Hello.
> My favorite solution would be 3. UTF-8, followed by 1. US-ASCII. I dislike
> 2. ISO-8859-15 very much.
Favorite solution is 3, UTF-8 :)
It works nicely even with non utf8-aware functions (strlen & such), and is
international so we'll not have any more issues with that :)
Nicolas
--
ht
Hello.
What about we create a ChangeLog file for maps and archetypes too? This way we
could track what happens more precisely than commit messages.
Also, I suggest we resurrect the Crossfire Traffic
(http://wiki.metalforge.net/doku.php/crossfire_traffic), for gameplay and
such changes.
We sho
Hello.
'apply' command now accepts a new flag, '-b', which means to look for items on
the ground or in the currently opened container.
It'll work like other items, find best match and such.
Nicolas
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> The praying and monster code also reference the same checks for
> no_armour and no_shield if I recall, and I think you just made it
> inconsistent with no_armour/no_shield code for those. ;-)
Hum, is it possible to fix monster code to have that coherent?
I looked, and it seems it's only one line
> This code seems to neglect applied cursed items when the spell effect
> wears off: I think it might be possible to unwear such items by forcing
> spell failures until the cursed item was transformed into a flower. Is
> this an intended feature?
Yes, I voluntarily don't check for cursed items.
Af
> The change that caused this, actually fixed a bug where no_armour was
> *completely* ignored when players equipped things, thus making gods
> banning amour pointless. My fix made players and monsters, under all
> conditions, treat no_armour and no_shield consistently. While I agree
> that it's to
Hello.
Concerning feature request "Newbie Bot - help those noobs :)"
https://sourceforge.net/tracker/index.php?func=detail&aid=765770&group_id=13833&atid=363833
is there such a bot currently?
I know of 2 bots scripts at least, Seer and Zebulon. Could they be adapted to
such a request?
(this re
Hello.
I implemented the feature request #656195: More effects of confusion.
See details at
https://sourceforge.net/tracker/index.php?func=detail&aid=656195&group_id=13833&atid=363833
Now casting when confused can have 3 effects:
* one item is transformed temporarily to flowers
* 2 random stat
Hello.
A change made girdles be considered armours for the 'no armour' god
restriction.
This is a really heavy change, especially for dragons or fireborns, so I
unilaterally reverted it :)
If we really want to make girdles not wearable when no armour is set, i think
there should be some compen
Forgot to tell: for now, those spells are not available, as they are not part
of any quest/treasure list.
I hope someone will feel like using those a quest-item ;)
Nicolas
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Hello.
I just implemented partially the feature request
https://sourceforge.net/tracker/index.php?func=detail&aid=656194&group_id=13833&atid=363833
(it should be possible to bless and curse items).
I added 2 new spells, 'curse item' and 'bless item', that do what you'd
expect.
Bless will mak
Some more info I missed :)
>From a map, the program follows:
* linked maps
* exits, including teleporters
* end maps for random exits - random maps themselves will not be generated
It will not follow exits through plugins or such :)
No additional information about a map square (monster, treasure
Hello.
I just committed a program to generate map information suitable for website
display.
The program is utils/mapper.c, since it isn't (yet) included in the build
process you should compile it with:
gcc mapper.c -I../include ../common/libcross.a ../socket/libsocket.a -o
mapper -lm -lgd
You
Hello.
I just committed a new plugin, an event logger to an sqlite3 database.
Logged events:
* players join/leave/creation/quit
* map load/unload/reset/enter/leave
* kills, whenever a player is concerned
* ingame/real time links
with some details.
The idea is to gather statistics, to display
> > +if(given_by == god->name){
>
> This probably will not work: when loading from a file, I think the stored
> values will not be shared strings. I.e., this check probably will work
> until the player logs out. But after re-login it may fail.
This should work, as the god's name is a s
Hello.
Having thought some, I suggest we try to have all documentation (including the
doc/Developers directory) regrouped into Doxygen.
Unless I'm mistaking, we can ask Doxygen to include some information from
external sources, so it shouldn't be hard to merge eg object types, and such.
Also,
> Just implemented the feature request: add blessings and curses to scrolls
> More details here:
> https://sourceforge.net/tracker/index.php?func=detail&aid=656191&group_id=1
>3833&atid=363833
Forgot to tell: as part of that implementation, i changed the behaviour for
scroll/spellbook reading fai
Hello.
