Re: [crossfire] GTK V2 client default layout and map size

2008-02-15 Thread Anton Oussik
On 15/02/2008, Juha Jäykkä [EMAIL PROTECTED] wrote:
  For point a) please note that some people (at least me) never use full screen
  size windows for any purpose (except on my htpc, but that does not even have
  a keyboard and mouse so I won't be playing on it) and the current unability
  to let the window manager resize the window is simply absurd. If a user wants
  to resize crossfire window to 20x20 pixels, it's the user's problem when if
  becomes totally useless. Almost all programs scale their internal window
  widget sizes according to the window size (or introduce scroll bars). Why
  would crossfire not do this? For the map-view-widget this would probably be
  pointless, but at least everything else could scale. Even the map widget
  could scale at least is tile-size steps: if 16x16 tiles no longer fit on
  whatever size the user adjusted the window to, then only draw 15x15 - and
  leave some blank if the actual size is 15.5x15.5 or resize the info widgets
  to fill that space.

Likewise, I prefer to place each widget in its own window, get rid of
window borders for them, and just rearrange them as I see fit. This
allows for easy arrangement to play on multiple monitors, as well as
allowing a very flexible way of arranging the client's components to
suit playing style.

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Re: [crossfire] Balance changes

2008-01-02 Thread Anton Oussik
On 31/12/2007, Mark Wedel [EMAIL PROTECTED] wrote:

 2) Since the rebalance here includes scaling things up to level 100, it 
 strikes
 me we can not give out new spells every level.  Maybe every 5 or so, so at 
 level
 5 you get a small exploding ball and small bolt spell (maybe not at exactly 
 same
 level, who knows)

Sure you can. Make old spells have old strength until player learns
new level of the spell. i.e. to cast lelvel 2 bullet you need to find
and learn a level 2 book, and until then you will cast a level 1
bullet. This also allows to fine-tune each spell for each level,
however you would want higher level versions to replace lower level
versions, to keep the spells list from getting too large.

 Item creation classes - if someone wants to play a blacksmith and make weapons
 all day, who am I to say no?  But with other balance changes, we can know how
 this works - that blacksmith needs raw ore, and the facilities and time.  
 Maybe
 there is a mine near by he can go to get the ore - but if it takes 5 minutes
 realtime for him to get a load of stuff, that help factor out exp gain.
 Likewise, if he gets 50 exp for making a sword, it means he has to make a lot 
 of
 swords to gain a level, and if an actual time delay is put in there (lets say 
 it
 takes 10 seconds realtime to make a sword), it probably means that such a
 character will not gain levels any faster than any other class, so IMO would 
 be
 considered in balance.  The only issue here is that I think such long time (10
 second) actions need to be interruptible - in a sense, it is almost like the 
 run
 on stuff - the character keeps making the sword unless he chooses to do
 something else.  And there is some chance at failure - a first level 
 blacksmith
 maybe only has a 50% chance to successfully make a sword for example.

   I think clerics/priests are basically OK.  Any other thoughts out there?

Do what is already done for mages - make alchemy-like things use mana.
It means the blacksmith will need rest sooner or later. If using
actual mana is too unrealistic to drain by alchemy (as not strictly
magical), perhaps a new type of fatigue could be introduced... However
using mana would be easier for the players IMO.

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Re: [crossfire] Project: New Intro

2007-07-09 Thread Anton Oussik
On 02/07/07, Mark Wedel [EMAIL PROTECTED] wrote:
 Alex Schultz wrote:
 I propose that we focus on what content the player sees first
  in the game because after all, it not only is the first part to leave an
  impression snip
   First question on this:  It has been suggested that the character creation 
 get
 completely redone, with spiffy interface, etc, instead of the the current 'in
 game' method.
   Does this proposal address this at all, or is this more based on what the
 player does once the character is created, and leaves the creation aspect 
 itself
 still on a TBD list?

As I understand it this is different, and spiffy character creation
interface is still wanted.

 Is this just an island for tutorial purposes (this is how you cast a spell, 
 this
 is how you search for a trap, etc), or is this more designed as a low level 
 area?

Making it a tutorial island would mean new players can enjoy the
temporary safety while learning to walk.

   In both cases, does one see a 'ship to mainland' type thing which is a one 
 way
 ticket off the island to scorn (or perhaps other towns?  Maybe replace the 
 nexus
 with this town, and experienced players can hop right over to the ship to 
 navar
 city if they really want to).

Ship(s) to mainland will work well :-)

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Re: [crossfire] identification skills patch

2007-05-21 Thread Anton Oussik
Would making a unified identify command that calls whatever skills you
have to try to identify things around you make sense? That way you can
just bind 'identify once and not bother with any other binds or
commands.

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Re: [crossfire] Build command

2007-04-17 Thread Anton Oussik
On 14/04/07, Nicolas Weeger [EMAIL PROTECTED] wrote:
 Optionally, alchemy could be made to use sp, too (would emulate the build
 command behaviour).

Interesting. This would solve a lot of problems. What do others think?

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Re: [crossfire] Crossfire+/Crossfire2 Versioning and Metaserver

2007-04-14 Thread Anton Oussik
On 14/04/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 4) Any servers should be free and open, that is to say, not pay for use/play.

I am not sure 4) is fair. If people have hardware and time they can
donate to run a server that is one thing, but if a CF derivative ever
becomes very popular and needs a farm to run on, it is likely a fee
would have to be introduced to cover hardware costs, and possibly even
hire full time admins/dms/mapmakers/artists. As long as the source
code is released under GPL and anyone is free to set up their own
server I would still consider that server free and open, I see no
problems there. The subscribers would be paying for services that
accompany the game, not the game itself. When/if pay for play servers
are introduced they could send pay for play information to the
metaserver, thus avoiding confusion.

Then again someone could also make a new tileset and their own maps,
and say do not redistribute whilst running them on their own server,
for which they could charge money. I am not sure there is anything GPL
can do about that.

There is also a potential issue of someone creating a compatible
server/client from scratch not using any GPL code, and charging for
using it. Ultimately there is very little that can be done about that
as far as I can see, as any proprietary server/client could be made to
pretend to be one of the free ones.

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Re: [crossfire] Crossfire+/Crossfire2 Versioning and Metaserver

2007-04-14 Thread Anton Oussik
On 14/04/07, Yann Chachkoff [EMAIL PROTECTED] wrote:
 Then again someone could also make a new tileset and their own maps,
 and say do not redistribute whilst running them on their own server,
 for which they could charge money. I am not sure there is anything GPL
 can do about that.

 However, I think that any new content material (maps, graphics) should be 
 freely redistributable as part of the Crossfire project. A server that 
 refuses to share its content with the rest of the community should not be 
 allowed to stay in the metaserver listing, IMHO, because it goes against the 
 spirit of freedom that drives the project.

That is a good theory, but is quite impossible to enforce in practice,
for several reasons:
A) There is no way the metaserver can reliably determine the license
of all the content that is on a particular server.
B) There is no way a human can reliably determine the license of all
the content that is on a particular server.

Say, I run my own server. I make a change to the source allowing all
characters of level 115 to become DMs (a silly change, but then I am
not too bright). I also make a series of new maps avaliable for them,
to play as DM quests, i.e. things that need DM powers to complete, but
are designed to be challenging even to someone who has DM powers.

I do not release the code changes. I do not release the new content.
Since I run the server myself, and do not distribute it, I am not
required to provide the source code for my change. Since the maps I
have made are not derived work, I can license them however I like.

Hence, I am able to run a CF derivative without needing to disclose
any of my source or the content. However, until you have a character
that reaches level 115 and becomes DM, there is no effective way of
telling that my server even contains closed content, and so the
metaserver can not be expected to handle an issue like this.

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Re: [crossfire] Getting more artists

2007-04-11 Thread Anton Oussik
On 11/04/07, ERACC Subscriptions [EMAIL PROTECTED] wrote:
 On Wednesday 11 April 2007 05:00 am
 Anton Oussik wrote:

  If we could attract an artist (or 5 or 6) who would be willing to
  create 3D models of things, animate them, and then produce a complete
  tileset of the universe from those, it would be ideal.

 Call me crazy if you wish. :-p I prefer the 2D version we have now. Granted we
 could always use more and better 2D graphics. But 3D and animation then locks
 out a lot of marginal graphics makers (like me for example) that could make
 do with the 2D tiles. Once we go 3D we would *have to* have some 3D artists
 on board the project to go forward.

2D reduces portability and ability to animate graphics. For example,
if someone creates an animation of a running orc, and someone else
creates an animation of an orc swinging an axe, given the models, some
3rd person can easily add an animation of an orc firing an arrow.
Generating everything from a different perspective or of a different
resolution can then also be automated, and colours can be easily be
adjusted over all frames featuring the same model. A talented 3D
artist should be able to get more work done, and be able to keep the
work easy to change better than several 2D artists might. As a bonus,
same models can be used to make CF truly 3D some day, instead of
3D-rendered snapshots as currently proposed. Since I think some day
within the next 10-15 years CF needs to make a transition to 3D to
stay current, this would be a natural evolving route to take.

 The problem with that is good 3D graphics folks are not easy to find and keep.

That is true, and there are good chances that none will be attracted.

 The really good ones are probably working only on closed source projects for
 a salary. I say this based on the lack of excellent 3D graphics in the open
 source projects I have seen. I am willing to be proven wrong though. ;-) But
 I still would prefer we keep Crossfire a 2D game.

3D-rendered tileset can be provided as alternative to the 2D one, and
even after transition to full 3D if the game is still tile-based there
is no reason current tileset can not be used in 2D mode.

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Re: [crossfire] Getting more artists

2007-04-11 Thread Anton Oussik
At the end of the day this would be mostly up the the artist(s)
contributing art.

There seems to be an agreement of 2D vs 3D, so now someone able and
willing to contribute needs to be found.

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[crossfire] Wraith patch committed. Please test.

