Re: [crossfire] Java editor questions

2005-07-24 Thread Rick Tanner


On Sun, 24 Jul 2005, Nicolas Weeger wrote:


Also, latest version (from the CF website) seems to be really memory
hungry


Which one?

This one is from around 07-June-2005 and should have the updates  changes 
to use less memory

http://crossfire.real-time.com/editors/java-editor/CFJavaEditor.tar.gz

This one is from around 07-May-2005
http://crossfire.real-time.com/editors/java-editor/CFJavaEditor.tar.gz.OLD

This is from around 11-April-2005
http://home.in.tum.de/%7Evogl/CFJavaEditor/CFJavaEditor.tar.gz

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Re: [crossfire] specialised shops

2005-08-12 Thread Rick Tanner

Accidently deleted this message, so reposting it.

Date: Fri, 12 Aug 2005 12:15:12 +0200
From: delbd [EMAIL PROTECTED]
To: Crossfire Discussion Mailing List crossfire@metalforge.org
Subject: Re: [crossfire] specialised shops

I like the idea of not knowing *exact* price of items (unless you know
how to bargain) and the idea of 'search for best buyer'.

One note i would like to add:
There is not much player to player exchanges in game.
People sell stuff from dungeon in shops and buy the +4 amulet lying in 
shop. This, amongst other things, breaks economy of game. I know currently 
running server have players with tons of stuff and money, difficult to 
reverse tendency. However, one way to stabilize a bit economy (for new 
players at least) would be to have shop offer very poor price when player 
is the seller (Hey, shops are basically selling, not buying :) ) and have 
shops limited in the quality of items created (artefacts and powerfull 
common stuff should never be found in shops, this would increase their 
value at eyes of players) currently if a player wants to make money, all 
he has to do is loot stuff from city hall and such (like table, clocks) 
and sell them. This is should be corrected too.

Imagine you enter a computer shop and tell the vendor: 'i have a CPU to 
sell', do you really think you would get anything from the vendor? You'd 
better try your luck outside store proposing your cpu to clients (even if 
the vendor might get out with a shotgun :p)


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Re: [crossfire] Spectres with Banishment of Valriel

2005-08-12 Thread Rick Tanner



Metalforge was updated to cvs of late. And that error happened again.
Was this a recent fix?


Please do not post to the mailing lists in html format.  Many list
subscribers have filters in place to reject such messages.

You should get the crossfire-cvs list. The update happened in CVS on Fri Aug 
12 23:16:32 UTC 2005. I don't think MF has updated since then =P


And/or check the server news popup

And/or check the server news webpage
http://www.metalforge.net/news/index.html

And/or check the server web forum
http://www.metalforge.net/cfmb/viewforum.php?f=12


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Re: [crossfire] autogeneration of news file

2005-08-17 Thread Rick Tanner

On Wed, 17 Aug 2005, Brendan Lally wrote:

 Currently the server has a NEWS file, which contains changes and
 notices related to the server, by default it is not very useful and
 must be maintained by the server admin to become so.

The news is a good feature, autoupdating it somehow would be really nice 
feature IMO, and convenient too. ;-)

 What I want to know is, is it possible to autogenerate this from the 
 CHANGELOG?

This *might* be a start.  I've been using cvs2cl to create a change log 
file from cvs.  I haven't been successful in using the -xml option and 
then converting to .html, but that's another story.

Hompage:
http://www.red-bean.com/cvs2cl/

Example Output:
http://www.metalforge.net/cvs2cl.txt

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[crossfire] admin for friendship.ddo.jp server?

2005-08-24 Thread Rick Tanner

Is the admin for the friendship.ddo.jp crossfire server subscribed to the 
list?

Does anyone know how to contact the admin of this particular server?

I'm asking because they need to tweak their settings file or upgrade their 
server since they are flooding the metaserver.

http://crossfire.real-time.com/metaserver-info/graphs.html

Thanks.

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Re: [crossfire] Map cache

2005-08-26 Thread Rick Tanner

On Fri, 26 Aug 2005, Brendan Lally wrote:
 
 In total there are 3888528 occurances of 'arch' in the bigworld maps. (grep)
 
 If we assume on average that every square has one, and only one floor
 tile, then a little bit of bash and bc gives 2832098 ground squares.
 
 This means there is 'only' about a million squares with relevant items
 on them, which is still much less. Whether a server could run at full
 speed with that I don't know.

Is it the world or dungeon maps that when loaded into memory cause the 
server to lag or freeze?

Or is it player related maps such as guilds, apartments, etc. that is 
causing the server to lag or freeze?

I'm inclined to say player related maps.

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[crossfire] Whaleing village pack needs to be updated in CVS (re-post)

2005-09-12 Thread Rick Tanner

When posting a new topic - please start (or compose) a new message to 
help ensure the message/topic threading in the list archive stays 
together.

Thanks.



Date: Sun, 11 Sep 2005 19:51:35 -0700 (PDT)
From: Mitch Obrian [EMAIL PROTECTED]
Subject: [crossfire] Whaleing village pack needs to be updated in CVS

I think the cvs version is too old.
https://cat2.dynu.ca/cat2/worldpatch.tar.gz


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Re: [crossfire] Crossfire web fourm and crossfire.metalforge.net server offline - hardware failure

2005-09-14 Thread Rick Tanner
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Status update..

The crossfire server, crossfire.metalforge.net, is back online.

The issues with the server:

Initial testing showed the mother board had failed.  New mother board
was ordered and installed.  Still had problems.

Further testing showed the CPU had died as well.  Weekend.

New CPU arrived, testing.  Found drive and/or data errors.

More testing with the hard drives.  Found all hardware to be in good
working order (RAID controller and the two drives.)

Had to rebuild the array - came back with out any problems.



The web forum is going to remain off line for a little while longer.  No
ETA as to when the forum will be available.




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Re: [crossfire] Quest/Maps idea

2005-10-13 Thread Rick Tanner

On Thu, 13 Oct 2005, Preston Crow wrote:

 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 hole was re-opened, and there is a fresh horde
 of much nastier monsters this time...)

Interesting idea, but wouldn't this also create some problems for players?

Using your example - one player completes the old Scorn undercity quest.  
That player will never be able to go back to that mapset to help another 
player (who has never been there), to collect a specific monster part 
(treasure, etc.) because they know right where it is and so on.

But then, they would have a whole new map to explore if/when they do 
complete the original quest. Is this incentive enough or enough of a 
reward to compensate for not being able to go back to the original map?


On a somehwat similar thought, what about map entrances that vary based on 
time of day or other event?

For instance, during the day a castle contains royal guards, no wondering 
monsters, etc.  But at night, interior map is replaced with ghosts and 
other nasties.  Or, a dungeon in a tower next the sea floods every 
afternoon because of high tide.

 

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[crossfire] burned or charred objects (was: More server speed reducing the objects number)

2005-10-16 Thread Rick Tanner

Also the corpses should look bloodied up, and if
someone consumed the monster totaly with fire spell
etc then a corpse shouldn't be dropped.

 or look at the last attack type, and if it is fire or lightning and
 enough (maybe  level?) damage is done, create a charred corpse
 instead.

Perhaps more objects should have a charred graphic for when they get 
burned/burnt by fire? (and other attacks..)


Charred furniture, charred corpses, piles of ash, smoking cinder that 
eventually burns out or turns to a pile of ash, etc.


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[crossfire] Reminder - posting etiquette

2005-10-19 Thread Rick Tanner

Hi everyone,

Just a quick reminder on some mailing list posting etiquette..

Please trim your replies so that they only include the previous
and relevant content for your reply. Including the entire content of the 
message over and over again not only adds to the unnecessary message size, 
but can make list searching much more bloated then it needs to be.

When posting or asking about a /new/ topic, please start by composing a 
new message so that the topic threading of the archive is maintained.
See the example of topic threading in this month's archive:
http://mailman.real-time.com/pipermail/crossfire/2005-October/thread.html

Please do not post in HTML format.  Many mailing list recipients have 
filters in place to reject these messages, which I then have to deal with 
through Mailman.  Plus, it often makes a visual mess in the list archive 
(not to mention the security concerns with html based email.)

For those interested in further reading,
http://crossfire.real-time.com/mailinglists/index.html#etiquette
http://www.gweep.ca/~edmonds/usenet/ml-etiquette.html

Thank you.

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[crossfire] Looking for volunteer wiki editors

2005-10-26 Thread Rick Tanner
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Please contact me /offlist/ if you are interested in becoming an editor
on the new Crossfire wiki ( which is running DokuWiki,
http://wiki.splitbrain.org/wiki:dokuwiki)

For those interested, your responsibilities include:

Importing and organizing the existing content from the freezope wiki
located at http://crossfire.freezope.org/

Why?
The new wiki will support revision tracking and revision control -
which will allow users to decide what needs to be removed, revised,
updated, etc.

Creating a new site index of content for others to update and contribute to.

Why?
The current wiki as a sections Lore  Legends and another section for
Facts.  Is that still necessary?  Does those sections and their content
need a different directory structure (or tree?) to follow?

