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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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] 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] 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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[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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[crossfire] Patch Tracker and comment spammers

2012-11-30 Thread Rick Tanner
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Hi everyone,

At the moment, and hopefully as a temporary measure, I have disabled
the ability for anonymous comments to the Patch Tracker at SourceForge.

While the comment spam wasn't overwhelming, it was annoying IMO.

This can be reverted back by anyone with project Admin rights in a few
weeks to a couple of months(?) down the road.

Best regards,

- - Rick Tanner

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

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

-- Forwarded message --
From: Kevin Zheng 
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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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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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] 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] 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=12721&view=rev



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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] 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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[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] 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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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] 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] 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 release?

2010-11-16 Thread Rick Tanner
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On 11/14/10 11:19 PM, Mark Wedel wrote:
> 
>   Been a little more than 6 months since last official release, and I was 
> thinking that trying to get one out before end of the year might be nice.
> 
>   Thoughts/comments?

There has been a number of changes and updates to make a release
necessary, IMO.

Would prefer to see a release where the ChangeLog is not a dozen pages
or thousands of lines of summary text. ;-)

>   Likewise, any list of the major changes since last release?  Looking at 
> changelog can be a little problematic, as it may not be readily apparent from 
> the notes whether it is a significant/meaningful change.

I have the SVN Traffic page updated from Nov-2010 back to Sept-2010, so
about half way there.  Another set of eyes to confirm, clarify and
update information so far is always welcome.

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

One major change is the new character creation method.  Also some new
maps, improvements on existing maps, lots of sound related & support
changes in the gtk-v2 client.  Number of updates in the JXClient as well.






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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] 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] 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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[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] 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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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] 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] 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] 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] 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] 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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[crossfire] Testing, please ignore...

2009-03-30 Thread Rick Tanner
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Testing the mailing list after a network move, please ignore this message.


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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  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] 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] 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] 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] Release 1.12

2009-01-07 Thread Rick Tanner
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Lalo Martins wrote:
> Content changes that require trunk code are another matter.  I'd like
> to have a list of those if someone who knows about it has the time to
> compile it; 

More searching and comparing. I'm not sure if this requires trunk code
or not..

NPC dialog that uses @question

Example map, /brest/taverns/brest.seaside.tavern


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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

2009-01-06 Thread Rick Tanner
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Lalo Martins wrote:
> Content changes that require trunk code are another matter.  I'd like to 
> have a list of those if someone who knows about it has the time to 
> compile it; 

As I (re)discover or remember the differences, here's some more.

Monster generator limits (i.e., generator_limit 10)

scorn/houses/resir
houses/easy_house.1.c
misc/beginners
scorn/temples/valkyrie2
scorn/misc/beginners2
start/newbieshouse

Maps where monster population and stats (lower AC, reduced Wc) are
designed for the combat system in trunk:

/quests/saromok/*
darcap/pygmy_forest/*

The Fun Zone maps, I'm not sure if there is anything with those maps;
they need a closer look.

darcap/darcap/circus/fz_*



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Re: [crossfire] Release 1.12

2009-01-06 Thread Rick Tanner
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Lalo Martins wrote:
> 
> Content changes that require trunk code are another matter.  I'd like to 
> have a list of those if someone who knows about it has the time to 
> compile it; 

One that I am aware of, r10699 through r10701

Re-enable cfpython to change player's title

Allow player dragons to pick metabolism focus in the hallofselection,
also change player title

As far as changes/differences from between trunk and branch from a
player perspective, a list was started on the wiki:

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


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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] 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] tracker spam notification

2008-12-22 Thread Rick Tanner
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David Delbecq wrote:
> for those that didn't notice, our tracker is getting spammed:

Yep, noticed.

For the moment non-logged in posting is disabled for Patches and Bugs
tracker.



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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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Re: [crossfire] (Automated) Client Snapshot Releases

2008-12-01 Thread Rick Tanner
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Kevin R. Bulgrien wrote:
> 
> What might it take to break the blockade on 2.x client releases?  

I would say squashing the double character issue that you mentioned
later on in your email.

> P.S. Right now my build system is x86_64, and unfortunately x86_64 RPMs
> seems to have the "[ 1876788 ] Doubled characters in GTK clients" bug.

Or move what is currently in trunk right now and make it 1.12.0 or
something similar.





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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=10395&view=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=10396&view=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] 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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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] 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...

2008-11-01 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] 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_melee"floor.