2007-01-14 Thread Anton Oussik
The wraith patch has been merged into the source tree. It will most
likely need some tweaking to make it balanced, most notably the
strength of the feed skill and proportion of that returned to the
player as hp/food: on one hand we want it to be possible to survive by
feeding off things, on the other hand we do not want to be able to go
run-feeding through hordes of orcs at level 1.

Please test it and comment on changes to it you would like to see.

The details of the patch and the patch itself can be found here:

https://sourceforge.net/tracker/index.php?func=detailaid=1382884group_id=13833atid=313833

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Re: [crossfire] Improved/redone client.

2007-01-08 Thread Anton Oussik
 Standardize on 19x19 map size.

Good idea, and scale tiles accordingly otherwise.
Would probably want to make a 16x16, 64x64, and possibly a 128x128
tileset in that case. Or just try to use OpenGL to scale tiles
appropriately.

 Make client fullscreen.

I have mixed feelings about this one. I would run it windowed, but I
know for a fact that many Windows-using people expect a full screen
app from a game they would consider playing. I experimented on some
Windows users and a private server a few months back, and they all
wanted full screen and preferred gtk-v1 client, as it could display
more information to the user at the same time. So, if the game UI is
geeky, it is only in the sense that CF uses the OSes standard UI
elements, and users expect shiny UI in a game.

 Improve client UI

From observing the Windows users I found they liked as much info
displayed as possible, with often needed info in easy to look at
locations, and less often needed info in less easy to look at
locations. Perhaps some often unused inventory tabs could be converted
to a body tab, which graphically shows what equipment is worn and
what slots are free? Or a resistances tab that shows slidebars of the
resistances from 0 on a scale between -100 and 100?

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Re: [crossfire] Client-side scripting

2006-10-14 Thread Anton Oussik
 So, no one has any comment? :)

 Does that mean it's wonderful (so everyone's speechless), and I can commit it?
 *evil grin*

Seems that way! :-)

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Re: [crossfire] Quest management system proposal

2006-06-10 Thread Anton Oussik
You need to also consider inter-quest relationships. Completion of one
quest may be necessary pre-condition for starting another quest, or
could deny you a quest alltogether. You could make all related quests
fit into one file I guess as one big quest, or add a way to add FA
links across quests, which would be nicer.

Another proposal related to quests I was thinking of for some time now
is randomly generated quests (dynamic quests?). A random map generator
is already present, so it is possible to produce random dungeons. An
interesting extension to that would be to produce random quests. They
would hugely extend the size of CF, and overcome the map contention
issue, since there would be an almost limitless supply of maps and
quests of all kinds and levels open to players.

Random quests would work by linking the to several NPCs (in taverns,
inns, etc. throughout the world), and by talking to an NPC a random
quest gets generated on big world suitable for the player level, with
an appropriate reward item at the end, and a randomly generated
storyline. The players are told by the NPC how to find the entrance.
To control access the NPC would give player(s) taking part the key(s)
to the entrance.

Quest types I can think of right now are:
  - Kill something - powerful boss at the end, drops the reward loot
  - Find something - useless (randomly generated?) item somewhere in
the dungeon, need to find and bring back to NPC to get the quest
reward item or experience.

You can also have non-fighting oriented quests, but ones encouraging
exploration, by making the player go to a remote part of the world.
  - Deliver something - give item (letter) to another NPC somewhere in CF
  - Deliver something and bring back something else - extension of previous one

Another quest class could be quests that develop secondary skills:
  - Sneak into a dungeon and steal something (NPC awards stealing/hiding xp)
  - Bring back a rare useless item (NPC awards some alchemy-like xp)
  - Get an item from a dungeon full of traps (NPC awards finding and
disarming traps xp)

Finally you can have thinking (puzzle solving) oriented quests:
  - Move the boulders to get past and get to the item
  - Arrange boulders in the right places to open the door to the item
  - Pull the right levers - similar to above
  - Step on the right floor tiles

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Re: [crossfire] RFC: dynamic alchemy

2006-05-24 Thread Anton Oussik
Could someone explain how potion making and similar magic where the
result is nothing like what you start off with will work? Will you
need to put in a water bottle as part of the recipe? What about balms?

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Re: [crossfire] RFC: dynamic alchemy

2006-05-22 Thread Anton Oussik
On 22/05/06, Raphaël Quinet [EMAIL PROTECTED] wrote:
 On Thu, 18 May 2006 10:34:25 +0200, Wim Villerius [EMAIL PROTECTED] wrote:
  On Tue, 2006-04-11 at 21:21 +0100, Anton Oussik wrote:
   To those unfamiliar with it, shadow alchemy generally involves finding
   hash collisions for the recipes, fooling the alchemy code into
   thinking you are doing something else entirely. Since the hashing
   function is (on purpose) very weak, there is no easy way of making
   shadow alchemy impossible short of entirely changing the way
   traditional alchemy works. It is currently hard enough to discourage
   most people though (thanks to some safeguards in the code). For most
   purposes, however, it currently does what dynamic alchemy will do, but
   without the much needed game balancing, and very scarce documentation.
  AFAIK shadow alchemy is indeed in desperate need of game balancing and
  since it is by no means documentated (except that it's written 'in the
  code') it is almost never practised (anymore). At least on MF, I know no
  active players that do anything with it. (Are there any active players
  anyway?)
 Once this full list of all items is available, it is not very
 difficult to perform a brute force attack on the alchemy hashes.  This
 would be easy to do because the large but finite list of all named items
 that can be picked up in the game can now be generated easily.  And I am
 sure that once I publish my map checking script, it will not take long until
 someone does exactly that and publishes the full list of hash collisions for
 the alchemy code.  Then the problems of the shadow alchemy code will become
 even more apparent.

The full list of items is not really needed nor preferred. What you
want is a list of easily avaliable ingredients (things you can get in
large quantities from altars, money, and summonable items), and
generate hash collisions using those. A couple of summers ago I wrote
a short C program that parsed formulae file and generated collisions
using these ingredients in O(n^2), it worked quite well. I also saw a
Windows collision seeking program that would find a collision that was
very profitable and generate a client side script repeatedly doing it.
In my opinion shadow alchemy is not widely used because it is so
obscure, not because it is impractical. The actual number of
collisions is huge though - publishing (and generating) a full list of
collisions is quite pointless.

Removing shadow alchemy alltogether would only work by not allowing
recipes not found in formulae file at all, in which case there is no
point in having a hash value representing the recipe, and the way
alchemy works needs redoing entirely. Dynamic alchemy IMO can replace
what is used today, but I think it should work thus:

If the recipe matches one in formulae file, use that.
else use dynamic alchemy:

Resistances: Max resistance that can flow in/out of an item is the
level of the player in alchemy up to 100%. One can argue that this is
too high, but it is already possible to get 100% resist items from
traditional alchemy without shadow alchemy - on of the failures
generates the desired item with stats doubled.

Stats: Max stat that can flow in/out of an item is up to 5, and also
depends on alchemy level, where lvl 1-20 is +/-1, lvl 21-40 +/-2, ...

for each item in the device
for each non-zero property (affected by alchemy) in the item
find a random item in inventory
get a random number between 0 and the max level allows
if the number is greater than the amount in the original item
reduce it accordingly
transfer the property
if amount in the new item is greater than level allows
reduce to max level allows

effectively alchemy will then have reproducible and yet random
behaviour, and will act as a method to transfer properties between
objects.

Although this method will allow high resistance items in theory, they
will be very very rare. This approach also does not need to build up
any aditional tables, and so can be entirely implemented within
alchemy.c.

Also IMO traditional alchemy recipes should be made easier to do. By
the time you find ingredients, you can already find/buy the target
item. Perhaps ingredient shop should extract ingredients straight from
the formulae file, and stock those, in large quantities. This way
alchemist would be able to buy ingredients without spending ages
looking for them in the wild. I know ingredient list is supposed to
encourage exploration, but if you go exploring you will find the
target more easily than find and collect all the ingredients. There
also needs to be more medium and high level alchemy-only items that
require high (100+) level to generate.

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Re: [crossfire] RFC: dynamic alchemy

2006-04-11 Thread Anton Oussik
On 27/03/06, Wim Villerius [EMAIL PROTECTED] wrote:
 Shadow alchemy is an exploit, used to create items that are
 impossible to create with dynamic alchemy. (It is impossible to have
 items with resist_something  99 - and this limit could even be set
 lower)
To those unfamiliar with it, shadow alchemy generally involves finding
hash collisions for the recipes, fooling the alchemy code into
thinking you are doing something else entirely. Since the hashing
function is (on purpose) very weak, there is no easy way of making
shadow alchemy impossible short of entirely changing the way
traditional alchemy works. It is currently hard enough to discourage
most people though (thanks to some safeguards in the code). For most
purposes, however, it currently does what dynamic alchemy will do, but
without the much needed game balancing, and very scarce documentation.

I like your idea about dynamic alchemy, but creating a resistance
table seems like a lot of work, and so does messing with the arches.
Instead, why not make a semi-random roll on what to add/subtract,
partially based on the hash value of the ingredient? This means that
only the alchemy.c file will need changing, and dynamic alchemy will
have a much better chance of actually happening (+working).

These are the things I can think of adding/subtracting to items:
resistances
stats
speed
weight
value ? -- careful not to make this one exploitable
ac
wc
luck

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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-03-08 Thread Anton Oussik
In that case it would make sense to make a big noobie map, with
buildings, each of which contains a course to do some thing. If each
of these noobie maps was personal to the player, the players could
learn about playing cf without anyone else spoiling their fun. This
would also enable them to come back later to complete learning if they
can not be bothered with advanced stuff just yet. I propose each
building award the player some experience towards the skill at the end
to make it worthwhile.