Maintain the agreed upon or specified layout, flow and formatting going
forward.

Why?
Well, neatness and organization counts!  ;-)


How quickly and how things move forward will depend on how many people
contact me to volunteer.

Thanks.


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Re: [crossfire] jcrossclient lives.

2005-11-12 Thread Rick Tanner

Brendan Lally wrote:


2) Because I am not an admin of the crossfire project and therefore
couldn't do file releases. (and as I previously stated, I will want to
do them a lot over the next few months.


Non-admins can do file releases.  It's an option that can be toggled 
on/off by the project admins; either release tech and/or snapshop manager.


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Re: [crossfire] Weather bug status?

2005-11-23 Thread Rick Tanner
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Nicolas Weeger wrote:
 Mitch Obrian a écrit :
 
Weather bug status?
 
 Same as last time.

Latest update (2005-Nov-01) on SF Bug Tracker,
http://sourceforge.net/tracker/index.php?func=detailaid=1155590group_id=13833atid=113833

They were unable to duplicate the problem.



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Re: [crossfire] Banking system

2005-12-27 Thread Rick Tanner
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ERACC wrote:

 That is why I suggested a bank card that debits the bank
 account rather than a credit card. I don't think CF should implement
 a credit system. I see ways to exploit /that/ right now.

Hmm.. I thought the discussion all along was for some sort of
debit/check/cheque card that automatically deducts the money from your
bank account *assuming* you have enough cash in there to cover the
purchase.  Otherwise you see some sort of message showing how much more
money you need to make the purchase.

I agree, I think it's a bad idea for a credit card or making purchases
without cold hard cash to back it up.






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Re: [crossfire] gcfclient options deathlist

2006-01-16 Thread Rick Tanner
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Would it be OT or out of scope to ask for the File - Quit Character
option in the menu to be renamed to File - Delete Character ?


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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-30 Thread Rick Tanner
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Miguel Ghobangieno wrote:
 Well Leaf said that it was so that if someone really
 wanted to recant their diety that they could, but they
 would have to mean it (not by accident, or by mere
 trifiling whim) and thus brace. 

Actually, I pointed out how the brace command *can* be used when
switching cults during a discussion[1] of removing the command because
it offered little or no benefit for using it.

[1] - http://forum.metalforge.net/viewtopic.php?p=9535#9535



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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-30 Thread Rick Tanner
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Miguel Ghobangieno wrote:
 
 Maybe some new spells too? Circular spells ect (kinda
 like a circle of protection of fireballs spining
 around you etc).

This effect is already possible (and probably unintentionally, too) by
using the stay fire command.


NOTE: I /think/ the stay fire sequence is used, but it's been years(!)
since I bound this to my key settings.







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[crossfire] Collaboration on a Java-based map editor? (repost)

2006-02-06 Thread Rick Tanner
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About two weeks ago (or maybe longer..) on IRC one of the developers who
worked on and updated the map editor for Daimonin asked about a
collaboration on a Java based editor that had a central or common core
with specific side packages(?) for Crossfire and one for Daimonin.

For those who can *and* are willing to contribute Java development
interested in persuing this?  Or discussing it further?




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Re: [crossfire] Sourceforge project admin intervention request

2006-05-01 Thread Rick Tanner
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tchize wrote:
 
 Due to a bug in sourceforge security management, only project admins
 have access to the page named 'source logos' which contains the codes
 samples to use on every project webpage hosted on sf. 

Following up on this.. HTML snippets and other information was sent
privately/off-list.



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[crossfire] Backup(?) CVS via darcs

2006-05-03 Thread Rick Tanner
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For possible discussion...

Now that we are looking at week #6 of anonymous CVS access at
SourceForge being offline (and development CVS access off  on during
that time..) what about using something like darcs which is a
distributed revision control system?

http://darcs.net/
http://darcs.net/DarcsWiki




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[crossfire] FYI: SourceForge.net: CVS service offering changes

2006-05-11 Thread Rick Tanner
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I'm sending this to the mailing list as an FYI

-  Original Message 
Subject: SUBJECT: SourceForge.net: CVS service offering changes
Date: Thu, 11 May 2006 16:56:49 -0700 (PDT)
From: SourceForge.net Team [EMAIL PROTECTED]

Greetings,

You are receiving this mail because you are a project admin for
a SourceForge.net-hosted project. One of our primary services,
CVS, suffered a series of interrelated, critical hardware failures
in recent weeks. We understand how frustrating this CVS outage
must be to you and your users; however, our top priority remains
preservation of the integrity of your data.

The series of CVS hardware failures prompted us to expedite the
deployment of planed improvements to our CVS infrastructure,
drawing upon much of the knowledge that we gained from our
Subversion deployment. Our improved CVS service architecture,
which we plan to deploy tomorrow afternoon (2006-05-12), will
offer greater performance and stability and will eliminate several
single points of failure.

The Site Status page (https://www.sf.net/docs/A04) will be
updated as soon as the new infrastructure is rolled out. In the
interim, please read the important information provided below
to learn about how these changes will affect your project.


Summary of changes, effective 2006-05-12:


1. Hostname for CVS service

Old: cvs.sourceforge.net

New: PROJECT_UNIX_NAME.cvs.sourceforge.net

This change will require new working copies to be checked out of all
repositories (so control files in the working copy will point to the
right place). We will be updating the instructions we supply, but
instructions that your team has written within documentation, etc. will
need to be updated.

cvs -d:pserver:[EMAIL PROTECTED]:/cvsroot/gaim co gaim

would be changed to

cvs -d:pserver:[EMAIL PROTECTED]:/cvsroot/gaim co gaim



2. ViewCVS

We are moving from ViewCVS to its successor, ViewVC. ViewVC is
currently in use for our Subversion service.



3. Sync delay

Old: CVS pserver, tarballs and ViewCVS provided against a separate
server which is a minimum of three hours behind developer CVS.

New: ViewVC will be provided against developer CVS (it will be current).
CVS pserver will be provided against a secondary server (not developer
server) with a maximum expected delay of two hours.

Follow-up work is planned (this infrastructure takes us 80% of the way)
to essentially eliminate the sync delay.



4. Read-only rsync service

As a new service offering, we are now providing read-only rsync access
against developer CVS. This allows projects to efficiently make
on-demand backups of their entire CVS repository.

All projects should be making regular backups of their CVS repository
contents using this service.



5. Nightly tarball service

Nightly tarball service is being dropped in lieu of read-only rsync
service. Projects which currently depend on nightly tarballs for
repository backups will need to begin using rsync to make a backup copy
of their repository contents.

We see this as a major functional improvement. For a number of reasons,
tarballs have fallen out of sync with the data in the repository at
times in the past few years. Tarballs required a substantial amount of
additional disk, and I/O to generate. The move to read-only rsync
allows backups to be produced on-demand, with an update frequency chosen
by the project.



6. Points of failure

In the past, developer CVS service for all projects was provided from a
single host. CVS pserver service was provided from individual backend
heads based on a split of the data.

Under our new design, developer CVS and most of our CVS-related services
are provided from one of ten CVS hosts (count subject to increase with
growth). Each host is independent, and makes a backup copy of the
repository data of another host (which is used to provide the pserver
CVS service).

Failure of a single host will impact only the availability of data on
that host. Since the data is split among a larger number of hosts, the
size of data impacted by an individual host outage is substantially
smaller, and the time required for us to restore service will be
substantially shorter.

This rapid architecture change has been made possible specifically using
the research we performed for our recent launch of Subversion service.
We've applied our best practices, produced a substantial amount of
internal documentation, and kept an eye toward maintainability.
This effort has allowed us to deploy this new architecture quickly
once hardware was received, and will permit us to quickly scale
this service horizontally as growth and demand requires.



Many other minor improvements have also been made to improve the service
offering and make it less trouble-prone. The most important of which are
listed above. For a full description of the new service offering, and
for information on how to use the services described above, please refer
to the site documentation for 

Re: [crossfire] Crossfire Wiki offline

2006-06-09 Thread Rick Tanner
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Rick Tanner wrote:
 
 The Crossfire Wiki will be offline for the next few days due to
 unplanned maintenance (AKA: borked dokuwiki upgrade)
 
 I'll post again when the wiki is back online.

The wiki is back online, http://wiki.metalforge.net/

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[crossfire] Easy House map set - missing easy_house.1.a in CVS

2006-06-26 Thread Rick Tanner
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Crossfire CVS repository messages. wrote:
 
 Modified Files:
   maps-bigworld/world: world_105_116
 Added Files:
   maps-bigworld/scorn/houses: easy_house.1.b easy_house.1.c
 
 Log Message:
 Add new easy house maps.

A map was missed with this checkin - easy_house.1.a

I can provide the file if necessary; it would appear that the mailing
list[1] archive didn't (or doesn't) save message attachments.


