[crossfire] Cartography

2019-05-20 Thread Nicolas Weeger
Hello. There was a discussion on IRC about adding cartography to Crossfire, that is writing down map plans on a scroll. So I'm jolting some ideas around on the list, to see if there are good ideas to use ;) One idea was giving them a limiter number of uses, so players are motivated in

Re: [crossfire] Improving IRC availability with a chat bridge

2019-02-20 Thread Nicolas Weeger
Hello. Seems fine to me. For the archive history, 2 months seems ok to me. It won't be indexed, apparently. Besides, everyone knows (I hope :)) that chats on IRC that need to be persisted should be sent to the mailing list :p Best regards Nicolas Le lundi 18 février 2019 22:29:52,

[crossfire] Happy new year!

2019-01-04 Thread Nicolas Weeger
Hello everyone :) Happy new year to all members of the list! :) May that year see even more improvements to Crossfire ;p Best regards Nicolas signature.asc Description: This is a digitally signed message part. ___ crossfire mailing list

Re: [crossfire] [Crossfire-cvs] SF.net SVN: crossfire:[20646] server/trunk/server/player.c

2019-01-04 Thread Nicolas Weeger
Hello. That change will break strict ANSI C conformance, as you can't declare variables except at the start of a block. Here "turn" is declared only when assigned. I'm fine with that change, of course, but then we should clearly state that ANSI C is no longer relevant :) Best regards

Re: [crossfire] Qt experiments

2015-05-25 Thread Nicolas Weeger
Honestly, I'm not concerned about executable size, or other things. Yes, there are other frameworks (and maybe I'll use eg Google Tests instead of Qt's test stuff). But I've decided to use Qt :) If you want to experiment with SDL, or anything else, be my guest provide patches :) Kind

Re: [crossfire] DKIM Re: DKIM Wiki Changes

2014-09-20 Thread Nicolas Weeger
! On 09/13/2014 01:43 AM, Rick Tanner wrote: On 9/12/14 5:10 PM, Nicolas Weeger wrote: Players information is on the official website (though it may require some update, but that's another topic), and it should probably be there because that's the page you'll see first when you discover

Re: [crossfire] Game change proposals

2014-07-08 Thread Nicolas Weeger
It's difficult to tell where each section ends; in the final version it might be useful to highlight the current segment. Yes, or make the connecting part a different color ;) How would breaking a pick be represented in the game? Will there be a separate item for each pick depicted, or will

Re: [crossfire] Game change proposals

2014-07-08 Thread Nicolas Weeger
I also found it a bit hard to identify where each section ended, which made the minigame a little confusing in the beginning. It's a proof of concept, not a final product :) I'm also worried about the frequency of this and other minigames that might arise from these changes, while they can

Re: [crossfire] Game change proposals

2014-07-08 Thread Nicolas Weeger
I know some other games have an idea of you can either play the minigame (at which point it is largely player skill and the character skill makes it easier), or a quick 'use character' skill type thing which is probably less prone to work, but also very fast (and in the case of failures,

Re: [crossfire] Game change proposals

2014-07-08 Thread Nicolas Weeger
How do you envision the in-game lockpicking skill to change these minigames? It really should, shouldn't it? More time to pick the lock, less chance to break a pick when mistaking, probably? Also, even now, for higher-level characters it is still quite often easier to bash in a door than

Re: [crossfire] Game change proposals

2014-07-05 Thread Nicolas Weeger
12 juin 2014 20:35:55, Nicolas Weeger a écrit : Hello. I'd like to change various things in the game, to make it funnier (IMO) in non combat aspects. So here are random proposals. What about mini-games? For instance, instead of a mere lockpicking, you actually have to use the picks

Re: [crossfire] Game change proposals

2014-06-17 Thread Nicolas Weeger
Hello. Makes sense - would the lockpicks be consumed (or perhaps break) on failed attempts? That might be another way to limit special door access - yes, you can pick it, but the lockpicks themselves are rare and/or expensive, so may not be worth it just for the sake of doing it. Yup,

Re: [crossfire] Crossfire should use Git

2014-06-14 Thread Nicolas Weeger
/me throws some plain non blessed water to squash the religious war Nicolas Le vendredi 13 juin 2014 15:13:22, Kevin Zheng a écrit : Hi all, Crossfire originally lived in the world of CVS, until a handful of brave knights ventured to move it to SVN. Today I believe it is time to move

Re: [crossfire] Game change proposals

2014-06-14 Thread Nicolas Weeger
Hello. I'm not familiar to the original game, but I'd be careful with anything that is too time sensitive. I'd also like a better idea of what you envision. Is it something like there are 10 (or 20) different lockpicks in the game, and the character has to use them in the right order?