These are the general buildings I can think of:

  - Basics 1: Moving, applying things, reading signs, notes, etc.
  - Basics 2: Wearing, equipping, making active, opening/closing,
marking, 'body command
  - Basics 3: Changing/learning skills, commands like 'statistics,
'skills, experience system

  - Traps 1: Finding/disarming traps (on the floor, in doors, on chests)
  - Traps 2: Setting traps

  - Melee combat 1: Attack things with punching/karate/etc.
  - Melee combat 2: If you can hold a weapon, how to use it to do
things in 1, run attack

  - Ranged combat 1: How to pick up and equip bow, arrows, and shoot
  - Ranged combat 2: bowmode and arrow quivers

  - Spell casting 1: How to see what spells you have, select a spell
you have, and fire a spell.
  - Spell casting 2: Learning new spells, types of spells (schools),
sp requirement, spell level.
  - Spell casting 3: Different kinds of spells (cone/bolt/etc) and casting them

  - Identifying: List different ways of identify items

  - Healing: List different ways of healing different things

  - Alchemy: How to use alchemy-like things

  - Stealing: How to steal
...and possibly a few more buildings for things like oratory,
climbing, jumping, literacy (scroll making?).

Then there could be specific houses for the races like dragons
explaining the whole food/focus thing, a house for firebournes
explaining the whole you are a ball of fire, don't get put out
thing, and a house for wraith explaining You are dead - you don't
digest food or heal (when I make the patch balanced enough to be
applied to the source tree) thing.

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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-03-06 Thread Anton Oussik
On 27/02/06, Mark Wedel [EMAIL PROTECTED] wrote:
   OTOH, I'm firmly in the camp that I'd like a nice popup window on the client
 where the player chooses his stats, race, class, and if we want to go in the
 direction of choosing skills, that also.

Me too, but then followed by two introductory maps, one for the race,
where the player goes through a course learning about their race, its
advantages and disadvantages and how to use it effectively, and
another about their class, learning about its advantages and
disadvantages and how to use it effectively. That does however
requires some map making to make it interesting.

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Re: [crossfire] Ideas needed to fix exploit

2006-03-06 Thread Anton Oussik
On 28/02/06, Mark Wedel [EMAIL PROTECTED] wrote:
   One question I have is why even need a force.  Is there any potential abuse
 just saying a player can't die when on his savebed?

This would most likely cause most players to take unopened chests to
bed with them, and practice bedroom alchemy. Going to bed when
diseased would seem consistent with real life behaviour though :)

Overall I agree that awarding experience based on exp loss is the best
way of fixing this, although exp gained should be slightly lower than
exp lost. This will prevent two players from levelling by repeatedly
taking turns to kill each other.

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Re: [crossfire] RFC: gtk client with gtk2

2006-02-14 Thread Anton Oussik
On 09/02/06, Andreas Kirschbaum [EMAIL PROTECTED] wrote:
 Lalo Martins wrote:
  I've been running the gtk client compiling with gtk2 for about 3
  months now; it works beautifully (better than with gtk1), sdl and all.
 
  The problems I know about seem to be:
 
  - SDL doesn't work for some people.  I couldn't find one of those people
  to comment, though.  It works for me.

 If you cannot actually find somebody having these problems, I don't
 think it should prevent you from applying the patch: if there really is
 a problem, those people will (hopefully) complain and we can fix the
 bug then.

SDL in CVS gcfclient has been broken for me for a long time now,
producing this crash when connecting to a server with SDL enabled:

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 1081633664 (LWP 5070)]
0x403637c6 in SDL_LowerBlit () from /usr/lib/libSDL-1.2.so.0
(gdb) bt
#0  0x403637c6 in SDL_LowerBlit () from /usr/lib/libSDL-1.2.so.0
#1  0x40363ae2 in SDL_UpperBlit () from /usr/lib/libSDL-1.2.so.0
#2  0x0806e342 in display_mapcell (ax=5, ay=7, mx=249, my=251)
at sdl.c:806
#3  0x0806e4bc in sdl_gen_map (redraw=0) at sdl.c:932
#4  0x0807262b in map1_common (data=0x8477398 , len=1798,
rev=1) at commands.c:958
#5  0x08072791 in Map1aCmd (data=0x840c2b8 , len=138461880)
at commands.c:973
#6  0x080701f0 in DoClient (csocket=0x83985a0) at client.c:156
#7  0x08054c29 in do_network () at gx11.c:320
#8  0x401a98ce in gdk_get_show_events ()
   from /opt/gnome/lib/libgdk-1.2.so.0
#9  0x083985a0 in style_fixed ()
#10 0x000c in ?? ()
#11 0x0001 in ?? ()
#12 0x401f3130 in ?? () from /opt/gnome/lib/libglib-1.2.so.0
#13 0x in ?? ()
#14 0x083b1ac0 in ?? ()
#15 0xbfc22b38 in ?? ()
#16 0x401dea36 in g_io_add_watch ()
   from /opt/gnome/lib/libglib-1.2.so.0
#17 0x401dea36 in g_io_add_watch ()
   from /opt/gnome/lib/libglib-1.2.so.0
#18 0x401e03cf in g_get_current_time ()
   from /opt/gnome/lib/libglib-1.2.so.0
#19 0x401e0f69 in g_main_add_poll ()
   from /opt/gnome/lib/libglib-1.2.so.0
#20 0x401e126f in g_main_run ()
   from /opt/gnome/lib/libglib-1.2.so.0
#21 0x400e2b4f in gtk_main ()
   from /opt/gnome/lib/libgtk-1.2.so.0
#22 0x08054d31 in event_loop () at gx11.c:372
#23 0x080648f1 in main (argc=138461880, argv=0x840c2b8)
at gx11.c:5290

(If you want more info about the crash poke me on IRC or reply to this)

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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-02-02 Thread Anton Oussik
On 02/02/06, Mark Wedel [EMAIL PROTECTED] wrote:
   That said, if the smooth movement stuff is a high priority item, I'd think
 that would completely redo movement and actions, and that could be the time to
 fix it then.

I would say that a smooth moving slowed down crossfire where it takes
time to kill things (with health bars over monsters, etc.) is a good
general direction for the project. However the CrossFire of today
seems quite different from that. I have very little understanding of
the movement/map code, but I would guess changing that would be very
close to a re-write.

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Re: [crossfire] Transports

2006-02-01 Thread Anton Oussik
On 01/02/06, Brendan Lally [EMAIL PROTECTED] wrote:
 On 2/1/06, Alex Schultz [EMAIL PROTECTED] wrote:
  Well, IMHO this may not add too much for the player to use, but I can
  see it as something that would add alot of depth to the gameplay. Not
  sure how worth it it would be to do though, as it is indeed alot of
  complication, though I would say it would certainly improve the player
  experience.

 The small ships would be fine I think, as long as they can still
 'attack' each other and have such an event create a 'battle' map,
 where there are two ships with all their occupants, plus cannons, etc
 to fight each other. (there could then be pirate ships patrolling just
 outside the main shipping lanes, and on PVP servers, groups of players
 could be pirates themselves).

By seperate map I meant something more along the lines of pocket
dimension that a large transport will have, without any
representation of the surrounding world. Yes, it would add a lot of
complexity, so perhaps it would be best to leave that as a possible
extension for the transport system in the future, and get a working
transport system first.

Also, how about setting up shipping routes and roads by placing
directors for transport on them?

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Re: [crossfire] Transports

2006-01-31 Thread Anton Oussik
On 31/01/06, Mark Wedel [EMAIL PROTECTED] wrote:
 When aboard a transport, the player will be in the inventory of the transport.

I would say that transport should also point to a map containing the
inside of the transport. Therefore two actions are requared as regards
to a transport: enter it, and drive it. Only the owner should be
able to drive the transport, but anyone in the same party should be
able to enter it. This way a transport ship or a cart will be able to
transport people and goods. This would not make much sense for a horse
or a dragon though, which would not be able to carry goods, but be
only used to transport the owner.

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Re: [crossfire] crossfire traffic

2006-01-31 Thread Anton Oussik
Great idea! Now make the URL to that widely known, and easily
findable, so the user base will easily find it.

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Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-30 Thread Anton Oussik
On 29/01/06, Mark Wedel [EMAIL PROTECTED] wrote:
   One of the things that have been on my wishlist a long time is a better
 character creation method.

I'd say that a character creation window would work best - where you
can select the name, roll and re-roll stats, chose your race, sex, and
class, and see how it changes your character (as well as seeing how
the character looks themselves). Race/Class descriptions can then go
into textboxes under pulldown selection controls, and starting
items/skills should be viewable.

Another thing I can propose is to replace the listen level with
channels, and be able to toggle/redirect individual channels between
different tabs in the client.

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Re: [crossfire] Lag

2006-01-26 Thread Anton Oussik
On 26/01/06, Mark Wedel [EMAIL PROTECTED] wrote:
 Brendan Lally wrote:
  On 1/26/06, Anton Oussik [EMAIL PROTECTED] wrote:
  Is there anything that can be done to improve movement on laggy
  connections? Could the server send the client a matrix of what tiles
  on the map can be moved to, and send updates of that as they change
  for example? Any better ideas?

   I'm not sure that helps out.  What it gains is that the client can 'move' 
 the
 player to the space they are attempting to go to so that client is slightly 
 more
 up to date.  However, you will get syncrhonization issues - if your lag is 500
 ms, any update on that array of spaces is still 4 ticks out of date.  So you 
 can
 certainly get the case where the client thinks it can move to some space, but
 someone else has already moved there, and thus what the client displays is not
 just out of date, but erroneous.

Yes, I too see that flaw. However most other online RPGs deal with
that issue in a similar way to this, using server updates as the
reference, and it seems to work for them.

 
  One thing that might work for this, is something I have been idling
  toying with concerning movement.
 
  I was looking a few weeks ago at adding a 'goto' command so that the
  player could send a command goto xy (relative to the player) and
  then, as long as they had no further commands sent, they would go
  towards that point.

I like that idea.

   The slightly more complicated part is that ideally, you'd want the server to
 send the client the proposed route (so the client could display it in some
 format, so if it is completely bogus, the player can interrupt it and re-route
 manually.