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] 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=detail&aid=1811088&group_id=166996&atid=841185


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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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[crossfire] [Fwd: SourceForge.net Subversion service downtime scheduled 2008-09-04]

2008-09-02 Thread Rick Tanner
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Sending this as an FYI

-  Original Message 
Subject: SourceForge.net Subversion service downtime scheduled 2008-09-04
Date: Tue, 2 Sep 2008 20:47:58 UT

On 2008-09-04 at 04:00 UTC, Subversion service write operations will be
offline for no more than 24 hours.  During this time, Subversion write
operations (such as commit) will fail with an error.  Read operations
(checkout, ViewVC, etc.) will succeed as normal.  This downtime is being
used to migrate data on to new storage hardware and conduct performance
testing.  We are taking this downtime approach (leaving service online,
with write operations failing) to minimize the functional impact to users.

Questions or concerns regarding this downtime may be directed to
SourceForge.net staff by submitting a Support Request at
https://sourceforge.net/projects/alexandria/support/

Thank you,

Jacob Moorman
Director of Operations, SourceForge.net

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Re: [crossfire] Testing svnmerge.py

2008-08-20 Thread Rick Tanner
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Rick Tanner wrote:
> 
> 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.

I've found some problems with using this.

Svnmerge requires an "all or nothing" approach for merging.

For instance, r9738 was some map changes to update or add the difficulty
level to 14 maps.  At least 4 of those maps were not in branches/1.x; so
svnmerge would not merge the changes.

For the time being, I will continue to manually backport changes.

If anyone else is interested in trying this out and showing how it can
work - by all means, please do.

Thanks.

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

2008-08-09 Thread Rick Tanner
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Kedjane - wrote:
>  
>  By the way, why can't you register to your forums with a hotmail
> adress, that's just really annoying. 

It's due to the hundreds of spam(mer) accounts that have attempted to
register on the forum using @hotmail.com

> I did register using a different
> email, but it turns out I can't access it (I think it was deleted for
> not being used for a few years).

Please reply to me via private email as to what address you used and I
can investigate.




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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] Challenge-Response login, proof of concept implementation ready

2008-06-10 Thread Rick Tanner
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AnMaster wrote:
|
| Backward compatibility would be supported by plain text login once and
then upgrade
| password in player file to store the "shared secret", then HMAC-SHA256
would be used in
| future to log in. I feel that it is less of an issue storing an
unencrypted shared secret
| on the server than, as we currently do, sending it in plain text over
network.

What about password resets in cases where a player returns from a long
hiatus and can't remember their password?

Under the current system, a person with server/shell access can reset
that players password.  Would this new system prevent this?




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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] Pupland branch

2008-04-09 Thread Rick Tanner
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> So, hum, is the branch still alive?

Late last month, I finished merging changes (bug fixes, cosmetic
improvements, et al.)from trunk -> branches/1x -> branches/lalo-pupland

As far as the actual state of the Pupland big world, see below.

> Is it worth using it? 

I don't know, that was why I was merging over the changes.

What I just discovered though, was the "new continent" that was going
going to be used for the Pupland maps appears to be missing.

An earlier branch had world maps files going from world_075_023 to
world_099_032 -- I am no longer finding them in /lalo-pupland.  I'm not
sure if this was an oversight or if these map files are no longer needed.

Lalo, can you please clarify on this?

> Or should we trash everything and forget putting Pupland
> in bigworld?

I think moving the pupland maps (and Butakis fortress, Darcap circus,
etc. -- but those are projects for another day) to big world is worth
doing, but not a critical priority.





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Re: [crossfire] Rods bug

2008-04-03 Thread Rick Tanner
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David McIlwraith wrote:
|
| The bug that was fixed in relation to rods (the rod power being capped
| to the "use magic items" skill level) is now broken again

Such a feature or function was/has not been implemented in Crossfire
branch/1.x or in trunk.





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Re: [crossfire] Mapper tool

2008-03-24 Thread Rick Tanner
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| I was wondering: would it be worth to make mapper generate one page
per found
| monster archetype in ùa?.

What is the last word in the sentence?
It's not displaying for me for some reason.

| Currently there is one big page summing that up (monsters.html).
|
| Probably something like one page per archetype, with special monsters
in a
| different section.
|
| So you'd have (random values):
| ---
| Bat
| hp: 6
| wc: 1
| found in maps: cave, ...
| Special variants:
| - Bat Boss: big cave
| - evil bat: demonic lair
| -

So, using the example above..

There would be the name "Bat" on a map summary page.  This would be a
hyperlink to a standalone page display the complete stats of the Bat?