[1] - http://sourceforge.net/mailarchive/message.php?msg_id=17137298

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[crossfire] Metaserver reporting and accuracy

2006-07-11 Thread Rick Tanner
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Per the feedback from other people on IRC and other means, I've put
together a list of requirements that people want to see with the
metaserver reporting.

So, with this post I am asking public server admins to cooperate on the
following:

* All information must be as accurate as can reasonably be (IP Address,
hostname, number of players, server version, etc.)

* Only crossfire compatible servers can be listed.  Compatible in this
case means that the official crossfire clients can be used to play on
that server without any issues.  Servers may have enhancements the
official client does not support so long as those enhancements are not
needed to play the game.

* If the server is only going to be available temporarily or for a
limited - indicate so in the metaserver comment area.

This is not a final draft or a complete list by any means, but I think
it's a reasonable start.

Comments?






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Re: [crossfire] Proposal: Alchemy spell changes

2006-09-11 Thread Rick Tanner
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Andrew Fuchs wrote:
 
 On 9/10/06, Alex Schultz [EMAIL PROTECTED] wrote:
 ...
 Ok, I'll probably have it implemented in the next 48 hours or so :)
 Btw, does anyone have any objections to renaming it to gold touch (was
 thinking of transmute to gold but that seems too long), to avoid
 current confusion with the alchemy skill?
 
 Renaming it is probably a good idea.  IIRC, players have used the
 spell on cauldrons before.

- From what I have seen, that's mostly due to out of date documentation or
similar information.  That's one way how alchemy was used in the past.


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Re: [crossfire] I cant figure out how to get this program to work.

2006-09-17 Thread Rick Tanner
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ERIC ALLAN wrote:
I did everything the help file says and I cant get crossfire to work on 
 linux . What am i doing wrong?

Are you referring to the client or the server or both?

What distribution of Linux are you using?

Did you install from a package (apt, rpm, etc.) or compile it
(client/server) from source?


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Re: [crossfire] Food consumption

2006-10-09 Thread Rick Tanner
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Kevin R. Bulgrien wrote:
 I am running an x86_64 test server with an Opteron processor.  Food 
 consumption
 seems unreal.  Does anyone know what factors determine the rate of food loss?
 Speed is 0.90 (3.03).  The character is a halfling.  Food seems to click down 
 a notch
 every second.  On metalforge, food ticks down about 1 notch per 3 seconds with
 speed being up like 3.0+ (?) - not wearing any sustenance items.  It wouldn't 
 happen
 to be based on some platform dependent thingamabobber would it?

What is your server speed set at?

By default, AFAIK, it should 12

One way you can set this is while in DM mode, use this command:

'speed 12


Also, any item that is +regeneration will cause you to consume food
faster as well.




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[crossfire] User error with SVN, unintended checkin of files

2006-10-09 Thread Rick Tanner
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I just made a rather embarrassing error with SVN a few moments ago.

Following the instructions at HowtoForge for setting up a local websvn,
I committed some junk files when I thought import was going to check
*out* files.

Apologies for the inconvenience.

Now, could someone please remove/correct my blunder?

Much appreciated and thanks!






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Re: [crossfire] Documentation / wiki

2006-12-05 Thread Rick Tanner
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Aaron Baugher wrote:
 
 Any suggestions on what documentation most needs to be written, updated,
 or improved?  I'll start a wish-list of things to work on.

 In the meantime, I thought I'd start on the list of spells, since that's
 not on the wiki yet.  I'd like to do it differently than the web site. 
 Instead of all the spells broken up alphabetically, A-D and so on, I
 thought I'd split them up according to skill -- a page of summoning
 spells, a page of pyromancy, and so on.  

Please continue to work on the spell list.  =-)

Thank you for all that you have contributed to!

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Re: [crossfire] Curse bug

2006-12-14 Thread Rick Tanner


Nicolas Weeger (Laposte) wrote:
 If I do get enough motivation, I'll look at that issue sometime, but if
 someone else fixes, that's fine by me too ;)
 
 I did find enough time, and committed a fix to SVN with the behaviour 
 described in this thread.
 
 Note that it's been roughly tested, but could sure use more testing.

Reference:
https://sourceforge.net/tracker/?func=detailatid=113833aid=1551398group_id=13833

From a player or in-game standpoint - what should they watch for to see
if this works?

Or, will this require DM/Server admin interaction?





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Re: [crossfire] Crossfire bots

2007-01-22 Thread Rick Tanner
Andrew Fuchs wrote:
 On Sun, 2007-01-21 at 00:40 +0100, Nicolas Weeger (Laposte) wrote:

 I know of 2 bots scripts at least, Seer and Zebulon. Could they be adapted 
 to 
 such a request?
 (this request, at least of a bot giving advice, is quite interesting imo)
 
 Possibly Seer, but your other idea seems a bit more user friendly.

Seer is really cfbot, which can be found here:
http://www.suckfuell.net/jochen/software.html#cfbot

cfbot is a perl script that logs into a crossfire game server and logs
kills and other statistical information that the other players can query.

The script would need some additional enhancements to function as a
guide for new players, if it would work for this at all.

It might be better to find a different approach - which it seems like
the thread is heading towards anyway.  ;-)




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[crossfire] SVN Checkin - updated python based guild maps (templates)

2007-02-12 Thread Rick Tanner

A user error on my part has resulted in the SVN commit for the python
based guild maps templates being spread across multiple commits in Trunk.

Revision 5526 contains /templates/guild/mainfloor

Revision 5528 contains the updated README.txt

Revision 5529 contains /templates/guild/guild_HQ and
/templates/guild/secondfloor

I apologize for the confusion and inconvenience. I'm working to make
sure the commit to branch/1.x is cleaner

Best regards,





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Re: [crossfire] Undead flag

2007-04-11 Thread Rick Tanner

 Concerning feature request 
 https://sourceforge.net/tracker/index.php?func=detailaid=985488group_id=13833atid=363833
 
 I'm wondering if this isn't the case already?
 
 AFAIK, undead dragons and such recover when leaving Devourers.

Correct, this was fixed in bug# 1157459

https://sourceforge.net/tracker/index.php?func=detailaid=1157459group_id=13833atid=113833


While following Devourers == player is undead;
Leave Devourers for another cult == return to your normal race

The exception is Wraiths, they are always undead.

It would appear that the feature request can be closed as it has been
implemented.




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Re: [crossfire] Getting more artists

2007-04-11 Thread Rick Tanner

Common questions that seem to come up in regards to new graphics:

* Color count or color palette information

* What exactly is the Crossfire Perspective on graphics and how that
can be replicated or duplicated; the psuedo isometric and not quite
top-down  perspective on graphics

* Animation of graphics and howto animate them and name the necessary
files for proper animation

* How to easily test new graphics via local server or client

* The 32x32 base size vs why not something larger?

That's all I can think of right now.






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Re: [crossfire] Graphics Standards (was Re: Getting more artists)

2007-04-11 Thread Rick Tanner
 * How to easily test new graphics via local server or client
 
 How the tiles render?  We would have to make sure that everyone has the
 same renderer, and the template.  Or actually placing them into the
 game?  For that, look at how everyone does it now.

How the artist or tester could view their new graphic within the
game|client -- for testing purposes, screen shot samples, et al.



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[crossfire] OT: SVN Mailing list, subcribers using myrealbox.com

2007-05-05 Thread Rick Tanner
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FYI

There appears to have been an email delivery issue between SourceForge
and MyRealBox.com - to the point where the mailing list automatically
unsubscribed those users due to excessive or fatal bounces.

Any @myrealbox.com user who was subscribed will need to re-subscribe to
the mailing list to go back to receiving the commit notices, etc.

https://lists.sourceforge.net/lists/listinfo/crossfire-maps




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Re: [crossfire] map design guideline

2007-06-20 Thread Rick Tanner

Juergen Kahnert wrote:
 On Mon, Jun 18, 2007 at 06:49:10PM +0200, Nicolas Weeger wrote:
 So IMO we should write all those ideas somewhere on the wiki, and
 start working on map design :)
 
 The map guide is not part of the wiki:
 
 http://crossfire.real-time.com/guides/map/map_guide.html
 
 And is this just an idea or the goal?

It's on the wiki, just formatted (numbered) a little differently.

http://wiki.metalforge.net/doku.php/map_making






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Re: [crossfire] Spam and subject in mailing list

2007-09-30 Thread Rick Tanner
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Jonas Stein wrote:
 
 actually some messages in the mailing list is not marked with [crossfire] 
 this 
 is a bit uncomfortable for sorting in mailclients. I suggest to change this.

 A lot of spam comes through this list. Is it possible, to filter it more 
 restrictive and deny the relay of email from mailserver without static DNS? 

Mailing list archives at

http://mailman.metalforge.org/pipermail/crossfire/

and

http://dir.gmane.org/gmane.games.crossfire.general

shows all messages with the [crossfire] subject header and 0 (zero) spam
messages.

Can you provide specific examples/samples with the mail message header?




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Re: [crossfire] Bug tracker item removal! Who did it?