Is there really much point in this? Clicking anywhere you can see
should (travelling in more-less straight line) get you there in about
a second, which is not enough time to cancel a route.

   One consideration is the case of alternate routes.  One tricky part also,
 relative to players using that code, is you don't want the player to cheat too
 much.  IF the player is in a maze, they shouldn't be able to click some spaces
 away and the server now routes them there even though as a player they had no 
 clue.

Maybe limit the length of route to 20 or 30 tiles?


  In any case if that became the defacto standard way of moving (as it
  is in most graphical RPGs), then it would be possible to figure out
  what route the player would take, and send the moves they would make
  to the other players in the room early. - this would still lead to the
  ocassional de-sync issue (when they change direction, or something
  moves in the way) but it would be a noticable improvement over what is
  currently there. (the extension to that would be to have an attackto
  command (or a flag to goto) so that monsters could be targeted to get
  the player to follow them and attack when they are in range. -
  probably such advance telling of commands should only occur if the
  ping time is bigger than the tick time though.

Sounds like a good idea, but complicated.

  In general though, if your ping time is over a second, you need a
  better internet connection, most games are difficult to play when you
  are that laggy.

Runescape and AO work wel over my connection...

   Yes, but here are some other random thoughts:
 1) Player movement is perhaps to fast - with most all players moving about 1
 space/tick, this obviously results in keeping in sync harder.

Slowing down players is a bad idea. Slower movement gives the
impression of lag, as players see no notification that their character
intends to move for a while. This is to do with the fact that
movements in cf are quantum, and therefore there is no smooth
transition when moving from tile to tile. Maybe one solution to that
would be to make all tiles one pixel, and all objects into multi-tile
things? Then speed up all movement speeds 30-fold or so, and maybe one
day you end up with something with nice smooth movement, and
appearance of no lag.

 2) A 'follow x' command could be added such that you follow player x.  
 Maybe
 just allow it in parties, with commands like 'lead party' and 'follow party'.
 Everyone who did 'follow' follows the 'lead'er.  The leader would 
 automatically
 slow down as needed so as not to get too far ahead.

I'm sure pet code could be used for that...

 3) Currently, the server processes all the objects/players, sleeps for 120 ms,
 then does that again.

   Lag could be reduced by some amount (average 60 ms) if we process data from
 players immediately when it arrives.

This sounds like a great idea for reducing lag in low latency
conditions, making cf pretty much real-time for the user. I think all
the people playing on private servers will want this implemented.

Now if everyone could get a low latency connection... How about
distributing the server? This is at the moment not viable to
implement, but maybe some time in the future, could a number of
servers in geographically distant points act as one super

Re: [crossfire] Re: Polymorph etc

2006-01-19 Thread Anton Oussik
On 19/01/06, Mark Wedel [EMAIL PROTECTED] wrote:
 Anton Oussik wrote:
  On the note of adding/fixing spells, could some high level spells be
  added into CF, which need higher levels (like 40, 60, 80, 100) in a
  skill to be able to cast them? At the moment there is little point in
  levelling things like sourcery beyond level 15, when you can cast town
  portal. Either re-shuffling spells about or adding some more spells to
  fill the gaps would be needed for that.

   Reshuffling of spells may make sense.  The current spell levels where set 
 back
 in the days when I believe max level was much lower.

   I'd be a bit concerned about adding new spells that are even more powerful 
 - a
 fair number of the spells are already pretty powerful at high levels, and 
 adding
 more powerful spells doesn't necessarily seem like it would help things out
 much.  And I think most spells already have pretty large areas of effect -
 making even bigger fireballs/cones are likely to get to the point where one
 spell covers the entier map.

I did not necessarily mean more powerful spells. Some existing spells
can get moved up the chain, and intermediate interesting spells can
be added to fill the gaps, so a player always has a new spell just
within reach.  Either that, or spell could be made to not get more
powerful with level, and then players could learn more powerful
versions of a spell they already know, which would exist every 5-10
levels.

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[crossfire] Re: Moving server towards a modularized system?

2006-01-18 Thread Anton Oussik
On 18/01/06, Yann Chachkoff [EMAIL PROTECTED] wrote:
  I for one frown on the idea of making the server slower

 There is no reason that it would be slower than it is now. There are no
 reason for a modularized system to be slower than the current version. The
 only overhead would be when connecting callbacks to objects - and that's
 hardly something you'd notice, unless if you're running Crossfire on a
 [EMAIL PROTECTED]

Actually, this will depend on how modular the code will be. Going back
to Hurd analogy for a second, one of the reasons has not become widely
used yet is not because it is modular, but because being so modular
makes IPC (Inter-Process Communication) slow (using the GNUMach
microkernel), as processes are forced to make frequent calls to the
kernel, and therefore the whole thing runs about 66% slower [than
Linux].

There is a theoretical design with will make it only 15% slower or so
(Hurd on L4), but it seems to have other problems, so the project is
no longer sure what kernel it will run on when the Hurd gets released.
Effectively, most of the development is spent looking for an
architecture that is both modular and fast, and therefore it may look
like real development is not happening.

The same thing can be done to Crossfire, making one core module,
which will be tasked with starting up, parsing command line arguments,
and starting up all other things as modules, provide a way of
synchronising them and provide Inter-Module communication. If a
message is sent to a module that is not currently there the core would
then try to load that module before failing, so the random map
generator only gets loaded after someone decides to enter a random
map. This feature will also make handling errors easier, so if a
person enters a random map, and random map generator is not avaliable,
it will be possible to display an error to the player, like The total
chaos inside prevents you from entering.

The player could then decide to build and install just the random map
generator, and the server would not need to be restarted to apply the
changes. Likewise for all other components, so applying a security
update will not mean restarting the server.

Also if some module segfaults, it will not need a restart of the whole
server, but simply of that module. This should aid the server
stability, as something wrong when casting meteor swarm resulting in
the spell not working will not disturb someone else killing dragons
in a dungeon.

Having the code highly modular also will mean each module can be
started as a seperate process (or thread, but that is slightly less
portable, if somewhat faster), making it possible to run the server
usefully on SMP systems (or even clusters), and therefore potentially
much faster than the speed at which the current server runs.

I don't know if this is what is wanted, but the advantages seem tempting to me.

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Re: [crossfire] Re: Lalo's Bigworld pupland :D

2006-01-12 Thread Anton Oussik
I'm jumping in completely off-topic, but since there is now more
water, and parts only reachable by sea, it would be a good idea to add
player driven boats to replace the merchant ones. Maybe some sea
monsters too?

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Re: [crossfire] ...shouldn't one get drunk from wine and booze in CF?

2006-01-12 Thread Anton Oussik
I'm pretty sure making an alcoholic drink would need server code
changes. I have tried before to make a booze that casts confusion on
the drinker, but the best I could manage is a booze that would get
everyone around you drunk (confused) when consumed.

Another interesting potion/disease that could be introduced is amnesia
- a random forgetting of a spell, and if you know no spells, of a
skill.

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Re: [crossfire] Banking system

2005-12-27 Thread Anton Oussik
On 25/12/05, Brendan Lally [EMAIL PROTECTED] wrote:
 On 12/25/05, Anton Oussik [EMAIL PROTECTED] wrote:
  I suspect this would also fix the client bug when the client crashes
  when it steps on a tile where something has nrof  2^32.

 Wouldn't stepping on non-money items which have a sufficiantly high
 nrof also trigger such a crash?

Yes, it does. However you seldom encounter anything else in such quantities.

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[crossfire] Banking system

2005-12-24 Thread Anton Oussik
Thinking about lalo's patch, an interesting idea would be to make a
patch that makes the banking system more useful by introducing the
following changes to the banks:

  - Gain interest on money deposited

  - introducing chequebooks.
If
you attempt to leave a shop,
and have unbought items,
and have not enough cash to pay for it,
and you have a chequebook,
then
if
you have sufficient funds in the Imperial bank,
and the chequebook belongs to you,
then
have the money deducted straight from your account.
else
have a message displayed saying that you try to pay with a cheque,
but the shopkeeper does not trust it.

In my opinion this will encourage people to use the banking system to
store money.

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Re: [crossfire] Banking system

2005-12-24 Thread Anton Oussik
On 24/12/05, Mark Wedel [EMAIL PROTECTED] wrote:
   At some level, it becomes a question of why not just make money a 'stat'.
 Instead of gold pieces, silver, platinum, etc, floating in your inventory,
 something just says you have 123456 gold pieces.

   All this starts to get away from the discussion at hand, but is food for 
 thought

No, it is very much on topic - the main issue here is to avoid the
need to have large piles of money lying about in apartments and having
to carry more than your own weight in platinum in order to go outside
to the shop (perhaps the subject is misnamed though ;-) ).

Your idea seems more sensible. Perhaps make all players carry a
special wallet/money pouch item, which is a container into which money
automatically go and become weightless (or near enough so), which will
say you have foo gold when clicked, and from which you can drop
money?

This could also be implemented as a property and interfaced by adding
new server commands and adding a UI pouch... but that is for version 2
of CrossFire.

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Re: [crossfire] Re: [patch] Large-denomination coins

2005-12-24 Thread Anton Oussik
On 25/12/05, Lalo Martins [EMAIL PROTECTED] wrote:
 And so says Anton Oussik on 24/12/05 18:40...
  I also have some concerns that this will cause inflation, and
  platinum is the new silver. Could map and item makers please avoid
  making items that cost that much unless there is a very good reason
  for doing so?

 If I understand the code correctly, a small change in shop.c can make
 these coins pretty much invisible - they will still be accepted in
 shops, but price evaluations will remain in plat, and shopkeepers will
 not give you jade/amber.

 Would that be better?

Having shops give the high value coins is better, for the following reason:
Currently the shops will give you the platinum for a sold item
regardless of the weight of platinum. This means, for example, you can
go and sell something worth 50,000,000, then the shop keeper will give
you 50,000,000 in plat, even knowing this is way more than your carry
limit.

