 
instead of having one big code mess that does a zillion things and can't be 
easily replaced
- move to C++, use Trolltech's Qt toolkit, and make a massive code refactoring

(note: please don't start discussing those last points / how I'd like to do 
things, this is not the thread for such a discussion that I will happily 
ignore anyway)

Nicolas
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[crossfire] Crossfire Resource Editor

2008-11-08 Thread Nicolas Weeger
Hello.

I've just committed to trunk utils/cre a first basic version of a tool I've 
called Crossfire Resource Editor.

This is for now a mere display of animations, archetypes, treasures, 
artifacts, alchemy formulea, but it may someday become something enabling 
edition (simple things like formulea aren't that hard I think). There is some 
framework around that, don't worry if you find buttons or such.

This tool is written in C++/Qt (probably requiring a recent version of this 
toolkit), and is not part of CF's standard build process. Just cd utils/cre 
 qmake  make to build it (need to have CF itself built before, at least 
the common directory).

Suggestions for improvements are welcome, bug reports too :)

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Re: [crossfire] Seeking life...

2008-11-09 Thread Nicolas Weeger
 Are we sure it is a good idea to make that ? Quoting what somebody else
 said about such an idea:

 I figured it would detract from suspension of disbelief and immersibility
 of the game

 Something I tend to agree with. Thoughts ?


I would say it really depends how it is written :)

On the other hand, it would be nice to have explanations for word of recall, 
the bed to reality, death penalty, and such ^_-


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Re: [crossfire] Gameplay

2008-11-15 Thread Nicolas Weeger
   As an add-on to that, I'd still like to see a quest management system
 that also provides rewards in exp or spells or the like, so that the only
 way to get that isn't by killing monsters (this can also be done now just
 by updating maps).

Yet again I'll remind you: YOU CAN ALREADY GIVE EXPERIENCE FOR SOME EVENTS
See http://wiki.metalforge.net/doku.php/dev_todo:experience_rewarder
But of course no one is actually using it, not like it's useful is it?

Also, I'll YET AGAIN tell on the list that, if map makers actually need 
scripts, I'm ready to write them, or help when needed.
BUT I WON'T WRITE SCRIPTS FOR THE SAKE OF IT, IT MUST BE FOR SOME SPECIFIC 
NEED - I'm fed up writing things for the sake of it that no one will use.


Nicolas, pissed off
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[crossfire] Turning transport

2008-11-16 Thread Nicolas Weeger
Hello.

I've just committed an archetype, a test map and some server code enabling to 
have transports that don't occupy the same space depending on the facing.

Check arch/transport/turningboat.* for an example, or maps/test/boat to see it 
into action.

Warning: this only works for a transport that is defined as a square (the code 
will simply *assert* if this isn't the case - you don't want that :)).

Basically, the server will update the move_type of the various parts according 
to the direction.

This is slightly hacky, but I can live with that (for now).


Note that, in the future, it should probably be expanded to eg monsters.


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[crossfire] C++/Qt server version

2008-11-17 Thread Nicolas Weeger
Hello.

I do plan to have a C++/Qt (core only, no X dependency) version of the server, 
with advanced stuff (dynamic archetype loading, ...).

I do expect / want this version to become the official server (winning on 
features, hopefully :)).

But I definitely don't want a fork, so I'd like to work on CF's SVN server.

So two options:
- I work directly on trunk - my preferred option, considering it's unstable 
since some years, and doesn't seem to be soon stable, not much work going on 
it
- I make a branch and work there - and if needed / when we want we merge to 
trunk

Opinions?

Note that this isn't for tomorrow, some stuff to finish before, maybe in a few 
weeks :)

Nicolas
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Re: [crossfire] C++/Qt server version

2008-11-24 Thread Nicolas Weeger
 I have seen C++ messes that I would hate to see in CF, but then it is well
 known that you see current CF code as a mess in itself, so perhaps it has
 potential for cleaning up the code...

Well, that is one of the points of the rewrite I'm proposing, indeed...

 I depend on trunk not being broken so that I can test and develop things on
 trunk.  I no longer have interest in working on branch.  I play only 2.x
 servers.  I do not want trunk broken (for long periods) as that will only
 be a detriment to play testing and developing what is on trunk now.  This
 is how I work on content - a topic on which you are most vociferous.

Yes, I'm vociferous on content.
It seems lately some moves are made in this field, so I'm trying to prepare 
the (bright !) future for the ambitious content people are thinking of :)
(something that current CF code doesn't always enable us to write easily, 
IMO).
But the (partial/full/total/global/[insert word]) rewrite I'm talking about is 
not immediately, it's in some months, after some design work and such.

From the various points on this list, I think I'll work on a separate branch, 
so it's easier to work on content.
(and as you I try to not work on branch/1.x anymore)


 While I recognize branching is a pain at times from my libglade effort in
 the client, it is my preference if I read your intentions correctly - it
 sounds basically like a huge rewrite.  Whether the branch be of the whole
 project or only portions that will be broken for some time is not really a
 concern.

Yup.


Nicolas
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Re: [crossfire] C++/Qt server version

2008-11-24 Thread Nicolas Weeger
   Seems like a sort of odd decision since most recent conversations have
 seemed to have decided that more content and less code work is what is
 really needed to be done, but this seems to be a big code project...

Yes, it has the potential to be ambitious.

   And just given the size and changes of the project, I'd like to see more
 detailed information - this isn't a minor change being made here.

I plan on having design documents before coding, so hopefully we'll have time 
to think things over. So I can't give much details now, as I don't know them 
all :)
Is that a satisfactory anwser? :)

   I also wonder that given such a rewrite if maybe a more drastic approach
 is needed.  IMO, one reason for the messy/bad code is to maintain
 compatibility - new things are added, but don't want to break old
 maps/archetypes/whatever.  I think some things could be simplified a great
 deal (or made more efficient) if it was considered OK to break some of that
 compatibility - this may mean lots of maps need updating, but if you're
 going to do a major rewrite, it may be an overall plus just to give up on
 some of that compatility for clean code.

Indeed, but then let's do the whole thing and convert *ALL* things. One of the 
reasons for the mess is that people (me included, quite certainly) don't do 
the conversion globally, and only change a few maps/archs, thus we need to 
keep old compatibility code.

   I do remember a long time ago someone else looked at doing crossfire in
 C++, and his decision was basically to do it from scratch - better to write
 something that meets the functional spec than to try and figure out what
 all that code does, etc.  But that is clearly a larger project.  A plus is
 that with a complete re-write, one could at least architect it for certain
 things.  But then you start asking questions on what is crossfire really,
 etc.

As Yann mentioned in another mail, rewriting from the ground up with copy / 
paste can be a solution.

   I think it sort of depends on the expected development model.  But I'd
 generally say do it as a branch.