2007-11-20 Thread Rick Tanner
David Delbecq wrote:
 Hello, bugtracker item #1825589 have dissapeared from sourceforge. All 
 sf says me is item is not accessable. If someone removed the item from 
 tracker instead of closing it, please tell it asap (we all make mistakes 
 from time to time)! If not, that means the worse, sourceforge is losing 
 bug reports, which need to be reported to sf team asap. If no one 
 respond to this email before friday and item does not reappear, i will 
 report to sf team.
 
 For information, the bug was 
 https://sourceforge.net/tracker/?func=detailatid=113833aid=1825589group_id=13833
 [ crossfire-Bugs-1825589 ] Cheat bug with containers

It was set to Private (not sure by who or when - likely it was me..)
which means that only the person who submitted the bug and project
members (when they are logged in) can see it.

Since it was a cheat exploit, I would say that is the reason why it was
marked as Private.











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Re: [crossfire] Potions of Life

2008-01-18 Thread Rick Tanner
 I would propose something like this:

 Up to level 10, level 11-20, 21-40, 41-80, level 100+
 
 Well, now you list 5 level groupings, not 4 as currently exists. Just
 to double check, was this an error or do you mean to suggest having 5
 level groupings would be preferred? :)

Didn't realize I listed 5 when there is only 4 in place right now.

 Currently we have:
 -minor potion of life
 -medium potion of life
 -major potion of life
 -supreme potion of life
 If we have another, where would be a good place to put it in the ranks?
 Perhaps superior potion of life just below supreme?

Yeah..
(I know.. pushing creative limits on this..)

Or add one to the top of the list, for instance: lesser potion of life

Another name to consider for something in the middle: greater potion of life

 Another thought is, perhaps left clicking a potion of life, should tell
 the player what level it's effective up to?

Yes, use the lore fields! =-)





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Re: [crossfire] Potions of Life

2008-01-18 Thread Rick Tanner
 In order to deal with this, I'm planning to soon re-balance potions of
 life by adjusting their costs, level limits, and how often different
 ones appear in treasure lists. I'm thinking of making the level limits
 as follows:
 up to 20, up to 40, up to 105, and then unlimited

I think there should be more of a level breakdown for the potions.
Otherwise, I suspect, people in the 'teens levels will be cleaning out
the newbie areas for the easy potions.

I would propose something like this:

Up to level 10, level 11-20, 21-40, 41-80, level 100+

 With pricing in shops along the following lines:
 5pp, 40pp, 300pp, and then the last only being obtainable from alchemy
 and treasure.

I think that pricing looks reasonable.

Assuming the level breakdown I mentioned earlier, pricing like this:

5pp, 25pp, 625pp, 1000pp

Okay, maybe not that sharp of an increase - it just seems that if there
is a pattern or explanation for pricing structure, there is less
confusion by players.

 In addition, I'm thinking of making either:
 1) Up to level 5 or 10 unaffected by stat depletion at death

If this is implemented, there should be some sort of post-death message
(instead of the usual You have Died! You have weaker, less healthy, et
al.) indicating this information.

And, then some sort of message display at level 6 or 11 letting them
know that now when they die, they will be depleted and what they need to
do to restore those lost stats.

 or 2) A NPC in the house of healing which can give free healing of stat
 depletion to characters up to about level 5 or 10.

Hmm.. need more time to ponder  comment on this idea.






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Re: [crossfire] volunteer to build 32 bit RPMS

2008-02-08 Thread Rick Tanner

ERACC Subscriptions wrote:
 On Wednesday 30 January 2008
 Mark Wedel wrote:
 
   anyone out there want to build 32 bit RPMs of the client?
 
 I could do this if you assist me with it. Or I can give you a shell on my 
 32-bit box. Whichever you prefer is fine with me. Send me a private e-mail 
 about it (gene \a\t eracc \d\o\t com) or ping me on IRC.

More out of curiosity, how are things going with this?






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[crossfire] SVN password reset notice from SourceForge

2008-03-06 Thread Rick Tanner
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Announcement from SF website..

(  2008-03-06 14:23:47 - SourceForge.net Web Site  )   In support of
improved security, all SourceForge.net user passwords have been expired
and must be changed upon next login. CVS, Subversion and Shell users
will need to login to the site to change their password before they will
be able to access these services.

http://sourceforge.net/docman/display_doc.php?docid=2352group_id=1#1181767103


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Re: [crossfire] Mapper tool

2008-03-24 Thread Rick Tanner
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| 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, ...

I have also found it very useful for reporting missing archetypes.
(Yes, there are still 2 missing in /branch maps; I will fix that in the
next day or two)

| * help find inconsistencies in maps (same slaying between maps, invalid
| tiling, unreachable maps, invalid exits ...)

Finding invalid exits has been a huge time saver for me.  Thank you for
this functionality!


Feature request:

On the world map, have some way to display elevation.

The ultimate (dream?) of course would be to have a elevation and depth
contour line map.

Examples:
http://en.wikipedia.org/wiki/Contour_line






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Re: [crossfire] FAQ on website needs updating

2008-05-31 Thread Rick Tanner
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AnMaster wrote:
 
 Who got access to edit the page? 

I do.

 Whoever that is: please update the FAQ.

Update the webpage to say what, exactly?

Your post lacks clarification and content. ;-)

 Maybe also migrate it to the wiki?

It is, and has been since Dec-2006.

http://wiki.metalforge.net/doku.php/faq







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

2008-07-16 Thread Rick Tanner
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A couple of questions:

At what state of completion(?) is a user HOWTO manual for the map editor?

I think an install HOWTO is probably the most critical, then followed by
~ a user manual (which is very important as well.)



What about official releases?
Is there a volunteer to manage those?





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Re: [crossfire] Crossfire won't work (several errors)!

2008-08-09 Thread Rick Tanner
 For example: if I open a .txt window and move it above my Crossfire
 window, then close the .txt window it still appears to be there even
 though it's not - proof that Crossfire have frozen.
 
 The files I'm using are just the Windows Client linked on the
 Crossfire page (1.11.0) and Pidgin 2.4.3.

What version of GTK ?

The issues you described with the screen not refreshing or appearing to
lock up - I have encountered them as well when GTK had some sort of
conflict with the running app.

What server did you try and connect to?
There is at least 1 server that does not work with recent clients.

 Anyhow, I tried to solve it myself by removing everything and saw the
  Windows users use this: thing on the Crossfire site, some GTK thing,
 and downloaded it but when I tried to install it it said a newer version
 of GTK already was installed. I've tried searching through the entire
 computer and I have deleted everything named both GTK and Crossfire
 but still it sais it's already installed.

The 1.11.0 client did work best with GTK+ Runtime Environment 2.10.11

Earlier this week (2008-Aug-04), a new snapshot release was made and
that looks to use GTK+ 2.12.9

An install HOWTO is available at,
http://wiki.metalforge.net/doku.php/windows#gtk_2_runtime_environment

 So, right now I've installed Crossfire (1.11.0) again along with
 Pidgin but now when I try to play it sais libglib-2.0.0.dll is missing
 and reinstalling might help. My guess is because I deleted all GTK
 files earlier - but since there is some fraction of them left somewhere
 I can't reinstall them to solve the problem!

Try re-installing Pidgin?

Try installing GTK+ 2.12.9?


 Any hints on how I can completely delete GTK? Add/remove software and
 searching for GTK doesn't work.

As far as removing your old install of GTK, in all my test installs for
creating the screen shots, etc. I have found using the Uninstall menu
option that is created in Program Files - GTK+ to work.


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[crossfire] Testing svnmerge.py

2008-08-11 Thread Rick Tanner
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A couple of people have suggested using svnmerge.py to manage and track
merges (or backports) from Trunk to Branch.

So, I have volunteered and taken the initiative to start on this right
away for maps only.

This is the online guide that I am using to get started:
http://www.orcaware.com/svn/wiki/Svnmerge.py

If this crashes and burns on me, then I will spend alot of time putting
out the fire. ;-)


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[crossfire] Incorrect Type and Material on multiple objects in Fun Zone

2008-08-18 Thread Rick Tanner
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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, pipeweed) having the wrong material and type.

I tried to manually fix them, but found it much easier to just remove
and re-insert the objects in question.   I only worked on fz_lobby, see
r9752.

Given the development history of these maps.. I suspect that the
snapshot .jar file is out of date or the gtk editor may have some
outdated information or my archetypes/editor has the wrong or outdated info.

I'm posting this, because I don't know what could be the cause and to
also alert others to this problem(?).

- - Rick Tanner
[EMAIL PROTECTED]


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[crossfire] Magic map colors and related changes necessary for client and server

2008-08-20 Thread Rick Tanner
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After testing on my part and discussion on IRC, it was discovered that
one can add addition colors to server/common/images.c (around line 100)
and then recompile to allow more colors for the magic map spell
(assuming archetypes are also updated with this new color in their
magicmap field -- formerly, color_fg).

(Note: make sure to add a comma after the color kahki like this kahki, )

However, the current X11 and GTKv1 and GTKv2 can/will crash if any new
colors are added.  So, some undetermined change(s?) needs to be made
with the clients to support 13 (or more) colors.  The JXclient does not
crash; it displays, in this case, purple as dark_gray.