Under the new system this is merely 5,000 of the highest denomination
thing, which should be liftable.

Now it is possible to fix the bug of shop keepers giving too much
weight in money without adversly effecting gameplay if it is still an
issue, although in general it should not be any more.

What I was against is the introduction of super-expensive items to
make use of the coins. 5,000 jade coins should remain to be worth a
small fortune.

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Re: [crossfire] Wraith changes

2005-12-20 Thread Anton Oussik
On 20/12/05, Mark Wedel [EMAIL PROTECTED] wrote:
 Anton Oussik wrote:

  Also, although restoration -100 means they do not heal naturaly very
  well, they still do heal over time. The wraith I left overnight had
  14/22 health, and in the morning it was fully healed.

   random thought then - if you're a low level wraith and get beat up (say down
 to 1-2 hp), is your only real hope then healing devices (potions, staves,
 spells)?

First I'd like to note that the third version of the patch makes
wraith not heal at all by sensing for a wraith in do_some_living in
player.c. Restoration -100 was a bit of a hack, and is no longer
needed (and is therefore also removed from latest patch).

Actually wraith scaled up life stealing works remarkably well. Perhaps
too well and needs scaling down. The reason I scaled it up in the
first place was that it did not work at all at low levels as after
reducing the damage done by it in the code, as done for all other
players, the resulting damage was always 0 at low levels. However,
scaled up, it quite easily kills through goblins at level 1, and
enables the player to run through a goblin infested room by level 3,
which I think a player should not be able to do until level 10-15.

What I could do with no difficulty is to make the wraiths eat until
they reach, say, level 15, and only then give them the feeding skill.
The current patch currenly does that to old wraiths - it treats them
as if patch was not there until they try eating, and when they eat, it
senses for an old wraith and converts them to a new wraith, after
which they behave like new wraith.

Another thing that could be done is to reduce the feding speed. What
is the proper way of reducing weapon speed of a skill? I looked around
briefly, but could not find it.

   If so, I wonder if it may be nice to give starting wraiths some like a staff
 of minor healing just so they can use it to get enough hp to go kill wimpy
 things.

As it stands now, a newborn wraith at 0hp can quite happily clear a
room of kobolds and come out with full hp. I feel it is too powerful,
so perhaps doing both, scaling down the feeding speed (probably about
5-10fold), and also not giving the wraith the skill until they reach
level 15 would be appropriate to balance the race.

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[crossfire] Wraith changes

2005-12-16 Thread Anton Oussik
Today I have posted a patch to the tracker, which can be found at
https://sourceforge.net/tracker/index.php?func=detailaid=1382884group_id=13833atid=313833

Repeating the patch description, it does the following to wraiths:
1 Wraith characters gain no food or health regeneration
by eating normal food.

2 Wraith characters do not regenerate health naturally
at any noticable rate.

3 Wraith characters deal more damage with life_stealing
than other players do.

4 Wraith characters also gain food when they attack
using life_stealing.

5 Wraith characters start with an extra skill called
wraith_feed, which deals life_stealing attack and
paralysis attack.

6 life_stealing only works on living things now, and
specifically not on doors.

If these patches are applied to a running server, old
wraith characters will be affected by change 1, 3, and
4, but are not affected by changes 2 and 5. Change 6
affects all characters.

The patch seems to work, but my biggest concern is game balance. On
one hand, a wraith should be strong enough to suck life from victim
faster than victim sucks blood from it, since if it is losing hp it
will die.

I feel a few more people should try the new wraith out before the
patch is applied to the main tree, as it is a sifnificant change to
how the race is played, and may not agree with other people's
perceptions of what this race should be like.

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Re: [crossfire] Wraith changes

2005-12-16 Thread Anton Oussik
On 17/12/05, Mark Wedel [EMAIL PROTECTED] wrote:
   Quick question - does this mean the only way a wraith gets food is by life
 stealing attacks?

Yes, although magical means (like golden unicorn horn) will also work.
Also food that restores hp has no restoration effect, although food
that restores mana works as with any other characters (but restoring
mana only).

   If so, I'd think they need to get given a very high sustenance type of 
 value -
 otherwise, I'd think you'd get a lot of starving wraiths at certain times, eg,
 you're hauling your loot of the dungeon and don't have anything convenient to
 attack.

Restoration -100 and sust +60 that was already there give the wraith
incredibly high sustenance. When idling they seem to lose about 5 food
per hour, which means they can live for up to 8 real life days of
playing without needing to feed.

Also, although restoration -100 means they do not heal naturaly very
well, they still do heal over time. The wraith I left overnight had
14/22 health, and in the morning it was fully healed.

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Re: [crossfire] Wraith changes

2005-12-16 Thread Anton Oussik
On 17/12/05, Brendan Lally [EMAIL PROTECTED] wrote:
 On 12/16/05, Anton Oussik [EMAIL PROTECTED] wrote:
  a wraith should be strong enough to suck life from victim
  faster than victim sucks blood from it, since if it is losing hp it
  will die.

 But surely this point is only true for creatures that are weaker than it?

Quite right, you gain levels in feeding like you do in anything else.
You start off being able to feed to weak feeble things, but then get better
and are able to feed off stronger enemies.

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Re: [crossfire] Tweaking alchemy

2005-12-04 Thread Anton Oussik
On 04/12/05, Andrew Fuchs [EMAIL PROTECTED] wrote:
 On 12/4/05, Nicolas Weeger [EMAIL PROTECTED] wrote:
  Hello.
 
  I'd like to extend alchemy-like skills, probably with a 'cooking' skill.

 Aaronf0 said he would work on a more dynamic alchemy system, however,
 I have no idea if he has even started it.

  What i'd like to do is:
  * add a way for formulaes to never blow up, and just yield a specific
  item when failed ('burnt cake'). This will make it safer and more fun,
  of course this would be for low exp recipes (or for a skill having a low
  skill = overall percentage)

 I think this has been needed for a long time.  Though IMO the
 distinction between recipes that can be fatal should be made on the
 premises that the recipe has some magical quality to it.

Seems like a sensible idea, and one that is easy to implement.
However, you need lots of new foods archetypes (and corresponding
graphics), as these formulae should have normal food ingredients as
ingredients, so you now need flour, tomatoes, ham, milk, cheese (made
from milk), and so on.

This could also be a good time to include a farming skill.

Milk can be mined from a cow, and flour can be obtainable by using
some wheat in a mill, and wheat can be collectable growing in fields
(gaining the person some farming exp) and plantable using the farming
skill. The higher the farming skill, the more wheat should grow when
planted.

Milk can also use farming skill, and I guess one would get better at
it with practice, and be able to milk more milk from a cow if you are
good at farming.

However this needs cows, pigs, goats, rabbits, wheat, apple trees,
maybe some magical farm animals from which magical foods can be made
(like flying pigs for levitation food). We already have sheep and
chickens and geese, so that can be a start. Farm animals should be
able to asexually reproduce over time to account for cullings, so they
can be kept in captivity and reproduce. However they should not
reproduce too quickly (much much slower than mice) and maybe die of
old age after a while.

Charm monster can probably be adapted to have farm_mode, which will
make farm animals in the area to become your farm_pets and follow you,
until you get them into a closure of some sort and release the cows,
so they will roam within the bounds of the closure and be milked or
killed for food.

If this is to be a viable economic device cows should be scarce, and
be almost a currency of their own (Ukranian currency is theoretically
based on the value of a horse, so this is not far-fetched). Since they
reproduce on their own and can be sold, this should be the primary
means of generating farm animals, and they should not occur often in
the wild. Maybe make a farm market that sells very expensive farm
animals, far above the in-game market value.

Also things like summoned food and golden unicorn horn should be
changed, since they effectively make cooking skill useless by giving
infinite supply of infinite supply of food.

  * add a 'min_level' for a recipe, which you couldn't do if you're not
  high-level enough (or with a *really* low probability). Just to feel the
  meaning of 'experience' :) And to prevent just trying a high exp recipe
  over and over again.

 If a level 1 player tries a level 110 recipe repeatedly, maybe give
 him a few warnings, if he ignores those kill him if the recipe is
 magical.

Maybe add an IsMagical flag to recipes, and treat magical recipes in
the old dangerous ways, but things like cooking, carpenting, and so on
in safe ways?

  * then i'd like to add food-related recipes, like pizzas (yummy!),
  bread, cakes, things like that. Of course i'll add matching archetypes.
  And thinking of making use of 'keycode' field and using quests to learn
  recipes.

 And add some fancy high level recipes.  Preferably that don't blow
 up, but a loss of cash from expensive ingredients used in the recipe
 would be desirable.

Using quests to learn recipes? Does this make recipes spell-like (so
you enter 'cookbook list to view the recipes you know, and 'cookbook
make pizza to make a pizza?) or you just encounter cookbooks from time
to time?

  Unrelated to alchemy, but I'm thinking on using the 'on_apply_yield'
  field to eat (apply) food by parts (cake = 3/4 of cake = half cake =
  1/4 of cake = nothing).

 Probably a good idea to allow the use of item transformers on these.
 (slicing knife)

Yes, a good idea. Needs yet more archetypes though.

 On an other note, more items that can only be obtained through
 alchemy, would be interesting.

Which need even more graphics. If someone made lots and lots of
different graphics it would be excellent (for sword-like things,
shields, cloaks, rings, armours, bows, amulets, potions, and so on).
Many of them could then be made into alchemyable items.

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Re: [crossfire] alchemy ideas (was: Idea for skills)

2005-12-01 Thread Anton Oussik
On 28/11/05, Mark Wedel [EMAIL PROTECTED] wrote:
 Nicolas Weeger wrote:
  Btw, it could be used for secondary skills (alchemy, woodsman, ...)
  skills only, not main combat ones. This way no penalty for
  fighters/wizards, just for players wanting to do other things than combat :)

   But I then wonder if an actual cap on exp/skills is needed, or if it would 
 be
 good enough to give exp bonuses in specific skills for specific quests.