   If individual changes were limited in scope to a few files and were
 basically complete at each commit, then maybe working directly in trunk
 would be OK.  But changing languages would seem that that is less likely
 case.  .

   The flip side is also that if not many changes are being made in the
 trunk, it should generally be fairly easy to keep up to sync (there aren't
 changes be made that requires syncing up, etc)

I think it'll be on a branch, yes.

   I do have some concerns like Kevin's, in that the rewrite could take a
 long time (I have no idea on your expected schedule on this, so maybe not).
  I'd actually be more concerned that the trunk gets left in some hybrid
 state - some stuff rewritten, some stuff not, and unclear if having 30% of
 it rewritten in C++/Qt and rest be old C is better than 100% in old C.

Doesn't matter. Current C code builds in C++ easily, so no is that C or C++? 
philosophical question :)
(and that's not a theoritical reply, I did test a few months ago - code didn't 
change enough to warrant another test)


Nicolas
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Re: [crossfire] C++/Qt server version

2008-11-24 Thread Nicolas Weeger
 Well, one thought, is there any reason Qt-core as opposed Boost C++
 perhaps? If I understand correctly, they provide similar faculties but
 Boost C++ also provides some rather nice looking python bindings that
 may make it far easier to move cfpython to a C++ code style.

 I'm not saying anything is wrong with Qt-core, and I've never actually
 used it or Boost C++ for that matter, but I'm just wondering if should
 maybe be considered, as it may have merits. That said, as you're likely
 going to be the main person in this code effort, simply having more
 experience with QT-core than Boost C++ can be a significant and quite
 valid factor.

I'm not a Boost specialist either (and that can have an impact on my 
preference for Qt), but from what I gather, here are Qt features Boost 
doesn't have (someone will correct me if I'm wrong):
- multilanguage support
- GUI classes - modular, so you can disable if not needed, and if you need 
you're using the same base classes
- image manipulation
- crossplatform build system

Note that C++/Qt and Python interact decently with some tests, there doesn't 
seem to be any issue there.

 Not too much of a strong opinion, except that if you do work on trunk
 there should be either a tag or branch made for the current state of
 trunk.

Yup.


Nicolas
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Re: [crossfire] C++/Qt server version

2008-11-27 Thread Nicolas Weeger
Hello.

Ok, from what I gather, people aren't against massive changes on the server.

Reminder, though: content goes first, always :)
So feel free to ignore all the technical aspects if you only want to make 
content :D

So here is what we'll do:
- put on a wiki page what kind of game we want (quick gameplay? slow combat? 
combat only? other things?), so we all know what we aim for
- put on a wiki page features we want from a technical point of view
- put down design ideas for those features
- select which one we'll use
- then decide whether to start from the current base, from scratch with 
copy'n'paste, what to use, and so on

I guess I'm the one to start the wiki page, since I launched the discussion in 
the first place :)
I shall do this soon, just a few things to think over before proposing 
things :)

Nicolas
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Re: [crossfire] C++/Qt server version

2008-11-30 Thread Nicolas Weeger
Hello.

I've put a first basic draft at 
http://wiki.metalforge.net/doku.php/dev%3Aserver_design

The first step, though, would be to define the exact kind of game we want, 
obviously :)


Feel free to tweak the page and add stuff you think is missing!


(note: the dates are informative, can be changed by some days/weeks if 
needed - but I don't expect those design steps to take years, actually)

Nicolas
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Re: [crossfire] C++/Qt server version

2008-12-06 Thread Nicolas Weeger
Hello.

Reminder, the page http://wiki.metalforge.net/doku.php/dev%3Aserver_design and 
specifically the 'player-wise' section is waiting for you and your ideas! :)


Nicolas
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[crossfire] What about a gameplay revolution?

2008-12-14 Thread Nicolas Weeger
Hello.

Here are some propositions to make CF a different but hopefully funnier 
game :)

1) Don't give out stats to players. Don't give HP/SP/GR/ whatever. Only give 
hints about the health (you feel very bad, you bleed a lot) and such 
things (with great effort you take the armor, but fall on the ground trying 
to put it on)
Rationale: we're doing a game, not some financial computation. Also, players 
should feel whether they are ready to tackle dragons or are doing damage to 
an opponent, not merely check stats.
Of course, internally, the game could (should) still use numbers/stats.

2) Make attack/defense and other things just numbers with the rule the higher 
the better. Attack 50 vs defense 50 = 50% chance to hit (or something like 
that). No is it wc which is better lower, or ac?). In the same way, make 
weapons +1 just give some attack bonus, that's all.

3) Don't give so many powerful items. Have players actually create such items, 
with difficulty, so they need to take time (or buy it from other players). 
Makes a craftmanship or even alchemy skill much more interesting.
Want a sword with fire damage? Go find a rare stone of fire or harness the 
power of a volcano to make such weapon.

4) Reduce loot a lot. Don't put chests everywhere just waiting to be opened. 
Have stuff randomly grow on trees or plants, fish from sea, mine ore to build 
items, find stones to build buildings, whatever.

5) Remove map reset. A player destroyed a map? Well, another needs to rebuild 
it ingame - or let an NPC do it. That costs money and time, that's fine. And 
no need to rebuild it the same way :)


Just some random thoughts.


Nicolas
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Re: [crossfire] What about a gameplay revolution?

2008-12-15 Thread Nicolas Weeger
   If the human players were spending bunch of time doing calculations (like
 in live action games), then simplifying such things may make more sense.

That is the point, I think: a fun game isn't a calculation game. So why put 
calculations we don't need? :)

   Likewise, if the game was much more an adventure game, then maybe not
 having stats would make more sense (by adventure game, I mean games where
 the focus is on exploration and solving puzzles, like say myst, and not
 killing things).

Maybe that's somethine we should consider - remove some hackslash aspect, 
make the game more strategic, have more time to think about what you want to 
do next.

   I'm also not sure if removing stats would help out in your dragon example
 - the real problem in many cases when you first go to fight something is no
 idea how powerful it is.  In many cases tough monsters can be found in
 areas with much weaker monsters.

Then that needs to be fixed :)

   I think WC is the only thing that violates that rule, correct?  And the
 reason it does so is because it was based on the old ADDv1 version of
 THACO/AC (or so I believe).  I'll note that ADDv3 actually fixed that -
 higher the AC, the better.  Likewise, the idea of WC basically went away -
 instead, you just have a bonus to hit.  Ends up being very simple - if d20
 + to hit = AC, you hit.

   Making that change in crossfire is IMO a good idea and would be really
 easy to do - one could easily enough write a script to go through and
 replace wc X with hit_bonus 20-X (with the script doing the calculation). 
 Likewise, a similar change for AC could be done (new_ac = 20-X)

Actually, I was more thinking like: if attack == defense, 50% chance to hit. 
Attack  defense = more than 50%, capped to eg 90%. Attack  defense = less 
than 50%, capped to eg 10%.
Maybe not linear progression, but that can be adjusted (and 50% is some value 
I didn't think about, can be adjusted).

