(or projectile) etc. projectile
probably would be fine. I tried to do it my self
hoping that the movement code used key value... :(
--- Alex Schultz [EMAIL PROTECTED] wrote:
Miguel Ghobangieno wrote:
Weather code is usable. I use it, albit on level 4
now.
However there are still some bugs
Well using set as a prefix would allow you to put
whatever in the arch, thus one wouldn't need to edit
the code every time a new variable is created since
set just passes it into the archtype in memory.
--- Alex Schultz [EMAIL PROTECTED] wrote:
Miguel Ghobangieno wrote:
I was thinking
Player-owned, shortened form P-owned :)
I think you should beable to set the buying price if
you own the shop.
--- Nicolas Weeger [EMAIL PROTECTED] wrote:
But i'm afraid what happens when high lvl players
sell quest items
for very few platinums, and so soon many low level
players maybe
Yay. There should be added some security unit tests
aswell.
--- tchize [EMAIL PROTECTED] wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
While am still preparing check framework for
crossfire, i found a bug
in common/shstr.c where query_refcount was returning
wrong value.
Fixed and
(continued)
Also I see you have alot of dirs in there, how are
they to be?
maps/onefang/(1.4,TEMP,AntFarm)
maps/python/stuff
arch/
?
--- David Seikel [EMAIL PROTECTED] wrote:
On Fri, 6 Jan 2006 21:58:29 +1000 David Seikel
[EMAIL PROTECTED]
wrote:
I really should have done this a long
Does cvs provide diffs for this? I'm interested in
this but don't want to also have to have that patch
that was just applied that removes features.
--- Mark Wedel [EMAIL PROTECTED] wrote:
I've just committed the code to handle transports.
Detailed information can
be found in the
NM, the removals were only in the client tree.
--- Mark Wedel [EMAIL PROTECTED] wrote:
I've just committed the code to handle transports.
Detailed information can
be found in the doc/Developers/object under
Transports, so I won't reproduce
that here, but some quick notes:
1) I
Why have you banned my CVS access, and why do you hate
mlab? I just finished mlabhell and I want mlab in for
1.9. It's better to have it in non-dirified format for
1.9 then not in at all.
Also I am offended at lauwernmark and errac's plot to
change mlab's culture.
I use the keybinding interface very often. I imagine
others do too.
--- Mark Wedel [EMAIL PROTECTED] wrote:
Yann Chachkoff wrote:
Briefly discussed on irc, but also related to
other discussions, is perhaps
what client(s) to use going forward. To me, at
some level, keeping the
gtk(v1)
I don't want those abilities removed. Why shouldn't I
beable to make a magic monster that can reflect spells
or arrows that? Just remove the ability from the
knights and gaurds and remove the reflecting amulet
from circulation.
I hate all this talk of removing everything from the
game. Maybe
Sea battles shouldn't go to a pocket reality, they
should duke it out on bigworld seas and only if they
get right next to eachother should the inside map(s
(multiple levels on big ships)) of the other ship be
tiled to the 1st ships maps.
__
Do You
I think a better solution would be to, rather then
show every attack message, only show one every 1
second or so. Friendly fire is setable in the settings
file and can be set low to compensate.
--- Mark Wedel [EMAIL PROTECTED] wrote:
But this is also tied to player speed. Unless you
make
What's the status on bigworldized pupland (IE: when is
it going in?). /me awaits the glorious addittion.
__
Do You Yahoo!?
Tired of spam? Yahoo! Mail has the best spam protection around
http://mail.yahoo.com
I think we should have plots and reputation system in
for 2.0.
And a setting to show (by default) 1 attack message
per second or so (rather then char punches once, and
again, and SUPRISE again!). It would also be good if
the int for hp, maxhp, sp, and maxsp (used for alters)
was raised to int 32
Perhaps both the player and the transport should be
damaged?
__
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http://mail.yahoo.com
___
crossfire mailing list
One can't put unpaied stuff in a box and steal them,
same would go for transports I'd assume.
__
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Tired of spam? Yahoo! Mail has the best spam protection around
http://mail.yahoo.com
___
A server variable could be set that turns on/off
compression.
__
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http://mail.yahoo.com
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crossfire mailing list
I like this idea very much (though I would caution
against giving players themselves a pass wall spell),
I creates a granular permissions system that is
appealing.