Now that you say it, it seems like a plausable idea. Alchemy,
woodsman, etc. are all closer to knowlege than to something else, so
players can level in them like they do with academic subjects in real
life.

At the moment the main problem with it is:
Eiher it is very very tedious to level, and takes many months to get
to making simple potions, as you try to stockpile some ingredients,
then eventually after dying several times and spending several
thousand on extra ingredients, cauldron access, etc, make something
that is cursed, and costs 4 platinum to sell.
Or you can spend a few very tedious days iding altar ingredients and
get to the point of making something usable.

First approach is far too boring for anyone to seriously consider, and
I think second approach is a cheat in a way, and needs substantial
financial backing.

Either way there is not much incentive to do so apart from selling the
items for wealth, as by the time you can make the items you can either
find them in dungeons, or can afford to buy them in shops.

So, I suggest some interesting changes to how these skills can work,
some alchemy-related changes in group A, and some general change in
gorup B, which are not essential, but would complement alchemy
changes. By alchemy here I mean alchemy and all related skills.

A   Alchemy related changes:
  1. Do not award experience for identifying items. I find the fact
that you can make summoned water (or get things from altar) and then
say What is it here? Ah, yes, here is a bottle of water! I now know
more! What is it here? Ah, yes, here is a bottle of water! I now know
more! What is it here? ... quite silly, and would have complained
about it long ago if it was not the only plausable way of raising
experience at lower levels.

  2. Players should only recieve more experience for alchemy by making
formulae that are of difficulty comparable to that of their alchemy
level. This is explained by the fact that you do not learn more by
doing something you can already do well again and again. It is not
challenging, and does not teach you anything new.

  3. Players would only recieve experience up to a point (say, level
19, 39, 59, ...), after which they need to do an exam (I propose a
combination of oral and practical, I was never much of a fan of
written exams) to get the next level (and academic title), after which
they would be able to get into the next institution, be able to make
cooler stuff, and earn more experience and wealth. If institutions
that taught them were dotted around world (so to level alchemists
would have to move from place to place throughout their life) players
would also be encouraged to explore.

  4. However this does not encourage interaction between players, as
you would end up having the alchemy crowd completely ignore the normal
people, and so to compensate I propose that alchemy generated items do
not sell well in shops (if at all?), and so to generate wealth
alchemists would need to sell the items to other players. However if
shops and altars continue to readily sell the items, or items are
plentiful in the wild, this idea would never succeed, and so
alchemy-generatable items should be removed from auto-replenished
shops and altars, and be made rare in the dungeons.

  5. Also, the institutions can act like hubs to alchemy-centered
quest hubs, which would be mostly puzzle solving or humorous (eg.
deriving ingredients to the next formula you are learning by solving a
puzzle, and then getting an xp bonus when you succeed, or Our
neighbours complained to the city authorities that our emissions are
dangerous to the health. They reported the smoke causes mutations with
some other magical side effects. Go clean it up. for a more
combat-oriented quest.). Since these quests should offer substantial
experience in alchemy awarded (extra bonus that mwedel suggested),
they should only be allowed to completed once. I'm not sure if the
current quest system can accomodate this readily.

  6. To compensate for the difficulty of advancing formulae should be
changed to use more findable ingredients, as at the moment people
simply do not bother - to level up making complicated potions you will
never find enough ingredients, no matter how much you look and even
hire others to look for you. If difficult potions are made difficult
only by their difficulty it will add much more incentive for people to
do them, especially now that most alternative formulae have been
cursed to failure by the forces above...

  7. Another incentive that can be added is some 

Re: [crossfire] weather, lattitude, town location, and the world

2005-11-11 Thread Anton Oussik
On 11/11/05, Lalo Martins [EMAIL PROTECTED] wrote:
 Now that some people seem to be working on salvaging the weather system...

 I remember one thing that was somewhat polemic about it, was the choice
 of two *corners* of the map for the poles (nw and se IIRC), rather than
 the north and south as would seem more reasonable.

Yes, it made the poles smaller, and the equator larger, as should be
on a circle-shaped thing it tried to emulate. Of course if you stuck
the diagonal ends together you would end up with something relembling
two cones put end to end, but it is a far better approximation to a
globe than a cyllinder.

 This does incidentally work remarkably well for Wolfsburg, which ends up
 a hot, but miserably rainy town - as would be expected of a pirate port.
  Scorn is also suitably temperate, and the mushroom peninsula is
 tropical enough for its swamp.  However, it can be argued that
 Brest/Britany is warmer than it should.  And I haven't yet seen
 mikeusa's new region.

 Of use here could be Brendan's recent mathematical unit rationalization:
 - 1 outdoor square = 1 chain
 - the continent is approximately 1500 chains from N to S and from W to
 E; about 18 miles, or 30 km.
 - Earth (for comparison) is about 992716 chains from N to S (12409
 miles, 19970 km), and 1992112 chains around the equator (24901 miles,
 40075 km).
 - So if Bigworld is more or less the same size as Earth (and Brendan is
 correct), then this continent occupies about 0.075% of the W-E
 circumference, and about 0.15% of the distance between poles.
 - For another comparison, the Hawaiian island of O'ahu (where Honolulu
 is located) is about 2500 chains W-E (32 miles, 51km) and 3280 chains
 (41 miles, 66km).  Since it's not as neatly square-ish as our
 continent, we can say they have roughly the same area.

I agree that Brendan's calculations make a lot of sense, and we are
pretending that we live on a planet whilst hardly occupying an island,
unless the planet is very very small, which means it is very dense and
quite close to the sun to get its heat. Since there is a lot of
radiation on it, there are many mutations, which lead to some strange
monsters we seem to be encountering. As for an athmosphere... the
planet is probably very dense. :)

 Hmm.  Maybe bigworld is not big at all :-P Brendan's calculations
 still make sense to me generally, except that now I'm thinking about
 one-chain-wide mountains and finding them a bit silly.  But that can
 pass, since those are relatively rare.

Such rock formations may actually be possible, wih a hard surface and
wind and such. Since the planet is not Earth and since we are willing
to accept teleportation and beds to reality, then why not small
naturally occuring rock formations?

 On the other hand, fantasy worlds don't *have* to be the same size as
 Earth.  (They don't even have to be the same shape... a disc, with the
 pole at the center, or a ring, or even the normal shape but with us
 in the inside rather than outside, are all heard of; and many fantasy
 worlds are simply flat - some discoid, some rectangular.  So there.  But
 we'd better stick with almost-spherical, if for no other reason, because
 changing the shape would probably require rethinking part of the weather
 code.  On the other hand, a rectangular flat world avoids problems of
 projection, in case we end up mapping the whole surface.)

On a scale a player would be playing at a 2D approximation would
suffice. If a whole surface is mapped, it would probably be best to
store tiles as 2D polar coordinates on the surface of a sphere, and
when a player enters worldmap extract and send the appropriate
coordinate tiles to the player. That way only the parts of the hugemap
that players are on would need to be stored in memory. On the other
hand the data structure we would need to store tile coordinates and
code to approximate them to generate a 2D projection of what player
sees may be both CPU and memory consuming. Then seas could be
auto-generated depending on the altitude, and global warming/cooling
flooding/deserting/freezing could take its normal cause.

Having a true globe would open up new weather and other effects, such
as calculating weather by determining the amount of light that hits
the surface by using ray tracing algorithm, and from there calculating
how weather changes. This could result in a very realistic weather
model, but probably too computationally intensive for an adventure
game (not a weather, economy, eco-system simulator with elements of
real time strategy, sim city, the sims, and tux racer). However you
would then be able to set rotation speed, sun brightnes, and planetary
mass to inflence all other game elements in a consistent fashion. Umm,
you probably can already with minor modifications.

 For consistency reasons (since we don't have contact with other
 continents, and what with dragons and magic, I believe we have more than
 enough technology to do that), I can see two possibilities:

 1 - the 

Re: [crossfire] Love and marriage, love and marriage...

2005-10-19 Thread Anton Oussik
On 19/10/05, Mark Wedel [EMAIL PROTECTED] wrote:
   Most of the initial suggestions could for lack of better term best be
 described as new party spells.  Married characters, being what they are, 
 should
 perhaps always be in the same party, so the spells work for them.

   In terms of sharing apartments, I'd think the guild idea, or buildable 
 houses
 work in that area.  That way, I can just as easily share a spot with friends.

Having read the discussion which followed my previous post to this
thread I have to afree with Mark here. Party spells and buildable land
plots will allow enough flexibility to provide for most things
suggested, and without any of the social problems we may run into as
the result. If two players want to decide they are married they can
get a plot and build there, and party together. If they want to get
divorced it is up to them how they do it.

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Re: [crossfire] [IDEA] Reagents for cast magic

2005-10-19 Thread Anton Oussik
On 19/10/05, Brendan Lally [EMAIL PROTECTED] wrote:
 On 10/19/05, Anton Oussik [EMAIL PROTECTED] wrote:
  IMO this would make spellcasting less useful, as it would be easier to
  take a dragon and claw through armies of monsters, picking up reagents
  as you go. You can then sell the reagents to the poor spellcasters
  struggling to get enough for a zombie-killing cast.

 You make an assumption that it can't be balanced in game.

OK, but you would have to do it so as not to make alchemy even less
useful - would you either carry about one easy to find reagent or find
an easy to find ingredient, then a cauldron, and then risk your life
making something that can cast the spell for you?

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Re: [crossfire] [IDEA] Reagents for cast magic

2005-10-19 Thread Anton Oussik
On 19/10/05, Brendan Lally [EMAIL PROTECTED] wrote:
 On 10/19/05, Anton Oussik [EMAIL PROTECTED] wrote:
  On 19/10/05, Brendan Lally [EMAIL PROTECTED] wrote:
   On 10/19/05, Anton Oussik [EMAIL PROTECTED] wrote:
IMO this would make spellcasting less useful, as it would be easier to
take a dragon and claw through armies of monsters, picking up reagents
as you go. You can then sell the reagents to the poor spellcasters
struggling to get enough for a zombie-killing cast.
  
