On Thu, 2005-08-25 at 18:57, Anton Oussik wrote:
> When the server comes across maps containing large amounts of items it
> takes a long time to load. While it is loading the whole server
> freezes for other players, and on very large maps (like the scorn sale
> shop or some apartments) this can ta
I was just thinking that it might be cool to be able to set an entrance
to point to a different map if you've completed a quest.
For example, once you've completed the old Scorn undercity quest, the
next time you enter those maps, it could be a happy under construction
place. (Or perhaps, the hol
Seeing the discussion on this list, I thought I should toss out an idea
I had.
Some time ago, I was thinking about creating a set of underworld maps,
tiled together much like the surface world maps. The difference is that
they wouldn't necessarily be completely two-dimensional. You might have
a
I've started playing again on Metalforge after a break of a dozen years
or so. I've noticed a few minor bugs. Some of them might just be me,
but I'll toss them out here in case someone wants to fix them:
It appears that the spell "magehound" is not possible to obtain. It is
not in any of the
I'm running 1.71.0 on Linux (Gentoo).
On 07/11/17 00:37, Kevin Zheng wrote:
On 07/10/2017 07:03, Preston Crow wrote:
Resizing the map in the client will occasionally cause things on the
other side of walls to show up.
The "unidentified" tab in the client doesn't seem t
I like your thinking on this. You have a place for monsters, but didn't
put any on the list. I've been playing on Metalforge recently, and I've
found pixies to be worthless monsters. They seem to usually have wands
but never use them. I seem to recall they used their wands at one point
in t
If I want to play around with creating maps, what is the best program to
use? (In my case, I prefer running Linux.)
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http://mailman.metalforge.org/mailman/listinfo/crossfire
If it also checks in ~/.crossfire/ so that old configs are picked up, it
shouldn't be a problem. If it finds something in the old location, it
should use that, but if it has to create a directory, I don't mind if it
puts it under ~/.config/crossfire/.
On 08/14/17 11:03, Ruben Safir wrote:
t
When playing on my laptop with a 283-dpi 4K display, I have to use the
client options to scale the map and icons. Would it make sense to check
the DPI of the display and scale them automatically unless a manual
scaling is specified on the command line?
The rest of the display seems to scale based
The "cleanup" of command line options seems to have removed almost all
of them, including many useful ones. There isn't even an option for
selecting the server anymore! I really need the mapscale and iconscale
options for high DPI displays--those have also been removed from the UI
settings.
What would be really cool is a command-line option to start a client
script, especially if it could be used multiple times for multiple
scripts. (I normally launch two.)
On 08/19/17 01:26, Kevin Zheng wrote:
On 08/18/2017 20:28, Preston Crow wrote:
The "cleanup" of command li
That would be a great solution.
On 08/19/17 12:10, Kevin Zheng wrote:
On 08/19/2017 04:59, Preston Crow wrote:
What would be really cool is a command-line option to start a client
script, especially if it could be used multiple times for multiple
scripts. (I normally launch two.)
Maybe like
I like those definitions a lot. However, we might want to keep the
exceptions or at least give some good thought to how moving them would
impact the balance of the skills.
On 08/20/17 02:53, David Hurst wrote:
Hi all,
I'm working on improving the messages that players get in general.
Today
Would it make sense to encrypt the connection between the client and the
server? I'm particularly concerned about the sending of passwords in
plaintext, as they're probably the same as other user passwords in most
cases.
It would be fairly simple to wrap the server side with stunnel, but
wit
A pair of simple ideas:
How about a per-skill high score list?
What about setting a higher maximum overall level than the per-skill
maximum level? Then to max out your character, you would have to master
many different skills.
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equals max level in your opinion?
On Thursday, February 7, 2019, 2:30:41 PM EST, Preston Crow
wrote:
What about setting a higher maximum overall level than the per-skill
maximum level? Then to max out your character, you would have to master
m
No, I'm thinking that the max level for skills would be lower than the
overall max level, so the ratio would stay 1:1.