Also, you could have 'sword +1' = +5 bonus to attack, or +10, something like 
that.


   Agree.  Too often in maps/quests, the final reward is some artifact type
 weapon.  It would be more interesting if these were components or pieces to
 make up really good weapons.  And ideally give out very few static rewards
 (meaning that you always get item X from some quest - make it a treasure
 list of maybe 10 different items, etc)

What about something like you need to do 10 quests to have all pieces needed 
for a powerful weapon? Each quests only gives one piece of the weapon, 10 
needed.
But that still doesn't address the issue of map camping or leveling up.

   I don't know if the problem is so much the amount of loot, or more the
 lack to spend it on anything.

   I know there are some exceptions - guild houses go up for auction, and
 you can spend lots of money if you want your apartment a big bigger or
 quick exits to different maps.  But even many of those are one time upfront
 costs.

   At some point in my adventuring, I just don't find anything in the shops
 to buy very often - I've gotten all the spells, the likelihood of actually
 finding any decent items in the shops is low.  So that money just piles up.

   I think that is really the problem - unless there are more useful ways to
 spend money (needed for adventuring gear) it just accumulates.

Many things can be thought of. Apartment rent. Weapon/armor reparation. 
Potions to buy, or ingredients. Or lessons to level up or improve a skill.

   How do you handle dungeons?  Once someone does the goblin quest map, no
 one can ever do it again (who is going to repopulate it with monsters, etc)

Have some algorithm regenerate the map at some point, in a different shape?
Mostly, make the world dynamic, with population variations and such (you 
trashed many orcs? hard for them, not many to see around - will become again 
visible later on).

   One could perhaps make more of the maps persistent on a per player basis
 (basically store them as per unique maps).  So each player could only
 complete certain maps once.

   What I don't know how to do in that cases is parties where someone has
 done a map and other folks haven't (or suppose it is a big party, and
 several folks have explored a map to some degree).  Clearly parties should
 be able to explore the same map if they wanted to.


Yes, there's the party issue. IMO we should improve a lot how party work, to 
make it funner too.



I think one current aspect of the game is 'everyone wants to be a hero'. If we 
want to keep this, of course we need to level up or such. If on the other 
hand we want something else, then maybe not everyone needs to be a hero :)



One other point that was briefly discussed on the list: currently we lack a 
content and gameplay leader (not necessarily the same person, but well, maybe 
easier).
Basically we need someone who can drive the game in some direction, and decide 
things (yes, those maps are great, accepted, could you add some more 
background story, please?, no, 

Re: [crossfire] [ 1876788 ] Doubled characters in GTK clients (closed)

2008-12-19 Thread Nicolas Weeger
Hello.

 All GTK clients on trunk and branch are now considered free of the
 infamous and elusive double-character bug.  i586 clients were tested
 at SVN r11002, and x86_64 clients were tested at SVN r11012.

Nice, thanks for the fixes.

 Whomever builds the Windows client might want to rebuild a new
 snapshot.

I'll try to find time for that.

 Lets also consider getting the trunk clients built and in distribution.
 I have auto-build scripts that make it pretty easy to generate both
 branch and trunk client RPM packages and and tarballs.

Windows builds aren't that easy, unfortunately (I think), so making 
single-click scripts may not be that easy.

 I also would like to see the trunk clients become the new stable
 clients before 2.x goes incompatible with branches/1.x.  I am
 willing to pitch in here as demonstrated by this drawn out debug.
 I've got many many hours into these clients and would like to
 see that effort acknowledged with a release.

Sounds ok for me.


Nicolas
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Re: [crossfire] [ 1876788 ] Doubled characters in GTK clients (closed)

2008-12-21 Thread Nicolas Weeger
 Whomever builds the Windows client might want to rebuild a new
 snapshot.

Done and published.

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Re: [crossfire] Release 1.12

2008-12-21 Thread Nicolas Weeger
  Given that we don't have anyone wishing to coordinate content and maps
  and make them coherent and fun, I have no intention to do massive
  changes to the code, so that question is probably rhetoric :) (unless
  someone else feels like doing such work, obviously)

 That's not true... I thought gros was going to do that... if he won't for
 some reason I already said I'll volunteer too.

Yann dropped the project. And I didn't know you volunteered :)

To be clear, let me yet again say what I mean by content leader: someone who 
gives the overall gameplay style (fast combat? strategy? much loot?), the 
overall content (medieval fantastic? futuristic?), is willing to decide 
(arbitrarily if needed - and assume this decision against flames sure to come 
by) whether maps fit or not in the game, ensures background stories 
are correct globally, probably sort out gameplay-related feature requests 
and things like that.
To be honest, not some fun part, I'm afraid, but something requires IMO to 
ensure a correct game experience.
(and not saying the content leader must do everything alone - of course other 
people can help, but the content leader is ultimately responsible for the 
global vision of the game)


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Re: [crossfire] [Rebootworld] The true (hi)story

2008-12-30 Thread Nicolas Weeger
Hello.

 =
  Core history of the new Crossfire world
 =

snip

Based on your history, I wonder:
- will we have research lab on magic/technology, aimed at improving the powers 
of this new world?
- where is the super technology that was used to create the new world?
- why do inhabitants of this world fighting, instead of cooperating to become 
more powerful?
- why aren't inhabitants formed to this history during their childhood, and 
left in ignorance? you'd definitely want endoctrined people to work 
together and don't waste time fighting each other


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Re: [crossfire] Platform statement

2009-01-13 Thread Nicolas Weeger
Happy new year everyone!

 Actually, I think I'm over-reaching here.  All considerations of *how* to
 deal with gameplay, especially game mechanics, are just IMHO and
 suggestions.  I'll say what I think, reply on threads when asked, but in
 the end, go with whatever the coders decide :-)

No. It's not up to coders/developers to decide. It's up to the gameplay leader 
to decide game mechanisms.
And no gameplay leader is why no one decides anything on the type of game we 
have, why so many questions aren't replied to, so many things are left as an 
exercice to the first one to actually move (meaning no coherence yet again).


Remember: technical stuff is there FOR THE PURPOSE OF GAMEPLAY AND CONTENTS.
Not the other way around.

Content and gameplay should state requirements (features, ...) and have a 
feedback from the technical part about feasability/delays.


So to sum up:
- content leader = handles the story part of the game, maps that are ok or 
not story wise, and such
- gameplay leader = handles combat mechanisms, has a say on quest rewards and 
such, works on non combat stuff, ...
- technical leader = ensures needs of content/gameplay leaders are met, and 
maybe planifies development and such

(of course it's not a total division, everyone can make suggestions - but at 
the end of the day the leaders ACTUALLY DECIDE on their domain)

And we could obviously add interface/client leader, too.

