On Thu, 18 May 2006 10:34:25 +0200, Wim Villerius [EMAIL PROTECTED] wrote:
On Tue, 2006-04-11 at 21:21 +0100, Anton Oussik wrote:
To those unfamiliar with it, shadow alchemy generally involves finding
hash collisions for the recipes, fooling the alchemy code into
thinking you are doing
On Mon, 22 May 2006 23:56:52 +0200, Nicolas Weeger (Laposte) [EMAIL
PROTECTED] wrote:
For many formulaes I find the ingredients way too hard to find as compared to
finding the equivalent item.
I agree. The only exceptions are the water of the wise that are easy to
create, especially when
On Wed, 24 May 2006 14:56:16 +0200, Wim Villerius [EMAIL PROTECTED] wrote:
On Mon, 2006-05-22 at 20:50 +0200, Raphaël Quinet wrote:
I am not sure that the dynamic alchemy as proposed here is the best
alternative, but at least it is better than the abuses that are
allowed by the shadow
Unless I am mistaken, there is no arch that can act as the opposite of the
creator arch. Or at least I could not find one. The creator creates a
new object when it is triggered. I would like to have a destructor that
can remove a specific object when it is triggered. If such a thing does not
On Mon, 12 Jun 2006 16:28:11 +0200, Wim Villerius [EMAIL PROTECTED] wrote:
Seems you're mistaken ;-)
see the attached file for an example use of 'destructors' (or rather:
using a duplicator as a destructor by setting the multiply factor to
zero)
Yes. About one hour after posting my message
On Mon, 12 Jun 2006 16:39:39 +0200, Tchize [EMAIL PROTECTED] wrote:
Hi,
looking at your mail, if think several things need improvement and might
be worth a RFE
- creator should be extended to behave the opposite way depending on a flag
This is probably not necessary if the duplicator can
On Tue, 15 Aug 2006 22:39:59 +0800, Lalo Martins [EMAIL PROTECTED] wrote:
On Tue, 15 Aug 2006 11:40:46 +0200, Raphaël Quinet wrote:
One thing that could be added in the nice to have list is the
support for migrating local branches to another repository.
That's easy; all distributed
On Mon, 14 Aug 2006 22:21:38 -0700, Mark Wedel [EMAIL PROTECTED] wrote:
id being the archetype probably makes the most sense. If you make it
numeric,
it would have to be some sort of hash I'd think so that it is consistent, and
then there is always the danger that something new is added
Here is a quick summary of what was discussed a few hours ago on IRC.
These are basically some additions and clarifications to what was
posted here. Eventually, this information should be summarized and
added to the wiki (dev_todo) and of course this should materialize as
real code...
* In order
On Sun, 20 Aug 2006 00:11:13 +0200, Nicolas Weeger (Laposte) [EMAIL
PROTECTED] wrote:
* cursed scroll: ill effect, depending on spell - identify would make player
forget about an identified item, and such. Would require some work to define
ill effects for all spells, though. Option fast is
On Sun, 20 Aug 2006 14:05:55 -0500, Kevin R. Bulgrien [EMAIL PROTECTED]
wrote:
One is that I wonder if I do not know how to play a summoner,
Probably not. :-)
and the other is whether summoning is completely out-of-balance.
Yes, but probably not in the way you think.
It seems
like it is
On Tue, 22 Aug 2006 10:28:24 +0200, Tchize [EMAIL PROTECTED] wrote:
I did not follow this thread, but am curious on this point on the wiki
page. It's stated 'good branch handling' on CVS and SVN as no. Am sorry
to raise it now, but i have been using branching on CVS at work for a
while and
Note: this mail is a bit long. If you want just the summary, jump
down to the Proposed solution below and read the last paragraphs.
If you do not understand or if you disagree with this proposal, then
maybe you should read the whole text.
I would like to remove the option death_penalty_levels,
On Sat, 02 Sep 2006 18:52:22 -0600, Alex Schultz [EMAIL PROTECTED] wrote:
One little note on this, I would say the levels 95-100 are fairly tricky
actually (of course not as much as 100-115 of course), and that your
statement might be a more accurate with level 50 to level 95, but yes,
despite
On Sun, 03 Sep 2006 15:27:20 -0700, Mark Wedel [EMAIL PROTECTED] wrote:
Raphaël Quinet wrote:
But again, that would be the wrong way to limit the number of levels
lost: if a server admin does not want players to lose more than 1
level per death, then the admin should modify the exp curve
On Mon, 18 Sep 2006 22:21:28 -0400, Andrew Fuchs [EMAIL PROTECTED] wrote:
As what i could skim off of I440r__'s rant on IRC, players that are
highly specialized (high level) in only a few skills can loose an
unreasonable amount levels in skills that they are trying to develop
from low levels.
On Tue, 19 Sep 2006 19:06:18 + (UTC), Alex Schultz [EMAIL PROTECTED]
wrote:
Raphaël Quinet [EMAIL PROTECTED] writes:
By the way, I added a link to
http://wiki.metalforge.net/doku.php/dev_todo:exp_table
A few notes on changing the exp table: To me, the shape of the one on that
On Tue, 19 Sep 2006 12:03:54 -0500, Kevin R. Bulgrien [EMAIL PROTECTED]
wrote:
I believe the player whose rant spawned this thread levels overall experience
in one or two skills that are directly related to
killing monsters. This means his character could conceivably revert to a new
On Wed, 20 Sep 2006 00:02:48 -0700, Mark Wedel [EMAIL PROTECTED] wrote:
[...]