--- Mark Wedel [EMAIL PROTECTED] wrote:
Thinking a little little about transportation
objects (boats, horses, etc) and
came
PROTECTED] wrote:
Miguel Ghobangieno wrote:
(though I would caution against giving players
themselves a pass wall spell)
As I understand it, with what Mark is saying, walls
would have to
explicitly be set to allow passwall.
Alex Schultz
Understand this Yann. IF crossedit is removed I remove
myself. Do you want to lose your biggest current media
contributor? If so then remove crossedit.
I think you need to fork off crossfire and make your
own project where you can do whatever you want.
Perhapse crossfire-awsome.sf.net?
--- Yann
Check the CVS logs. I have stopped committing about a
week ago. If you remove crossedit I will not restart.
--- Mark Wedel [EMAIL PROTECTED] wrote:
Miguel Ghobangieno wrote:
Understand this Yann. IF crossedit is removed I
remove
myself. Do you want to lose your biggest current
media
Lol.
--- todd [EMAIL PROTECTED] wrote:
I suppose this would be a nice perk and a big
incentive to remove
crossedit, but you've quit so many times before that
it just isn't a
reliable enough promise to base a decision like this
on ;)
Miguel Ghobangieno wrote:
Understand this Yann
One of the things we should do for 2.0 (note: we are
not yet at 1.9) is try to decrease bandwith usage. For
instance, some animations are cylical, and the server
knows which ones these are currently IIRC. The server
shouldn't have to send a update for every tile every
time for cylical animations,
Brace is used, as Leaf said before, to make it easier
to swich deities without being pushed off the alter...
this was allready discussed!
We shouldn't do things that increase bandwidth
usage...
/me watches the bandwith usage skyrocket just to spite
him.
--- Mark Wedel [EMAIL PROTECTED] wrote:
you from being moved.
If so then... well that's not supposed to happen and
brace seems like it needs work, if not then nm.
--- Brendan Lally [EMAIL PROTECTED] wrote:
On 1/29/06, Miguel Ghobangieno [EMAIL PROTECTED]
wrote:
Brace is used, as Leaf said before, to make it
easier
to swich
I am not opposed to porting crossedit to gtk however.
But if my favorite editor is removed outright... java
is not an option. However crossedit works great (IMHO)
now, so there really is no reason to change it. All
this constant talk of removing things is
displeasurable, thus my retirement for a
If crossedit dissappears then I dissapear.
I guess that is what you all want though.
Should CF fork?
--- Mark Wedel [EMAIL PROTECTED] wrote:
Arguably, crossedit should just disappear. This,
however, may become more or
less an issue depending on other changes (if a code
restructuring
Hi, I've asked for just that configuration option
before. I'll forward this mail to the mailing list so
the other devs may see that this is a wanted feature.
--- Logan Tygart [EMAIL PROTECTED]
wrote:
Hey Man,
I enjoy the hell out of your server. I have a
couple of characters
there.
MWedel just talked about a complete redesign in his
latest post. Things that are redesigned tend to be
broken for 1 or 2 years. I could be dead in 1 or 2
years, so could any of us. I'd rather not wait around.
--- Yann Chachkoff [EMAIL PROTECTED]
wrote:
I don't think it would be wise to remove
I don't think it would be wise to remove the hacks,
the hacks make things work as they should.
If someone want's to create a RPG engine crossfire,
in my opinion, is not the place to do it. Crossfire is
a game in it's own right, we should be concerned with
our game, not some theoretical
We want to cross module boundries and there is no
reason for us to
want 3rd party module additions (unless one is
pro-proprietary).
Modules would do 2 things: disallow use of code across
module boundries (as they aren't loaded yet), let
proproprietary addons be created and work over more
then 1
Yes, spagetti code, if that's what you wish to call
it. Some CF programmers, such as Cave, would like to
beable to reuse their code without having to recopy
and paste what they have allready done (which would
create bloated code if it was required). Modules would
disallow this (bad) as they are
Could add some circular spells like in diablo... the
object to make that possible was added a few months
ago.
--- Anton Oussik [EMAIL PROTECTED] wrote:
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
One could add new spells... like circular spells.
--- Brendan Lally [EMAIL PROTECTED] wrote:
On 1/19/06, Anton Oussik [EMAIL PROTECTED]
wrote:
I did not necessarily mean more powerful spells.
Some existing spells
can get moved up the chain, and intermediate
interesting spells can
be
Well enjoy raping the server.