Nicolas

PS: to reply to someone's mail, no, I don't want to be technical leader as 
long as we don't have a gameplay leader - and even so, I'm not sure I'd 
accept.
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Re: [crossfire] Leaderships(s?) (was Re: Platform statement)

2009-01-14 Thread Nicolas Weeger
So, tell me:
- what should chaos attack do?
- how are wc and ac related?
- what is the meaning of speed 1?
- I made a map with this and that reward with those statistics, can I put it 
into SVN? - who will decide?
- I made a patch to enable players to create items from other items through 
alchemy, is it ok to be put into SVN? - who will decide?
- I made a patch so poison attacks aren't a one shot, but actually poison the 
player for 1 to 10 seconds - who will decide to put that into SVN?
- here is a pickaxe to destroy walls, can I put it into SVN?

(not necessarily what does it do right now?, but what should it do in the 
ideal game we're making?)


As you said, this isn't a democracy, and latest discussions (and the lack of 
conclusions) should show that we need someone to actually decide when 
needed - so a gameplay leader, and a content leader, both are needed.

And I don't worry for technical leadership - there are enough people willing 
to code for Crossfire, besides the code is enough for now for most things 
planned in the next releases.


Nicolas


Le mardi 13 janvier 2009, Lalo Martins a écrit :
 quoth Nicolas Weeger as of Tue, 13 Jan 2009 19:17:18 +0100:
  - content leader = handles the story part of the game, maps that are ok
  or not story wise, and such
  - gameplay leader = handles combat mechanisms, has a say on quest
  rewards and such, works on non combat stuff, ...
  - technical leader = ensures needs of content/gameplay leaders are met,
  and maybe planifies development and such
 
  PS: to reply to someone's mail, no, I don't want to be technical leader
  as long as we don't have a gameplay leader - and even so, I'm not sure
  I'd accept.

 Okay, sorry, but this is not going to work.

 For years, we had just one project leader.  That worked in its time, then
 as Mark got busy with real life, things slowed down.

 Recently it has been proposed to have separate leaders for code and
 content.  A volunteer appeared for code, but then the need for a content
 leader was played; quite reasonably, one volunteer claimed he didn't want
 to go far as code leader unless there was a content leader.  So I
 volunteered to take the job.

 But now there's a third position that has to be filled as well?  And even
 then we may find we still don't have a coding leader?

 Come on, people, we're getting nowhere this way.

 At this point in time, I don't think we even have enough people working
 on it to be talking about leadership.  These are the important questions
 that need to be asked with regards to people resources:

 - Who will make content releases?  (me, I guess.)
 - Who will make server releases?
 - Who will make gtk client releases?
 - Who will make java client releases?
 - Who will fix content bugs?
 - Who will fix server bugs?
 - Who will fix gtk client bugs?
 - Who will fix java client bugs?

 Only after those are answered, are we prepared to talk about adding new
 content, new features, or even massive rewrites.  Oh sure, we could just
 declare 1.x abandoned; but considering all the cool stuff we have in svn,
 that would be a waste and a pity.

 All right then, to Gorokh with this.  Here's my new proposal.

 Short term: I'm naming myself release manager for the 1.12 mini-
 project.  I'll get a release out, code and content.  The extra work in
 carrying the code release through childbirth may (probably will) mean
 missing the March 1st deadline, but I'll give it my best.  I will *not*
 attempt to release clients, though.  If someone wants to coordinate a
 client release, I'd be very happy and lend my support.  (Kevin?)

 Medium term: I think the best thing to do, as far as separation of work
 is concerned, is to view this as a number of separate sub-projects:

 - Server (code and content) for 1.x
 - GTK/glade client (based on v2 I assume)
 - Java client
 - Gridarta for CF
 - Server (code and content) for 2.x (possibly later)

 Each of those should have someone taking responsibility.  (Gridarta
 already does, and the Java client unofficially does too.)  The necessity
 of a master overseer over the whole project is arguable; I think the
 sub-project leaders can work things out between them.

 But for now, let's concentrate on a release.  My hope is that the work
 involved in doing that will wake us up, and that the right people for
 each position will rise up in the process.

 Frankly... this whole thing is silly.  Free/Open Source projects aren't
 representative democracies; it makes no sense to be arguing about who
 will lead what when there's work to do and nobody to lead.  Let's go get
 this release out.  Please.

 best,
Lalo Martins



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[crossfire] Feature proposition: [img] tag

2009-11-16 Thread Nicolas Weeger
Hello.


I'd like to suggest a [img name=xxx] tag for client-side rich tags, as 
defined in mediaTags.

As implied, the tag would display a picture from its name :)


Uses:
- illustrate a text
- show a bigger picture of something (map, illustration, ...).



What do you think?


Nicolas
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[crossfire] How to integrate old stories in the game?

2009-11-16 Thread Nicolas Weeger
Hello.


How would one integrate old (as some hundred years old) in-game stories in the 
gameplay flow?


Right now, we have kind of the Know-It-All sage who will conveniently know 
everything of things that happened hundred years ago, without any mistake or 
such.



Things I could envision:
- old manuscripts, in languages a player would need to learn to decipher
- wrong (plain or slightly mistaken) things around, to have the player try to 
figure what to trust
- partial stories only, leaving the rest to deduction.



Opinions? :)


Nicolas
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[crossfire] Changing connection texts

2009-11-16 Thread Nicolas Weeger
Hello.


Suggestion to change the various messages at login:


Hello you nice soul, and welcome to this world.

My memory is slightly blurred lately, could you tell me your name, again? 
[prompt for name]


If new player:

Ha, you're not on my registers, so you just had the authorisation to 
incarnate on this world, he?

My name is [find name], and I'm here to help souls incarnate.

[if perm death] Please note that on this world your corporal incarnation will 
be destroyed if you die, so take care. [if reincarnation] It could be 
recovered, but you'd need help from some nice soul.
[if not perm death] You're lucky, here even if your corporal incarnation dies, 
you can still use it. Nice, isn't it?


Anyway, now you must choose your corporal incarnation. I hope you'll enjoy it, 
whatever you select.



If current player:

Ha, nice to see you again. Now if you'd be so nice as to prove me you indeed 
own this incarnation? [prompt for password]



What do you think? :)


Nicolas
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Re: [crossfire] How to integrate old stories in the game?

2009-11-19 Thread Nicolas Weeger
   If one were to go on this logic,than for any given message, it would be
 reasonable for what the player sees to vary based on literacy.

I was thinking of script-based text garbling, actually, but your approach 
works too.


   I do agree that some way for the player to handle/deal with these
 messages would be nice.  I use to resort to copying information down in
 another window, but that takes things out of the game experience.  One
 could imagine something like a special folio object that holds all these -
 the issue is still how to present them to the user.