I presume the user would then have to use the browser back button to get
back to the map summary?

Assuming the summary above holds true; Just some ideas..

What about using a popup window to display the monster information?

What about using an iframe to display the monster information?




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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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[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=2352&group_id=1#1181767103


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Re: [crossfire] Who uses the scrollbars around the map?

2008-02-19 Thread Rick Tanner
Mark Wedel wrote:
> 
>   My idea was to be able to scroll the map window to see fog of war data, etc 
> (while it could be used, I didn't really envision someone with a 13x13 
> display 
> area playing with 25x25 map data and scrolling about).
> 
>   Instead, the idea was more like 'I think I've cleared out this dungeon 
> level. 
>   Let me scroll around the map window to see if I've missed anything'.  Or in 
> the case of maps with a more maze like layout 'let me scroll around and see 
> how 
> I get back to the exit'.
> 
>   But they can certainly go away until (if ever) that feature gets 
> implemented.

If/when this feature is implemented - I think it would be a good idea to
include a button or something to recenter the viewpoint directly over
your character.

Otherwise, I imagine it would very frustrating to have to scroll around
looking to see where you are at in some maps. ;-)




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Re: [crossfire] Volunteer for Windows builds?

2008-02-08 Thread Rick Tanner
Nicolas Weeger wrote:
> 
> Is there anyone willing to do binary builds for Windows for now on?
> 
> I don't mind doing the .11 release, but I must say if someone else would like 
> to do the next ones, I'll gladly let him/her handle things :)

I will have limited access to a 32bit Win XP home workstation starting
in about 2 weeks.

Will Visual Studio express work for the builds?
Or, is something else needed or recommended?







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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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Re: [crossfire] Volunteer for Windows builds?

2008-01-30 Thread Rick Tanner


Nicolas Weeger wrote:
> Hello.
> 
> Is there anyone willing to do binary builds for Windows for now on?

(Moving the discussion from IRC to the ML)

What about using something like CMake ?

http://www.cmake.org/HTML/Index.html
http://www.cmake.org/HTML/About.html







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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] 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=detail&atid=113833&aid=1825589&group_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] 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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[crossfire] SourceForge changes to SVN Access

2007-07-09 Thread Rick Tanner

FYI Announcement from SourceForge

( 2007-07-09 10:43:54 - Project Subversion (SVN) Service ) As announced,
support for the deprecated subversion access method
(svn.sourceforge.net) was removed. Please use the
PROJECT.svn.sourceforge.net access method that is described in our docs.


As suggested on IRC, this command should take care of updating your
local file paths:

svn switch --relocate https://svn.sourceforge.net/svnroot/crossfire
https://crossfire.svn.sourceforge.net/svnroot/crossfire

(careful of line wrap..)






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Re: [crossfire] reorganizing the entire world

2007-06-26 Thread Rick Tanner
Juergen Kahnert wrote:
> I have the following idea for the new world:
> 
> After character generation, you have to chose your class. As soon as you
> have chosen your class, you won't enter "start/Nexus", but the guild of
> that class.
> 
> This guild will be a combination out of the newbieshouse and the
> beginners maps to teach new people how to play this game. And there you
> learn the abilities of your class. So you won't get a bunch of class
> specific items. Instead of this you're guided through maps where you
> learn your abilities and where you're teached how to use them.
>
> Parts of the guided tour could be shared between different guilds. This
> will reduce the map making work.

Good ideas. ;-)

Is this the right or appropriate thread to start listing what one should
learn in the guild map? And the shared maps?

For instance: movement (walking, running, attacking), applying/removing
 and (un)locking inventory items, buying and selling from a shop, using
money conversion and detect magic/curse altars, learning spells,
learning new skills and so on.

> For more class like role playing, the guild is able to ostracize players
> by checking for example if a sorcerer uses close combat skills instead
> of magic. If the sum of the close combat skills exceed the sum of magic
> skills by a defined limit (e.g. > 10%) the sorcerer isn't allowed to
> enter the guild. This also means this sorcerer won't get additional high
> level spells because they are rewards from the guild master for solving
> quests.

AFAIK, at this time - such a check is not possible.  This will require
some developer/coding updates.



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Re: [crossfire] reorganizing the entire world

2007-06-20 Thread Rick Tanner
Juergen Kahnert wrote:
> On Mon, Jun 18, 2007 at 12:48:29AM +0100, Brendan Lally wrote:
>>
>> Make the other apartments available at least as good as the one in
>> scorn (changing the portal layout probably achieves most of that
>> anyway).
> 
> Make the apartments better and better, the higher the region become.