Re: [crossfire] Update client GLib dependency

2014-05-11 Thread Nicolas Weeger
Hello. I'm ok with using glib everywhere on the client, as long as you have fun with that :) Regards Nicolas Le jeudi 8 mai 2014 03:25:59, Kevin Zheng a écrit : Hi there, The GTKv2 client sources are split up into two parts, one for common code that can be shared across different

Re: [crossfire] Crossfire server code cleanup/janitorial

2014-04-23 Thread Nicolas Weeger
Hello. The plugin logic has pluses and minuses - the ability to right plugins that register themselves is good, but the entire dynamic loading adds a bit of code complexity and another place for errors. But also, at one time, the python plugin was optional, so you could run the server

Re: [crossfire] Crossfire server code cleanup/janitorial

2014-04-20 Thread Nicolas Weeger
Hello. The real question is: what is the future of Crossfire ? I agree to Nicolas that focussing on game content is more important than code. However, the current code architecture restricts the maintenance and addition of new features. I'd like to improve this situation. What are you

Re: [crossfire] Crossfire server code cleanup/janitorial

2014-04-19 Thread Nicolas Weeger
Hello. Thanks for your interest in Crossfire :) Concerning the first point, I'd say Windows is relevant (though having statistics on clients running Windows would be nice), others I don't know. For point 2), not sure, I think the code is globally ANSI C. See next point though :) And for

Re: [crossfire] 'svn:externals' pointers to stable/next/latest

2014-04-05 Thread Nicolas Weeger
Agreed, feel free to clean up stuff :) Regards Nicolas Le mercredi 2 avril 2014 23:14:16, Rick Tanner a écrit : Unless someone speaks up on reasons to keep them or other ideas in the next week or so, I say proceed with your suggestions.

Re: [crossfire] Version bump request?

2014-03-30 Thread Nicolas Weeger
Hello. I agree on the need to do a release :) I can't guarantee I'll do a Windows packaged version though. Regards Nicolas Le dimanche 30 mars 2014 16:06:32, Kevin Zheng a écrit : On 03/28/2014 10:56, DraugTheWhopper wrote: Right, so assuming that this email gets to the intended

Re: [crossfire] New bug tracker states

2014-01-12 Thread Nicolas Weeger
Thanks Leaf! Regards Nicolas Le lundi 13 janvier 2014 04:32:12, Rick Tanner a écrit : On 12/27/13 2:49 PM, Kevin Zheng wrote: The Crossfire bug/patch tracker on SourceForge uses states to keep track of the state of a bug report/patch. In order to make it more useful, I propose

Re: [crossfire] New bug tracker states

2013-12-29 Thread Nicolas Weeger
Hello. The Crossfire bug/patch tracker on SourceForge uses states to keep track of the state of a bug report/patch. In order to make it more useful, I propose removing several states and adding new ones to clear things up. Seems all fine to me, thanks for handling those kind of things :)

Re: [crossfire] Big world pup land branch

2013-08-18 Thread Nicolas Weeger
Hello. During an IRC discussion, the question was asked: How much work would it be to merge trunk back in to the the Pup Land big world branch? Whao, I totally forgot this branch ever existed :) I decided to find out with r18935, and it appears to be possible. The tricky part will be

Re: [crossfire] Call for testing: updated banks have been committed!

