Re: [crossfire] Map changes?

2019-04-10 Thread Otto J. Makela
On 09/04/2019 23.00, Rick Tanner wrote:

> Your change was accepted in to the trunk code base.
> 
> Revision: 12354
>   http://crossfire.svn.sourceforge.net/crossfire/?rev=12354=rev
> Author:   ryo_saeba
> Date: 2010-01-18 22:54:00 + (Mon, 18 Jan 2010)
> 
> Log Message:
> ---
> Apply patch 'Added exit lever to Devourer's temple lower level' courtesy
> Otto J. Makela

That URL gives me a 404, even though I'm logged in to Sourceforge.
Should it be publicly available?

But okay, I wasn't aware Metalforge was stuck in update hell.
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[crossfire] Map changes?

2019-04-09 Thread Otto J. Makela
Several years ago (details escape me, it was so long ago) I submitted a change
to the map to prevent players getting stuck in the temple of Devourers cellar
because nosy vampires always pull all the levers they can. Checking just today
on Metalforge, it seems my change did not end up in the current release?

Could someone give me a pointer on how and where I should resubmit?
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Re: [crossfire] A funny thing happened on the way to the new maps

2016-04-06 Thread Otto J. Makela
On 2016-04-02 19:50, Robert Brockway wrote:

> Actually I've always liked the idea of having the potential for
> monsters to fight each other. Just because they are against the
> player doesn't mean skeletons and orcs should always get on.

This of course already happens when you charm monsters (and some
other magicks or skills, I believe?) to be your friends.

In addition to mice, I could easily see pestilences of giant locusts
or battalions of army ants.

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Re: [crossfire] Game change proposals

2014-07-08 Thread Otto J. Makela
How do you envision the in-game lockpicking skill to change these minigames?
It really should, shouldn't it?

Also, even now, for higher-level characters it is still quite often easier to
bash in a door than to stop to pick them (as you gain lockpicking skill levels
really slowly). Adding fairly lengthy games like this will in their case just
end up meaning more bashed doors...

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[crossfire] Ice melting spell

2013-04-28 Thread Otto J. Makela
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.

Any takers, it would seem like this could be a reward item from some quest?
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Re: [crossfire] Keeping capitalization consistent in maps

2013-03-19 Thread Otto J. Makela

On 2013-03-19 05:18, Kevin Zheng wrote:


Proper nouns should be capitalized, but Arena Guard appears
capitalized. On the other hand, ticket vendor is not capitalized.
Where do we typically draw the line between a generic noun and a proper
noun?


There is also a long-standing problem that there are objects which are
keys and objects which are Keys. Same with swords and some other
categories.

This of course comes up with the command line commands like drop.

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Re: [crossfire] Client GTK2 - Selection screen failure

2013-01-06 Thread Otto J. Makela
On 26/12/12 23:25, Otto J. Makela wrote:

 The metaserver selector does come up, but it is blank. Can't get anywhere.

Dunno what changed, but now it's working. Library upgrade on F17 installation?

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[crossfire] Client GTK2 - Selection screen failure

2012-12-26 Thread Otto J. Makela
On 05/09/12 07:07, Kevin Zheng wrote:

 If you're using 1.60.0, you probably want to upgrade to 1.70.0. The crazy 
 developers made a bunch of changes since the last release, perhaps fixing 
 (and 
 adding) a few bugs along the way.

Well, now I'm hosed with Fedora 17 and crossfire-client-1.70.0-1.fc17.x86_64
since crossfire-client-gtk2 fails to work:

[  INFO  ] (Client Version) GTK V2 Unix Client 1.70.0 (using gtk-v1.glade)
Unable to access /usr/bin/cfsndserv sound server process

(crossfire-client-gtk2:3188): Gtk-WARNING **: Attempting to add a widget with
type GtkLabel to a GtkAlignment, but as a GtkBin subclass a GtkAlignment can
only contain one widget at a time; it already contains a widget of type GtkVBox

(crossfire-client-gtk2:3188): libglade-WARNING **: unknown child property
`type' for container `GtkAlignment'

(crossfire-client-gtk2:3188): Gtk-WARNING **: gtk_scrolled_window_add():
cannot add non scrollable widget use gtk_scrolled_window_add_with_viewport()
instead
[  INFO  ] (gtk-v2::init_image_cache_data) Init Image Cache

The metaserver selector does come up, but it is blank. Can't get anywhere.