   You make an assumption that it can't be balanced in game.
 
  OK, but you would have to do it so as not to make alchemy even less
  useful - would you either carry about one easy to find reagent or find
  an easy to find ingredient, then a cauldron, and then risk your life
  making something that can cast the spell for you?

 Ok, lets consider the following model as a starting point;

 there are 5 magic skills, let each of them have their own reagent.

 also allow 3 extra (general) reagents of varying price, call these
 expensive1, expensive2, and expensive3

 now, each spell would be able to belong to certain skills (more than one)
 the 5 base reagents would only be usable by someone who could use the
 associated skill. The 3 expensive ones would be usable by anyone but
 no spell would use only them.

 The base reagents would all be cheap and plentiful (alters to generate
 them for a couple of plat)

 I'm inclined to say that expensive 1 would probably be directly
 purchasable (for 50-100 plat maybe)

 expensive 2 might be creatable with alchemy with ingredients costing
 500-1000 plat (ish)

 expensive 3 would be very rare, and not used or sold lightly.

 each spell then would need different combinations.

 firebolt might need 1 pyro token
 burning hands 2 pyro + expensive 1
 faery fire 2 pyro + 1 evocation + expensive 1
 icebolt would be 1 evocation
 icestorm 5 evocation + 1 sorcery + 1 expensive 2
 coldfront (a spell to replace icestorm at low levels, without the same
 damage and range progression) 2 evocation + 1 sorcery
 magic missile would be 1 sorcery + 1 summoning
 small lightning 1 pyro + 1 evocation
 steambolt 2 pyro + 2 sorcery +1 expensive 1
 charm monster 5 summoning + 1 sorcery + 1 expensive2
 comet 50 pyro + 10 evocation + 1 expensive3
 meteor swarm 100 pyro + 20 evocation + 3 expensive3

 done properly, this would start to look like a periodic table, with
 the start of the table having every possible combination of tokens, so
 that mixing various combinations of reagents, the effects might be
 guessable (ie, a spell needing 2 pyro + 2 summoning would probably be
 summon fire elemental or something like that.)

 This could also make the spells easier to document (a diagram rather
 than a big list as it is currently.

 The other nice bit about doing that, is that exp could be shared based
 on the ratio of base tokens used, so it would be possible to level up
 sorcery more easily. (in game terms it would make the different forms
 of magic more integrated, and it far easier to have crossover spells.)

 If there are only 8 different reagents, then the easiest way to use
 them is to equip them. If there are 'spell reagent' body slots, then
 they can be equipped, and used if equipped.

Yes, this seems conceptually easier than the currenly existing model.
This could also be extended into alchemy so that it is just an
extension of the reagent formula + fixing agent. A different fixing
agent should be used depending on what you want to create, so if you
want a potion you use water, other fixing agents for other things.

This would fit in very nicely into existing alchemy model since only
the formulae will need to be modified, existing code and unrelated
formulae can be left untouched.


Another issue I'd like to bring up is grace. getting rid of
spellpoints will make grace stand out. If you ask me the model works,
but it will stand out now that spellpoints are going away.

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Re: [crossfire] [IDEA] Reagents for cast magic

2005-10-19 Thread Anton Oussik
On 19/10/05, Brendan Lally [EMAIL PROTECTED] wrote:
 On 10/19/05, Anton Oussik [EMAIL PROTECTED] wrote:
  Another issue I'd like to bring up is grace. getting rid of
  spellpoints will make grace stand out. If you ask me the model works,
  but it will stand out now that spellpoints are going away.

 Would spell points go away?

 To my mind they do different things, reagents limit the total number
 of spells cast, spellpoints limit the rate they can be cast at.

That is how I thought it would work. Otherwise it gets too
complicated. In effect this is like having several large mana pools, I
see no need to complicate it further by still having spellpoints. Also
this will be a very significant change to the game magic works and I
imagine a while before things will be worked out (like improvement
potions, npc magic, and so on).

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Re: [crossfire] Re: New movement code.

2005-10-19 Thread Anton Oussik
On 19/10/05, Brendan Lally [EMAIL PROTECTED] wrote:
 On 10/19/05, Anton Oussik [EMAIL PROTECTED] wrote:
  On 19/10/05, Brendan Lally [EMAIL PROTECTED] wrote:
   I'm inclined to say that at least there should be a /big/ hit points
   penalty as well (maybe 50% - though with a small ac bonus too ?)
 
  Create a naked wraith, try using it to fight something, and say that again.

 A lvl 100 wraith with high level karate is still reasonably powerful.

Yes, but I want it to be playable like this, so someone might want to
change to this mode and stay in it... for ever?

A problem I see with staying in non-corporial form for ever is food.
You would still use up food but have no way to replenish it. When
feeding off others with wraith_touch food should go up as well as hp.
Would this need a new attack type food_steal?

Maybe wraith in this mode should also see invisible?

   Would you change the face as well, to give some clue they are in this 
   mode?
 
  Being invisible will change the face automatically. It will be like
  wearing god finger.

 on a related but tangential point, would it be possible to make
 invisible characters appear on their controller's screen? I am
 thinking with the face having a medium alpha value, so that it appears
 to be partially seethrough. I often find it hard when controlling an
 invisible character to know where they are.

I thought of that before, and then you will not be able to tell if
someone cast reveal invisible on you. Maybe set to 75% transparrency
for own invisible character?

Also you should not be able to go into void squares to get to other
floors or mechanic sections of the map. You should be able to apply
exits though, to get around between maps.
  
   not all boulder layouts are seperated by squares with no tiles on.
 
  True, but I do not see this as a huge problem if sometimes you can
  wander into a mechanism. x-ray vision allows you to see many of them,
  and that is not much of a problem.

 yes, but there are maps designed so that x-ray vision won't let you
 see them, where as your walking through walls would (scorn gatehouse
 is an example of this).

I still do not see this as a huge cheat to be able to see some
mechanisms. I imagine ghosts in ancient castles could too!

  Yes, I dislike both examples I gave myself. It seems something new
  needs to be introduced into the game, and placed around towns to allow
  wraiths get new bodies. Something not already found anywhere.

 taxidermists?

I imagine this should be a relatively big thing to shed one's body, so
taking a physical form should require a ritual of some sort to be
performed. Maybe a map with a large pentagram, with lots of people
reading some prayers, and if wraith steps over the body and stays
there for half an hour they get re-incarnated?

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Re: [crossfire] Re: New movement code. (Wraith stuff) (Please don't implement)

2005-10-19 Thread Anton Oussik
On 19/10/05, Todd Mitchell [EMAIL PROTECTED] wrote:
 I would also put forth an
 addition to the suggestions, the idea that etheral travelers would not
 be able to pass 'iron' either so it would only work against wood walls
 and stone and the like.

That may work. That would make some areas completely inaccessible to
an ethereal player unless aided by someone corporial. Many maps may
need changing as the result if this is implemented, but I can see this
working.

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Re: [crossfire] Word of recall on another player?

2005-10-18 Thread Anton Oussik
On 16/10/05, Nicolas Weeger [EMAIL PROTECTED] wrote:
 Hello.

 Right now you can't cast word of recall on another player, it's always
 applied on casting player.
 What would you think of enabling casting on someone else?
 Of course, as Rednexela pointed out, you could annoy another player by
 sending him home forcibly :)
 Maybe then put a restriction, players must be in same party?

IMO there is no real need for this. It is already possible to make a
scroll of recall, and to carry a balm around to help others get back.

Also, since the activation of the rod is not instant, it is possible
for several people to use the same rod to go home. To do this use the
rod, and drop it. You then go home, and the rod stays for the next
person to use. This can be considered a bug, although I feel it is
consistent with something one would want to do were they real
adventurers. This feature also makes low level rods more desirable.

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Re: [crossfire] Diseases question

2005-10-04 Thread Anton Oussik
On 04/10/05, Nicolas Weeger [EMAIL PROTECTED] wrote:
 Hello.

 I fixed a bug concerning diseases that had a negative value, but got a
 question concerning maxhp: according to the doc, negative means
 permanent outside the host. And positive max ticks the disease
 stays. So the obvious question is: what about 0? Should the disease
 stay permanent? Disappear right away?

Disappear seems to make sense. (as in it has 0 time to live left)

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Re: [crossfire] Buildable Land Plots

2005-09-27 Thread Anton Oussik
It seems there are two camps here: the Players should build their own
as it is a fun thing to do and  players should get a pre-built map
as it will make their life easier.

I will propose a third, contradictory method, which sits in between,
and will probably get ignored, as it will be more difficult to
implement, but here we go anyways.

A player buys a plot, and it starts off randomly generated. They can
build the house themselves, or get themselves a house by contracting
another player to build it. Something like construction skill would
need to be introduced, so people can be professional builders and gain
levels by offering their services as builders. Being high at the skill
should probably decrease material cost to them, and maybe open up
better construction materials (eg lvl 10 can make windows, at 20 you
can place doors, at 20 stairs, and at 50 can build complex connected
things).

This way, a player not interested in construction can stay away from
it, and for a player interested in architecture design will have a
purpose in building things, and will want to get hired if not for the
money, then for the ability to gain xp building the house.

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Re: [crossfire] Re: fatigue

2005-09-03 Thread Anton Oussik
This should be plain text. Sorry, gmail decided it wanted to send html
emails for some strange reason and did not tell me.

On 9/2/05, Robert Brockway [EMAIL PROTECTED] wrote:
 On Fri, 2 Sep 2005, Lalo Martins wrote:
 
  (My wife made a character who, by choice, lived off only alcoholic
  drinks.  Yeah, a swashbuckler.  I used to pile cups of coffee in front
  of her bed in the guild.)
 