I'm retiring from CF untill a certain unnamed feature
I was promised 1/2 a year ago (no not plots) is in.
See you soon or never.
--- Yann Chachkoff [EMAIL PROTECTED]
wrote:
Except that you are not working on one section of
the
code, you are restructuring the
How about not modularizing and thus not having to make
a trade off.
How about not screwing up the server for months just
because you are itchting for busy work.
--- Yann Chachkoff [EMAIL PROTECTED]
wrote:
Nothing currently prevents a plugin to modify the
data it has access to
directly - but
(as you indicated
before in fingering crossfire for the sin of you
having to grep through it).
This will hold up usefull game development for months
all because you and friends believe that you are above
grep.
--- David Delbecq [EMAIL PROTECTED] wrote:
Le Mardi 17 Janvier 2006 02:51, Miguel
Why oh why do you want to do this useless crap? We
have a real game, we don't have to make an engine.
How about adding some new features rather then ripping
the things apart. This is why I hate CF devel, rather
then improving the game most suggestions are oh let's
fuck shit up or delete this or
Current idea? I must have missed something, I didn't
know you decided, above all the objections, to go
ahead and rip apart the server anyway. I will be
waiting for my 3 thousand dollar cheque in the mail
(along with everyone else who would like to add new
stuff to CF but will have to wait untill
Yes, it would be best to remove that option from the
menu IMHO.
Could we also make quit ask the person if they really
want to delete their character (and then ask again for
confirmation)? (server side).
--- Brendan Lally [EMAIL PROTECTED] wrote:
On 1/17/06, Rick Tanner [EMAIL PROTECTED] wrote:
I have to do the same thing when I am adding things to
my perl rpg (which is not smaller in lines of code
then crossfire). It's not a big hassle, and how else
will the code know what's going on? Use grep.
--- tchize [EMAIL PROTECTED] wrote:
Le Lundi 16 Janvier 2006 13:07, Anton Oussik a écrit
That is what the hurd project thought at the begining,
the reality is diffrent.
--- tchize [EMAIL PROTECTED] wrote:
You forgot the other important point, modularity
reduces speed of
development, sometimes catastroptically, you only
need to look at GNU
Hurd for an example of that.
i
:
Le Lundi 16 Janvier 2006 18:47, Miguel Ghobangieno a
écrit :
That is what the hurd project thought at the
begining,
the reality is diffrent.
The Hurd project thought a microkernel architecture
was interesting for
reasons other than maintainability. It is also a
stalling project
About polymorph, I'd like that spell to be
fixed/redone rather then
removed. Would this be possible? (I suggest doing it
the nethack way,
the users doesn't have controll of what he morphs into
and he morphs
into a few things during the course of the spell).
I also see no point in making working
It is not half broken as far as I can tell. Yes it's
not running on MF, that doesn't mean it's broken. It
gives few problems on Cat2. This whole thing is about
slowly dumping whatever MF doesn't use. Open your
eyes, the 2nd biggest server runs weather code at it's
most extreme, in terms of players
I suggest you not implement a huge worthless code
change that is nothing but busy work. I reject your
assertion that cave's analogy is flawed as it is not.
If you want to code code something new useful rather
then breaking the server as is what will happen if you
go forward with this plan. You
When you break the server with this plugin idea besure
to send us all 3 thousand dollars. :) (sarcastic
smiley face). If it's going to be like that it goes
both ways.
--- Nicolas Weeger [EMAIL PROTECTED] wrote:
If Ryo etc want to work on something, as it seems
he's
itching to do,
how
Update about cached images, if we have checksumming
(not sure if we do) that will update the cached image
if said image is out of date, then cached images
should be set to on as that will decrease bandwith
usage.
--- Brendan Lally [EMAIL PROTECTED] wrote:
I have been poking around gcfclient
Yes, it would be best to remove that option from the
menu IMHO.
Could we also make quit ask the person if they really
want to delete their character (and then ask again for
confirmation)? (server side).
--- Brendan Lally [EMAIL PROTECTED] wrote:
On 1/17/06, Rick Tanner [EMAIL PROTECTED] wrote:
Assume everyone will want them. If a person spazes out
for downloading 2kB of extra stuff ... who cares? Not
I, nor should you.
--- Nicolas Weeger [EMAIL PROTECTED] wrote:
Hello.
There are a few (Python) scripts i'd like to write,
to extend Crossfire.