On 2/7/19 3:32 PM, bill billy wrote:
So instead of skill and general exp being gained at a rate of 1 : 1
you're thinking more like 1 : 0.08? that would cause a player to see
m
Metalforge is running a very old server and map set. It would be great
if it could be updated. I'm not aware of anything that would break;
perhaps making a copy and testing it with updated maps and server would
be a good approach. I think they want to avoid a reset of characters
that have be
I've noticed that some rods can never be used. I'm under the impression
that rods are implemented with a given number of spell points that
regenerate quickly for casting the specified spell. Some spells require
more points at higher levels. In some cases, this results in a rod
where the spell
I've noticed a few minor issues with building the server:
In configure.ac, it is looking python2 instead of python-2.7. On my
system it fails to detect with python2, but with a check for python-2.7,
it works. I'm not an expert on autoconf, so I don't know if there's an
easy way to check for
I committed the second two, but the change to configure.ac didn't work
for me. I found an example online of using a fallback with nested
PKG_CHECK_MODULES calls, so I did that, and it works, so I committed
that, too.
On 2020-08-09 17:40, Kevin Zheng wrote:
On 8/9/20 1:08 PM, Preston
Oops. Stupid partial commit. I'll revert that. Sorry!
On 2020-08-13 16:51, Kevin Zheng wrote:
Hi there,
It looks like r21264 broke the server build for several of us. The
offending part of the diff is:
diff --git a/common/map.c b/common/map.c
index 724cbccc..7175f3d0 100644
--- a/common/map
I'm interested in changing the server to replace tracking of permanent
experience with tracking of total experience. This would work out to be
almost exactly the same, except it eliminates any rounding. For
example, if you had some skill (say hiding) that always gave out 1xp at
a time, you wo
On 2020-08-17 12:44, Kevin Zheng wrote:
On 8/14/20 12:32 PM, Preston Crow wrote:
I'm interested in changing the server to replace tracking of permanent
experience with tracking of total experience. This would work out to be
almost exactly the same, except it eliminates any rounding.
I've just committed a bunch of minor changes that eliminate all the
compiler warnings I'm seeing with gcc 9.3 and 10.2
There is one linker warning:
common/map.c:1485: warning: the use of `tempnam' is dangerous, better
use `mkstemp'
The way this is used, fixing it will be a pain, so I'm not g
On 2020-08-18 03:18, Robert Brockway wrote:
On Mon, 17 Aug 2020, Preston Crow wrote:
When you earn experience, it gets added to your regular experience
(up to the maximum), and some percentage (default 50%) added to your
permanent experience. When you die or are drained, your current
I'm trying to build a map, and I have a button that triggers when a
player moves onto it as expected, but it doesn't trigger if the player
appears on top of it because it's the starting square on the map. I
also can't get a button to trigger on a bed to reality when a player
returns to the map
I'm trying to create some monsters that aren't aggressive until they see
combat near them. I've taken a regular monster and added 'unaggressive
1' which makes them stand there as expected, but they don't notice
fights around them, only when they are attacked.
What do I do to make them more tr
louder when attacked.
That's not quite as good as having a monster get angry from seeing
combat near it, even if it didn't start near it, but it will do.
On 2020-09-06 17:13, Kevin Zheng wrote:
On 9/6/20 7:53 AM, Preston Crow wrote:
I'm trying to create some monsters that aren
There's a reproducible seg fault in is_identifiable_type() in item.c in
cases where get_typedata(op->type) return NULL.
I hit this consistently when trying to board a sailing ship.
I'm not totally clear on what is going on, so I won't commit my change,
but this is what I've found works for me.
So the simple version of the proposed change is to have the arch
directory work like the maps do now instead of like source code that is
complied in. (And other details like allowing overrides.)
I like the idea.
The current system is broken in that I can make arch changes and the
Makefiles d
On 2020-09-29 13:05, Siegfried Eureca wrote:
I've been gradually getting back into Crossfire, having played it
on-and-off over the years. One thing that has always frustrated me, is
seeing the Scorn Sale Shop littered with gear from Zorn's castle, and
I can't even beat Zacharus Zorn at the entr
I should stop wearing these:
That is Chaos shoes * (worn) (ac+5)(Spell regen penalty 1)(armour
+5)(resist chaos +10)
It goes on your feet (2)
It weighs 2.000 kg.