Just implemented the feature request: add blessings and curses to scrolls
More details here:
https://sourceforge.net/tracker/index.php?func=detail&aid=656191&group_id=13833&atid=363833
(that was the ancestor of all feature requests, may it rest in peace)
The effects I made are:
For scr
Le vendredi 29 décembre 2006 23:08, Mark Wedel a écrit :
> I'd like to make a 1.10 release of crossfire sometime soon. So if you
> have bugs you're currently fixing, getting those fixes in now would be
> good.
>
> If you are aware of any unreported bugs, please report them now. If you
> need
Hello.
I just did all files in the common/ subdirectory :)
(fixed indent and comments)
Ok, i didn't comment *all* parameters, i did feel stupid for writing obvious
things.
But resulting documentation looks nice ^_-
Now, I warn you: I will track and hang, after some smacking, anyone committing
> Agreed. One thing we should perhaps check is if the terms of use for the
> sf.net compile farm/shell server allows us to run doxygen on it, not
> really sure it would but it would be nice if we could.
> If nobody else is able to, I could run a nightly cron job (which won't
> run unless the doxyge
I just changed Archetype.Clone from a method to a property (for coherence), so
attached is an updated script that'll work if you updated your server before
running it :)
Nicolas
Le Mardi 26 Décembre 2006 18:35, Nicolas Weeger (Laposte) a écrit :
> Hello.
>
> Attached is a Pyth
Hello.
Attached is a Python script that will reset spell's last_eat / last_gr /
last_sp for players when they connect. Value is archetype's one.
Logfile is created, named fix_spells_1569017.log, in datafiles directory. Also
avoids resetting 2 times.
Just put the .py file in the "python/events/l
Hi :)
> So does anyone have any objections to 'doxygenificaiton' of the code? :)
None here, quite the opposite :)
> Use Javadoc style comments as opposed to QT style comments. IMHO it's
> easier on the eyes. For example:
> /**
> * This does foobar
> */
> and *not*:
> /*!
> * This does foobar
Le Mercredi 20 Décembre 2006 23:57, Christian Hujer a écrit :
> Dear co-developers,
> Dear Crossfire developers,
> Dear Daimonin developers,
>
> merry christmas and a happy new year to all of you!
Merry Christmas everyone on all those lists :)
Nicolas
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Hello.
Regarding bug
https://sourceforge.net/tracker/index.php?func=detail&aid=1612838&group_id=13833&atid=113833
(Problem with item_power code), I'm wondering if there is somewhere
documentation about what item power and enchantment are supposed to do? :)
So we can fix as the documentation s
Hello.
(sent with delay due to mail issues)
> Make a rule of always making sure svn:eol-style is set to LF or not set
> (preferably not set as to match what I have done already IMHO). The
> drawback of this is that there are bound to be some mistakes in
> following this rule, though on the other h
> A couple of days ago, I finally got the framework for object-type
> specific code committed, though no code refactored into it yet. I hope I
> didn't horribly mess up anything :)
Yeah for the framework! :)
Now if you could do a small example, so we see exactly how it works? :)
(one example is w
> If I do get enough motivation, I'll look at that issue sometime, but if
> someone else fixes, that's fine by me too ;)
I did find enough time, and committed a fix to SVN with the behaviour
described in this thread.
Note that it's been roughly tested, but could sure use more testing.
Nicolas
> IMO, that is no longer really accurate - pixmaps can be odd sizes (32x40).
> Some clients may have issues drawing it (I think I fixed it recently for
> the gtk and gtk2 client). Now there may not be a lot of reason to use odd
> sizes, but it should be supported.
>
> That should be removed - i
> It's unclear how one can simply fix fix_object(), because as you
> describe, there are lots of values modified, so you basically need to know
> what those are (fix_object has to start with some baseline of what the
> initial values are supposed to be).
Agreed, not that easy to avoid, specially
Hello.
With relation to bug
https://sourceforge.net/tracker/index.php?func=detail&aid=1556723&group_id=13833&atid=113833
about broken show invisible, i've changed the behaviour for that spell:
chance to show a hidden item is now (casting level-1) on (item's level).