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Re: [crossfire] Client GTK2 - Buffer overflow

2012-09-04 Thread Otto J. Makela

On 2012-09-04 03:27, Karla Stenger wrote:


I'm playing at crossfire.metalforge.net and the huge pile of rings I
was refering to before is located at the Scorn Sale Shop, upstairs.
If you look at the southern wall from left to right it is at the 4rth
tile where you can stand.


Exactly the same reason (huge pile of objects in Scorn Sale Shop) why I
switched over to the GTK client V2, as the older X client crashed hard.

However, I haven't experienced crashes with what I am currently using
with RHEL6 and Fedora 15: crossfire-client-gtk2-1.60.0-1.x86_64

I just tried messing around with the large ring pile in the Scorn Sale
Shop on Metalforge, no problem with crashes. However, the client window
scroll function does get wonky when you have too many objects in carry:
when you drop one of them, the scroll bar jumps to a random position.
Makes ordered dropping very difficult.

Also, dropping objects into containers on the ground works funny: when
you move away from the container, it occasionally gets automatically
closed and occasionally not. If not, spooky action at a distance can
happen, objects you drop end up inside the container though you are not
standing on it. Or you get a warning about the container not being able
to contain that type of objects.

Also also, the distance metric works somehow strangely with this client,
as occasionally when you use identify type skills you will end up
identifying objects which are farther than the 1+8 nearest squares.
Eg. this seems to happen pretty often in Raffle, where there is a fence
between you and the objects, but you still are able to identify items.

Would someone who knows the code want to take a look at this weirdness?

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Re: [crossfire] Patch proposal: unidentified generic faces

2012-01-19 Thread Otto J. Makela
On 2012-01-19 08:56, Mark Wedel wrote:

 The code relies on key-values containing identified properties (see
 common/item.c:object_give_identified_properties for more details).
 
  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.

I've been meaning to ask for an addition to the drop command
(which already has provisions for all, cursed, unpaid and some
similar group properties) to have identified and unidentified
added to the possible groups lists.

For symmetry, the take command should also have similar properties,
I tried and it doesn't even seem to recognize all in current versions.

And the online documentation (given with help drop, help pick etc)
should be expanded to explain this.

Maybe the identified/unidentified status should be given more thought,
it seems a bit strange to have no need to identify jewels but that the
jewelry skill is required specifically for gold nuggets?

Currently there are a few things (gold nuggets, lock picks, bottles...)
which will fetch more money in the store when identified, but for which
neither the face nor seemingly the functionality change when id'd.



Zathras: Yes, yes, Zathras is used to being beast of burden to other
  people's needs. Very sad life. Probably have very sad death, but at
  least there is symmetry.
-- J. Michael Straczynski: Babylon5
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Re: [crossfire] Attributes/Stats

2010-05-11 Thread Otto J. Makela
Mark Wedel wrote:

   The other thing to note is the relative unimportance of Cha here.  For most 
 characters, only real effect is on shop pricing, as a lot of characters 
 probably 
 do not use singing/oratory.  Other than making some other skill use Cha as 
 its 
 key value, I'm not sure what can be done there - I'd almost be tempted to 
 just 
 drop Cha.

This won't make a huge difference, but... I believe these days monsters are
pretty much always either friendly or aggressive, there is no middle ground?
How about having charisma affect how neutral monsters act towards you?
How about the charm monsters and/or pacify spells, are they affected by this?