Client issue that can be fixed.



Nicolas
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Re: [crossfire] How to integrate old stories in the game?

2009-11-19 Thread Nicolas Weeger
 A segue to something that has bothered me a bit: there are no longer any
 closed houses in Scorn, having been replaced with randomly generated ones.

 However, there is not much point in visiting them, as they are only single-
 level places with the randomly-generated paraphernalia. If you are very
 lucky, there might be a treasure room or some such, but otherwise they
 are fairly pointless: no monsters on the first level, nothing to do,
 nothing to see...

 How about someone working a bit on the generator, for example have the
 ubiquitous bookshelves actually occasionally contain something useful?


I'd rather see real maps.
The random map generator (which I did) was mostly supposed to compensate a 
lack of maps. If people do make maps for all houses, then the plugin isn't 
useful anymore :)


Nicolas
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Re: [crossfire] Changing connection texts

2009-11-19 Thread Nicolas Weeger
   One question would be:  What do you do on wrong password?  A not too
 uncommon situation is you have a new player who is trying to use the name
 of an existing character.  We probably want something that is clear that
 the existing name is in use, but at the same time isn't too confusing if
 they just mistype their password.


Hum, I'm sorry, but your secret phrase doesn't match what I have written in 
my book. Could you restate your name, please?


:)


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Re: [crossfire] How to integrate old stories in the game?

2009-11-19 Thread Nicolas Weeger
 It seems these kinds of ideas are good, though I'm not to sure about
 wrong information without some not insanely hard to find way to validate
 wrong data. Of the listed ideas, the first seems most likely to enhance
 play.  The last seems reasonable, though perhaps better done by having the
 missing pieces completed as a related quest progresses as though the player
 is rediscovering the history through the act of digging through and using
 this partial story data.

Validating wrong data is easy - go to the place, see there is no entrance, go 
somewhere else :)


 Without really claiming to have a vision of how to pull it off, perhaps the
 wrong/partial ideas could be supplemented by a mechanism by which a player
 can actually accumulate the stories client side for perusal in more of a
 book fashion instead of the encumbering NPC communication model.  I think
 that the lore and quests in this game are hard to handle because there is
 no practical way for a player to manage the information in more than a
 piecemeal fashion.  Adding wrong and partial stories seems like it could
 go the wrong way if something was not done to balance it out.

Well, for one, players do have a brain, and they could use to remember the 
stories :)
Writing sufficently fun stories would make it worth remembering them, IMO.

Though a good solution could indeed be to have client-side recording.



 Pieces of stories could have identifier tags of some kind that would allow
 them to be fit together into a document on the client.  Wrong information
 could have the same tag as good information - causing the player to have
 to decide which one was right when both were found.

I'd rather have the player organize tidbits herself.
No point in saying exactly what story a piece of text refers to, IMO.



 Agree that wrong information is more realistic in some sense, but am
 reluctant to get too realistic in this regard as it can frustrate rather
 than improve the player experience.  This game is based on a fantastic
 world rather than a realistic one.


So?
Fantastic prevents wrong/distorded information? :)

As long as the searching itself is fun, it should be ok, I think.



Nicolas
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[crossfire] What to find in towns, what to find in the countryside

2009-11-19 Thread Nicolas Weeger
Hello.


Right now there are many houses / maps in the various towns which have 
monsters.


What about moving all that outside the towns (which after all have guards and 
such, and should probably be safe places?), and putting them in the country 
side?
Except maybe some mice or dogs here and there ;)


This would leave the town with many houses to put NPCs, have shops, things 
like that. And increase the number of stories to tell to players :)


What would you think of that?

Nicolas
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Re: [crossfire] Changing connection texts

2009-11-24 Thread Nicolas Weeger
Hello.

 Suggestion to change the various messages at login:


Apparently, those messages are part of the motd / server rules / news.
So they could be changed as part of the default installation, but not that 
useful for existing servers.


It's probably more a client-side modification.


Or maybe a complete login rewrite is in order ;)


Nicolas
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Re: [crossfire] How to integrate old stories in the game?

2009-11-24 Thread Nicolas Weeger
 Obviously real maps would be the best solution. However, I think the random
 map generator does a fair job, specially on the multi-level dungeons;
 IMHO the different Scorn quest maps turn out nice and exciting.

 The fact that it does as reasonable a job as it does means that it might be
 worth putting a bit of effort into enhancing it...


Then maybe a base map, with random books and such?


Nicolas
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Re: [crossfire] Feature proposition: [img] tag

2009-11-24 Thread Nicolas Weeger
   More likely want to have something like an img tag with hints, for things
 like popup, desired size, etc.

Then let's do the whole trick and use some XHTML subset?


   Note that anything that deals with popups can be annoying in some areas. 
 If you read some scroll and it suddenly popped up a window, I'm not sure
 I'd like that.  It'd probably be better as a default for the message to
 just be displayed, something like 'This scroll contains a map.  Click on
 map image for a larger view (small map image displayed)'

Client-side issue.


My opinion: let's implement the tag in basic form, use it, and adjust later if 
needed.



Nicolas
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Re: [crossfire] How to integrate old stories in the game?

2009-11-24 Thread Nicolas Weeger
   I think we have sort of learned over time that coding in such solutions
 tends to lack flexibility we generally desire, or don't give as good
 results as we might hope.

   We could certainly have script based text garbling, but having it do it
 so that it doesn't look like something that was script based would be hard.

Randomly replace a word by random letters, with the same length.
That'd do the trick, no?


   I don't think this is a pure client solution.  That's just my thought.

   It's never really clear where the split between client and server is. 
 But my thought is something like this:

   On the server side, there is something like a folio object which
 characters can put all those different notes into.  Perhaps there is even
 code to see if the character already has a copy of that message.  This
 could basically be just a container object with some special handling.

   On the client side, it perhaps brings up a window which shows everything
 in the follow, so you can quickly read through it.  Maybe in the form of a
 book which you just page through.

Then let's find a volunteer to code that server side, and implement 
client-side too :)


   Ideally, each written note would have a title, so there could be a table
 of contents.  Things like 'Dungeons of the Deserts', 'Monsters of the
 Southern Forests', 'Characteristics of Ogres', etc.

I'd add options for the client to manipulate stuff around.
And also to copy items to give to other people - if you have paper, and if you 
have writing, the higher the level the lower the probability to make copy 
mistakes.



   While this could perhaps all be handled on the client (when you read
 something, it automatically records that information in a file), that
 doesn't seem ideal.  The information we are talking about here is really
 character information - while there is nothing that prevents one from
 sharing this knowledge, I just don't think it would be a good user
 experience that if you switched to a different client (or perhaps same
 client running on a different machine), you've suddenly lost all that
 information.

