Re: [crossfire] Java Editor

2005-06-05 Thread Mark Wedel
ERACC wrote: On Sunday 05 June 2005 01:40 pm Todd Mitchell wrote: The current Java Editor does not seem to be very stable. Especially it tends to have a problem with really big maps (can't open them) and eventually won't open maps and has to be restarted. Behaves like a Memory leak? Also

Re: [crossfire] Color Spray

2005-06-06 Thread Mark Wedel
Mitch Obrian wrote: Perhapse it's time to PUMP (THE SPELL) UP! ... and maybe make circular spells talked about earlier... please... What do you mean by circular spells? Cone spells can already be cast in a 'circular' fashion if you fire on your own position (shift .) and not a specific

Re: [crossfire] new metaserver

2005-06-09 Thread Mark Wedel
A few more notes/thoughts: For the server, switching to tcp is perhaps a good thing. What I'd actually think is the best thing is there to be a small helper program that the server executes, and then talks to that helper program then a named socket (or perhaps just a pipe). The server

Re: [crossfire] new metaserver

2005-06-15 Thread Mark Wedel
Brendan Lally wrote: On Friday 10 June 2005 06:27, Mark Wedel wrote: A few more notes/thoughts: For the server, switching to tcp is perhaps a good thing. What I'd actually think is the best thing is there to be a small helper program that the server executes, and then talks to that helper

[crossfire] cone damage oddity

2005-06-27 Thread Mark Wedel
After playing a bit I noticed a cone oddity - it turns out if you are right next to the caster, you take less damage than if you are far away. Through experimentation, I quickly found that if you are 2 or more spaces away, you will take 3 times as much damage than if you are right next to

Re: [crossfire] Re: In-game games

2005-07-04 Thread Mark Wedel
As per some others comments, I don't quite as much see the point of solo in games, but I suppose if players find them interesting and it doesn't complicate things too much, no real issue not to add them (but those could be big if's, especially if it requires additional client and protocol

Re: [crossfire] Random ideas.

2005-07-04 Thread Mark Wedel
Andrew Fuchs wrote: The current map can be gotten through the mapinfo command, though figuring out where you are located on a map, is more difficult; since you can make several locations look the same. Right - I knew that. For some maps, that isn't a very big deal, as its pretty obvious

Re: [crossfire] license problem with file lib/adm/map_check

2005-07-04 Thread Mark Wedel
Kari Pahula wrote: This was already discussed on irc, but for record, I'll repeat this to the mailing list too. File lib/adm/map_check in crossfire has the following license: #!/usr/bin/perl # # (C) Copyright Markus Weber, 1994. All rights reserved. # Permission is granted to use, copy, and

Re: [crossfire] Re: Random ideas. (topic split to resistance caps and interaction with )

2005-07-05 Thread Mark Wedel
I personally don't have an issue if a character can get straight 30 stats. Unless the odds are really low, I think that even a cap of 35 would be reached at some point. My character probably has 100+ stat potions stashed away, but OTOH, I'm not actively looking for them. If I really had

Re: [crossfire] Map Protocol Question

2005-07-06 Thread Mark Wedel
Alex Schultz wrote: Hi, I'm currently making a bot framework with a GUI display similar to a normal client in python. I have managed to impliment handling for the map protocol in a way that works quite well except for a few obscure bugs, one of which I'm wondering if anybody has any idea about.

Re: [crossfire] Client display issue

2005-07-06 Thread Mark Wedel
Nicolas Weeger wrote: Hello. With current CVS GTK client, there's a big display issue with multiplart images. Client apparently keeps old parts in memory, and won't erase'em. Casting spells doesn't change display, but using dimension door (thus invalidating cache) fixes the trouble. So I'd

Re: [crossfire] Re: Map Protocol Question

2005-07-08 Thread Mark Wedel
Alex Schultz wrote: Mark Wedel [EMAIL PROTECTED] writes: The server is arguably behaving properly - as said, the design is that the server basically just sends what changes. The event that causes those changes isn't a concern to the server If one calls properly, to the spec of the doc

Re: [crossfire] force python instance

2005-07-08 Thread Mark Wedel
Todd Mitchell wrote: The latter. I don't want to mess with the system python but I do have another python installed for programming and to run Zope. Zope has a --with-python option in the config since it is fairly version dependent and I thought that might be good for the CF server as well

Re: [crossfire] treasure chests wealth

2005-07-09 Thread Mark Wedel
Vernon T Rhyne wrote: This changes (for the negative in my opinion) the other dynamic at work, the acquisition of truly rare items. Since this is basically a lottery at really really long odds, these random levels are a significant potential source of rare items. If you kill the volume, you

Re: [crossfire] Re: Map Protocol Question

2005-07-10 Thread Mark Wedel
Alex Schultz wrote: Yes, based upon the issues you're talking about in the three above paragraphs, I think I've thought of a system that should work well: -Give exits and teleporters a new attribute which for the purpose of this explaination will be rerfered to as 'secrettype' -the 'secrettype'