Yes. In fact, I don't think anyone will be able to commit to CVS, as I've
revoked everyones CVS access (seems only real way to prevent accidental
checkins, etc)
Just a little note about that: those who used the
On Mon, 9 Oct 2006 20:57:40 +0200, Raphaël Quinet [EMAIL PROTECTED] wrote:
The most important information (from my point of wiew) would be:
- The current range/attack: spell, weapon, bow, rod, ...
- The total exp: it is very useful to be able to see if that number
changes while you are doing
On Mon, 09 Oct 2006 09:37:29 -0600, Alex Schultz [EMAIL PROTECTED] wrote:
Mark Wedel wrote:
==
Make client fullscreen.
Reasoning here is that most games run in fullscreen mode, so it becomes
more
like most games. It can also ensure that other applications are not
grabbing
On Tue, 12 Feb 2008 21:44:02 -0800, Mark Wedel [EMAIL PROTECTED] wrote:
If you only have a display that does 1024x768, then the Oroboros is the
likely
winner. But if you have a higher res display, that probably isn't a first
choice, as you have a lot more display area than it uses.
It
While looking at the various layouts for the client, I remembered an old
problem that we had discussed one or two years ago: the scrollbars around
the map area take some space (almost one tile in each direction) and
personally, I never use them.
Is anybody using these scrollbars?
If not, then we
On Wed, 20 Feb 2008 23:43:28 -0800, Mark Wedel [EMAIL PROTECTED] wrote:
Perhaps the biggest problem with using svnmerge is getting everyone to use
it.
This is not a requirement. It is easier if most developers use it, but
it can also cope with revisions that are merged by hand.
To be
Hi,
I would like to contribute several improvements to the GTK+ editor
gcrossedit (a.k.a. gce, now gde). This editor was created as
part of the CFplus project (now Deliantra). Unfortunately, although
the editor itself works fine with both projects, it depends on some
libraries that have stopped
On Wed, 16 Jul 2008 20:12:15 +0200, Yann Chachkoff [EMAIL PROTECTED] wrote:
it is fast (e.g., drawing walls or other features on a large map is much
faster than with gridarta)
Wouldn't it be more productive to work on improving Gridarta's speed where it
is perceived as an issue, instead
On Wed, 16 Jul 2008 15:40:32 -0500, Rick Tanner [EMAIL PROTECTED] wrote:
A couple of questions:
At what state of completion(?) is a user HOWTO manual for the map editor?
As I said in a previous message, the current code is not very friendly
to first-time users. Although there is a tutorial
On Wed, 16 Jul 2008 21:01:07 -0700, Mark Wedel [EMAIL PROTECTED] wrote:
I have no issues with it being added to part of SVN.
Thanks!
[...]
- With that above note, it means that all that crossfire can really limit is
if
it is in SVN or not. Raphael can continue to work on it in either
On Fri, 18 Jul 2008 22:03:33 +0200, Andreas Kirschbaum [EMAIL PROTECTED]
wrote:
Hi,
I am one of the founders of Gridarta and I still maintain the editor. So
expect my viewpoint to be slightly biased ;)
Slightly, yes. :-) I don't think that it is necessary for me to
reply to each sentence
On Sun, 20 Jul 2008 14:14:52 +0200, Lauwenmark [EMAIL PROTECTED] wrote:
Le Saturday 19 July 2008 21:57:35 Raphaël Quinet, vous avez écrit :
using crossfire SVN, then again the same reasoning would have prevented
jxclient from being included. Why include jxclient which had less
features
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
On Mon, 18 Aug 2008 20:26:55 -0500, Rick Tanner [EMAIL PROTECTED] wrote:
Mapper complained about Couldn't find archetype 0 so I went to check
on the map with the map editor (snapshot build from Aug-18-2008.)
The Map Editor also gave warnings about many objects (chairs, beds,
tables,
On Thu, 21 Aug 2008 08:26:35 +0200, Andreas Kirschbaum [EMAIL PROTECTED]
wrote:
Mark Wedel wrote:
[...] I'm still tempted for magic map to just send
more data so fill in fog of war or other details on the map - in that
case, the magicmap values would completely go away.
I vote for this
On Mon, 25 Aug 2008 21:49:20 -0700, Mark Wedel [EMAIL PROTECTED] wrote:
As I'm thinking about this more, I'm more tempted that all editors should
really just do 'Modified: $Id$', and let svn/cvs/whatever deal with that last
modified date. This actually works better because any checkin has
On Tue, 26 Aug 2008 22:18:33 -0700, Mark Wedel [EMAIL PROTECTED] wrote:
I think there are several different issues we're talking about.
If we're talking about giving developers credit, and using the modified
field,
it may be reasonable to do so.
Yes, that's what I am now talking
Hi,
Looking at the current set of maps and especially some of the recently
added quests, I see that several high-level maps can only be completed
using melee. Ranged attacks are useless in many of these maps because
magic and prayers are blocked, or because the monsters reflect spells
and
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