Hello.
I have uploaded a patch to the sourceforge tracker which forms an
initial proposal for requestable party lists.
I like the idea. Forbidding : in party name isn't too bad imo.
I looked at the patch, and have a few comments:
* not totally sure lastparty gets initialized (maybe through a
Hello.
juhaj on IRC reported a earth to dust bug.
Looking at the code, I see 2 issues:
* in server/spell_effect.c, lines 705/706, it should be imo for(i=
-range;i=range;i++) instead of for(i= -range;irange;i++) since we want to
do [-range..range] inclusive
* earth to dust fails because no
Hello.
I've been toying with the idea to do some (3d) modelling for monsters and such
for Crossfire, like some are doing for CF+.
Right now many (monster) animations are 4 frames long (3 frames with 1
repetition), and all I think are under 10.
I was wondering about doing longer animations,
Le Samedi 13 Mai 2006 09:59, Mark Wedel a écrit :
Here is a little script I wrote to update the repository information - in
this way, you don't need to do a new checkout and then merge. cd into your
CVS tree, then run 'update_rep .' to update the entries.
Many thanks :)
(just a note: i had
A separate directory tree could also be done (3dmodels? whatever), but
then it sort of needs to mirror the other arch tree so that one can find
the original (if it is /a/b/c here, the source is also in /a/b/c, not
/d/e/f).
Yes, to ease maintenance.
One other reason that perhaps having
If anyone wants to have fun to my awful drawing skills, just check
http://nicolas.weeger.free.fr/article.php3?id_article=12 for a cannon
mockup :)
Nicolas
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Hello.
Having recently updated my computer to an athlon 64, this creates some
issues for crossfire.
I'm under an AMD64 since end of january, and didn't see any specific Crossfire
issue. Ok, I don't run a local server, or play intensively :)
There are some gcc warnings now and then (about
I just committed the code that adds the map2 protocol command to the
server. I played around with it quite a bit and didn't notice anything odd.
Great!
Thanks for the work :)
One of the main reasons for doing this is that one of the problems with
the old client is objects shifting layers
But the other issue is more that compiling spews out a fair number of
warnings, and the basic problem is that if too many warnings are generated,
people just ignore them, and there could be valid issues.
Latest tests i've done show only 2 warnings for the whole compilation, and
only for
Hello.
I just added a bot flag, for players.
To activate it, a client just has to send bot 1 (or anything atoi will
recognize as non zero) through the setup command.
When activated, this flag will make the player have a proeminent [BOT] in
who output, and more important this player will not
Hello.
Metalforge having been updated, I'm using the new mapcmd2 protocol, and
noticed somee fun bugs :)
First (no screen copy, sorry), sometimes 1 item only will appear from a pile,
sometimes 2 items (without any monster)
Second, traps seem to appear above player
Third, some items appear
Anyone getting those messages when committing stuff?
Nicolas
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But poking in the gtk source code, it does appear it is relatively clever
in its drawing logic, using shared memory and xrender extension, so
performance may actually not be that bad. It'd perhaps be interesting to
convert the gtk draw code to use the gdkpixbufs instead of the gdkpixmaps
Nope, and I just committed a bunch of stuff. I suppose you could always
open a ticket with the sourceforge support folks and see what is up. Is it
a continuous problem, or some more random?
I had it the last 2 or 3 times I committed, but it was the same day - maybe a
limited outage.
I'll
Hello.
I'm feeling ambitious, so here's a quest management system proposal :)
Of course, whether I (or someone) will actually implement it isn't yet sure
^_-
Quests should be finite state automates. Meaning different states, with
transitions between states, with conditions for those
Having the server of a plugin 'patch' objects loaded from the map itself
seems to me to be a pretty horrible hack. I know from a debugging side of
thing, having a bug with an object in some odd state, and not even being
sure how it got that way is a pain. This also seems to be pretty
Copied my proposal to
http://wiki.metalforge.net/doku.php/dev_toto:quest_management_system *does the
wiki back up dance* :)
Nicolas
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Hello.
I have uploaded a patch to the sourceforge tracker which forms an
initial proposal for requestable party lists.
https://sourceforge.net/tracker/index.php?func=detailaid=1475202group_id=
13833atid=313833
This patch has been opened for some time, and didn't receive much flame, just
a
Hello.
There was some exchange with Schmorp on IRC. He claims we copied
patches/things from CF+ without any attribution.
Anyone remembers one/more patch/pic/map we got/copied from Schmorp for which
we didn't attribute correctly, so we could fix that mistake?
Nicolas
Everything I know of, is attributed in the cvs commit comments, however
I am not sure he is aware of them or considers them proper attribution.