Re: [crossfire] About glue code

2005-07-15 Thread Mark Wedel
Nicolas Weeger wrote: Hello. What's the use of the glue code? In glue.c, and the callback functions, in the library. From what I understand, it was supposed to be for the Python plugin. But the fun part is that is doesn't work under Win32: the library is generated as static, so plugin and

Re: [crossfire] MF Crash/Arena petmode

2005-07-29 Thread Mark Wedel
Alex Schultz wrote: Ok, because I've used the same logic block in a couple places I've separated into a separate function, and I've now split it into many if statements and such which should be much much more readable. I've also added many safeguards in the process that should get rid of the

Re: [crossfire] CVS branches

2005-07-30 Thread Mark Wedel
I'd be more concerned about this if there were lots of commits going on, or there was a real desire to have a stable branch (eg, significant changes in main branch that may make it real unstable or incompatible, and thus you want to retain an older branch for compatibility reasons. But the

Re: [crossfire] CVS branches

2005-08-11 Thread Mark Wedel
Nicolas Weeger wrote: What will be the next server version? 1.7.1 or 1.8.0? If no one object, i'll put a tag for the release candidate tomorrow or friday, so people can again break cvs with commits :) Got my system stable again, and upload 1.8.0 right now. So feel free to commit away.

Re: [crossfire] CVS branches

2005-08-11 Thread Mark Wedel
tchize wrote: Joining thread a bit late, trolling a bit perhaps :) I personnaly would enjoy a branch policy on crossfire cvs (whatever it is, a bad decision is always better than no decision). I don't think we need branching at each release (unless we want to keep a few weeks after release a

Re: [crossfire] specialised shops

2005-08-13 Thread Mark Wedel
If memory serves, garbled actually put in code that did sort of the supply and demand thing. IIRC, prices to buy stuff were basically nothing. The most basic is that there is little stuff that players buy in stores. My personal experience: Spellbooks (especially at low levels where

[crossfire] gcfclient and sign display

2005-08-16 Thread Mark Wedel
I should probably preface that I'm responsible for the 'nopopup' mode in the gtk client (v1). But does anyone else find the sign display code in the client really annoying? To me, these are the major issues: 1) No way to turn it off, save for code modification. 2) It centers it on the

Re: [crossfire] gcfclient and sign display

2005-08-16 Thread Mark Wedel
Brendan Lally wrote: On 8/16/05, tchize [EMAIL PROTECTED] wrote: Even better would be if the food value were a role against Int, and if recalling a sign with a low food value corrupted the message (arbitrarily transposed some words, or mispelt some things) - the recall then, would be the

Re: [crossfire] Re: [Crossfire-cvs] CVS commit: crossfire

2005-08-16 Thread Mark Wedel
Andreas Kirschbaum wrote: It is also a mistake for me to send as void* (as opposed to const void*), since it's then easy to change the string in the plugin which would lead to data corruption. I agree. But wouldn't it be better to leave out the type casts and let the compiler issue warnings?

Re: [crossfire] Quests ideas, continued

2005-08-16 Thread Mark Wedel
Nicolas Weeger wrote: Hello. Quests are subdivided in tasks. You don't need to complete all tasks to complete the quest. So for instance if you ask an ncp you'll get to know the shortcut to the big manor with the villain you're supposed to kill, but you don't require it. It'd probably be

Re: [crossfire] autogeneration of news file

2005-08-20 Thread Mark Wedel
In my mind, the news file should contain broader/bigger changes. Grabbing all the data from the Changelog is likely to be more data/detail than most people care about. Are players really going to care that the global arrays are now consts, or that pointers have been fixed up? Probably

Re: [crossfire] Mac client - status

2005-08-20 Thread Mark Wedel
Amorya North wrote: I've got somewhere. Common files compile in now, and work fine. I've got a vague event loop up and running, and some of the callbacks work. I've got as far as displaying text sent to the console, and displaying a list of current stats. Here's a screenshot:

Re: [crossfire] Crossedit patches

2005-08-20 Thread Mark Wedel
Kevin Rudat wrote: Crossedit - which of these would you accept, please? * Fix: not drawing floor at weird times. * Fix: large faces * Fix: regions * Fix: Map attribute editor * Fix(?): Using window manager's close functions closes the window rather than stopping crossedit. * Feature:

Re: [crossfire] Renamed objects and inscribed objects

2005-08-24 Thread Mark Wedel
ERACC wrote: Greetings y'all, It has come to the attention of DMs on Metalforge that some players are abusing item renaming and inscription to get around the no foul language rule on Metalforge. For example an item was renamed to a rude phrase and dropped in Scorn where kiddies would see it.