2013-08-04 Thread Nicolas Weeger
Hello. A number of overhauls in the banking code have been committed between r18853 and r18875. Changes with this overhaul include: Many thanks for all those fixes! :) Invidious has been updated with the latest changes from SVN so players can test there. Regards Nicolas -- Mon p'tit

Re: [crossfire] SVN write access to Kevin Zheng

2013-07-07 Thread Nicolas Weeger
Hello. Kevin Zheng has contributed a number of patches to maps that have been added and accepted to the Crossfire code base. He now has the necessary access and permissions to directly contribute code changes. Kevin - thank you for all your work and contributions. Welcome aboard the

Re: [crossfire] Gem upgrade formulae?

2013-05-11 Thread Nicolas Weeger
Hello. I've gone ahead and added the various raw gems as well as the upgrade recipes. Right now I use the standard great value / exceptional beauty / flawless beauty faces, this can be fixed later :) Regards Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org signature.asc

[crossfire] Race inconsistency for gnome

2013-05-11 Thread Nicolas Weeger
Hello. The gnome archetype is defined as having a race of gnome, but in the lib/races file it is defined (and reset by server) as dwarf. So I guess one should be fixed, which one? I admit to not knowing, maybe the easiest fix is to let the race as gnome, there are other monsters with it

Re: [crossfire] Gem upgrade formulae?

2013-05-01 Thread Nicolas Weeger
I like the idea of being able to assemble or craft items in the game. Which is why it's nice to add more formulae, imo, makes non combat stuff more interesting :) Thaumaturgy to assemble lesser gems in to a flawed gem. Jeweler skill to cut/polish the flawed gem in to the gem of great

Re: [crossfire] Ice melting spell

2013-05-01 Thread Nicolas Weeger
Hello. One thing I've been thinking would be nice is a pyro spell for melting ice, a bit like there is a earth to dust spell. Messing around with flints (specially the humorous bit about mistakenly lighting the flint with itself, and burning it completely up) seems somewhat, er, medieval.

[crossfire] Gem upgrade formulae?

2013-04-28 Thread Nicolas Weeger
Hello. I was wondering of adding gem upgrades alchemy recipes, something like: - 20 diamonds = 1 diamond of great value - 20 diamonds of great value = 1 diamond of exceptional beauty - 20 diamonds of exceptional beauty = 1 diamond of flawless value (with the number high enough to ensure the

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

2013-02-24 Thread Nicolas Weeger
Hello. I would like to suggest starting the migration on 2013-feb-25 at 18:00 UTC. Seems ok to me. Starting the process is a matter of completing a web form and then waiting - which I volunteer to do. I will post status updates as they are available, and any changes that might be

Re: [crossfire] Should ship transportation cost money?

2013-02-19 Thread Nicolas Weeger
Hello. Hey, i know i haven't speak for years in this list. But i still sometime read that mailing list :p /me sees a ghost! :) Other time, other people, still the same problems. Yup. But for old players that knew about mids' server in Dutchland (yes, the one that was located in a

Re: [crossfire] Should ship transportation cost money?

2013-01-23 Thread Nicolas Weeger
Hello. However, traveling by ship is currently free and instantaneous. It's as easy as using a magic portal: step on and press 'a' to teleport somewhere else. I think this discourages foot travel and devalues exploration outside of cities. Other transport cost money, so shouldn't ships cost

[crossfire] Happy new year!

2013-01-02 Thread Nicolas Weeger
Hello everyone. I wish you all a happy new year! May this year be nice to you and people close to you, with great and small happiness :) Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org signature.asc Description: This is a digitally signed message part.

Re: [crossfire] Patch Tracker and comment spammers

2012-12-01 Thread Nicolas Weeger
Hello. At the moment, and hopefully as a temporary measure, I have disabled the ability for anonymous comments to the Patch Tracker at SourceForge. Thanks, didn't know it was possible to change that setting :) Regards Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org

[crossfire] New SVN committer

2012-11-18 Thread Nicolas Weeger
Hello. I've gone ahead and given SVN access to SilverNexus, who contributes a lot of graphical patches (see patch tracker). Will make it easier for everyone :) Regards Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org signature.asc Description: This is a digitally signed