There are AFAIK 4 patches on the tracker (closed, by elmex), and they all got
(what i deem) proper attribution in the Changelog (courtesy CF+
I'd like to be able to say that I would definatly get the time to sit
down and finish this in the next week or so, but I can't honestly
claim that to be the case.
Ok, guess I'll wait for your clearance before committing :)
Nicolas
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Which is still patching/modifying objects. Perhaps not in a huge way,
but still, to me, it would seem better for the object in the map to be
modified, and not have post processing done later.
Some of this concern may be unwarranted, but I always fear the 'its only
plugins now, but down
This definitely is not a bug but a feature (see my previous ChangeLog
entry Do not merge locked and unlocked items. from 2006-06-01).
Oh, didn't remember that :)
Sorry, noticed the behaviour changed, and just assumed was a bug introduced by
mistake.
I'll have tp change how i do alchely, then
I won't comment on everything on this thread, just give my 0.2€ on some
things :)
- Pretty much all the skills are learnable, so what skills you start out
with are not very important - you can learn everything else later.
and
For the skills, my thought would be there should be different
anyone know of a particular reason that earthwalls have no_pick 1 set?
Isn't it related to create earthwall not working correctly?
Something to do with the wall size?
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Hello, here are my 2 cents of €.
I'll agree to some points made here and there :)
Such a restructuration is a good idea, and will hopefully enable to clean some
code. It should take advantage of unit tests currently being added.
IMO this should be done in current HEAD branch, having a stable
Hello.
Here are some patches i'd like opinions on:
-
https://sourceforge.net/tracker/index.php?func=detailaid=1389033group_id=13833atid=313833
New coins.
I see no reason to not commit'em, it makes it easier to carry money :)
I won't reply (yet) too all your points, just one :)
OTOH, you don't want a case where player is about to complete quest and
get reward, and then have everyone join them to get that bonus exp (one
question if the reward is exp, does it get divided by number of people in
party? Does each
Hello.
I think the makefiles for the plugins are kind of weird :)
Currently the Python makefile references directly
the ../common/plugin_common.c file, so the makefile for plugin_common is
basically useless.
Meaning when we add files to the common directory we must update the Python
I'd rather not have the NPC conversation be in python. IT has long been
discusses that the NPC conversation needs to be improved, with things like
conversation states, etc. This is unrelated to quests in particular - just
a general good thing to do.
IMO, having some basic scripting
Le Mardi 08 Août 2006 02:57, ERACC Subscriptions a écrit :
I just thought of a new spell: disinfect
It would be a cone or other area prayer that removes diseases from items,
critters and players. Any groups that can cast disease should also have the
disinfect prayer. Perhaps make it a low
Latex stuff could probably go away - I don't know the last time anyone
updated the tex stuff (but to be fair, not sure last time any documentation
has been updated).
Actually, it seems to be kind of uptodate, since it generates data from
archetypes and such.
I'd be more inclined to keep it
I'm not sure about the other systems out there - once can spend a lot of
time looking over all the documentation, etc. AS with our last discussion,
I'm most inclined to stick with CVS since we know what it does and doesn't
have any real major shortcomings (it works right now).
I'm in no
I won't comment on the priority, just other things :)
Better NPC logic 1.x?1
Can be scripted. I'm no mapmaker, but if someone gives me the flow of the
dialog I can write the script.
I could look at adding utility functions to help write such dialogs,
Hello.
I fixed a bug preventing death attack from working correctly, but there are a
few things to decide concerning that:
* what should happen in the case of friendly fire? Right now, damage dealt
through death attack will be reduced, so player won't be killed. Should
player be killed
Le Samedi 19 Août 2006 17:59, ERACC Subscriptions a écrit :
I propose that robes and other cloth items (not cloaks) should be a new
class of item called clothing not armor. A new body spot created for
that and archetypes updated. Special robes that may impart armor-like
characteristics could
Hello.
I'm looking at
https://sourceforge.net/tracker/index.php?func=detailaid=656191group_id=13833atid=363833
historical feature request to have blessed/cursed scrolls and books.
Here's what I see as effects (copied from the page)
* cursed scroll: ill effect, depending on spell - identify
Hello.
Unless someone objects really much, I'd like to trash the old plugin/event
system.
It is based on the event_trigger and such lines in the archetype definition,
and includes a few functions/fields (object-event for instance).
With the archetype-based event system, it is obsolete.
Hello.
After some fun chat on the irc channel, I'm creating a talking fireplace
which'll tell stories to players.
Small Python scripts, that'll be all :)
Now the question is, where should we put the stories?