Merely thinking something like a visit
Why? That's just extra useless busy work. You could
code in drunkenness (see previous post) if you're
itching for something to do.
--- Nicolas Weeger [EMAIL PROTECTED] wrote:
Hello.
I'm wondering about moving some parts of the code to
plugins.
IMO things like weather system (excluding
I noticed that the edges of the puddles archen were
alpha blended (THOUSANDS OF EXCLAIMATION POINTS AND
ONES). It displayed correctly in the GTK-Too(?) client
on my box. I wish to make the puddles more transparent
so you can see the floor better (as it is a puddle..).
Does CF support partal alpha
]
wrote:
Miguel Ghobangieno wrote:
[...]
Filed bug report at
http://sourceforge.net/tracker/index.php?func=detailaid=1399546group_id=13833atid=113833
Also crossfire server crashes if a player enters
four
random maps in quick succession.
http://sourceforge.net/tracker/index.php?func
ranlib .libs/cfanim.a
creating cfanim.la
(cd .libs rm -f cfanim.la ln -s ../cfanim.la
cfanim.la)
make[2]: Leaving directory
`/home/cfserver/cvs/crossfire/plugins/cfanim'
make[2]: Entering directory
`/home/cfserver/cvs/crossfire/plugins'
make[2]: Nothing to be done for `all-am'.
make[2]: Leaving
...shouldn't one get drunk from wine and booze in CF?
mikee1988098048 (perhapse a intoxication var which can
be 0 - 200 (ie: proof), .. or 0 - 100 (percentage of
alcahol(sp), then you could use int8 and save some
bytes)
Rednaxela I think drunkeness would be a neat addition
to crossfire =P
). Magnetic north
came to be known as simply north. People usually
don't venture into the strange super cold regions of
the world, and take little note of true north.
--- Lalo Martins [EMAIL PROTECTED] wrote:
And so says Miguel Ghobangieno on 06/01/06 13:25...
Pupland won't fit on the worldmap
:
On 1/4/06, Miguel Ghobangieno [EMAIL PROTECTED]
wrote:
this would be looked up and the value computed.
That
way you could have flucuation gold etc values.
if you add a valued_as then value should be
ignored
completely.
But if you combined the two, it would be useful for
many more
Lally [EMAIL PROTECTED] wrote:
On 1/2/06, Miguel Ghobangieno [EMAIL PROTECTED]
wrote:
Changing the value of the metal coins isn't doable
as
silver has a set weight to value ratio...
Well, today silver has about 1/80th of the weight to
value ratio of
gold. So changing the relative prices
in the ancient world.
--- Brendan Lally [EMAIL PROTECTED] wrote:
On 1/3/06, Miguel Ghobangieno [EMAIL PROTECTED]
wrote:
So should we keep it at 1:10. Put it at 2:10 or
4:10 ?
(or 3:10 ? (odd numbers are unfun at division
though))
I'm inclined to think that if this is going to be
done
] wrote:
On 1/3/06, Miguel Ghobangieno [EMAIL PROTECTED]
wrote:
gold and silver coins are not fiate currencies,
their
value can't be just inflated. You need paper money
for
that (or money who's value is more then the value
of
the material).
I won't support inflating gold and silver
:(
The value of a gold bar shouldn't be it's setvalue and
gold spot combination. It should only be the gold
spot. That won't work. Also we shouldn't use the
materials thing for value.
--- Brendan Lally [EMAIL PROTECTED] wrote:
On 1/3/06, Miguel Ghobangieno [EMAIL PROTECTED]
wrote:
It would
Changing the value of the metal coins isn't doable as
silver has a set weight to value ratio...
Perhapse it is best to forget about copper coins.
--- Mark Wedel [EMAIL PROTECTED] wrote:
Miguel Ghobangieno wrote:
I suggest an addum to the mappers handbook don't
put
jade and amber coins
The regional coins shouldn't be made of valuable
materials such as gold then. Copper would be better.
--- Lalo Martins [EMAIL PROTECTED] wrote:
And so says Miguel Ghobangieno on 01/01/06 01:50...
The regional currencies should be paper money
rather
then coins.
I don't think paper money
hv: remeber, each server has diffrent rules. PKing and
abusive behavior is 100% happy-good on Cat2 while it
is outlawed on MF. Hardcoding jail for such things
would be bad.