Because of how apartment(s) and apartment files are stored - how would
someone with the old/original apartment "upgrade" to a new or revamped
apartment?




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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] Undead dragon

2007-06-01 Thread Rick Tanner

> With relation to the bug at 
> http://sourceforge.net/tracker/index.php?func=detail&aid=1727118&group_id=13833&atid=113833
>  
> (which isn't per se a bug - dragons worshipping Devourers aren't dragons 
> anymore).
> 
> The is_dragon_pl() function will though return 1, allowing such a dragon to 
> gain resistances.
> 
> So undead dragons can gain resistances, but can't enter dragon guilds.
> 
> What do you think of that?

It's often confusing to players...

> IMO undead dragon must be able to gain resistances, else too hard.
> On the other hand, entering a guild, we can decide some dragon guilds reject 
> undead dragons.
> So I'd say we keep the situation this way :)

What about this work around?

Add a new map to the lower/dungeon area of the Devourers Temple which
only allows undead to enter and has the various elemental residue
available for switching a dragon's metabolism.

This could also tie in to a quest (similar to the Scorn Royalty quest)
where only those who accomplish certain tasks or turn-ins could enter.

Or, a dungeon level added to the dragon guild for the undead dragons.

Just a couple of ideas






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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] 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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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] Undead flag

2007-04-11 Thread Rick Tanner

> Concerning feature request 
> https://sourceforge.net/tracker/index.php?func=detail&aid=985488&group_id=13833&atid=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=detail&aid=1157459&group_id=13833&atid=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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[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] 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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Re: [crossfire] Item power/enchantment question

2006-12-21 Thread Rick Tanner


Nicolas Weeger (Laposte) wrote:
> I'm wondering if there is somewhere 
> documentation about what item power and enchantment are supposed to do? :)
> 
> So we can fix as the documentation says it should work, or fix the 
> documentation ^_-

This?

http://crossfire.svn.sourceforge.net/viewvc/crossfire/server/branches/1.x/doc/Developers/objects?revision=5018&view=markup

Section 3G Item Power (item_power)

item_power measures how powerful and item is.  This information is only
relevant for items that are equipped - one time use items, monsters,
walls, floors, do not use this.

When a player tries to equip something, the code goes through all the
objects the player currently has equipped and sums up their item_power.
 The item_power of the object the player is trying to equip is also
added.  If this total exceeds the characters level, he is not allowed to
equip the item.

In simple terms, the sum of all the players equip items item_power must
be less than the characters level.

Powerful items should have a higher item_power value.  This basically
acts as a way to balance the items.  It also prevents gifts from high
level characters to newbies from being very useful - the item_power may
prevent the low level character from equipping this items.

For items automatically generated by the treasure code, the following
formula is used:

# enchantmentspower
00
10
21
32
43
55
68
711

An enchantment is:
Each plus an item has.
Each point an item increases an ability.
Each 20% protection an item gives (rounded normally, eg 0-9 counts as
nothing,
10-29 counts as one, etc)
Each attacktype a weapon has.
Spell path adjustments

This same formula can be used for custom objects to figure out their
item power.

While the item_power field in the object structure is signed, in
general, there should not be objects with a negative item power.
However, negative effects an item has may reduce the item power.  Eg, a
'sword +4 (str +2)(wis -3)' would really be 3 enchantments.



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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=detail&atid=113833&aid=1551398&group_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] 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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[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] 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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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] 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] Spell path balance - Summoning

2006-08-24 Thread Rick Tanner
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Lalo Martins wrote:
> On Sun, 20 Aug 2006 14:05:55 -0500, Kevin R. Bulgrien wrote:
>> completely unbalanced as it takes eons of mind-bendingly boring
>> snooze, summon, attack, snooze until summoned character is dead
>> cycles.  Am I just missing the point of this path, or is it really
>> not very well balanced?
> 
> Generally, I think summoning needs high-level spells that summon
> strong critters, rather than just relying on pets becoming stronger and
> stronger with level.

Looking at some other gaming systems as a reference.. Let's not forget
the possibility of "reverse summoning."  As an example:

level 6 - Summon Air Elemental:
Summons an Air Elemental to do the caster's bidding

Level 7 - Dismiss Air Elemental:
A single target range spell that attempts to banish the Air Elemental
back to it's native plane.

Higher level versions of the spell could then make these "reverse"
spells area of effect spells, too.

Just an idea.  There are more fine tuned details to work out though.



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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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[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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