Sure, server side.

We'd need a way to identify uniquely a message, though, which I'm not sure is 
something we already have.
Messages randomly generated, and also messages from /lib/messages



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Re: [crossfire] Changing connection texts

2009-11-28 Thread Nicolas Weeger
   While you may jest, I still think that last comment is true.

   As a very basic level, the client could request both the username 
 password at once for login, with another button with something like 'create
 new character'

   Depending on what the user does, gets appropriate results - while I've
 advocated rewriting the character creation process, that wouldn't need to
 happen in this case - if the user clicks new character, it just dumps them
 in the existing character creation area (but the messages there could
 perhaps be customized a little better 'Enter desired character name', 'that
 character name is already in use', 'Please enter password for this
 character', type of thing.

   If the user instead tries to login with invalid character name/password,
 it should just print out a message like 'incorrect login', and not try to
 create a new character for them, and try again - if the user really wants
 to create a new character, they should explicitly have to hit the 'create
 new character button'


What I'd suggest:
- introduce user accounts, to group characters
- let the client gather login, check if account exists, then either ask for 
password or help create account


After logged in with user account, let select character or create a new one. 
Maybe ingame already - like in a map.


Any volunteer to code? :)



Nicolas
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Re: [crossfire] What to find in towns, what to find in the countryside

2009-11-28 Thread Nicolas Weeger
   Certainly for scorn, as that is a starting area, it makes a lot of sense.
  And a lot of the monster maps in scorn don't make a lot of sense.

   For navar city, there are several quest lines that sort of go with some
 of the maps in the town (old wizards tower, smuggling operation, etc).  But
 those are also better in that for the most part, there is some sequence so
 you just can't wander into a random house full of monsters.

I'd remove all monsters from town, or at least hide them.
Or make them non aggressive, and they start attacking if player attacks.

Or else we'll need to explain why the town guards are that incompetent! :)


   In terms of the NPC's, I think that can work.  However, I wouldn't like
 there to be NPC's giving quests (not that we really have quests, but you
 sort of get the idea) that you have to hunt through all the houses.  I
 think a method where most of the NPC's may have some basic information (so
 that for example they may have tales of haunted houses, etc) is good.  Or
 for that matter, if there are NPC's in the houses with unique information,
 maybe some of the common knowledge would be about that person (Bob over
 there is looking for someone to ...)

Well yes, you're supposed to know what your neighbourgs are up to :)
That'll require much work to link information, of course.





So, anyone willing to rewrite the in town maps? :)
I'd start with Darcap, since there aren't that many maps.


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Re: [crossfire] Feature proposition: [img] tag

2009-12-05 Thread Nicolas Weeger
Hello.

   I agree that you probably want other text - only popping up an image is
 not useful.

Up to the map designer putting the text :)


   Older clients pose more an issue.  If you are doing something like maps,
 it seems fairly difficult to try to support that with old clients (you
 could perhaps do an ASCII map).  You also get the case of you probably
 really don't want to display that ASCII map if you can display the actual
 PNG image.

We're talking about trunk, so let's forget older clients.
We should take the opportunity to break things.



   As long as the major clients support it, I think it is reasonable to
 state that there is no requirement to be backwards compatible - I think
 that adds a lot of complication, and it is simpler to just have the users
 use the latest client.

Yup.


As for the rest, client side issues for most.




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Re: [crossfire] Changing connection texts

2009-12-05 Thread Nicolas Weeger
Hello.

   Should some game things maybe be made account wide properties and not
 character properties?  Off the top of my head, I could think of things like
 apartments.

KISS for now. Let's just make an account, we'll think about shared apartments 
later.
Though I'd rather have shared apartments decided by players - so you can have 
one apartment shared by all your players, and also another shared by various 
people.
Like a guild, that is :)



   I don't really like an in-game solution.  While easy to do, and easy for
 all of us to deal with, its not great for new players.

Menu driven is fine, then, and not too hard to do, I'd guess.



   But I'm also not sure if your ingame comment refers to selecting a
 character to play or creating a new one.  For creating a new one, we could
 perhaps leave the existing mechanism there since redoing is more work.  But
 making in game (map based) character selection I think would be more work
 than just doing the appropriate dialogs.

Current creation mechanism sucks. Yes. It's bad. It's evil.

If only because first you choose stats then class - which then uses some stats 
more than others.


So let's take the opportunity to rewrite the character generation mechanism.




 Question on accounts:  Where do we store this information?  May be a flat
 file or dbm file or something?  After all, the only information associated
 with an account is the name, password, and characters for that account -
 not a lot of information here.  But flat files don't work good if you have
 thousands of entries.

Flat file seems ok for me.
Obviously, I could suggest an abstraction layer with a pluggable storage 
mechanism being DB/file/..., but in C that'd be a PITA to write :)



 Step B: Character selection:
 1: Player can choose from existing characters (display names), create a new
 character, or associate an existing character with this account (after all,
 for all characters existing before this change, they won't be associated).
 2: If character selects existing character, just load up that character and
 play - assume that if the character has been set up for account, there is
 no need to check password, etc.
 3: If player creates new character, basically same as now, but we don't
 need a password - like #2 above, since the character is associated with an
 account, we use that password.
 4: If player needs to associated a character with this account, and for
 character name and password.  See if that is correct - if not, error out. 
 If so, verify that the character is not already associated with an account
 (if so, give them an option to associate with this new account?).  Once
 player associates character with account, go back up to B.1 - player may
 not want to play that character immediately - I could see a case when first
 creating the account that you want to associate all your characters with
 it.

Seems ok.


   Note also that within the client, in addition the existing logout, there
 another option is needed.  Logout could be as it is now - logout and go
 back to metaserver selection.  But also log out character and go back to
 character selection - should make it somewhat easy for player to choose
 which character to play.

Yup.


Nicolas
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Re: [crossfire] Player level vs monster level vs experience

2009-12-05 Thread Nicolas Weeger
   That is how I see it - monster level and player level should roughly
 match. But in this context, I'd sort of say a group of monsters and player
 level should roughly match.

   For example, at first level, the character will be fighting typically
 large groups of level 1 monsters, it's not a 1:1 battle.  But that first
 level character might be able to take on a level 4-5 monsters on a 1:1
 basis, but should die if he takes on a group of them.

Then that's not matching :)
A real match would be a level 5 monster being able to kill a level 5 players.



   Except for the most part, there are not that many things to adjust for
 monsters in crossfire - you do have level, hp, ac, sp, and skill levels. 
 But if all level 15 monsters had the same hp/ac/sp, it would be pretty
 boring - you need to be able to have enemy wizard with a bunch of sp, but
 maybe not as many hp, etc.