--- [EMAIL PROTECTED] wrote:
Mark Wedel [EMAIL PROTECTED] wrote:
: For a long time, the thief skill stealing has
been
Who said jade and amberonium coins would be in any
duengons? I am not putting them as treasures in my
maps atleast (and does anyone else map anymore besides
me?). As for we have gems/this/that which can be used
instead it's nice to have multiple ways to do things.
The role of jade etc IMHO, since
Checkbook arch committed.
There is also a bankcard arch.
--- Rick Tanner [EMAIL PROTECTED] wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
ERACC wrote:
That is why I suggested a bank card that debits
the bank
account rather than a credit card. I don't think
CF should implement
I agree with Eracc, this is something I've wanted too.
Could you also make hp and maxhp a 32 bit int aswell?
--- Mark Wedel [EMAIL PROTECTED] wrote:
ERACC wrote:
While you guys are looking at stuff like this
could you please adjust
the payment altars to accept more than 32767? I
wanted
the coin money will still exist, right?
--- Brendan Lally [EMAIL PROTECTED] wrote:
On 12/31/05, Mark Wedel [EMAIL PROTECTED] wrote:
Not until relative recent history did paper
money really become popular. That
said, if currency is changed, I'd suggest unique
graphics (that are clearly
I think you should have to go to the bank to convert
coins to other currencies etc.
If people don't want to bother with money they can use
the checkbook and have to put up with the small %
fees.
--- Mark Wedel [EMAIL PROTECTED] wrote:
My point about dropping money in the shop is more
a
Could exponetially vs linerally be settable in the
server config file.
--- ERACC [EMAIL PROTECTED] wrote:
On Saturday 31 December 2005 12:02 am
Mark Wedel wrote:
[...]
With the addition of new fields in the map
header for shops, it'd seem like it
would not be possible to extend
If we are to do this it should be in addition to the
current (blank) coins.
--- Brendan Lally [EMAIL PROTECTED] wrote:
On 12/31/05, Miguel Ghobangieno
[EMAIL PROTECTED] wrote:
While regional currencies exchange values could
change
depending on factors that are not in the game yet
I'll commit the large denomination coins (unless
objections are raised), I'd like to edit the amber
coin to look more ambery (any objections) (currently
it looks kinda like copper rather then a solidified
transparent liquid... it's a shame CF doesn't support
PNG semi-transparency)?
For the map
I think it should be made clear that these
denomination notes are ankin to 10,000 USD and
1000,000 USD notes, respectivly. This should be put in
the mappers hand book. I will be careful to not
inflate my prices.
Another thing I would like to have is the value
variable as a double. That way we
Exactly.
I'd like the value var to be a double so we can add
copper coins ...
--- Lalo Martins [EMAIL PROTECTED] wrote:
And so says Mark Wedel on 25/12/05 14:27...
I think the other potential problem is map makers
seeing this high
valued coins and start to place these in maps
instead of
Please do not implement this. Gold is gold, silver is
silver, plat is plat; elements, metals, useful in
their own right. If you want a money pouch then what
you want is a checkbook in addition to using what we
have now. Mark was making a point in his post, saying
basically 'this will make money as
PLLLEASE DO NOT change the weight of gold
etc. Please DO NOT MAKE MONEY A STAT. GOLD CANNOT
change into silver like magic etc. Do not do this
please. If you want something like this then make a
checkbook tied to the banking system.
If gold coins, silver, etc are made into a stat I
PLEASE don't implement this (gold, plat, silver as a
stat).
What you want is a check book. If the player has the
checkbook applied the $$ will be deducted or added to
his account.
Please don't alter the gold weight/value ration (nor
the silver etc). Please don't make money a stat.
I will make a
so the value in the arch might read
0.33
the server code will remove the . when reading it and
put it at 33 internally?
--- Brendan Lally [EMAIL PROTECTED] wrote:
On 12/25/05, Miguel Ghobangieno
[EMAIL PROTECTED] wrote:
Exactly.
I'd like the value var to be a double so we can
add
Well in that case the center needs to update it's
archtypes :).
--- ERACC [EMAIL PROTECTED] wrote:
On Saturday 24 December 2005 12:41 am
[EMAIL PROTECTED] wrote:
metalforge isn't the center of the universe
Yes. It is.
:-p
___
Very cool :D.
I suppose I should update my server code soon then :).
--- Lalo Martins [EMAIL PROTECTED] wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Just submitted a patch to the tracker.
It adds two high-denomination coins: jade (after
Chinese history and many Chinese-themed
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