With this in mind, I went through the archetypes and replaced purple
with black.  This was r9762.




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Re: [crossfire] Incorrect Type and Material on multiple objects in Fun Zone

2008-09-08 Thread Rick Tanner
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 As this was intentional, I would like both r9751 and r9752 to
 be reverted and I think that the mapper tool should be modified so
 that it doesn't complain about objects of type/material 0.  

Server logs also complains about these custom material types too.

 However,
 if someone can suggest a better way to handle this, I would be happy
 to discuss other solutions. 

Make the server accept or aware that material type 0 is valid?

Would anything need to be changed in Gridarta as well?
(I.e., material type 0 = indestructible?)










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Re: [crossfire] Handling of Created and Modified info in map headers

2008-09-08 Thread Rick Tanner
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My interpretation and intent of the map header information was to add a
Created by field to give the original author credit and a born-on date
   for historical purposes.

Per the feature request in Gridarta[1], a last modified field giving
credit to the person who made the changes along a time stamp so we know
when the change was made.

Now when a player types in 'mapinfo for a bug report they (without
server admin or DM help) can easily see (and report) enough useful
information to at least start troubleshooting.  We know if the map is in
SVN or not (or out of date with what is SVN) and when it was last
modified and by who.

If someone wants to look up the entire revision history of the map,
there are online tools to do that (SVN browse at Sourceforge, svn2cl,
svn log commnd, etc.)


[1] -
http://sourceforge.net/tracker/index.php?func=detailaid=1811088group_id=166996atid=841185


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Re: [crossfire] Maps for spellcasters (and melee vs. ranged attacks)

2008-09-08 Thread Rick Tanner
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Raphaël Quinet wrote:
 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 missiles, or because they are immune or highly
 protected against most attacktypes or diseases and they are too high
 level to be charmed.

Most likely the maps were made this way to prevent the Charm Monster 
kill pets abuse and the summon earth wall, cast deadly disease and wait
abuse. =-/

 I would like to balance that by adding some quests that can be
 completed without too much trouble using ranged attacks (spells or
 missiles) butare very hard to complete using melee. However... there
 is no easy way to do that. Map designers can easily block magic and
 prayers in a map by using no_spells floor, but there is no such
 thing as a no_meleefloor.

As long as weapons can have nearly any and all attack type, I don't
think there is any way to make a monster immune to melee attacks.

Not an easy approach or change to implement: all attacks get a category;
melee, spell, prayer, missile weapon.  Then monster(s) could get a
category immunity (or immunities) thus making them only take damage from
(i.e.,) missile weapons.

 I have been thinking about various ways to discourage melee, but I
 am posting this message to the list because I hope that some of you
 have better ideas. Currently, the solution that I am thinking about is
 to allow melee but discourage players from using it. For instance,
 the monsters could have very low WC, hitback and a nasty combination
 of attacktypes such as acid + cancellation + weaponmagic. Maybe
 these monsters could also be mixed with other monsters having ghosthit or
 death in their attacktypes. So attempting hand-to-hand combat would
 result in damaged equipment and a high risk of being killed. But maybe
 there are better ideas? Do you have any suggestions?

Some ideas...

Monster has an aura like spell, similar to Flaming Aura - but the damage
is extremely deadly or dangerous to the player.

Upon death the monster explodes in a small radius (area of effect) a
very damaging spell.

Nearby bullet or firewalls have an attacktype that the monster is immune
to, but the player(s) will still take some damage from.  For instance, a
immune to hellfire demon in a room that has bullet walls swarming the
area with bolts of bullets with the attacketype hellfire.



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Re: [crossfire] Seeking life...

2008-11-01 Thread Rick Tanner
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Nicolas Weeger wrote:
 Hello.
 
 So, anyone working on something? 

I've been working (and still working) on:

* Giving maps unique names so the Map Index in Mapper is somewhat easier
to use  find the map

* Creating new regions, applying said region to maps

* Updating descriptions for existing regions

* I went through all the trunk maps and updated their level to something
more appropriate; Method for this is documented in the wiki

* Also, all the trunk maps had their entrance x  y coordinates corrected

* Added shop header code to stores that was missing this; this still
needs to happen with some of the shop template maps (these are the shops
found in random maps)

* Fixed a number of map bugs in the Chaos Lair

* I plan on backporting the previous 4 changes to branches/1.x based on
testing and feedback

* Currently working on replacing the faces|graphics to Lake and River
archetypes

* Now that the server code has been updated, convert all payment altars
so they accept all coins as payment instead of 1 particular coin type


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Re: [crossfire] Seeking life...

2008-11-03 Thread Rick Tanner
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Nicolas Weeger wrote:
 
 - enforce content rules (reject maps that don't integrate into the timeline / 
 overall story)

There was a in-game timeline related discussion on the IRC channel
earlier today (Nov-03).

I proposed, and will now be writing, lore that relates to and explains a
 possible reason or cause for maps to reset and allow players to run
through them over and over again, why sometimes the server crashes, why
player characters seem to be unaffected by these events.


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Re: [crossfire] Seeking life...

2008-11-03 Thread Rick Tanner
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Nicolas Weeger wrote:
 
 - there is no common goal, so everyone is doing his own stuff

What about the TODO list(s) on the wiki?

http://wiki.metalforge.net/doku.php/dev_todo





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Re: [crossfire] Crossfire Resource Editor

2008-11-10 Thread Rick Tanner
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Nicolas Weeger wrote:
 
 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).

I had to install qt4-dev-tools (Ubuntu Intrepid Ibex 8.10) for the
compile to work.  The compile failed with qt3-dev-tools.

Just passing this along in case anyone else runs in to this as well.

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[crossfire] Recent archetype and server change

2008-11-11 Thread Rick Tanner
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Two recent changes were made to the server artifact file and archetype
treasure and orc treasure file in an attempt to make Crossfire more
friendly to new players and to close an abused item in another.

These changes were only made in Trunk.



Revision: 10395
http://crossfire.svn.sourceforge.net/crossfire/?rev=10395view=rev
arch/trunk/monster/goblin/orc.trs
arch/trunk/treasures.trs

This change will hopefully make more money available for new players so
they can afford to use the detect magic, detect curse and ID altars.
Acquiring money at low levels is very challenging to a new  low level
player.



Revision: 10396
http://crossfire.svn.sourceforge.net/crossfire/?rev=10396view=rev
server/trunk/lib/artifacts

Gourmet Mushrooms are very easy to make and sell for a very high cost.
This is often abused (exploited?) and results in massive fortune for the
player who takes the time (or uses scripts) to make these items.  The
selling cost of the mushroom has been reduced.


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Re: [crossfire] (Automated) Client Snapshot Releases

2008-12-02 Thread Rick Tanner
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Kevin R. Bulgrien wrote:
 
 In summary, I do not think the double text issue should hold back a
 working snapshot.

The double characters in the GTKv-2 client on a 64bit system makes the
client unusable, IME.




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[crossfire] GTKv2 trunk client to branches/1.x client (was Release 1.12)

2009-01-06 Thread Rick Tanner
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Lalo Martins wrote:

 - By January 20th I'd like to merge all trunk changes that are
   sufficiently tested into branch and cut a RC1.  Since I haven't
   been following everything that happened in the last year and a
   half, I kindly ask people to tell me which changes are known
   good, which are known bad, and the rest we'll make an effort to
   test in this time window.

In regards to the client, here's what one distro (debian) had to say..

 Subj: Re: Bug#510778: Please drop crossfire-client-gtk binary package

 Package: crossfire-client-gtk
 Severity: normal
 
 GTK 1.2 will be removed after Lenny release. Please drop the binary
 crossfire-client-gtk binary package.
 
 Cheers,
 Moritz
 
 -- System Information:
 Debian Release: 4.0
   APT prefers stable
   APT policy: (990, 'stable')
 Architecture: i386 (i686)
 Shell:  /bin/sh linked to /bin/bash
 Kernel: Linux 2.6.18
 Locale: lang=de_de.ut...@euro, lc_ctype=de_de.ut...@euro (charmap=UTF-8)


My thoughts:

Due to the significant layout changes between the GTKv1 and GTKv2 client
and to ease the transition for players - I think the gtk-v1.glade layout
should be set as the default layout.

What we have in Trunk right now should become the current branches/1.x
client that all the Linux distros would then release through their
repository.

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Re: [crossfire] Release 1.12

2009-01-06 Thread Rick Tanner
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Lalo Martins wrote:
 - As suggested earlier on this thread, current trunk will become
   further 1.x releases.  I remind you, that's for content; the
   decision whether or not to do the same wrt server and clients
   will be left to the people who take charge of code.

Going with the assumption that this takes place...

Some sort of clear notification or announcement will need to be included
that that player files and content from 1.11 servers are incompatible
with the 1.12 release.