[crossfire] Item breakage

2012-04-15 Thread Nicolas Weeger
Hello. I've committed a change that will break the weapons of Occidental Mages. The change seems relevant to me, because it helps distinguish 'attacks something' and 'is attacked by' events, to react differently. I'm not sure how common are such weapons, but they should probably be fixed by

Re: [crossfire] crossfire 1.70.0 and map difficulty

2012-04-11 Thread Nicolas Weeger
Hello. Has something changed with map difficulties in 1.70.0? For example, reading the questbook in Wanderer Inn in Scorn rewards the player with 525 exp now, a quarter of what a new player needs to reach level 2. In 1.60.0 that was just 100 exp. Going through the Central Library easily

Re: [crossfire] crossfire 1.70.0 and map difficulty

2012-04-11 Thread Nicolas Weeger
Has something changed with map difficulties in 1.70.0? For example, reading the questbook in Wanderer Inn in Scorn rewards the player with 525 exp now, a quarter of what a new player needs to reach level 2. In 1.60.0 that was just 100 exp. Going through the Central Library easily gives

Re: [crossfire] Upgrading the 'probe' spell

2012-04-09 Thread Nicolas Weeger
Hello. As a follow-up, I've added the display of the monster-related knowledge (after level 10), if known. This will make the player more interested in what she uses to attack the monster :) The display is based on the archetype's name, so if the monster is customized, the result will be

Re: [crossfire] Windowed JXclient mode

2012-04-02 Thread Nicolas Weeger
Hello. Hello all, I have been using the JXclient and love how fast and well laid out it is, but I was wondering, is there a way to run the JXclient in a windowed mode? If you're using WebStart from http://invidious.meflin.net/crossfire/jxclient.jnlp through , use

Re: [crossfire] Quest-based leveling?

2012-03-21 Thread Nicolas Weeger
Hello. So what you propose a player would only gain exp when the complete a milestone in a quest - such as recover an item, slay a specific monster, etc.? Instead of gaining exp for all the monster slaying, item identification, and other skills - it would only be when the quest objective

[crossfire] Quest-based leveling?

2012-03-18 Thread Nicolas Weeger
Hello. I'm wondering whether it'd be nice or not to have some main quests, maybe related (like Scorn's nobility quest), that would enable a player to level through them. The idea being that instead of leveling, one would do the quests, and level almost like a side-effect. Of course that'd

Re: [crossfire] [PATCH] Fix for libpng compilation problem

2012-02-23 Thread Nicolas Weeger
Hello. A missing png_setjmp() results in compilation failure in latest subversion sources on ArchLinux (png_infop's jmp_buf is accessed directly in one place). A proposed fix is attached. Patch committed to SVN, thanks :) Regards Nicolas -- Mon p'tit coin du web -

Re: [crossfire] Compiling 1.60 on OSX.

2012-02-19 Thread Nicolas Weeger
Hello. I tried the java client some year ago, but it was not really playable, the character would often start to run and not stop until I typed a stop running command. I'd be interested in you trying the current Java (JXClient) again :) It did change a lot lately. If you got

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

2012-02-05 Thread Nicolas Weeger
Hello. Thanks for your tests. Can you apply the attached patch (via patch -p0 freebsd.patch), recompile, relaunch, and send the error message? Thanks Nicolas Le jeudi 02 février 2012 00:20:59, Rick Tanner a écrit : Cross post.. -- Forwarded message -- From: Kevin

Re: [crossfire] Patch proposal: unidentified generic faces

2012-01-28 Thread Nicolas Weeger
Hello. I've committed the patch. Regards Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org signature.asc Description: This is a digitally signed message part. ___ crossfire mailing list crossfire@metalforge.org

Re: [crossfire] Patch proposal: unidentified generic faces

2012-01-28 Thread Nicolas Weeger
Hello. I've also changed various scrolls' properties (skill scrolls, improve weapon and enchant armor) so they are regular scrolls by default. I removed their identified 1 line. This probably means some maps in which those scrolls appear and should be identified will need updating (adding

Re: [crossfire] Random maps

2012-01-25 Thread Nicolas Weeger
Hello. In short, setting it up such that the additional randomly-generated features added something that made the random maps more attractive to play rather than just adding more clutter and/or unrewarding delays to deal with. On the other hand, my own tastes may not match the typical