PS. Now that I have your attention, could someone take a look at
/pup_land/nurnberg/hq_training -- it seems there is something wrong with
normally aggressive monsters, they seem to be asleep or something, making
parts of these training levels surprisingly easy. Is this intentional?

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Re: [crossfire] new character creation

2010-05-02 Thread Otto J. Makela
Mark Wedel wrote:

   This new method puts the creation in-client.  This has several advantages - 
 better interface for the end user, removes a lot of code from the server, and 
 also moves some of the current character information from maps into 
 archetypes.

I see an opening here for special character creator client software,
which keeps re-rolling the character to maximize stats and optimize point
allocation, thus consistently always creating the best possible characters.

Would this be a problem?

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Re: [crossfire] Gnome tweaking

2010-04-18 Thread Otto J. Makela
The subject sounds like something you could end up in jail for in many states.
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Re: [crossfire] skill window

2010-04-18 Thread Otto J. Makela
Kevin Bulgrien wrote:
 There seems little point to argue when the agenda is so destructive.

...misunderstandings and neglect create more confusion in this
world than trickery and malice. At any rate, the last two are
certainly much less frequent.
-- Johann Wolfgang von Goethe (1749-1832):
   The Sorrows of Young Werther, 1774
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Re: [crossfire] Auto ID on examine

2010-04-17 Thread Otto J. Makela
Brendan Lally wrote:

 This changes the way the examine command (triggered by left
 clicking on an object) works so that if the object is unidentified,
 and the player has the appropriate skill, then an attempt to identify
 the object is automatically made.
 
 The intention is that this should make the ID process much smoother for
 new players, and less likely to be discovered after wasting money on ID
 tables or selling items that were useful.

This does change the overall game balance a bit (making it easier to use
skills automatically), but all-in-all I think it is a good change.

What I would like to also see is having a class identified (similar in
function to cursed and magic) in the inventory, so that you could more
easily manipulate items which you have identified.

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Re: [crossfire] TODO list

2010-01-19 Thread Otto J. Makela
Mark Wedel wrote:
 Alex Schultz wrote:
 Expand cooking to allow players to salt the meats and such? Perhaps
 make weight-reduction-enchanted containers have some kind of partial
 preservative magic? That would help trolls :)
 
 That could work.  It may just be that for even normal characters, food 
 consumption can be fairly high - reducing it by half across the board may
 not be a bad thing.

I was just earlier today thinking that the woodsman skill is in addition to
the fast moving in wooded terrain ability (does anyone actually use this?)
an identification skill -- what if it also included the ability to cure and
preserve meats so they don't spoil as fast? What about a skill to butcher
corpses down into more stable food items, or is that just too gory?

Or do we want to make all this a part of cooking?

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Re: [crossfire] use_skill change proposal

2010-01-17 Thread Otto J. Makela
Nicolas Weeger wrote:

 Proposed change for 'use_skill' behaviour for alchemy-like skills:
 - remove the item identification part; use_skill only attempts alchemy (or 
 equivalent)
 - add a new 'identify' command, that will identify based on (alchemy-like) 
 skills the player knows

Using that word would probably cause no end of confusion, as there are already
numerous magicks (both object-based and skill-based) called identify.

How about using an somewhat obscure word for it, like determinate?

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[crossfire] Dragons, throwing skill and limitations

2010-01-17 Thread Otto J. Makela
If a dragon acquires a throwing skill, the items they end up throwing at their
enemies from their inventory are random, as they cannot wield the items they
want to be thrown. This does not really make much sense, the fact that one
does not have the anatomy for swords etc. doesn't mean one can't select what
items to throw at enemies?

PS. If dragons don't have hands (the logic behind no swords, I think),
where do they wear their rings? And why do dragon monsters often leave swords
when you kill them?

PPS. How about a ring/amulet of extra ring fingers (and if cursed, remove
ability to use two rings), or would that affect game balance too much?