 That's cool :)  While we are on the subject of drinkings having effects
 (such as coffee reducing fatigure) I've always thought that anyone who
 over-indulges in booze should realy suffer a loss of Dex.  Yes there is a
 bit of coding in there.

Drinking booze should cast confusion on the drinker. I have been
unable to make a booze like that though despite trying, as confusion
always seems to get cast in some direction from or around the player.

 On the topic of armour types, rather than having Halfling armour, Human
 armour, etc, we could assign a size attributed to all races and have the
 character required to use armour of the right size.  So halflings and
 gnome would require small armor, trolls large armour and most other races
 medium armour.  This would reduce the complexity and would mean less work
 when we add new races in the future.

That is true. Maybe make weapons have race bonuses then? If an armour
is specifically made to fit around a halfling, a gnome would not find
it as comfortable despite being able to wear it. This would make
adding races more difficult though. Also when (if?) sexes are added,
male/female armour are different, although wearable by the opposite
sex. Perhaps add a penalty for wearing armour of the wrong sex (as it
is not suited well for your build)?

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Re: [crossfire] fatigue

2005-09-01 Thread Anton Oussik
On 9/1/05, Mark Wedel [EMAIL PROTECTED] wrote:
tchize wrote: You get fatigue by doing strenous things (swimming, flying via skill,attacking, moving a lot). Or just being awake ? or it will not be fatigue but stamina :)
Idea was more physical fatigue not mental.I personally don't want to have torest my character if I'm still wanting to play.
I like the idea of fatigue, but in CF days are so short that
battles often last for weeks, and players can happily survive on 2-3
meals a week. If fatigue is introduced in the same way, that you only
need to sleep (use_skill rest) once in a while it would be acceptable.

 You lose fatigue by resting - this can basically be measured by thecharacter having an action and not actually doing anything.Certain magic
potions could also reduce fatigue.
But should be temporary improvement followed by getting very fatigued
after that. Overdosing should eventually make you so fatigued you die.
Also fatigue effects should be incremental with time. So when fully
fresh you start at full stats. Then, after about 30 minutes of play you
lose a stat, after another 15 minutes another stat, then after 8, 4, 2,
and then 1 for every other minute of play. When all stats get to 1 you
should start losing hp, until you die from fatigue or use_skill rest.
Resting on a bed should speed up recovery (or perhaps change how much
you can recover, so sleeping on the ground will not get you very good
rest?)

 apply bed to reality?could be, but you'd have to record how long it was saved for (if I save and
reload immediately, shouldn't be any advantage).
IMO bed of reality should not change in functionality.That said, if the character is doing nothing - just standing there, I'd expect
fatigue should drop pretty darn faster - it should drop faster than you get HPback for example.
Staying awake is an effort. If you don't believe me try doing it for a week.
So basically, fatigue would really come in to play if your doing continuous
work, eg, combat all the time, flying around the world as dragon, etc.But onceyou stop doing those things, you'd get back to 0 fatigue relatively quickly.
Although it seems what is being discusses here is physical tirednes
like from running or lifting weights and so on, which is a different
tirednes than that from staying awake. Perhaps they could be combined
together so

total_fatigue = waking_fatigue + active_fatigue
 If not carrying much, you wouldn't get much fatigue - thus, a lightly
equipped person could run around all day and not have to rest much. Race dependent?One could certainly add more variation - different races weighing differentamount, different carrying capacities, etc.But one issue is that armor is one
size fit all - a halfling should rightfully have smaller and lighter armor thana human.
Race and class items deserver their own thread, and IMO a very good
idea if someone has the time to create new archetypes and add
race/class restrictions to items. 

 Other thoughts:One could give chairs and non savebeds some meaning - sit in one of those,
fatigue goes down faster.
This goes back to my use_skill rest idea 
In some states, even when idle, you can't get back fatigue.EG, if you'reswimming or flying, you can't be resting - if you just staying in one place,
maybe you fatigue just doesn't go up quite as fast.
A good observation. If anything flying and swimming should increase
fatigue unless you are a firebourne and are flying (or a lizard person
and swimming?) and you should only be able to use skill rest when on
the ground. 

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Re: [crossfire] Server map redo: movement types

2005-08-30 Thread Anton Oussik
On 8/30/05, Brendan Lally [EMAIL PROTECTED] wrote:
Additionally MOVE_HORSE, being much faster than walking, but lessand MOVE_WAGON, which would be able to carry vast amounts of items,

And your face should change to a mounted figure or horse driven
carriage. Maybe also include MOVE_SHIP when you get a ship, which can
travel very fast, but can only dock in ports. Then you have to navigate
between ports, or perhaps have director-driven shipping routes, so you
get on he route and your ship sails itself using directors to your
destination.

Finally, instead of dragons teleporting you from A to B you could also
get on a dragon (with a face change) and fly (maybe along flying routes
like ships?) to other places. This idea is somewhat questionable
though, as being able to hire a dragon and just fly anywhere seems like
a far too easy way to travel.

Also, it would be nice to change the face of the player under somemovement modes (raise the player a few pixels, and add shadow beneath
them if they are flying, have only part of them visible above water ifthey are swimming), or the character on a horse if they are riding,this would give visual cues as to the state of each player.Also swimming should probably act like swamps, rolling to see if you
are about to drown.
Speaking of image transformations, when something
moves from a square A to a square B it currently stays in A all the way
until it jumps to B. Could the new protocol provide a way for the
transition to take n seconds (or ticks or frames), so arrows would
really fly, and monsters would walk at you instead of jumping, the land
would scroll by as player walks on it, and spells would propogate more
smoothly? I don't know if this is even vaguely possible given that
currently CF is completely tile-based.
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Re: [crossfire] Map cache

2005-08-26 Thread Anton Oussik
 The file accessing code would need rewritten a little, although, if
 you allow one thread to do all file loading, then it doesn't need to
 be done in parrallel,

Thread creation and destruction is cheap. If it is to be done it might
as well be done properly. With one map loading thread the server will
scale up to 2 processors. With m maploading threads, where m is the
number of maps loaded, it will scale up to n processors, where n =
m+1.

If a multi-threading of the server is to be done another aspect that
may be looked into is the actual object processing. If there were
several threads working away at object processing each tick they would
be able to do the job much quicker on a parallel system.

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Re: [crossfire] Map cache

2005-08-26 Thread Anton Oussik
On 8/26/05, tchize [EMAIL PROTECTED] wrote:
 And also, limiting the number of object on a specific square sould be a good 
 thing too.
 It's such bizzare to be able to put 600 axes on one appartment square :s
 

Maybe, but how do you impose a restriction? Can I store 50 cauldrons?
10,000 platinum? 30,000 diamonds? Restriction by nrof would not work
very well.

Another approach is to restrict by weight, but that would not work
either, as some things are small and heavy, whilst others are bulky
and light.

On the other hand if implemented people would be more willing to pay
more for more appartments, would explore more, stockpile less, and
maybe would even start using banks and imperial notes.

I'm open to ideas.

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Re: [crossfire] Item stacking (was: Map cache)

2005-08-26 Thread Anton Oussik
And this is what happens when you allow developers from England to
post to the mailing lists ;)

Yes, your estimates seem very good. If others agree it would probably
be a good idea to document all this somewhere and update the signs and
so on in the game and maps.

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[crossfire] Map cache

2005-08-25 Thread Anton Oussik
This is an idea I had for a while now, but never had time to
implement. If someone has some spare time and wants something to code
something for CF they can try this.

When the server comes across maps containing large amounts of items it
takes a long time to load. While it is loading the whole server
freezes for other players, and on very large maps (like the scorn sale
shop or some apartments) this can take in excess of 10 seconds on
metalforge.

A solution I propose is to pre-load large maps and keep them around in
memory in case they are needed. Whilst this option would improve the
performance of the server like metalforge, it would cause servers with
small physical memory size to start swapping the cached maps, and it
would then not be beneficial. Therefore the map caching should be
optional and off by default if implemented.

Casper

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[crossfire] What did I do wrong?

2005-08-24 Thread Anton Oussik
Yesterday I completely removed old copies, and checked out CVS maps,
server, and client using developer CVS, and compiled them all. I had
to configure the server --without-x, but otherwise no special options
were passed, and I was found to have all necessary tools and libraries
needed for compillation. Upon logging in I saw this picture:

http://antz.uwcs.co.uk/cf_duplicates.png

Other tiles were not as bad, but there were usually 1-3 copies of
everything on every tile, and things like boulder mechanics broke.

I assume this is something silly that I did, but don't seem to find
out what. Does anyone have a clue?

Casper

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Re: [crossfire] Quests ideas, continued

2005-08-16 Thread Anton Oussik
 * when the quest is completed, keep tasks for later referral. Or maybe
 remove some?

I like the idea of having a quest journal someone proposed earlier,
which is a container eith entries you can read, which will tell you
about a quest. This should cater the explorer type of player, who
wants to collect every completed quest entry in the game, as it will
give them something to remember the completed quests by.

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Re: [crossfire] Alchemy classroom map

2005-08-15 Thread Anton Oussik
On 8/12/05, Robert Brockway [EMAIL PROTECTED] wrote:
 2000 platinum for a course?  Outrageous.  Don't you know poor students
 save for months (or take the money from a bunch of silly ogres) so they
 can take these courses.  They just want to get an education so they
 can get a job as the alchemist to a rich king.

It is expected that anyone experienced enough to teach will be able to
easily afford it. As for the students the entrance is free.

I think it may be a good idea to evenually move the map out of scorn
to brest, and add some more classes and tradeskill training centres.
Or maybe navar? I recall some town had a University that was not
linked against anything? Some day...

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[crossfire] Alchemy classroom map

2005-08-10 Thread Anton Oussik
Hi,

I submitted a patch to the tracker (1255825) adding a basement map to
the potionshop in scorn. It is an alchemy classroom map, and costs
2000 platinum to enter.

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