[crossfire] Random maps

2012-01-22 Thread Nicolas Weeger
Hello. So far Crossfire's random maps have been mostly fillers, really random maps without any particular difficulty (apart killing everything). I'm wondering about trying to improve that, and have more complex maps, with eg traps, levers to find, secret passages, and such things. What do

[crossfire] Archetype and inventory bug

2012-01-22 Thread Nicolas Weeger
Hello. After a crash on invidious, I've found a bug related to archetypes in inventory handling, and I'm really wondering how to fix it :s Here's the description: - when a random map is generated, a special submap can be /styles/specialmaps/powerroom - in this map are firewalls, with a

Re: [crossfire] Patch proposal: unidentified generic faces

2012-01-21 Thread Nicolas Weeger
Is the way you see doing this is that the archetype contains the unidentified values? I'm just curious as to how the unidentified name/face is determined. If I implement like the patch suggests, the archetype will contain in the name, face and animation fields the unidentified values. And

[crossfire] Patch proposal: unidentified generic faces

2012-01-18 Thread Nicolas Weeger
Hello. I've been playing with having items hide their real face unless they are identified. So for instance potions would keep their generic face when not identified. Here's a patch that makes that behaviour. Right now it's only the face (and animation-related parameters), but I was

[crossfire] Happy New Year!

2012-01-01 Thread Nicolas Weeger
Hello. I wish to everyone a Happy New Year, and many good things for 2012! Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org signature.asc Description: This is a digitally signed message part. ___ crossfire mailing list

[crossfire] Messages and quests

2012-01-01 Thread Nicolas Weeger
Hello. I've modified the message handling, for messages in lib/messages, to enable to alter quest stats, and thus start a quest when a message is read. Example is with the 'Temple of Justice' quest. This will enable to add (even small) quests so players learn of various places in the world.

[crossfire] Throwing behaviour

2011-12-30 Thread Nicolas Weeger
Hello. I've added a 'quiver of throwing items', that will contain items with the race 'throwing', items made to be thrown. The throwing skill will now first check for marked items, then only use items made for throwing. This prevents throwing a random item, unless specifically asking for it.

[crossfire] Knowledge and alchemy improvement

2011-12-29 Thread Nicolas Weeger
Hello. I've improved the 'knowledge' system, and made alchemy slightly simpler hopefully. When you issue 'knowledge attempt number', if number is an alchemy (or smithery or any formulae) recipe, then the recipe will be attempted if you have the required ingredients and are above the

Re: [crossfire] Upgrading the 'probe' spell

2011-12-29 Thread Nicolas Weeger
Does it also display vulnerable to godpower for wraith characters and Devourer followers? No. I'm not exactly sure on how this is handled by the server, I'd need to figure that out. Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org signature.asc Description: This is a

[crossfire] Acid and cancellation

2011-12-29 Thread Nicolas Weeger
Hello. Right now acid and cancellation will permanently alter an item, decreasing its magic (acid) or setting it to 0 (cancellation). For bad items (weapons with -1 for instance), this is nice because you can recover items. For good items, this is really bad, because you just lose some

Re: [crossfire] Upgrading the 'probe' spell

2011-12-29 Thread Nicolas Weeger
Hello. I've also improved 'perceive self', to display immunities the player has. Regards Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org signature.asc Description: This is a digitally signed message part. ___ crossfire mailing list

Re: [crossfire] Upgrading the 'probe' spell

2011-12-28 Thread Nicolas Weeger
Hello. I'd like to change the 'probe' spell, to make it more interesting. I'm thinking of showing, for some variable duration (based on level), the monster's health. Probably as a large interval, like 'good shape', 'bad shape', like the current spell shows. With some good ideas from

Re: [crossfire] Upgrading the 'probe' spell

2011-12-18 Thread Nicolas Weeger
Hello. This will require some client change to display the hp. As in it would be more then just text output? Or it would be like magic mapping and display info in a popup window? Or, something else? I'd see 2 things: - some text information, like has an acid odour, things like

