Preston Crow wrote:
> I think we need to be sure that the clients are offering help on the
> local commands before we remove that help from the server.
JXClient has been updated accordingly.
> I think what needs to happen is to have the client intercept the
> 'help' command, display the
Bob Tanner wrote:
> Object altar_valkyrie
> name Altar of Valkyrie
> other_arch Valkyrie
> type 56
> face altarvalk.111
> no_pick 1
> level 100
> arch altar_valkyrie_pray_event
> end <— ends Object altar_valkyrie
This line ends "arch altar_valkyrie_pray_event". This allows to
customize the
Mark Wedel wrote:
Almost certainly what is happening is the client is getting a color
value that it assumes is valid, and is looking up values beyond what
are in fact valid. The Java client is more intelligent and does bound
checking or the like.
The right solution for the client in these
Hi,
I am one of the founders of Gridarta and I still maintain the editor. So
expect my viewpoint to be slightly biased ;)
I already mentioned on IRC some of the reasons why I think that this
editor [gce] is interesting: it is fast (e.g., drawing walls or other
features on a large map is much
Crossfire CVS repository messages. wrote:
Revision: 8406
http://crossfire.svn.sourceforge.net/crossfire/?rev=8406view=rev
Author: kbulgrien
Date: 2008-02-09 23:21:50 -0800 (Sat, 09 Feb 2008)
Log Message:
---
- Reformat LOG() calls to break long lines.
[...]
+
Yann Chachkoff wrote:
Le dimanche 5 août 2007, Kevin R. Bulgrien a écrit :
Using run.sh, I get... disappointingly...
Warning ! True full-screen support is not available.
The system is a dual core pentium d (3.6 GHz) x86_64 with 3 Gb RAM.
The graphics card is a NVIDIA 7600 GT running
Kevin R. Bulgrien wrote:
Yeah... whatever... at least GTK clients are easily built. I'd try
this so-called super awesome, non-geekified jxclient if I had a clue
where to get a jar or how to build it, but maybe it is too good for
the playing masses and we couldn't handle it? And for crying out
Lalo Martins wrote:
What I think we need is a world editor.
[...]
Ideally, I'd like an UI on at least the magicmap scale, maybe farther,
where I can lay mountains, rivers, forests, marshes, sea/land, and
preferably copy large chunks right out of an older map (say, Lone
Town) and paste into
Nicolas Weeger wrote:
At some level, it is very easy to fix - if player is on a space, and
anything (including face) on that space change, we just send all the
contents of that space again to the player.
Why all items? Don't items on a space get a tag, that can be used to
simply send this
Nicolas Weeger wrote:
Le samedi 09 juin 2007 23:49, Lalo Martins a écrit :
what about... keep materialname and lib/materials, and kill the
material field?
Err, can't for now, Gridarta (which is hopefully the official editor
doesn't handle this materialname field :)
This should be no
Crossfire CVS repository messages. wrote:
Revision: 5296
http://svn.sourceforge.net/crossfire/?rev=5296view=rev
Author: qal21
Date: 2007-01-04 00:53:58 -0800 (Thu, 04 Jan 2007)
Log Message:
---
Apply patch #1627442 by Aaron Baugher, to fix bug #1551735. Works by
It seems to me that the consensus is to base the exp gain of the
attacker on the exp loss of the victim. The amount should be settable in
the config file. A possible transferral of exp between skills is not
considered a problem.
That said, I think I'll add a new setting pk_exp_ratio which takes a
Mark Wedel wrote:
Andreas Kirschbaum wrote:
b) Reward a (pk) with MIN(5 million, (exp loss of victim)/10).
I'm not sure if that really is a good idea since it probably creates
another exploit: kill a player with some hard to train skill and gain
lots of exp in that skill
Mike Wendell wrote:
Why not just allow the experience as a one time deal? After they kill
that one other player one time, they don't get any more experience
from them doing it again?
When do you want to reset this flag? If it is reset after a fixed time
period, how does a player know when he
Pippijn van Steenhoven wrote:
while working on a script that would move an NPC, one bug was found in
common/map.c. A diff is supplied at the following URL:
http://data.plan9.de/adjacent.txt
Basically, it's get_nearest_player which calls can_detect_enemy which then
calls on_same_map and if
Rick Tanner wrote:
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.
Miguel Ghobangieno wrote:
[...]
Filed bug report at
http://sourceforge.net/tracker/index.php?func=detailaid=1399546group_id=13833atid=113833
Also crossfire server crashes if a player enters four
random maps in quick succession.