IMO, a good place is in the share directory, maybe in a 'stories'
subdirectory.
A
I've made a first version of that talking fireplace.
Anyone minds if I commit it? It's an extra feature, though, but I'd find that
fun to have :)
It's basically:
* 3 new archetypes (object + 2 events)
* 1 new treasure list (to have the events in the object)
* 4 Python scripts (3 to react to
Are the stories going to be 'general' stories, meaning other objects
(whatever) on other maps may use them? If so, then a stories directory may
be appropriate (OTOH, we already have a messages file - wonder if it would
be better to extend that logic to cover types of messages/where they
Voting probably does make the most sense - but even then, you get some
complications - should the amount of commits a person do also have weight
on the number of votes?
Ha sorry, I was merely talking metaphorically :)
So I'll say another way: if we were to vote, I'd vote for SVN, but I'm
Hello.
I would like to enhance client-side scripting with a LUA engine, and before
potentially applying my changes I'd like to discuss that, and reply to
objections.
Note I don't plan on trashing current scripting system, just on adding
things :)
My rationale is to have at least one common
Hello.
For the fun I made a small proof of concept in Python :)
Sending it here in case someone wants to use that for something else.
Basically, if the player moves 5 squares to the top of the detector, then 5
right, then 5 down, then 5 bottom, she gets some platinum coins.
You must move in a 2
For example, if the method we decide to go for is that we will use
scripts to give out exp, then it probably would make sense to have a
generic script that takes some parameters on what skill and how much exp to
add, so you could do something like:
event_activate give_exp.pyc throwing 6000
1) require newer version of python (as with python 2.2, it clear seems
broken) 2) Look at python 2.2 doc and figure out if code can be modified to
work with it.
Hello.
Here's a patch that may fix the issue (I haven't checked the docs, but that's
an obvious thing to test ;p)
Nicolas
?
Hello.
I implemented the feature request #1539125 by Andreas Kirschbaum.
Swamps will now be fatal even to players having the woodsman skill. This skill
will only means you'll survive on the swamp longer :)
Nicolas
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Hello.
Following different bugfixes in the code, it seems to me the weather code is
now operational, even at level 5.
The tests I made seem to be correct. Weather correctly changes tiles, puts
snow/rain, in short behaves like it should from the code, and like one would
expect.
Rednexela made
Hello.
Since no one replied, I guess no one objects too much :)
So I'll implement that client-side engine someday ^_-
Nicolas
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Hello.
I support this proposal.
As you say in a later mail, though, the active/passive distinction may be
unnecessary.
But the idea to have hooks in as many places as possible does make sense, so
we can have many small plugins doing fun things :)
Nicolas
Thanks Mark for handling that poll so nicely :)
Nicolas
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flex files that generate .c (loader.c) - not a big space user, yet at the
same time, pretty trivial for most people to generate (probably any system
that has gcc can pretty easily install flex if not already there). The
flex files do not change very often. The one question might be windows
Hello.
I've finished a first basic version.
Patch is available on tracker at
https://sourceforge.net/tracker/index.php?func=detailaid=1560052group_id=13833atid=313833
Feel free to test, comment, flame, whatever :)
I plan to commit that at some point if no objection. I may add some stuff, and
Small note: you need to do
LIBS=-llua -llualib -lm -ldl ./configure
to correctly make it work (missing libs else)
Nicolas
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That fixed the problem. I take it there is no bad effect of doing this
for newer versions of python, so it should probably be committed by
someone?
Committing it when i get the time, then.
Thanks for testing.
Nicolas
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CVS data is imported over, and I've renamed the files to be arch/trunk,
client/trunk, etc.
snip
Thanks Mark for handling the conversion!
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Le Samedi 30 Septembre 2006 03:58, Alex Schultz a écrit :
Currently, the hall of fame in pupland just sits there static, so I'm
thinking that perhaps I should make a python script replacement for the
monument service, to inscribe the names of those who have beat the evil
masters if they want
It has been noted that within both the client and server, there is a fair
amount of old code around to support older versions of the servers and
older versions of the client. The setup command has also gotten a lot of
options with methods to negotiate what protocol commands it supports, and
Standardize on 19x19 map size.
It makes sense to have a common client size. Of course, whatever size we use,
some people will find it too small, some will find it too big :)
Make client fullscreen.
As long as it's an option, no issue here.
Note that I agree about the point concerning
Hello.
I've finished a first basic version.
Patch is available on tracker at
https://sourceforge.net/tracker/index.php?func=detailaid=1560052group_id=
13833atid=313833
So, no one has any comment? :)
Does that mean it's wonderful (so everyone's speechless), and I can commit it?