Re: [crossfire] Graphism perspective

2011-12-11 Thread Nicolas Weeger
While not really clear, I always took it that the bottom (south) of the map is closer to the viewer. Thus, creatures going north (away) should have a back view. That seems ok to me. I'm a bit old fashioned, but my vote would be the vertical access is vertical, not at a slant. But I

Re: [crossfire] [PATCH 1/1] GTK 2+ client: fix for locale dir. reference in Makefile.am; other autotools issues

2011-12-04 Thread Nicolas Weeger
Hello. Would someone please apply this patch to SVN? I am aware NLS support is not currently used, but it seems incongruous to fail to use $(localedir), and I have been forced to include the patch in ArchLinux's AUR crossfire-client-svn (https://aur.archlinux.org/packages.php?ID=34483).

Re: [crossfire] plugin versioning

2011-12-03 Thread Nicolas Weeger
Hello. Now I've made a fairly simple change (not yet commited) that checks what the svn version was of the compiled plugin against that of the server, and if they don't match, it doesn't load the plugin. I've taken the liberty to add a settings, 'ignore_plugin_compatibility' (FALSE by

Re: [crossfire] Guild facilities cost

2011-12-01 Thread Nicolas Weeger
Hello. In the various guilds, one can buy replacement for stoves, bowyer desk, and such. The current cost seems really high to me, from 10 amberium to 24 amberium. This makes the rooms really unattractive I think, since it's pretty easy to destroy (or curse) a cauldron even at high level.

Re: [crossfire] plugin versioning

2011-11-24 Thread Nicolas Weeger
Hello. It seems to be not that unusual that out of date plugins in the installed area result in system crashes. Now I've made a fairly simple change (not yet commited) that checks what the svn version was of the compiled plugin against that of the server, and if they don't match, it

[crossfire] New server setting: special_break_map

2011-11-20 Thread Nicolas Weeger
Hello. I've added a server setting, named special_break_map, which controls whether submaps (eg alchemy rooms, altars, and such) in generated random maps can break the random map's walls or not. It is TRUE by default, to emulate the server's behaviour up to now. Regards Nicolas -- Mon

[crossfire] New server argument: -disable-plugin

2011-11-20 Thread Nicolas Weeger
Hello. I've added a server argument, '-disable-plugin name', which disables a plugin from the filename, eg 'cfpython' or 'cflogger'. This argument can be used multiple times. 'All' means to disable all plugins. It makes easy to eg launch the server under Valgrind without having to mess with

[crossfire] Graphism perspective

2011-11-19 Thread Nicolas Weeger
Hello. I'm wondering what perspective we want to have in the game. Right now, for monsters themselves, it's quite incoherent: - some are top/bottom/left/right - some have the vertical line not vertical - some have yet other things. Random examples:

Re: [crossfire] Multilinguism support

2011-11-14 Thread Nicolas Weeger
Random question - could draw_ext_info_format() just default to using i18n() to passed in strings, or would that just be too costly since a lot of text may be automatically generated of which you can not have translations (shop listings, spell lists, etc). Indeed, the call could be made at

[crossfire] Multilinguism support

2011-11-12 Thread Nicolas Weeger
Hello. I've rewritten part of the i18n support the server had, to make it easier to figure what message is used in the source. When you need to find a string, to display or use in a buffer, please use i18n(who, English version of the message, with the %d placeholders); This will enable to

Re: [crossfire] Proposal for artifacts changes

2011-11-01 Thread Nicolas Weeger
Hello. I've committed changes to improve artifact support. A new field 'artifact' is added to 'object', to keep track of what optional artifact an item was created from. At save time, the 'bare' artifact is generated, and the item is saved compared to that artifact. At load time the loaded

Re: [crossfire] Autoreconf Warnings Bug

2011-10-27 Thread Nicolas Weeger
Hello. I put the brackets in the wrong spots! Here's the new patch attached and pasted: Thanks for the patch! I committed it to SVN, both client and server trees (it was for client, but fixes the same bug on the server). Regards Nicolas -- Mon p'tit coin du web -

[crossfire] Guild facilities cost

2011-10-27 Thread Nicolas Weeger
Hello. In the various guilds, one can buy replacement for stoves, bowyer desk, and such. The current cost seems really high to me, from 10 amberium to 24 amberium. This makes the rooms really unattractive I think, since it's pretty easy to destroy (or curse) a cauldron even at high level.