This just means monsters ov
As a test bed, I've put doc/Developers/objects on the wiki, you can see it at
http://wiki.metalforge.net/doku.php/dev:objects (not yet totally formatted,
and dokuwiki is running out of memory caching it sometimes :))
Does that look good?
Nicolas
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> Fixing code should be easy, but fixing players will probably require a
> script to strip the last_grace/last_sp/last_eat fields from players's
> spells. Another messy option is to reset at loading fields, but i'm not
> that eager to do that, as it's a ponctual fix...
Ok, fixed the code by adding
Reading fix_object (former fix_player), it seems to be there's a big mess
waiting to happen (or already happened?) :)
Basically, fix_object resets many many things, including all special flags
(see in dark, stealth, ...), resistances, ...
This means all those custom values will simply disappear
Hello.
Related to bug
https://sourceforge.net/tracker/index.php?func=detail&aid=1539207&group_id=13833&atid=113833
concerning the max_speed when wearing armor, I've changed the logic in
fix_object (former fix_player) to always cap speed at armor's max_speed.
If someone objects, please explain
Nevermind, didn't notice how it messed up many things, reverted (and gonna
indent manually *sigh*).
Nicolas
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Hello.
Was fed up with weird spaces/tabs/whatever in the code, and ran a simple
indent -kr -nut on common/living.c and server/pets.c.
Also fixed some comments so they are doxygen-friendly.
If anyone notices something in the files that doesn't match expected
convention, please tell me (haven't c
> I wonder how many people actually print out any of the crossfire docs -
> which is also a valid question regarding the existence of postcript files.
I'd say as long as it isn't too hard to generate them, let's generate them -
worse case, no one will use it :)
> As I thought about the docs
Hello.
I just committed a Doxyfile for the server, and modified c_object.h to use
Doxygen's syntax (trunk only).
I think it'd be great to use Doxygen's syntax to document (non trivial)
functions, especially:
* what special condition they expect (object is already removed from map, ...)
* the re
> Just to follow up on this, I just hacked together a 150ish line (but
> most is trivial little filler stuff and one-liner callback functions)
> alternative 'renderer' for dokuwiki, that lets me using existing
> dokuwiki parsing code generate nice looking plain text output. My
> renderer is very pr
Hello.
About the bug
https://sourceforge.net/tracker/index.php?func=detail&aid=1551398&group_id=13833&atid=113833
(curse breaks custom monsters), I suggest a hackish fix (which hopefully
wouldn't break anything):
when creating the curse itself (ie not recasting spell), store (using
key/value
Hello.
What would you think of writing the documentation on the Crossfire wiki
(http://wiki.metalforge.net) then exporting it to revelant files?
Having everything on the wiki makes sense imo, and it's easier to fix doc - no
need to get SVN first.
I'm pretty sure doing a text export isn't too h
Hello.
Did anyone experience the bug reported at
https://sourceforge.net/tracker/index.php?func=detail&aid=1567287&group_id=13833&atid=113833
(stating drain immunity doesn't work)?
Nicolas
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http:/
Hello.
Related to bug
https://sourceforge.net/tracker/index.php?func=detail&aid=1555485&group_id=13833&atid=113833
there indeed is a duplicated floor in the apartment.
Anyone knows why, if there is a specific reason for the floor and the door?
I must say I see none :)
Nicolas
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Le Dimanche 29 Octobre 2006 23:22, Andrew Fuchs a écrit :
> On 10/29/06, Nicolas Weeger (Laposte) <[EMAIL PROTECTED]> wrote:
> ...
>
> > Removing existing scripting, well, I'm not too eager, I think people are
> > used to it...
>
> I have a strange feelin
Le Jeudi 02 Novembre 2006 08:26, Mark Wedel a écrit :
> For the client to do things like display scrollbars for exp totals (how
> close to next level, etc), the client needs to know the exp table the
> server uses.
Hello, seems fine with me, easy & practical :)
Nicolas
Hello.
> For a while now I've been throwing the idea of separating the server's
> object-type-specific code by object types. Currently things are rather
> disorganized with code for how an object type works being spread all
> around the code. I plan to begin to implement the plan on the following
> Just a thought, I'm thinking that perhaps the LUA patch should be put in
> trunk for 2.x but not in 1.x. Also, to me it would make a bit of sense
> to also remove the current scripting system in 2.x in favor of that
> provided that the LUA engine can be supported on all platforms and is
> built-i
Hello.