Except you could say: monsters have 1 hp / ac / sp (whatever) for level 1. 
Each level can give 2 hp, or 1 ac, or 1 sp.
Thus for level 15 you could have 31 hp / 1 ac / 1 sp. Or 1 hp / 16 ac / 1 sp. 
Or 1 hp / 8 ac / 9 sp. And so on.


   In theory, monsters should have all the same skills as players, and those
 be set at appropriate levels.  Right now, I think a lot of the code just
 uses monster level for skill level, which more or less works.

I'm not even sure the skill level is really used in many cases.


   When I was doing the rebalance, I was basically setting a monsters exp
 based on its level, but there was still a range.

   That said, I think it would be completely reasonable to redo it - exp is
 based solely on level of the monster.  If a monster is too easy for that
 exp, then it needs to be adjusted in some way (which could mean lowering
 level).

   However, keeping it a monster attribute does allow for maximum
 flexibility - for example, when redoing it, I basically had this as a exp
 value based on level of monsters:
 1 10 exp
 2 25
 3 50
 4 100
 5 250

   on so on.  But in this model, there are some big gaps - one could
 reasonably say a tough level 4 is maybe worth 125, and and easy level 5
 (but still harder than that level 4) is 200

Really depends on the view for higher levels.
Will you have a level 100 player fighting 50 levels 99 monsters easily?
Or player level 50 versus 10 monsters level 45 is ok, but 100 vs 99 is 
balanced on 1vs1?



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Re: [crossfire] What to find in towns, what to find in the countryside

2009-12-05 Thread Nicolas Weeger
 Well, Scorn also has an explanation on why neglected houses have monsters
 in them: the situation with Old Town.

Talking about that quest, would anyone have a description? That is what items 
one can find, clues there are, and so on?
:)


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[crossfire] Spell proposals

2009-12-06 Thread Nicolas Weeger
Hello.


Here are two proposals for spells. They are not totally incompatible, but 
well, even only one could fun IMO :)

The aim is to reduce the number of spells, and also make it more customizable 
for players;

I'll use the fireball spell as an example.


Spells with options.
--
Basic idea: level 1 fireball does x damage for y ticks on z squares.
Each spell have defined bonus in damage, duration, range for one level.

When casting a spell, you can add options, like:

1) /cast power 20% fireball
2) /cast range 15% fireball
3) cast damage 90 fireball
4) cast range 5% duration 2% fireball

1) means add (20% of levels over 1) * y ticks to duration, the rest split 
between range and damage
2) means add (15% of levels over 1) * z to range, the rest split between 
duration and damage
3) means add (90 * x) to damage, extra levels above split between duration 
and range
4) is left as an exercice to the reader :)


Obviously, you could then have a client-side interface to tweak spells / help 
define your spells.




Player-made spells
--
Basic idea: get a spellbook for a standard level 1 fireball.
Use alchemy (or other means) to tweak the parameters like range per level, 
duration, and such.

Ingredients to customize could be costly, or different for spells, or 
whatever.

Once leant, the spell has its own special parameters.






What do you think of that?


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Re: [crossfire] Changing connection texts

2009-12-12 Thread Nicolas Weeger
   Its a different topic than this, but having such a pluggable interface
 would be nice.  The biggest pain would be having to emulate it if a real
 database is not available (emulation would probably mean a flat file with
 fields separated by something or another)

   I can think of all sorts of stuff to record.  And if it was stored in an
 SQL database, one could then do analysis.  What are people really buying
 from the stores?  What spells are characters using?  Where are people
 killing monsters, etc.

   For crossfire, I was thinking something like dbm (or other native file
 based method) could be used, but I don't know how portable such methods are
 on non unix systems.  But looking at that, other than fast fetching of the
 keys, the data for that key is all stored in one field, so the server would
 still need to parse that out.  So doesn't gain as much as one would like. 
 I also suspect that for most servers, the size of this file wouldn't be
 very large, so even parsing a flat file wouldn't be that costly.

SQLITE is already used by my logger and newspaper (alpha) plugins.


Seems ok for me.


As for statistics, I don't really care actually for now, better to develop 
content and such :)


And maybe Zebulon (Ragnor's bot) could actually give statistics, if needed.



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Re: [crossfire] Changing connection texts

2009-12-12 Thread Nicolas Weeger
Hello.

   One thing I did think of might be DM access - maybe the dm_file should
 use account name instead of/in addition to character name?

   It strikes me that if you are going to trust a player with dm access, you
 probably don't really care what character they are playing.

Yes, makes sense.


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Re: [crossfire] Spell proposals

2009-12-12 Thread Nicolas Weeger
Hello.

snipped text

   Like above, balancing that can be tricky - have to be careful what you
 let them tweak to once again not get overpowered stuff.

   Here is an idea I have, which takes some of these ideas into
 consideration. This is sort of an amalgam of the custom spell creation in
 the elder scrolls games as well as a rune idea a friend of mine used for a
 tabletop game.

Has tweaking issues like other proposals :)





Anyway, my guess is that the first to implement something will define the new 
spell system.


So feel free to implement your ideas, they are as good as others :)




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Re: [crossfire] Getting rid of AC/WC

2009-12-12 Thread Nicolas Weeger
Hello.

   With the recent discussions on spells and this or that, tossing out this
 one - get rid of AC and WC (one goes with the other really).

snipped


So what is the rule for hitting/defending?
Will there still be sword+2? +3? what about armor?
What is the difference between a chain mail and a plate mail?



And if we go this route (which seems good as long as we simplify the rules), 
let's enforce the separate attacktypes damage for weapons - there is a 
skeleton for that, not sure it really works.



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Re: [crossfire] Getting rid of AC/WC

2009-12-17 Thread Nicolas Weeger
Hello.

   Basically like spells - if you aim at something, you hit it.  Aim in this
 context may just mean standing next to a monster and moving in that
 direction. For arrows it would be a lot like bullets, etc.  One could think
 of it like always rolling a 20 on the attack roll (there is special coding
 that a 20 always hits right now).  There isn't really any defending, but
 right now, there really isn't any defending either.

   There has been talk about redoing things so you have various attack
 options and defense options.  With a slower combat method, one could make a
 greater case for these - in a sense, they might be like spells but for
 warriors - you do an action and your next attack does something special. 
 You do more damage, but your armor rating is lower (and there could be
 actions that are reverse of that).  Or an attack takes longer, etc.   But
 removal of AC/WC doesn't really change the attack options and need to
 implement them - it just changes what some of those actions might be.
snipped


Well, that sounds ok for me. Let's implement that, and see what it gives :)

Could you maybe write that down formally, with simple rules, so it can serve 
as reference?



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Re: [crossfire] Character names, was Re: Changing connection texts

2009-12-17 Thread Nicolas Weeger
   Looking at the code, something vaguely related here is character naming
 standards.

   Right now, character names are limited to letters and - or _, and the -
 or _ can not be the first letter.