Re: [crossfire] skill/class cost table

2011-10-24 Thread Nicolas Weeger
True. There could also be modifications for other spells - maybe at some level, you get a 'split bolt' ability, so when cast, you get a triple wide bolt (split would suggest 2, but with the aligning of spaces, that would be a headache to know what other space it goes down). Such an

Re: [crossfire] Proposal for artifacts changes

2011-10-22 Thread Nicolas Weeger
AM, Nicolas Weeger wrote: Hello. I'd like to change artifacts handling by introducing archetypes for all artifacts combos. So for instance, for the 'Thieves' artifacts, an archetype named '__ring_Thieves' would be generated with the relevant properties, and used for the actual

Re: [crossfire] skill/class cost table

2011-10-21 Thread Nicolas Weeger
I see meditation as an ability (see below) that only monks would get. Meditation would be an ability not linked to any skill (as it doesn't advance with levels). Ok, makes sense. There would be other abilities tied to specific races. For example, wraith touch would be only for

Re: [crossfire] skill/class cost table

2011-10-16 Thread Nicolas Weeger
Hello. Thanks for the updates on the new skill system, sounds really nice :) 1) Races modify skill costs instead of giving skills at fixed costs. I think this is more interesting - as noted on the page, fixed point skills didn't work out - if the cost of the skill is greater than the class

Re: [crossfire] exp loss changes

2011-10-16 Thread Nicolas Weeger
One way to work around this is that if a character has an exp loss, and permanent exp is in place, when they regain it, some of it goes to his total. I think perm exp can be used for two goals: - enable even really unskilled or unlucky players to level up even if they die a lot ; in which

[crossfire] Proposal for artifacts changes

2011-10-16 Thread Nicolas Weeger
Hello. I'd like to change artifacts handling by introducing archetypes for all artifacts combos. So for instance, for the 'Thieves' artifacts, an archetype named '__ring_Thieves' would be generated with the relevant properties, and used for the actual ring of Thieves. There would be various

[crossfire] Alchemy-like skills proposals ; call for quests

2011-08-07 Thread Nicolas Weeger
Hello. I'd like to propose some changes to alchemy-like spells: In the recipes, give some hint on the difficulty ; right now there is no hint ingame on whether a recipe is level 5 or 50 - ingredients count or difficulty to find aren't particularly related either. I'm not suggesting giving

[crossfire] Account connection limit

2011-08-04 Thread Nicolas Weeger
Hello. Currently one account can have only one character logged at the same time. I'd like to remove that limit, so you can play multiple characters. What do you think of that? Regards Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org signature.asc Description: This is a

[crossfire] Quest dialog

2011-07-23 Thread Nicolas Weeger
Hello. I've commited to the server new protocol commands to notify the client of quest-related changes. Support was added to JXClient (which now features a quests dialog), GTK2 is left as an exercice to someone feeling like doing it :) Regards Nicolas -- Mon p'tit coin du web -

[crossfire] Thaumaturgy changes

2011-07-23 Thread Nicolas Weeger
Hello. Thaumaturgy recipes had the first recipe at difficulty 20. This means it's pretty hard to level up in that skill, apart identifying some zillion wands and rods. So I've added a new archetype, horn base, that can be made at low level (difficulty 5, meaning 42% chance at level 1).