I'm tracking the bug
https://sourceforge.net/tracker/index.php?func=detail&aid=1569017&group_id=13833&atid=113833
It's due to spell's last_sp/last_grace/last_eat being used in socket code for
client-side spell list updating. Unfortunately last_grace is used in healing
spell code to de
Hello.
On tracker there's a bug about bombs and shops, at
https://sourceforge.net/tracker/index.php?func=detail&aid=1571556&group_id=13833&atid=113833
Basically, a player can with bombs destroy unpaid items in shops (even in non
magic areas).
Now the question is whether this is something we w
Le Lundi 16 Octobre 2006 05:19, Alex Schultz a écrit :
> Kevin R. Bulgrien wrote:
> > LOL,,, see my post of a few minutes ago under client improvements.
> >
> > Man, another dependency... ;-) Never heard of lua before.
>
> Well, I was under the impression that Ryo was planning on putting the
> lu
> Hello.
>
> I've finished a first basic version.
>
> Patch is available on tracker at
> https://sourceforge.net/tracker/index.php?func=detail&aid=1560052&group_id=
>13833&atid=313833
So, no one has any comment? :)
Does that mean it's wonderful (so everyone's speechless), and I can commit it?
*
> Standardize on 19x19 map size.
It makes sense to have a common client size. Of course, whatever size we use,
some people will find it too small, some will find it too big :)
> Make client fullscreen.
As long as it's an option, no issue here.
Note that I agree about the point concerning toolk
> It has been noted that within both the client and server, there is a fair
> amount of old code around to support older versions of the servers and
> older versions of the client. The setup command has also gotten a lot of
> options with methods to negotiate what protocol commands it supports, an
Le Samedi 30 Septembre 2006 03:58, Alex Schultz a écrit :
> Currently, the hall of fame in pupland just sits there static, so I'm
> thinking that perhaps I should make a python script replacement for the
> monument service, to inscribe the names of those who have beat the evil
> masters if they wan
> One point is automatically rebuilding the archetypes when the arch tree
> changes.
>
> My thought here is that lib/Makefile can run svnversion and puts that in
> a state file (.collect.svn.new). Then, the process compares that file with
> the old one (.collect.svn) - if different, it runs th
> CVS data is imported over, and I've renamed the files to be arch/trunk,
> client/trunk, etc.
Thanks Mark for handling the conversion!
Nicolas
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> That fixed the problem. I take it there is no bad effect of doing this
> for newer versions of python, so it should probably be committed by
> someone?
Committing it when i get the time, then.
Thanks for testing.
Nicolas
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Small note: you need to do
LIBS="-llua -llualib -lm -ldl" ./configure
to correctly make it work (missing libs else)
Nicolas
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Hello.
I've finished a first basic version.
Patch is available on tracker at
https://sourceforge.net/tracker/index.php?func=detail&aid=1560052&group_id=13833&atid=313833
Feel free to test, comment, flame, whatever :)
I plan to commit that at some point if no objection. I may add some stuff, a
> flex files that generate .c (loader.c) - not a big space user, yet at the
> same time, pretty trivial for most people to generate (probably any system
> that has gcc can pretty easily install flex if not already there). The
> flex files do not change very often. The one question might be window
Thanks Mark for handling that poll so nicely :)
Nicolas
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Hello.
I support this proposal.
As you say in a later mail, though, the "active/passive" distinction may be
unnecessary.
But the idea to have hooks in as many places as possible does make sense, so
we can have many small plugins doing fun things :)
Nicolas
Hello.
Since no one replied, I guess no one objects too much :)
So I'll implement that client-side engine someday ^_-
Nicolas
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Le Mardi 05 Septembre 2006 02:23, Andrew Fuchs a écrit :
> I came up with an idea that would add significance to a player's
> choice of class, and be an other way to tweak experience. What if
> skills associated with a class give the player more experience when
> they are used? This could also be
Hello.
Following different bugfixes in the code, it seems to me the weather code is
now operational, even at level 5.
The tests I made seem to be correct. Weather correctly changes tiles, puts
snow/rain, in short behaves like it should from the code, and like one would
expect.