You reckon it is worth 7 platinum coins and 2 silver coins.
On 2020-11-17 14:44, Nicolas Weeger wrote:
Hello.
Sorry for the late
I have a change to track per-skill high scores that I was meaning to put
in. Should I do it now, or wait until after the release? (I've been
running it on my server for a while.)
On 2021-01-02 12:05, Kevin Zheng wrote:
Hi folks,
I am thinking about cutting a 1.75.0 release in the next couple
lls.
I had to tweak the mining arch to have a different subtype as that's
what the new scores key off of. I don't think there are any mining
pickaxes in the game yet, so this shouldn't impact anyone.
On 2021-01-02 12:53, Kevin Zheng wrote:
On 1/2/21 11:40 AM, Preston Crow wrote
uldn't you track skills by name instead of subtype?
I'm definitely against splitting harvesting skills...
Best regards
Nicolas
Le dimanche 3 janvier 2021, 15:36:14 CET Preston Crow a écrit :
Here's the patch.
It should be compatible with existing servers, creating a new hisco
On 2021-03-23 00:27, Mark Wedel wrote:
On 3/22/21 11:58 AM, Nicolas Weeger wrote:
Hello.
One issue that happens is server delays when dealing with big loot.
For instance a player selling some thousands rods can stuck the
server for
some seconds... Or even dropping many items on a big pile can
I think we need to be sure that the clients are offering help on the
local commands before we remove that help from the server.
I think what needs to happen is to have the client intercept the 'help'
command, display the client-side commands, then send the command to the
server for the server-
On 2021-05-30 14:45, Kevin Zheng wrote:
On 5/30/21 12:37 AM, Nicolas Weeger wrote:
I think one issue in the game is that many maps aren't easy to find
or even to
know that they exist.
I agree this is a problem, but don't have good ideas on this right now.
I think the problem here is that t
On 2021-05-30 14:51, Kevin Zheng wrote:
On 5/30/21 12:44 AM, Nicolas Weeger wrote:
From what I see, the 2 major points of guilds are:
- having portals to many towns and places in the world - that is
probably the
most useful for me
- sharing items between players (or even your own characters)
On 2021-07-23 15:12, Nicolas Weeger wrote:
The code currently forbids being connected more than one time per account.
I don't remember what the rationale was for that restriction - game-play ones?
technical ones?
Any hint appreciated :)
I was thinking of removing it, to allow players to exch
On 2021-08-01 05:15, Nicolas Weeger wrote:
I wonder if instead of setting custom values for items & monsters on maps, it
wouldn't be better to create artifacts (with a 0 chance of being generated)
and use it in maps.
The rationale I can see is that it makes it much easier to balance items/
mons
On 2022-01-15 03:46, Nicolas Weeger wrote:
For those not checking the tracker:
https://sourceforge.net/p/crossfire/feature-requests/282/
Comments, ideas, flames welcome :)
That's an awesome idea.
It might also be nice to have a new exit type of tile, so the maps tile
instead of having trad
I'm having trouble working with a multi-square arch. I'm trying to
modify it so that one square that is normally blocked on the roof of a
building is passable. In the arch, it's split up into four separate
objects, for example:
Object guild
...
end
More
Object guild_2
...
move_block all
x 1
I'm playing with some map ideas, and I found that if you have a random
item in a container, it works fine, but if you put that container inside
something else, the random item isn't processed. I modified
auto_apply_fix() to pull out the inventory scanning loop and put it in
it's own function so
Yes, I'm aware of that, but I'm paranoid about how code might change in
the future.
On 2022-02-05 13:42, Nicolas Weeger wrote:
Hello.
The patch looks fine to me, thanks :)
One small remark:
The test
if ( !tmp->inv ) return;
at start of auto_apply_fix_inventory isn't required, since you a
I was doing some testing, and I found several basic alchemy formulas
never showed up in books (mercury, philosophical oil, and philosophical
salt). After a lot of digging, I found that this accounted for a chance
of 30, and there are 30 chance-1 formulas near the end of the file that
aren't ge
I pushed a fix to compute the total_chance at the end.