Re: [crossfire] Ground and container view

2011-07-22 Thread Nicolas Weeger
Hello. Considering the issues James reported, I guess I'll let the paging behaviour like it is for now... If anyone disagrees, then feel free to revert or adjust my change :) Regards Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org signature.asc Description: This is a

Re: [crossfire] Face overlays

2011-07-16 Thread Nicolas Weeger
Ah - so it sounds like you are looking at one of these 2 possibilites: snip Correct :) My gut instinct is that #2 would actually be easier. For #1, I think it may require potentially more protocol changes (there may be issues with number of layers, so some extension for that, and the

Re: [crossfire] Face overlays

2011-07-14 Thread Nicolas Weeger
But is the client assembling these images, or have all these images been pre-assembled on the server (and thus, they are valid images)? That's one my questions, and something I'm asking other people for opinion :) Two options, server sends all needed faces at the same time (overlays to the

Re: [crossfire] Monster regeneration

2011-07-14 Thread Nicolas Weeger
Sounds good to me. Changed in sources. Regards Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org signature.asc Description: This is a digitally signed message part. ___ crossfire mailing list crossfire@metalforge.org

[crossfire] Monster regeneration

2011-07-13 Thread Nicolas Weeger
Hello. I wonder why monsters which are asleep in the dark don't regenerate hp/sp. monster_move() is pretty clear, if the monster is asleep, can't find an enemy, and in the dark, then no regeneration. I'd like to change that, and make monsters regenerate anyway. What do you think of that?

Re: [crossfire] Face overlays

2011-07-13 Thread Nicolas Weeger
My question here is does this means that each of those combos above (overlay_armour_fenx_player_sword, overlay_rage_fenx_player) correspond to a unique face/png image on the server? I see animations and overlays working like that: - player has a standard animation, fenx_player - each action

[crossfire] CS_STAT_SKILLEXP_ constants

2011-07-13 Thread Nicolas Weeger
Hello. In serve/include/newclient.h are CS_STAT_SKILLEXP_xxx defines, which (from what I remember) are for the old skill system, with only ~6 skills defined. Those are still used by the GTK client (common/commands.c). Unless I'm mistaking (and someone remembers better than me :)), I'll clean

[crossfire] Face overlays

2011-07-11 Thread Nicolas Weeger
Hello. I've been thinking on how to show what equipment a player is actually using during the gameplay. My current idea is to add overlays on faces. It would work something like that: - base player animation doesn't show anything - the eg armour overlay is displayed on top of the player, to

[crossfire] Ground and container view

2011-07-10 Thread Nicolas Weeger
Hello. Because I use JXClient which displays contents of a container like the ground view, I changed the server to enable browsing container items like the ground view, with arrows for next and prev group of items. I just realized the GTK client displays contents of a container as children of

Re: [crossfire] Diseases and immunities changes proposal

2011-07-08 Thread Nicolas Weeger
Hello. I've implemented that change, based on the symptoms of the disease. Now a monster with eg immunity to flu 20 infected by flu level 50 will only have symptoms level 30 (but will infect others at level 50 :)) Feel free to revert that change if it breaks too many things. Regards

[crossfire] Diseases and immunities changes proposal

2011-07-02 Thread Nicolas Weeger
Hello. Right now the current behaviour with diseases and immunities is: - if you're immuned to a disease up to the disease's level, you can't suffer this disease - else you suffer the disease at its infliction level I'd like to change that to have the immunity reduce the effective level

Re: [crossfire] Materials

2011-06-29 Thread Nicolas Weeger
Hello. Considering the global response, I've removed that code, and associated data from the file (but leaving extended material in case someone wants to have fun with it). Regards Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org signature.asc Description: This is a digitally

[crossfire] Materials

2011-06-26 Thread Nicolas Weeger
Hello. In the code is support for NEW_MATERIAL_CODE. Enabling it randomizes the material for many items, leading to proliferation of items with different materials and properties (more damage to weapons, different resistances, and such). Material support is half-written for multiple

[crossfire] GTK smoothing code

2011-06-23 Thread Nicolas Weeger
Hello. I committed a small change to the GTK client smoothing code with revision 14690. The result of the sign change make ssmoothing look more correct to me (tested with burning hands spell) I definitely and totally may be wrong, so please feel free to revert the change! :) Regards

Re: [crossfire] Interview for Gamasutra Article on Open Source Games

2011-06-21 Thread Nicolas Weeger
Hello. I'm a writer in New York and am working on a story for Gamasutra about open games. I'd love to include some discussion of Crossfire both because of how long running it's been and for how dramatically it seems to have changed over the years. It would be great to speak with someone by

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