AFAIK, there are maps in trunk that require (as in will only work
with..) archetypes and server code changes in trunk.  So, migrating just
map(?) content from trunk will likely cause complications or break things.

Or, has this been addressed and I missed such a post?

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[crossfire] Change default perm exp values ?

2009-01-07 Thread Rick Tanner
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The server crossfire.metalforge.net has been using 50% permanent
experience for well over a year now.  Players have reacted positively
and prefer this (for likely obvious reasons.) ;-)

What about making 50% the new default permanent experience in SVN and
future releases?


Index: include/config.h
===
- --- include/config.h(revision 8)
+++ include/config.h(working copy)
@@ -255,7 +255,7 @@
  */
 /* GD */

- -#define PERM_EXP_GAIN_RATIO   0.10f
+#define PERM_EXP_GAIN_RATIO   0.50f
 #define PERM_EXP_MAX_LOSS_RATIO   0.50f

 /*

Index: lib/settings
===
- --- settings(revision 8)
+++ settings(working copy)
@@ -224,7 +224,7 @@
 # entirely (the same effect would be achieved by setting the two
 # death_penalty settings below to 0).

- -permanent_experience_percentage 25
+permanent_experience_percentage 50


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Re: [crossfire] Release 1.12

2009-01-13 Thread Rick Tanner
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Lalo Martins wrote:
 All right... with the help of crossfire traffic and svn, I compiled a 
 list of what's in the trunk and branch.
 
 http://wiki.metalforge.net/doku.php/trunkbranchchangebreakdown

I've added about 10 new points of difference to the wiki page.

During the next couple of days, I will go through all the maps again and
post the any more differences I find between Trunk and Branches/1.x

There are some (infamous) cosmetic changes I've made and will merge back
in to Branch which should not have an impact on functionality.

Lalo - How do things look for the Jan-20th target date?




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Re: [crossfire] Crash on Skud bank coin exchange

2009-01-15 Thread Rick Tanner
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Otto J. Makela wrote:
 I'm running the ready-rpm-packaged crossfire-1.11.0-1.fc10 (with
 crossfire-maps and crossfire-plugins of the same version) on a Fedora10 x86_64
 system. A problem that did not occurr in the crossfire-1.11.0-1.fc9 release is
 that the server process suddenly crashes if one exchanges coins at the bank at
 Skud (other banks don't seem to do it).

I haven't seen or encountered this.

Has the issue been tested enough to say this happens with all conversion
altars or just a specific one/few?

If so, which conversion altars?  (silver to gold, platinum to jade, etc.)



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Re: [crossfire] Change default perm exp values ?

2009-01-17 Thread Rick Tanner
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Rick Tanner wrote:
 
 The server crossfire.metalforge.net has been using 50% permanent
 experience for well over a year now.  Players have reacted positively
 and prefer this (for likely obvious reasons.) ;-)
 
 What about making 50% the new default permanent experience in SVN and
 future releases?

No praise, criticism or discussion on this proposed suggestion?






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Re: [crossfire] Treasures

2009-01-21 Thread Rick Tanner
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Andrew Fuchs wrote:
 On Wed, Jan 21, 2009 at 11:01 AM, Otto J. Makela o...@iki.fi wrote:
 Can someone tell me a couple of things that have bugged me for ages?

 Some treasure objects (gold nuggets, rubies, sapphires, emeralds) retrieved
 from randomly generated levels do not pile up with similar objects 
 retrieved
 from normal maps. I assume this means they are in some fundamental way
 different (weight, value, something else?) from the normal treasure 
 objects.
 Pearls and diamonds from random levels do seem to be normal in this 
 respect.

 Is this intentional, or some kind of a random side-effect?

While in DM mode, check and see what material those items are made of.
You'll likely find that some are material: granite or something along
those lines.  AFAIK, this is what keeps the items from merging.

Leaving a stack of similar items in your apartment, and allowing the map
to be swapped out and written to disk (again, AFAIK) will result in the
entire stack being merged.  For instance, 3 rubies  5 rubies will merge
in to a stack of 8 rubies.

 This has been happening the whole time I have known about Crossfire.
 My understanding so far has been that it is a bug that nobody has
 bothered to fix. If anyone knows anything to the contrary, please say
 so.

Finding a way to replicate this, consistently, is the issue.

Unless there is more information I am aware of.






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Re: [crossfire] Linux and Python code crashes

2009-05-06 Thread Rick Tanner
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Otto J. Makela wrote:
 As noted earlier on this mailing list, the Linux distribution
 crossfire-1.11.0-1 server crashes hard minutes after items using
 Python code (like banks, mail system etc) get loaded.
 
 Is anyone working on this?

What distro and version are you using and encountering this on?

Banks, message board, mail system worked for me using crossfire-server
version 1.11.0-2, python2.5 (version 2.5.4-1ubuntu4) and
python2.5-minimal (version 2.5.4-1ubuntu4)

Those python packages were installed as dependencies of crossfire-server.



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Re: [crossfire] Darcap tweaking

2009-12-23 Thread Rick Tanner
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On 12/20/09 2:13 PM, Nicolas Weeger wrote:
 
 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

Sounds like a good test city to work with.

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

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

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.


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Re: [crossfire] Merry Christmas

2009-12-25 Thread Rick Tanner
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On 12/25/09 5:13 AM, Nicolas Weeger wrote:
 Merry Christmas to everyone :)

Yes, Merry Christmas and Happy Holidays to all.




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Re: [crossfire] NPC respawning

2010-01-05 Thread Rick Tanner
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On 1/5/10 12:13 PM, Nicolas Weeger wrote:
 Hello.
 
 I'm wondering about NPC (not monsters, but real NPC the player can interact 
 with) respawning when killed.
 
 If for instance you kill the owner of a tavern, should she respawn?

So the tavern owner would never respawn .. ever?

 I can see three options:
 - keep the same way it is now, respawn at map reset
 - make (some) NPCs unkillable
 - generate a random NPC close, with random dialogs not too far from the 
 original one's

What about making the NPC un-attackable or immune to all attacks?

 I admit to prefer the last solution, as it makes the world more dynamic IMO.
 Of course, then, you have to put all relevant dialogs in a script / plugin so 
 they can be redispatched on other NPCs.

Going with you preferred option listed above.. what happens when that
NPC dies for some reason?  Another nearby NPC is created?

What happens if the entire tavern population is wiped out from a
misfired spell or marauding player?



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Re: [crossfire] Dialog mode

2010-01-05 Thread Rick Tanner
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On 1/5/10 12:17 PM, Nicolas Weeger wrote:
 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

Would the dialog system (at least, initially) work like it does now?

Meaning, NPC response is based on key word(s) from the player character?



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Re: [crossfire] Scorn house of healing tweaks

2010-03-02 Thread Rick Tanner
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 By a suggestion from Ragnor, I tweaked the house of healing in Scorn.
 
 Now the priest will remove depletions if the player knows answers to some 
 basic questions. Right now only 2 questions, pretty easy for players to know 
 I hope :)
 Depletion removal is equivalent to a minor potion of life (level 5).

Very good idea!

How will, or are players, aware of such feature or service?




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Re: [crossfire] Scorn house of healing tweaks

2010-03-02 Thread Rick Tanner
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 Now the priest will remove depletions if the player knows answers to some 
 basic questions. Right now only 2 questions, pretty easy for players to know 
 I hope :)
 Depletion removal is equivalent to a minor potion of life (level 5).
 
 For higher level restorations, probably require some junk from dungeons, orc 
 chops, such things - if someone has good ideas, feel free to tell us ;)

For the player who recently leveled up and their supply of Potions of
Life no longer work on them.. The ability to trade some amount those in
for this spell casting service?

Trying to make trade-ins for the House of Healing fall in line with what
the map actually provides..

Trade X amount of potions of healing in for restoration service?

Same could be said for healing staffs, prayer books, holy symbols, balms.

Also, alchemy ingredients used to make healing items or components.



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[crossfire] Flash based Crossfire Client

2010-04-01 Thread Rick Tanner
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Hi everyone,

Great news!

I've been making substantial progress with building a Flash based
Crossfire client based of the GTK-v2 client.

Most of the work was handled by this product,
http://labs.adobe.com/technologies/alchemy/

The test platforms of Windows XP Home/Pro, Windows 7 Pro, Mac OS X
10.6.3 have shown great promise.

I hope to have a beta available soon!




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Re: [crossfire] Flash based Crossfire Client

2010-04-02 Thread Rick Tanner
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 I've been making substantial progress with building a Flash based
 Crossfire client based of the GTK-v2 client.

Just to clarify.. yes; this was 100% April Fools joke




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Re: [crossfire] Release?

2010-04-14 Thread Rick Tanner
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On 3/31/10 2:01 AM, Mark Wedel wrote:
 
   Just a heads up - I'm targeting weekend of April 10-11 to make a release, 
 since I should have time then (certainly won't this weekend)..

To recap or confirm..

This will or would be called 1.5 and based on what is currently in trunk?

Or is this the final branch roll out of maps  server and client and
called 1.12?

