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
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
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
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.
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
--
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
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
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
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
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
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
--
http://nicolas.weeger.org [Petit site d'images, de textes, de code,
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
--
http://nicolas.weeger.org [Petit site d'images, de textes, de
Considering the strong opinion there is on this subject, I removed the code :)
Nicolas
--
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de
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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
--
(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)
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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
there is much much lore on the wiki, that could/should be put ingame.
Nicolas
--
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l'aléatoire !]
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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
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
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
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
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
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
*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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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
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
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
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
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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/
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
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
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
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
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
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
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
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
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
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
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
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
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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l'aléatoire !]
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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
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
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
Whomever builds the Windows client might want to rebuild a new
snapshot.
Done and published.
Nicolas
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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
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
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.
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
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
--
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:
-
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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?
:)
Nicolas
--
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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.
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
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
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
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
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
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,
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
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
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
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
Merry Christmas to everyone :)
Nicolas
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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
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
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
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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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
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