On 2022-02-10 02:09, Preston Crow wrote:
I was doing some testing, and I found several basic alchemy formulas
never showed up in books (mercury, philosophical oil, and
philosophical salt). After a lot of digging, I found that this
I would like to have duplicators that self-destruct after use. I would
use the 'hp' field, but it's already set to one in the archetype, so I'm
thinking of using the value. I have it working on my server:
}
* if ( op->value ) {**
** --op->value;**
**
I would like to set the default hp/sp in the archetype for exits to -1,
which would make the default be to use the enter_x/y values for the
target maps. I expect these values are always overridden in the maps,
so the impact should be minimal, and it would make it cleaner when using
a map's def
On 2022-02-15 23:15, Kevin Zheng wrote:
On 2/15/22 8:11 PM, Preston Crow wrote:
I would like to have duplicators that self-destruct after use. I
would use the 'hp' field, but it's already set to one in the
archetype, so I'm thinking of using the value. I have it w
What's the syntax for changing a field in a specific part in the map?
On 2022-02-18 13:56, Nicolas Weeger wrote:
Hello.
Using Gridarta (I suppose that's what you are using?), you can't change those
settings for parts, I think.
Right now the only good solution is to create a new archetype, or
On 2022-02-18 14:32, Kevin Zheng wrote:
On 2/18/22 10:54 AM, Nicolas Weeger wrote:
I expect there are maps where the exit target is zero in one of the two
coordinates. Since doing a mix of default and specified coordinates is
probably a bad idea, I would have the server convert a single -1 to a
If I attack an NPC by standing next to it and attacking with something
like 'use_skill one' (or applying a sword and shift-arrow in the
direction of the monster), then the NPC will clear the unaggressive flag
and call monster_npc_call_help() to alert nearby monsters. This is in
server/attack.c
If you teleport off of a button, it stays pressed, so the next player to
move onto it doesn't trigger it. I ran into this with a map where a
button triggers a teleporter and other actions on the map. It works
great for the first player to hit it, but then fails. I think the
teleporter bypass
Crossfire is built around objects, so I can see why making such a change
would seem to make sense, but I'm not clear that it would really improve
anything in particular. The first question is what language features in
C++ would be useful?
I was looking at making the maximum window size a runt
I think the smith in Scorn is broken. He took my shield and money, but
is never able to finish.
While I have local changes, I don't think anything impacts this. I see
this in the logs:
23/04/12 21:05:41 [DD] CFPython: running script
/usr/games/crossfire/share/crossfire/maps/python/dialog/np
https://crossfire.real-time.com/metaserver-info/index.html
The above page and the code reference three active metaservers, the
Primary, European, and US mirrors. Looking at the servers they list,
they're surprisingly different. I know my server, crowcastle.com, is
sending updates to all thre
Ahh, I'm running on my home fibre connection. That explains why the
metaserver might not like me.
On 4/14/23 16:00, Rick Tanner wrote:
Another note...
https://sourceforge.net/p/crossfire/metaserver/ci/master/tree/meta_update.php#l40
Which is:
// Basically, either forward or reverse addr
A player alerted me that using alchemy, you can convert a huge gold
nugget into a ridiculous number of smaller nuggets that you can actually
pick up. While the economy in the game tends to break down for higher
level characters, it wouldn't be a bad idea to fix the worst of the abuses.
It's p
There are a number of abuses for the stealing skill to gain ridiculous
XP. Generally they all boil down to being able to get the stealing XP
for a monster every time you steal from it, not just the first time.
I'm not sure what the right fix would be, but one idea might be to
insert an object
I'm seeing some server log messages that seem to indicate a need to
clean stuff up:
23/10/22 13:46:18 [DD] archetype exceptional beauty has nrof set to 4,
which will be ignored
23/10/22 13:46:18 [DD] archetype flawless beauty has nrof set to 4,
which will be ignored
23/10/22 13:46:18 [DD] arch
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