[EMAIL PROTECTED] wrote:
Module Name: client
Committed By: ryo_saeba
Date: Tue Dec 27 14:26:29 UTC 2005
[...]
Log Message:
Make nrof uint32, like server-side. Fix a crash with get_number.
[...]
! char *get_number(uint32 i) {
[...]
+ if(i0)
+ {
+ sprintf(buf,negative);
Nicolas Weeger wrote:
It seems the slow issues Metalforge has been experiencing are related
to Python, and possibly due to the size of the logfile (log containing
birth date, kick info, muzzle, and so on).
I agree that the lags for players logging in on mf are probably related
to Python.
Mark Wedel wrote:
I'd think that the abil_ball_lightning could perhaps change names. The
monsters don't care what it is called :).
Seems to work: I did rename abil_xxx to xxx ability. The actual spell
cast by the monster was still xxx.
I'm just not sure if that is used for dragon players to
The DM command learn_spell does not work for some spells: for example
learn_spell ball lightning does not work.
The reason is that three different archetypes with name ball lightning
and type 101 (SPELL) exist:
- abil_ball_lightning,
- spell_ball_lightning,
- spelldirect_ball_lightning.
This
Nicolas Weeger wrote:
[...]
My proposed check is to change insert_ob_in_map for:
originator-below = op;
} else {
/* If there are other objects, then */
if((top=GET_MAP_OB(op-map,op-x,op-y))!=NULL) {
object *last=NULL;
/*
*
5FJust committed the changes. I only fixed area affecting spells; bolt
spells are still broken.
Mark Wedel wrote:
Andreas Kirschbaum wrote:
I think the damage should be scaled down by the monster size
(measured in tiles it occupies). This would mean a spell deals full
damage only
Joshua Wilson wrote:
Mark Wedel wrote:
Having the same logic for bolt spells doesn't seem unreasonable - if
a bolt only hits 50% of the creature, it only does 50% of the
damage.
This is awfully dangerous sounding - given a bolt spell can NOT hit
100% of any monster other then a 1xX
Mark Wedel wrote:
That said, one thing I said long ago and hasn't been done is the idea
that a monster (or other object) no longer needs an archetype to cover
the extent of its image. With the big image support, a hill giant can
be changed so that it is only 1 square, but still appears 2
While searching for the source of bug #1059537 (Chainmail mutations) I
discovered that the loader strips out leading material names.
cvs diff -r 1.36 -r 1.37 common/loader contains:
| Index: common/loader.l
| ===
| RCS file:
There are some inconsistencies in how crossfire/crossedit and
CFJavaEditor handle the map headers reset_timeout and
enter_x/enter_y:
- CFJavaEditor uses the default value 0 for missing headers. It saves
the headers only if the current value is positive.
- crossfire/crossedit use the default
[EMAIL PROTECTED] wrote:
Module Name: crossfire
Committed By: qal21
Date: Wed Aug 17 18:38:35 UTC 2005
Modified Files:
crossfire/include: sproto.h
crossfire/server: build_map.c
Log Message:
Fix bugs, and allow buttons and pedestals to be built underneath gates.
[...]
I just added my patches to fix bug #1102991 (Duplicate grapical display
of the same monster):
http://sourceforge.net/tracker/index.php?func=detailaid=1269280group_id=13833atid=313833
I did add the patch to the tracker instead of just committing it because
it is not just a small bugfix but
Alex Schultz wrote:
Quoting Andreas Kirschbaum [EMAIL PROTECTED]:
- client receives map_scroll +1/0
client basically ignores it because it has a cleared map state
This ignoring as I see it is the main issue with the current
semantics. For one thing the python bot that I started
Nicolas Weeger wrote:
Since Ansi C does allow you to assign any pointer value to and from
void * this type cast is not necessary. OTOH such a cast
potentially hides future bugs because the compiler cannot anymore
generate warnings for mismatched pointer
Actually, there is a warning
Alex Schultz wrote:
I think it might be good, though it might complicate things a little
bit. I currently don't know anything about dealing with different
branches in cvs, but I'm sure I could learn easily if I need to.
I too think it would be good idea.
And I don't think it would complicate
Nicolas Weeger wrote:
But with the current incorrect client type, the client shows an item
converter as a weapon (that cannot be applied). By using a different
client type, the client would at least not sort in these items between
(usable) weapons.
Hum, haven't checked client type. But
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