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[crossfire] Added exit lever to Devourer's temple lower level

2010-01-17 Thread Otto J. Makela
I submitted as patch 2934041 to sourceforge the micro-change to add
an exit lever to the alcove in the Devourer's temple lower level.
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Re: [crossfire] Conventions for exits in town

2010-01-09 Thread Otto J. Makela
Nicolas Weeger wrote:

 To have some coherence in maps in town, I'd like to suggest the following 
 rules for exits:
 - in the world map, you need to apply an exit to enter the map
 - in a town map, exit is applied automatically when you step on it
 
 Does that sound ok?

I'd say this depends on how the town sub-map you are exiting is built,
either including the house surroundings or just an interior view.

If there is a door icon, you would obviously want it to work only
when applied, but if there is an whirlwind exit (or an hidden exit,
for example under pavement) you wouldn't want to need to apply it.

If you want to be consistent, you need to edit lots of town views,
creating surroundings for each house to be able to use the hidden
exit strategy.

Which reminds me, who remembers far back to when you were a beginner?
Did you find it confusing in the world map the way some of the 2×2
houses have a roof area you cannot walk over, even though some of
the larger buildings like keeps and temples do not have this limitation?
I also found it a bit confusing that there are statues and lampposts
which do block your way and identical-looking ones which do not do that.

PS. Easiest solution to create an panic exit for the Devourers underground
is just to hide it under a generator, that way the vampires won't activate it.
I didn't realize vampires will by default also dig through weak walls :-/
Now, where does one submit map updates?
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Re: [crossfire] NPC respawning

2010-01-07 Thread Otto J. Makela
Mark Wedel wrote:

   One could even see the tavern closing down (people can not enter it), which 
 would force a reset sooner.  Could be said that new workers need to be found, 
 damage repaired, etc.

I assume this would apply also to stores where the merchant is represented by
a NPC inside the store (for example in Pupland)?

Sounds like it could be a possibility for players to get stuck inside closed
locations without normal players being able to help them from the outside.

Tread carefully unless we are sure none contain structures (like door
mechanisms which can only be opened from one side or that require payment or
special items) where one can get stuck. Maybe players could be ejected from
the area when this happens, but this is again a bit risky as some special
stores have monsters etc. around them?

Apropos, have we been thinking of general solutions to situations like this,
even spells like word of recall (which not all players have) can be unusable
in no spells areas? For example, I've once become stuck inside the Devourers'
temple cellar, when I mistakenly re-flipped the door opening lever and ran
through the closing door into the vampire hideout. Yes, I can see how having a
lever also on the inside would mean the curious vampires would sooner than
later use it, but it was a bit of a bummer being stuck in there with vampires
on the outside (so I could not just create a new character to open the door),
and nobody else on the game to give me a hand...

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Re: [crossfire] What to find in towns, what to find in the countryside

2009-12-07 Thread Otto J. Makela
Nicolas Weeger wrote:
 Well, Scorn also has an explanation on why neglected houses have monsters
 in them: the situation with Old Town.
 
 Talking about that quest, would anyone have a description? That is what items 
 one can find, clues there are, and so on?
 :)

Sorry, my mistake, Old City.

I played it through for the most part last night (kinda hard to tell, as it
is a quite large adventure). Different clues are spread around the city, but
the general idea is that you have to make your way through the monster-
infested under-city areas, find three artifacts (crown, cup and dagger),
bring them to the old underground temple where they will open a route to
the underworld, where you can block the hell-hole through which the monsters
infesting the Old City have been coming through.

I don't think there actually are items to be gained on this one, as the three
artifacts are destroyed in the process. General treasure abounds, though.
Suitable for adventurers level 20+, I'd say.
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Re: [crossfire] What to find in towns, what to find in the countryside

2009-11-28 Thread Otto J. Makela
On 2009-11-28 21:10, Nicolas Weeger wrote:
   Certainly for scorn, as that is a starting area, it makes a lot of sense.
  And a lot of the monster maps in scorn don't make a lot of sense.