Rednexela made
Hello.
I'd like to extend the plugin system to add new skills, and/or override the
skill use.
It would imo enable to do fun things, and make the server more flexible.
I see that system working like that:
* the items giving that skill are created, "inert" (with a type of 0 for
instance)
* plugi
Hello.
I implemented the feature request #1539125 by Andreas Kirschbaum.
Swamps will now be fatal even to players having the woodsman skill. This skill
will only means you'll survive on the swamp longer :)
Nicolas
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Hello.
> I'd like to propose a different fix, a fix that might even allow a
> linear exp. curve. Just some quick thoughts, perhaps useful?
Sounds like an interesting idea.
> Unfortunately, it requires the server to log the number of kills a
> player makes. And also, what if a player dies? does
> Currently we have "prayerbook" and "spellbook", a throwback to the old
> magic system. But then there are "sorcerer's spellbook", "evoker's
> spellbook" etc, which makes it harder to see the title in your inventory
> or the "look" window. It's also slightly less cool.
>
> I'm proposing changing
> 1) require newer version of python (as with python 2.2, it clear seems
> broken) 2) Look at python 2.2 doc and figure out if code can be modified to
> work with it.
Hello.
Here's a patch that may fix the issue (I haven't checked the docs, but that's
an obvious thing to test ;p)
Nicolas
? pyth
> For example, if the method we decide to go for is that we will use
> scripts to give out exp, then it probably would make sense to have a
> generic script that takes some parameters on what skill and how much exp to
> add, so you could do something like:
>
> event_activate give_exp.pyc throwing
Hello.
For the fun I made a small proof of concept in Python :)
Sending it here in case someone wants to use that for something else.
Basically, if the player moves 5 squares to the top of the detector, then 5
right, then 5 down, then 5 bottom, she gets some platinum coins.
You must move in a 2
Hello.
I would like to enhance client-side scripting with a LUA engine, and before
potentially applying my changes I'd like to discuss that, and reply to
objections.
Note I don't plan on trashing current scripting system, just on adding
things :)
My rationale is to have at least one common sc
Hello.
Debugging the weather system, I found some weirdness I'm not sure how to fix.
When laoding an overlay, insert_ob_in_map gets in some circumstances as flags
INS_MAP_LOAD and INS_ABOVE_FLOOR_ONLY
The trouble is that sometimes leads to inserting the item *below* another
floor.
So we have
> Voting probably does make the most sense - but even then, you get some
> complications - should the amount of commits a person do also have weight
> on the number of votes?
Ha sorry, I was merely talking metaphorically :)
So I'll say another way: if we were to vote, I'd vote for SVN, but I'm
Hello :)
I'm not gonna discuss or argue, I'll just vote for SVN - we'll stay on SF &
have atomic commits.
^_-
Nicolas
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> Are the stories going to be 'general' stories, meaning other objects
> (whatever) on other maps may use them? If so, then a stories directory may
> be appropriate (OTOH, we already have a messages file - wonder if it would
> be better to extend that logic to cover types of messages/where they
I've made a first version of that talking fireplace.
Anyone minds if I commit it? It's an extra feature, though, but I'd find that
fun to have :)
It's basically:
* 3 new archetypes (object + 2 events)
* 1 new treasure list (to have the events in the object)
* 4 Python scripts (3 to react to even
Hello.
After some fun chat on the irc channel, I'm creating a talking fireplace
which'll tell stories to players.
Small Python scripts, that'll be all :)
Now the question is, where should we put the stories?
IMO, a good place is in the share directory, maybe in a 'stories'
subdirectory.
A st
Hello.
Unless someone objects really much, I'd like to trash the old plugin/event
system.
It is based on the "event_trigger" and such lines in the archetype definition,
and includes a few functions/fields (object->event for instance).
With the archetype-based event system, it is obsolete.
Cu
Hello.
I'm looking at
https://sourceforge.net/tracker/index.php?func=detail&aid=656191&group_id=13833&atid=363833
historical feature request to have blessed/cursed scrolls and books.