*evil
Le Lundi 16 Octobre 2006 05:19, Alex Schultz a écrit :
Kevin R. Bulgrien wrote:
LOL,,, see my post of a few minutes ago under client improvements.
Man, another dependency... ;-) Never heard of lua before.
Well, I was under the impression that Ryo was planning on putting the
lua source
Hello.
On tracker there's a bug about bombs and shops, at
https://sourceforge.net/tracker/index.php?func=detailaid=1571556group_id=13833atid=113833
Basically, a player can with bombs destroy unpaid items in shops (even in non
magic areas).
Now the question is whether this is something we
Hello.
I'm tracking the bug
https://sourceforge.net/tracker/index.php?func=detailaid=1569017group_id=13833atid=113833
It's due to spell's last_sp/last_grace/last_eat being used in socket code for
client-side spell list updating. Unfortunately last_grace is used in healing
spell code to
Just a thought, I'm thinking that perhaps the LUA patch should be put in
trunk for 2.x but not in 1.x. Also, to me it would make a bit of sense
to also remove the current scripting system in 2.x in favor of that
provided that the LUA engine can be supported on all platforms and is
built-in.
Hello.
For a while now I've been throwing the idea of separating the server's
object-type-specific code by object types. Currently things are rather
disorganized with code for how an object type works being spread all
around the code. I plan to begin to implement the plan on the following
Hello.
Related to bug
https://sourceforge.net/tracker/index.php?func=detailaid=1555485group_id=13833atid=113833
there indeed is a duplicated floor in the apartment.
Anyone knows why, if there is a specific reason for the floor and the door?
I must say I see none :)
Nicolas
Hello.
Did anyone experience the bug reported at
https://sourceforge.net/tracker/index.php?func=detailaid=1567287group_id=13833atid=113833
(stating drain immunity doesn't work)?
Nicolas
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Hello.
What would you think of writing the documentation on the Crossfire wiki
(http://wiki.metalforge.net) then exporting it to revelant files?
Having everything on the wiki makes sense imo, and it's easier to fix doc - no
need to get SVN first.
I'm pretty sure doing a text export isn't too
Just to follow up on this, I just hacked together a 150ish line (but
most is trivial little filler stuff and one-liner callback functions)
alternative 'renderer' for dokuwiki, that lets me using existing
dokuwiki parsing code generate nice looking plain text output. My
renderer is very
I wonder how many people actually print out any of the crossfire docs -
which is also a valid question regarding the existence of postcript files.
I'd say as long as it isn't too hard to generate them, let's generate them -
worse case, no one will use it :)
As I thought about the docs
Hello.
Was fed up with weird spaces/tabs/whatever in the code, and ran a simple
indent -kr -nut on common/living.c and server/pets.c.
Also fixed some comments so they are doxygen-friendly.
If anyone notices something in the files that doesn't match expected
convention, please tell me (haven't
Nevermind, didn't notice how it messed up many things, reverted (and gonna
indent manually *sigh*).
Nicolas
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Hello.
Related to bug
https://sourceforge.net/tracker/index.php?func=detailaid=1539207group_id=13833atid=113833
concerning the max_speed when wearing armor, I've changed the logic in
fix_object (former fix_player) to always cap speed at armor's max_speed.
If someone objects, please explain
Reading fix_object (former fix_player), it seems to be there's a big mess
waiting to happen (or already happened?) :)
Basically, fix_object resets many many things, including all special flags
(see in dark, stealth, ...), resistances, ...
This means all those custom values will simply disappear
Fixing code should be easy, but fixing players will probably require a
script to strip the last_grace/last_sp/last_eat fields from players's
spells. Another messy option is to reset at loading fields, but i'm not
that eager to do that, as it's a ponctual fix...
Ok, fixed the code by adding a
IMO, that is no longer really accurate - pixmaps can be odd sizes (32x40).
Some clients may have issues drawing it (I think I fixed it recently for
the gtk and gtk2 client). Now there may not be a lot of reason to use odd
sizes, but it should be supported.
That should be removed - if
A couple of days ago, I finally got the framework for object-type
specific code committed, though no code refactored into it yet. I hope I
didn't horribly mess up anything :)
Yeah for the framework! :)
Now if you could do a small example, so we see exactly how it works? :)
(one example is
Hello.