(client based on SVN R12303 - the confirmed working checkin to work with
Branch content)



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Re: [crossfire] Material

2010-04-16 Thread Rick Tanner
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 I'm not sure many people actually use the NEW_MATERIAL_CODE macro defined in 
 config.h...
 I don't even know who knows what it is supposed to do or if it was tested :)

Quite some time ago, it was enabled on Metalforge but removed due to
player complaints.

What people didn't like about it was merging issues in their inventory
window.  They would (for instance) have 8 different Boots of Speed all
because they would not merge together to be Boots of Speed x8; the
material types (different hides; dragon, wolf, serpent, etc.) was
determined to have caused this.

The goal or hope of the original developer for this feature was to
implement task quests in the game like find a NPC a stone amulet, a gold
sword, serpent skin leather armour, etc. and then collect a reward.



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Re: [crossfire] Crossfire release?

2010-11-17 Thread Rick Tanner
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On 11/16/10 10:24 PM, Kevin R. Bulgrien wrote:
 I don't really know of any serious stability
 reports out there, though some users seem to be confused by the
 account / character setup dialogs.

I've been working on the walk though for the new account setup, progress
so far is located at:

http://crossfire.real-time.com/guides/character/summary.html


 Probably don't want to go in such big hops as to get to 1.100+ is all I have 
 to add to that.  On one hand the client changes are significant.  On the 
 other,
 without a corresponding server release, its probably a bit weird to go
 jumping the client by leaps and bounds.

In the past, (can't recall the exact release..) having server release
number differ from client release number created new confusion in
regards to compatibility of one with the other.  So, from that point,
we've tried to keep all the release numbers the same.



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Re: [crossfire] crossfire-mapper

2011-02-02 Thread Rick Tanner
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On 1/29/11 9:24 PM, Kevin R. Bulgrien wrote:

 If anyone can confirm results or get different ones, I'd be interested in
 hearing about them.
 
 I'm thinking a readme file in the utils folder might be helpful.

Make sure your archetypes are updated, as some of the Error messages you
list were recently fixed.

Then, run make collect in the server/lib directory.  Compile the server
once again.

I did these two (well, three actually..) steps, and the error alerts you
list were no longer a problem.




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Re: [crossfire] Player creation bug

2011-02-21 Thread Rick Tanner
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On 2/13/11 5:47 AM, Tolga Dalman wrote:
 
 Being on this topic, I have some suggestions for the crossfire-client.
 I think it is already pretty good, however for a normal user like
 me it is quite difficult to create a character in a sane way.
 So I suggest:
 1. add descriptions for stats (e.g. tooltips).

I tested this under Ubuntu Lucid with the standard Gnome desktop, and
tool tip summaries appeared for all the stats (Str, Dex, Con, et al.)

I have not tested this under any other OS/Distro and desktop
environment. Perhaps other list subscribers can and report their findings?



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Re: [crossfire] Materials

2011-06-26 Thread Rick Tanner
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 I wonder whether to enable that (extended material) support by default and 
 fix 
 issues, or totally remove it.
 
 What do you think?

What I found to be irritating about the material code was it made
inventory management much more annoying.

Specific example was Boots of speed. Instead of have (let's say..) a
stack of 6 boots, you would see all individual boots because they were
all made of different material (leather, snakeskin, etc.)

So, only way to see that items were made of different materials is to
have them show up individually in your inventory or item stack.

On a side note..

As I recall, the intent of the original author was to deploy a questing
system where a NPC would ask for something like a gold dagger and then
the player would provide that to get a new item request (i.e., granite
stone axe.)

I personally liked such a concept, but not enough to really want to
endure the issues it causes and mentioned above.

So, unless some new ways to deploys this can come together, I would vote
for removing this feature.





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[crossfire] Metaserver host move, 2011-sept-08

2011-09-01 Thread Rick Tanner
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The metaserver hosts (v1 and v2) used for Crossfire will be moving to
a new server on 2011-Sept-08.

The server IP will be 63.170.91.103, the host name (as in the web
address of crossfire.real-time.com) will be unchanged - but may take a
few hours for the DNS change to fully propagate.

For many people this move will go unnoticed.  No changes need to be
made on their part.

For those who have special firewall rules, port forwards, etc. this
*may* require an rule or setting change on your part to use the new
server IP address.  Those who play Crossfire from behind a firewall
may also need to make rule or setting changes on their side as well.


Anyone who has a server that is listed on the metaservers, no change
or update is required on your part from the Crossfire side of things.

If you want to test and find out before next week, add the following
to the metaserver2 file found in the share folder, then restart the
Crossfire server.

metaserver2_server
http://crossfire-1.real-time.com/metaserver2/meta_update.php



Then wait a few minutes for your server to show up here:

http://crossfire-1.real-time.com/metaserver2/meta_html.php




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Re: [crossfire] Tower of Vim (Crossfire)

2011-10-04 Thread Rick Tanner
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On 9/28/11 8:23 AM, David Safir wrote:
 Hello, I just play the game Crossfire, I don't write much, but I
 was wondering about the Tower of Vim/ Elven Moon quest, World 
 110_128, just to the right of Lake Country,

Long time player, first time posting?  ;-)

 It seems the entrance was missing, and also that there was no way
 to get to the lower levels back in troll canyon, the elven moon
  counterpart quest,

I will look in to this and see if it something with the old map set
that Metalforge is using or a bigger map problem.

Thank you for posting and bringing this to our attention.

 Plus, we need more interesting bows in Crossfire and I think
 there's one in that quest :D

Interesting in what way?

Stats, damage types, names, graphics, et al.



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Re: [crossfire] exp loss changes

2011-10-12 Thread Rick Tanner
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On 10/9/11 12:13 AM, Mark Wedel wrote:
 
 After long last, I've started work on the skill system I suggested
  at:
 
 http://wiki.metalforge.net/doku.php/user:mwedel:skills
 
 (it helps to have some free time between jobs)

If that means what I think it does.. very sorry to hear this.

 On that page, in the notes, I mention that level loss will not 
 result in loss of AP - rather, it just means that it will take 
 longer before they get any new ones.

Very interesting.

 With such a method, I was thinking that instead of decreasing exp 
 from the player total, instead add a new field like exp_penalty or
  exp_loss. When a player dies, that field is increased by 
 appropriate amount- exp_loss += (exp - exp_loss) * 
 death_penalty_ratio.
 
 Then, any earned experience after that point gets applied to 
 exp_loss first, and only when that is zero, does exp get applied to
 normal total.

By chance could some of this exp loss by death or drain be regained
through quest items/rewards or other in game mechanics?



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Re: [crossfire] Skill effectiveness changes?

2011-10-25 Thread Rick Tanner
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On 10/23/11 2:47 PM, Otto J. Makela wrote:
 Crossfire.metalforge.net seems to be running version
 v1.12-beta-r12190M. Has the effectiveness of skills (specially
 trap disarming and lock picking) been changed around this version
 in respect to some earlier releases?

As far as I can recall and find, nothing has changed on Metalforge in
quite some time.

 Even though I have a character with fair skill levels, I've yet to 
 successfully disarm or unlock anything with this version in even
 slightly higher-level dungeons (like the Scorn Prison)? Or was
 gaining skill levels perhaps easier in earlier versions? Or am I
 just imagining things?

Feedback was it was easier to gain exp, but took much longer to level
up the skill.

With latest or most recent server releases, skills such as lockpicking
grant more EXP for high (or harder) level locks and this change was
made in March-2010.

http://crossfire.svn.sourceforge.net/crossfire/?rev=12721view=rev



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Re: [crossfire] New server crashing today - trunk

2011-11-17 Thread Rick Tanner
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The issue or cause for this crash was the plugins.

To resolve the issue, remove the following plugins and then re-build
the server.

cfanim.so
cfpython.so
citylife.so


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Re: [crossfire] New server crashing today - trunk

2011-11-17 Thread Rick Tanner
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The issue or cause for this crash was the plugins.

To resolve the issue, remove the following plugins and then re-build
the server.

cfanim.so
cfpython.so
citylife.so


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Re: [crossfire] Upgrading the 'probe' spell

2011-12-15 Thread Rick Tanner
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 I'd like to change the 'probe' spell, to make it more interesting.

Sounds very good and I think useful to players who wonder if that
attack is actually harming the monster or if they think they have a
chance to defeat said monster.

 This will require some client change to display the hp.

As in it would be more then just text output?

Or it would be like magic mapping and display info in a popup window?

Or, something else?



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Re: [crossfire] Upgrading the 'probe' spell

2011-12-29 Thread Rick Tanner
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On 12/29/11 6:58 AM, Nicolas Weeger wrote:
 
 
 I've also improved 'perceive self', to display immunities the
 player has.

Thank you for this.

(Not at a time or location to test this myself, but...)

Does it also display vulnerable to godpower for wraith characters and
Devourer followers?


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[crossfire] Fwd: [Crossfire-devel] Compiling crossfire-server on FreeBSD 9.0

2012-02-01 Thread Rick Tanner
Cross post..