   For navar city, there are several quest lines that sort of go with some
 of the maps in the town (old wizards tower, smuggling operation, etc).  But
 those are also better in that for the most part, there is some sequence so
 you just can't wander into a random house full of monsters.
 
 I'd remove all monsters from town, or at least hide them.
 Or make them non aggressive, and they start attacking if player attacks.
 
 Or else we'll need to explain why the town guards are that incompetent! :)

Well, Scorn also has an explanation on why neglected houses have monsters
in them: the situation with Old Town.
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Re: [crossfire] How to integrate old stories in the game?

2009-11-20 Thread Otto J. Makela
Nicolas Weeger wrote:

 I'd rather see real maps.
 The random map generator (which I did) was mostly supposed to compensate a 
 lack of maps. If people do make maps for all houses, then the plugin isn't 
 useful anymore :)

Obviously real maps would be the best solution. However, I think the random
map generator does a fair job, specially on the multi-level dungeons;
IMHO the different Scorn quest maps turn out nice and exciting.

The fact that it does as reasonable a job as it does means that it might be
worth putting a bit of effort into enhancing it...
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Re: [crossfire] How to integrate old stories in the game?

2009-11-17 Thread Otto J. Makela
Mark Wedel wrote:

   There is the lib/messages file, which will be used for random readables 
 that 
 show up in dungeons.
 
   However, the current instance of readables (nonmagical scrolls, books, etc) 
 is 
 pretty low.  And even if one is generated, it could contain info about 
 alchemy, 
 monsters, spells, etc.  And it can also have a high literacy rate requirement.

A segue to something that has bothered me a bit: there are no longer any
closed houses in Scorn, having been replaced with randomly generated ones.

However, there is not much point in visiting them, as they are only single-
level places with the randomly-generated paraphernalia. If you are very lucky,
there might be a treasure room or some such, but otherwise they are fairly
pointless: no monsters on the first level, nothing to do, nothing to see...

How about someone working a bit on the generator, for example have the
ubiquitous bookshelves actually occasionally contain something useful?
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Re: [crossfire] Linux and Python code crashes

2009-05-08 Thread Otto J. Makela
James Lopeman wrote:
 This issue is well know on fedora (32 and i think 64 ).. the fix is already 
 in 
 SVN, no server release since 

Great to hear this. Is the fix expected to be pushed into updates?

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Re: [crossfire] Linux and Python code crashes

2009-05-07 Thread Otto J. Makela
Rick Tanner wrote:

 What distro and version are you using and encountering this on?
 
 Banks, message board, mail system worked for me using crossfire-server
 version 1.11.0-2, python2.5 (version 2.5.4-1ubuntu4) and
 python2.5-minimal (version 2.5.4-1ubuntu4)
 
 Those python packages were installed as dependencies of crossfire-server.

% cat /etc/fedora-release
Fedora release 10 (Cambridge)

% uname -a
Linux tigger.otto.net 2.6.27.21-170.2.56.fc10.x86_64 #1 SMP Mon Mar 23
23:08:10 EDT 2009 x86_64 x86_64 x86_64 GNU/Linux

% rpm -qa crossfire\* python\* | sort
crossfire-1.11.0-1.fc10.x86_64
crossfire-client-1.11.0-1.fc10.x86_64
crossfire-client-images-1.11.0-1.fc10.x86_64
crossfire-doc-1.11.0-1.fc10.x86_64
crossfire-maps-1.11.0-1.fc10.noarch
crossfire-plugins-1.11.0-1.fc10.x86_64
python-2.5.2-1.fc10.x86_64
python-crypto-2.0.1-14.fc10.x86_64
python-debuginfo-2.5.2-1.fc10.x86_64
python-imaging-1.1.6-12.fc10.x86_64
python-iniparse-0.2.4-1.fc10.noarch
python-libs-2.5.2-1.fc10.x86_64
python-numeric-24.2-11.fc9.x86_64
python-paste-1.7.1-1.fc10.noarch
python-reportlab-2.1-2.fc9.noarch
python-setuptools-0.6c9-1.fc10.noarch
python-slip-0.1.15-1.fc10.noarch
python-slip-dbus-0.1.15-1.fc10.noarch
python-slip-gtk-0.1.15-1.fc10.noarch
python-sqlite2-2.3.3-3.fc9.x86_64
python-urlgrabber-3.0.0-10.fc10.noarch