(sent with delay due to mail issues)
Make a rule of always making sure svn:eol-style is set to LF or not set
(preferably not set as to match what I have done already IMHO). The
drawback of this is that there are bound to be some mistakes in
following this rule, though on the other hand
Hi :)
So does anyone have any objections to 'doxygenificaiton' of the code? :)
None here, quite the opposite :)
Use Javadoc style comments as opposed to QT style comments. IMHO it's
easier on the eyes. For example:
/**
* This does foobar
*/
and *not*:
/*!
* This does foobar
*/
Hello.
Attached is a Python script that will reset spell's last_eat / last_gr /
last_sp for players when they connect. Value is archetype's one.
Logfile is created, named fix_spells_1569017.log, in datafiles directory. Also
avoids resetting 2 times.
Just put the .py file in the
I just changed Archetype.Clone from a method to a property (for coherence), so
attached is an updated script that'll work if you updated your server before
running it :)
Nicolas
Le Mardi 26 Décembre 2006 18:35, Nicolas Weeger (Laposte) a écrit :
Hello.
Attached is a Python script
Agreed. One thing we should perhaps check is if the terms of use for the
sf.net compile farm/shell server allows us to run doxygen on it, not
really sure it would but it would be nice if we could.
If nobody else is able to, I could run a nightly cron job (which won't
run unless the doxygen
Hello.
I just did all files in the common/ subdirectory :)
(fixed indent and comments)
Ok, i didn't comment *all* parameters, i did feel stupid for writing obvious
things.
But resulting documentation looks nice ^_-
Now, I warn you: I will track and hang, after some smacking, anyone committing
Hello.
Just implemented the feature request: add blessings and curses to scrolls
More details here:
https://sourceforge.net/tracker/index.php?func=detailaid=656191group_id=13833atid=363833
(that was the ancestor of all feature requests, may it rest in peace)
The effects I made are:
For
Just implemented the feature request: add blessings and curses to scrolls
More details here:
https://sourceforge.net/tracker/index.php?func=detailaid=656191group_id=1
3833atid=363833
Forgot to tell: as part of that implementation, i changed the behaviour for
scroll/spellbook reading failure.
Hello.
Having thought some, I suggest we try to have all documentation (including the
doc/Developers directory) regrouped into Doxygen.
Unless I'm mistaking, we can ask Doxygen to include some information from
external sources, so it shouldn't be hard to merge eg object types, and such.
Also,
+if(given_by == god-name){
This probably will not work: when loading from a file, I think the stored
values will not be shared strings. I.e., this check probably will work
until the player logs out. But after re-login it may fail.
This should work, as the god's name is a shared
Hello.
I just committed a new plugin, an event logger to an sqlite3 database.
Logged events:
* players join/leave/creation/quit
* map load/unload/reset/enter/leave
* kills, whenever a player is concerned
* ingame/real time links
with some details.
The idea is to gather statistics, to
Hello.
I just committed a program to generate map information suitable for website
display.
The program is utils/mapper.c, since it isn't (yet) included in the build
process you should compile it with:
gcc mapper.c -I../include ../common/libcross.a ../socket/libsocket.a -o
mapper -lm -lgd
Some more info I missed :)
From a map, the program follows:
* linked maps
* exits, including teleporters
* end maps for random exits - random maps themselves will not be generated
It will not follow exits through plugins or such :)
No additional information about a map square (monster,
Hello.
I just implemented partially the feature request
https://sourceforge.net/tracker/index.php?func=detailaid=656194group_id=13833atid=363833
(it should be possible to bless and curse items).
I added 2 new spells, 'curse item' and 'bless item', that do what you'd
expect.
Bless will make
Forgot to tell: for now, those spells are not available, as they are not part
of any quest/treasure list.
I hope someone will feel like using those a quest-item ;)
Nicolas
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Hello.
A change made girdles be considered armours for the 'no armour' god
restriction.
This is a really heavy change, especially for dragons or fireborns, so I
unilaterally reverted it :)
If we really want to make girdles not wearable when no armour is set, i think
there should be some
This code seems to neglect applied cursed items when the spell effect
wears off: I think it might be possible to unwear such items by forcing
spell failures until the cursed item was transformed into a flower. Is
this an intended feature?
Yes, I voluntarily don't check for cursed items.
After
The praying and monster code also reference the same checks for
no_armour and no_shield if I recall, and I think you just made it
inconsistent with no_armour/no_shield code for those. ;-)
Hum, is it possible to fix monster code to have that coherent?
I looked, and it seems it's only one line
Hello.
My favorite solution would be 3. UTF-8, followed by 1. US-ASCII. I dislike
2. ISO-8859-15 very much.
Favorite solution is 3, UTF-8 :)
It works nicely even with non utf8-aware functions (strlen such), and is
international so we'll not have any more issues with that :)
Nicolas
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