Here's what I see as effects (copied from the page)
* cursed scroll: ill effect, depending on spell - identify
Le Samedi 19 Août 2006 17:59, ERACC Subscriptions a écrit :
> I propose that robes and other cloth items (not cloaks) should be a new
> class of item called "clothing" not "armor". A new body spot created for
> that and archetypes updated. Special robes that may impart armor-like
> characteristics
Hello.
I fixed a bug preventing death attack from working correctly, but there are a
few things to decide concerning that:
* what should happen in the case of friendly fire? Right now, damage dealt
through death attack will be reduced, so player won't be killed. Should
player be killed anyway?
I won't comment on the priority, just other things :)
> Better NPC logic 1.x?1
Can be scripted. I'm no mapmaker, but if someone gives me the flow of the
dialog I can write the script.
I could look at adding utility functions to help write such dialogs, to
> I'm not sure about the other systems out there - once can spend a lot of
> time looking over all the documentation, etc. AS with our last discussion,
> I'm most inclined to stick with CVS since we know what it does and doesn't
> have any real major shortcomings (it works right now).
I'm in no
> Latex stuff could probably go away - I don't know the last time anyone
> updated the tex stuff (but to be fair, not sure last time any documentation
> has been updated).
Actually, it seems to be kind of uptodate, since it generates data from
archetypes and such.
I'd be more inclined to keep i
Le Mardi 08 Août 2006 02:57, ERACC Subscriptions a écrit :
> I just thought of a new spell: disinfect
>
> It would be a cone or other area prayer that removes diseases from items,
> critters and players. Any groups that can cast disease should also have the
> disinfect prayer. Perhaps make it a low
> I'd rather not have the NPC conversation be in python. IT has long been
> discusses that the NPC conversation needs to be improved, with things like
> conversation states, etc. This is unrelated to quests in particular - just
> a general good thing to do.
>
> IMO, having some basic scriptin
Hello.
I globally agree, a few points:
>- Client and server releases will be done at same time, with matching
> version numbers.
> - Exception is micro releases, where it may be only the client or
>only the server released.
This supposes client will evolve too. Experience s
Hello.
About bug
https://sourceforge.net/tracker/index.php?func=detail&aid=1527978&group_id=13833&atid=113833
"summon
fog spell is somewhat broken", here's what happens:
* the fog summon code uses the same code as pets
* based on level, it'll generate some fog squares
* it tries inserting rotat
Hello.
I think the makefiles for the plugins are kind of weird :)
Currently the Python makefile references directly
the ../common/plugin_common.c file, so the makefile for plugin_common is
basically useless.
Meaning when we add files to the common directory we must update the Python
makefiles
> Looking at that, and looking at your example, it seems hardly really
> clear to follow.
After some thinking, having a Python script handle the dialog seems the best
way, actually :)
This way, the whole dialog is written into the Python script, including the
logic.
> I think that for the
Hello.
Related to bug:
https://sourceforge.net/tracker/index.php?func=detail&aid=1534889&group_id=13833&atid=113833
I can see 2 solutions:
* prevent NPCs to react to other NPCs' chat
* add a static variable somewhere to prevent infinite recursion
First solution I wonder if that wouldn't break m
I won't reply (yet) too all your points, just one :)
> OTOH, you don't want a case where player is about to complete quest and
> get reward, and then have everyone join them to get that bonus exp (one
> question if the reward is exp, does it get divided by number of people in
> party? Does each
Hello.
I'm resurrecting that topic :)
(long mail warning)
After much thinking, I've changed my mind. IMO a quest management system could
very well be written in Python, with a few improvements to the plugin system.
What I'd add:
First, extend the NPC dialog system.
To enable more interesting d
Hello.
Here are some patches i'd like opinions on:
-
https://sourceforge.net/tracker/index.php?func=detail&aid=1389033&group_id=13833&atid=313833
New coins.
I see no reason to not commit'em, it makes it easier to carry money :)
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> I am also doubtful that changing game mechanisms is the top issue for a
> stronger community - rather, that's making the game attractive and fun, by
> proposing events in and around them. Many MMORPGs feature special events
> around their games (contests, one-time special quests, etc). I think th
Hello, here are my 2 cents of €.
I'll agree to some points made here and there :)
Such a restructuration is a good idea, and will hopefully enable to clean some
code. It should take advantage of unit tests currently being added.
IMO this should be done in current HEAD branch, having a "stable"
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