   Spaces and numbers are not allowed.  I can certainly understand spaces,
 as on unixlike systems, spaces in file names are a pain to deal with.  But
 not sure why restrictions on numbers (like the - or _, I could perhaps see
 why we wouldn't want a character to start with number.

   But why shouldn't Mark99 be allowed?


Ok by me to allow numbers.



   The other oddity (IMO) is that names are case sensitive.  Thus, Mark and
 mark are 2 different characters.  That to me isn't great.  If I was
 adventuring with a person, I might remember their name, but probably
 wouldn't remember the details on its capitalization - it could be odd to
 find out the 'dave' I'm not adventuring with is not the same player as the
 'Dave' I adventure with last week.


Well, could make sense too, yes.



   So my suggestions on this:
 - Allow numbers in names - just the name can not start with a number.
 - Going forward, names should be unique in a case insensitive manner.  The
 player can still choose variations on capitalization, you just can't have a
 'mark' and 'Mark'.

   To handle that last one, simplest thing is to just store all character
 related files in a lower case version of the name (so Mark would be stored
 as mark/mark.pl for example).  That's easy to do and solves the problem.

   The thing that is harder to solve is existing player files.  Writing a
 script to rename them is straightforward.  The hard part is dealing with
 any names that conflict (eg, server has existing Mark and mark).


Unless I'm mistaking, there is no 1.x = 2.0 migration script for players, 
meaning people will have to restart their character.
So name collision issues shouldn't matter.




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Re: [crossfire] Player level vs monster level vs experience

2009-12-17 Thread Nicolas Weeger
   Maybe.  Or just say that the level basing is that a character of level X
 can reasonably take on a group of 5 monsters also of level X.

   But as said, I think some of the failure is the AI in crossfire, so the
 make up for stupid monsters, there are just more of them.


That's part of the game genre, no?
Many monsters, not smart.


Should we try to go towards less monsters smarter?




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Re: [crossfire] What to find in towns, what to find in the countryside

2009-12-17 Thread Nicolas Weeger
   I haven't played it for a while, but one thing I recall is that the level
 range is pretty broad.

   Some of the undercity maps are suitable for low level characters (less
 than 5), while others are much tougher, with things like wyverns.  So I'd
 probably say the level range is 0-20, but it really depends on what area
 you are in.

   One problem perhaps is that there is not enough exp to be gained here to
 start at say level 5 (easier area) and work your way through, to the point
 where at the end you are sufficient exp to complete it.  If you start at
 high enough level to complete it, you may find some areas too easy.  If you
 start at a level where the area is a challenge, you may find you can't
 complete it, and need to go adventuring elsewhere to get sufficient exp.


Well, that quest could be integrated in a storyline, as per the advocated idea 
on another thread.
So that'd be an opportunity to fix/balance the various maps.




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Re: [crossfire] quest/storyline ideas

2009-12-17 Thread Nicolas Weeger
Hello.

   Recording for posterity a discussion in IRC about quests.  I've probably
 forgotten a few things, but hopefully I got most of.
snipped


Seems ok for me.


Some steps:
- check existing quests, required level, existing hints
- fix stuff so there is a real storyline
- add hints at many places




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[crossfire] Darcap tweaking

2009-12-20 Thread Nicolas Weeger
Hello.


I'm currently tweaking Darcap, to add some (I hope) interesting things to the 
town.

My plans include:
- move quest-related stuff outside the town
- no monsters in town houses (but maybe through wells or holes)
- linked characters, based on player's behaviour
- improved NPC interaction


For this, I'm writing a full plugin to handle various behaviours.


Do you guys prefer I checkin my work now and then while in progress, or should 
I wait to have all finished?


Please note I won't discuss the actual implementation (plugin or maps or 
archetypes), but I'm ok to discuss the town content itself.


Nicolas
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[crossfire] Merry Christmas

2009-12-25 Thread Nicolas Weeger
Merry Christmas to everyone :)


Nicolas
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Re: [crossfire] Merry Christmas

2009-12-25 Thread Nicolas Weeger
 Toi aussi! J'ai vu qu'il y avait pas mal d'activitée récemment sur la
 liste de distribution, je crois qu'il va y avoir pas mal de
 changements dans les nouvelles versions de crossfire... Bonne chance!

Hum, pourrais-tu me rappeler ton pseudonyme ? ^.^;;;
(je suis mauvais en « vrais » nom, des fois)



Quant aux changements, ça dépendra bien des gens et du « soutien » que j'ai - 
aussi de mon humeur, disons ;)


++
Nicolas

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Re: [crossfire] Darcap tweaking

2009-12-27 Thread Nicolas Weeger
Hello.

 Sounds like a good test city to work with.

 Does, or will, your work also include /darcap/town2/* maps?

Yes, probably.
Rewriting the elemental quest could be on my TODO list.



 If your changes will have a major impact on the existing guilds in
 Darcap for the trunk servers already out there, then it might be
 preferred to check in the work when it is all finished.  Keep in mind
 the file paths for all the players who have a big chest in one of the
 guilds there. ;-)

 Otherwise, for tracking purposes - numerous  smaller changes is
 preferred IMO.

I won't change the guilds/apartments, so that should be ok :)

I guess I'll commit often, then, even if experimental.



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Re: [crossfire] Darcap tweaking

2009-12-27 Thread Nicolas Weeger
Hello.

   Not sure what that means - do you mean linked quests, or something else.

Linked characters. So you'll only get hints from T if you talked beforehand to 
Z. Or things like that.



   I'm presuming/hoping this plugin will not be darcap specific, and can be
 used for other maps as the need/desire arises?

First I'll make it work. Then we'll see for reusing.



   I guess it depends on the status of the work in progress maps.

   If it is the type of thing this map/quest has been fixed, then I see no
 issue checking that portion in.

   I'd be more concerned in the case where a map is half done, such that if
 a player goes to that map, they would consider it broken.


I'll try to do atomic things - right now, the tavern's barman is almost done.



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[crossfire] Happy New Year!

2010-01-01 Thread Nicolas Weeger
Happy New Year to all the members of the team!


May 2010 bring you inspiration to tweak maps, add content, write (and 
implement) good stories, and such things ;)


Nicolas
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[crossfire] Dialog mode

2010-01-05 Thread Nicolas Weeger
Hello.


I'd like to propose a (menu-driven) dialog mode for players.
Something like what you can find in various RPG games.

Description:
- started when player says something to a NPC, like now
- player is presented with text and options, and a free text zone (to not have 
all options visible/obvious)
- player can't really move (or moving exits the dialog mode)
- NPCs are marked as 'busy' and thus won't move while talked to
- separates more the 'hack' part and the 'role playing' part
- separates clearly the 'say' to trigger things / talk to other players, and 
the dialog with an NPC


What do you think of that? :)


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