-- Forwarded message --
From: Kevin Zheng kevinz5...@gmail.com
Date: Fri, Jan 27, 2012 at 9:33 PM
Subject: [Crossfire-devel] Compiling crossfire-server on FreeBSD 9.0
To: crossfire-de...@lists.sourceforge.net


Greetings everyone.

Today I decided that I would take the latest trunk version of
crossfire-server and compile it on FreeBSD 9.0 from source. For anyone
interested in going through a similar experience, crossfire-server
doesn't like compiling on FreeBSD, but with some modifications to the
configure script and makefiles, seems to work fine. So, here's what I did.

0) Do all of the preparatory work (grabbing arch, map, server, linking
arch into server/lib, etc.)

1) Created configure with the standard sh autogen.sh

2) Change the shebang in 'configure' from #!/bin/sh to
#!/usr/local/bin/bash. FreeBSD's /bin/sh isn't at all like bash, and
seems to choke when looking for Python. Bash seems to work fine.

3) Change all instances of '-ldl' to '-lc' in 'configure'. FreeBSD
doesn't have a -ldl, because its dlopen() is in the standard C library.

4) ./configure with your favorite options (mine is --prefix).

5) Change the '-ldl' in server/Makefile to '-lc'

6) gmake install (instead of FreeBSD's default make)

And it actually compiles. And here begins my 'bug report'. For me, it
doesn't work. When I load up crossfire, everything starts out fine...

Welcome to CrossFire, v1.60.trunk-runknown
Copyright (C) 1994,2011 Mark Wedel  Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen.
12/01/27 21:31:02 [Info]    Reading highscore file
/home/coolperson/cfroot/var/crossfire/highscore
12/01/27 21:31:02 [Info]    Initializing plugins
12/01/27 21:31:02 [Info]    Plugins directory is
/home/coolperson/cfroot/lib/crossfire/plugins/
12/01/27 21:31:02 [Info]     - Loading plugin : citylife.so
12/01/27 21:31:02 [Info]     - Loading plugin : cfpython.so
12/01/27 21:31:02 [Info]     - Loading plugin : cfanim.so
12/01/27 21:31:02 [Info]     - Loading plugin : cflogger.so
12/01/27 21:31:02 [Info]    Sqlite Logger Plugin 1.0 alpha init
12/01/27 21:31:02 [Info]    Sqlite Logger Plugin 1.0 alpha post init
12/01/27 21:31:02 [Info]     - Loading plugin : cfnewspaper.so
12/01/27 21:31:02 [Info]    Newspaper Plugin 1.0 alpha init
12/01/27 21:31:02 [Info]    Newspaper Plugin 1.0 alpha post init

But then...

12/01/27 21:31:02 [Error]   select failed: Bad file descriptor
12/01/27 21:31:02 [Error]   select failed: Bad file descriptor
12/01/27 21:31:02 [Error]   select failed: Bad file descriptor
12/01/27 21:31:03 [Error]   select failed: Bad file descriptor

And that message repeats until I CTRL-C out. Now I need a little bit of
help. I can play with configure scripts fine, but I need a little help
with this.

Thanks,
Kevin Zheng

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[crossfire] Compiling 1.60 on OSX.

2012-02-16 Thread Rick Tanner
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Hello,

 Yesterday I thought, how hard can it be to port a C application to 
 OSX? After all, I've got both Xcode and homebrew installed. :-)

What version of Mac OS X are you using?

What version or release of Xcode did you use?

I wasn't aware of homebrew, thank you for this information.

 Anyway perhaps the home page can be updated a bit with a text about
 it being possible to compile the OSX client?

The client page is (more or less) a mirror of the wiki page located
at, http://wiki.metalforge.net/doku.php/osx

So, yes - when the wiki is updated the Mac OS X (Intel) page get's
updated as well.


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[crossfire] JXClient screen shot request

2012-02-16 Thread Rick Tanner
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Hi,

For those who are more familiar and use the JX Client, could you
please send me a screen shot of your client layout?

I am curious to see and compare what options and choices people use.
Plus, I have an opportunity to gather in person feedback from brand
new players this weekend in regards to the client.

Thank you,


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Re: [crossfire] Quest-based leveling?

2012-03-18 Thread Rick Tanner
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 The idea being that instead of leveling, one would do the quests,
 and level almost like a side-effect.

So what you propose a player would only gain exp when the complete a
milestone in a quest - such as recover an item, slay a specific
monster, etc.?

Instead of gaining exp for all the monster slaying, item
identification, and other skills - it would only be when the quest
objective is reached?

I had a brief experience with a game system like this.

The things that made it not very enjoyable (in my experience) was some
of the following:

Would need to find a group to solve a quest, only to have a person
leave early or a bad member/player and the whole group would not
achieve the objective - thus no exp.

Server crash in the middle of a quest (especially a multiple hour
one), would have to start over with no exp gained yet.

Could not just quickly log in for a few minutes or hour or less and
make progress after level 5 (might have been 10?)  Would have to set
aside multiple hours in order to play in order to accomplish something.

This game also made changes so that money and item rewards were only
obtained when quests were completed.  Side tangent, but just an FYI.



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[crossfire] SourceForge migration tentatively scheduled for 2013-feb-25

2013-02-21 Thread Rick Tanner
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Hello everyone,

SourceForge is in process of migrating hosted projects to their new
platform.

The project is not leaving SourceForge!
It's just going to reside on a different server cluster (if you will..)

Some of the new features that will be available can be found here:
https://sourceforge.net/p/allura/wiki/Features/

So, what does this mean?

During the migration, it is important that we do not check in or
commit any code revisions until the migration process is complete.

I would like to suggest starting the migration on 2013-feb-25 at 18:00
UTC.

Starting the process is a matter of completing a web form and then
waiting - which I volunteer to do.

I will post status updates as they are available, and any changes that
might be necessary as part of the migration.

Any questions or concerns?







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Re: [crossfire] SourceForge migration tentatively scheduled for 2013-feb-25

2013-02-25 Thread Rick Tanner
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SF migration is complete.

The old repository (url:
http://crossfire.svn.sourceforge.net/svnroot/crossfire) is read-only now.

The new repository is:
https://svn.code.sf.net/p/crossfire/code/

For more detailed instructions on migrating your local checkout to the
new repo, please see

https://sourceforge.net/p/forge/community-docs/Repository%20Upgrade%20FAQ/

Further help and instructions can also be found at:

http://wiki.metalforge.net/doku.php/sourceforge_migration



Background info from SF:

The new platform, codenamed Allura, is a rewrite and redesign of the
Open Source development tool set. It provides tighter integration
between the various tools to give you a better developer experience.
Allura is a project in incubation at the Apache Software Foundation,
where people from many different companies are collaborating to make
it even better.

You can see a quick overview of the platform at
http://sourceforge.net/create/#feature-holder and you can see ongoing
updates to the platform on our blog, at
http://sourceforge.net/blog/tag/updates/
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Re: [crossfire] Just announced! Crossfire:TCG

2013-04-02 Thread Rick Tanner
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 Crossfire: Trading Card Game (aka, Crossfire:TCG)
 
 April Fool! :)

Yes sir, you are correct.  The post was made as part of the festive
holiday.


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Re: [crossfire] Reorganizing dist files on SourceForge download page

2013-04-25 Thread Rick Tanner
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On 4/24/13 11:16 PM, Kevin Zheng wrote:
 
 I've noticed that the files available from the project's 
 SourceForge download page have become very haphazardly organized. I
 think that it's time for someone to consider tidying things up a 
 bit.

Just to make sure, do you mean this page?

https://sourceforge.net/projects/crossfire/files/



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Re: [crossfire] Gem upgrade formulae?

2013-04-29 Thread Rick Tanner
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 Maybe with a high failure rate, and rather in thaumaturgy maybe, 
 which doesn't have many recipes.
 
 I like this idea; I think having the high chance of failure and
 huge number of starting materials offsets the cost and random
 chance of finding these in the wild.
 
 Perhaps even a skill like jewelery? Then again, I don't know many 
 jewelers who can put together a bunch of gems to make a better
 gem.

I like the idea of being able to assemble or craft items in the game.

Here's my thought on this specific idea..

Thaumaturgy to assemble lesser gems in to a flawed gem.

Jeweler skill to cut/polish the flawed gem in to the gem of
great value, et al.

If graphics are needed, I volunteer to work on that.


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[crossfire] SVN:externals update for Gridarta

2013-05-29 Thread Rick Tanner
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Hello,

I updated the external link for Gridarta (gridarta-editor) directory
found in the Crossfire SVN code base. That project was moved to
SourceForge's new platform recently.

However, a changed pdf (server/doc/Developers/smooth.pdf) was
accidentally included in the checkin.

The email alert for the checkin has not arrived in my inbox yet so I'm
not sure what all it's going to show as changed. And what I need to
correct.

The next time you run a SVN update, it will appear that you are
downloading the entire codebase for Gridarta again.

So... Consider this a heads up for a long list of file changes at
your next update.

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