If I remember earlier discussions correctly,
this problem has been around for quite some time?

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[crossfire] Linux and Python code crashes

2009-05-06 Thread Otto J. Makela
As noted earlier on this mailing list, the Linux distribution
crossfire-1.11.0-1 server crashes hard minutes after items using
Python code (like banks, mail system etc) get loaded.

Is anyone working on this?
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Re: [crossfire] Treasures

2009-01-22 Thread Otto J. Makela
Rick Tanner l...@real-time.com wrote:

 While in DM mode, check and see what material those items are made of.
 You'll likely find that some are material: granite or something along
 those lines. AFAIK, this is what keeps the items from merging.

I took a look at some random level diamonds in a saved apartment file:
material, value, weight and all that other stuff was the same. I found that
they differed from normal diamonds only in having the flag move_block swim
set, where normal ones had the flag state 1 set.

Anyone remember offhand what these flags mean when applied to objects?

As someone else noted, restarting the server ended up in merging quite a lot
of these random level objects with the normal ones, like several other
types of gems.

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[crossfire] Crash on Skud bank coin exchange

2009-01-15 Thread Otto J. Makela
I'm running the ready-rpm-packaged crossfire-1.11.0-1.fc10 (with
crossfire-maps and crossfire-plugins of the same version) on a Fedora10 x86_64
system. A problem that did not occurr in the crossfire-1.11.0-1.fc9 release is
that the server process suddenly crashes if one exchanges coins at the bank at
Skud (other banks don't seem to do it).

Nothing very useful seems to end up being written into the logs. Anyone else
see anything like this, and how should I try to debug where things go wrong?
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Re: [crossfire] Crash on Skud bank coin exchange

2009-01-15 Thread Otto J. Makela
James Lopeman mef...@meflin.net wrote:

 On fedora 9  10 32  64  bit crossfire servers crash in scorn after a few 
 minuets, 
 
 When trying to test your money exchange bug standing around in the bank 
 caused 
 a crash after 1-2 minuets . ( bug report 2008-12-23 )
 
 http://sourceforge.net/tracker/index.php?func=detailaid=2459929group_id=13833atid=113833

Hadn't thought to try this. Yes, just having the bank map load crashes
the server after a couple of minutes.

As I said, the log file doesn't contain useful stuff:

09/01/15 21:10:26 [Debug]   Trying to load map
/usr/share/crossfire/maps/world/world_104_115.
09/01/15 21:10:26 [Debug]   load_original_map: /world/world_104_115 (0)
09/01/15 21:10:29 [Debug]   Trying to load map
/usr/share/crossfire/maps/scorn/shops/bank.
09/01/15 21:10:29 [Debug]   load_original_map: /scorn/shops/bank (0)
09/01/15 21:10:33 [Debug]   Saving map /world/world_104_115
09/01/15 21:11:15 [Debug]   make_path_tofile
/var/games/crossfire/players/ExTechOp/_scorn_apartment_Apartments1...09/01/15
21:11:15 [Debug]
09/01/15 21:11:15 [Debug]   Saving map
/var/games/crossfire/players/ExTechOp/_scorn_apartment_Apartments1
09/01/15 21:11:17 [Debug]   Resetting map
/var/games/crossfire/players/ExTechOp/_scorn_apartment_Apartments1.

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