Re: [crossfire] Mac client - status

2005-08-24 Thread Mark Wedel
Amorya North wrote: Ah, ok - so I can store a pointer to an NSImage in the cache entry? That would help a lot. I was wondering where I'd be able to do the conversion. You might want to double check the gtk code/image.c - I'm not sure if your client would need to store anything else. At

Re: [crossfire] Crossedit patches

2005-08-24 Thread Mark Wedel
Kevin Rudat wrote: I didn't mean to imply that I'd give a bunch of changes in one monolithic patch. :( Which patches is it worth making, for inclusion in CVS? At the moment all the changes are in one source tree. It's a bit more work to extract them into separate diffs. I wanted to know if

Re: [crossfire] Re: Crossedit patches

2005-08-24 Thread Mark Wedel
Lalo Martins wrote: And so says Kevin Rudat on 21/08/05 14:26... On Sat, Aug 20, 2005 at 09:53:43PM -0700, Mark Wedel wrote: On the one hand, crossedit is basically obsoleted, so I don't want to spend a bunch of time and resources maintaining it. On the other, if people want to do so, who

Re: [crossfire] Re: Crossedit patches

2005-08-26 Thread Mark Wedel
[EMAIL PROTECTED] wrote: Personally I prefer the java editor's interface, though issues with java have caused me very major headaches (i.e. on one 2GHZ computer it runs unuseably slow for no apparent reason, whereas it runs perfectly fine on a very similarly set up 400MHZ computer). In the past

Re: [crossfire] Item stacking

2005-08-26 Thread Mark Wedel
Brendan Lally wrote: updating the maps isn't too hard, in fact the following is a diff that does just that. (I haven't included much context here, partially for brevity, partially because anyone playing with these maps in the editor will probably break this diff anyway.) I'm tempted to reduce

Re: [crossfire] Inconsistencies between map loading and map saving code

2005-08-26 Thread Mark Wedel
Andreas Kirschbaum wrote: There are some inconsistencies in how crossfire/crossedit and CFJavaEditor handle the map headers reset_timeout and enter_x/enter_y: - CFJavaEditor uses the default value 0 for missing headers. It saves the headers only if the current value is positive. -

Re: [crossfire] Map cache

2005-08-27 Thread Mark Wedel
Brendan Lally wrote: On 8/27/05, Mark Wedel [EMAIL PROTECTED] wrote: You are probably correct, it is certainly easier to let Moore's law do the work instead. It is likely that if there ever were a compelling reason to split load across servers it would be to reduce bandwidth usage from each

Re: [crossfire] Map cache

2005-08-28 Thread Mark Wedel
Preston Crow wrote: On Thu, 2005-08-25 at 18:57, Anton Oussik wrote: When the server comes across maps containing large amounts of items it takes a long time to load. While it is loading the whole server freezes for other players, and on very large maps (like the scorn sale shop or some

Re: [crossfire] loader mangles item names

2005-08-28 Thread Mark Wedel
Andreas Kirschbaum wrote: While searching for the source of bug #1059537 (Chainmail mutations) I discovered that the loader strips out leading material names. snip Since this patch is now more than two year old, most item names should have been fixed by now. Therefore: any objections if I

Re: [crossfire] undecipherable code

2005-08-28 Thread Mark Wedel
[EMAIL PROTECTED] wrote: Quoting tchize [EMAIL PROTECTED]: Second, why do other unique objets present on this map square influence the behaviour of op. I believe this behaviour is related to unique floors saving items on them. Unique floors do have unique set, so other items on them should

[crossfire] server map code redo.

2005-08-28 Thread Mark Wedel
This is a heads up that I plan to start work on a pretty significant map code redo. Below are the main areas I plan to tackle. I may do these in smaller pieces, but the are somewhat related in that I'll be changing the map structure itself to some extent to make this all happen. I'll

[crossfire] Server map redo: movement types

2005-08-30 Thread Mark Wedel
This mail describes my current proposal on changing the movement types. Some areas are open for discussion. Basic change: Allow more extensible movement types, as well as blocking of specific movement types. All fields below use a bitmask to represent value, similar to how the attacktype

[crossfire] LOS and lighting map redo

2005-08-30 Thread Mark Wedel
The basic premise behind this idea is to add more lighting levels given the larger visible map, and make some other LOS improvements. First, I'm undecided exactly how many light levels there can be (and thus, directly related, max glow radius). Larger values impose more server processing

Re: [crossfire] LOS and lighting map redo

2005-08-31 Thread Mark Wedel
Brendan Lally wrote: On 8/30/05, Mark Wedel [EMAIL PROTECTED] wrote: Other thoughts; Is there a strong desire to be able to have colored lighting (Red, green, whatever)? Yes, and directional ones too (that propagate in a cone in a given facing). This would be a nice easy way to make

Re: [crossfire] Server map redo: movement types

2005-08-31 Thread Mark Wedel
Nicolas Weeger wrote: All fields below use a bitmask to represent value, similar to how the attacktype works. These would be defined like: MOVE_WALK 0x1 MOVE_FLY0x2 MOVE_SWIM 0x4 etc Sounds like a great proposal. I'd tweak it slightly, having MOVE_FLY_LOW and

[crossfire] fatigue

2005-08-31 Thread Mark Wedel
As per started in another thread, adding a fatigue stat has some interesting ideas. Basic idea fatigue is a stat, that you ideally want low. You get fatigue by doing strenous things (swimming, flying via skill, attacking, moving a lot). You lose fatigue by resting - this can basically

[crossfire] map redo: more layers.

2005-08-31 Thread Mark Wedel
The basic premise is to add more visible layers on the map, so more than 3 objects can be displayed on a space. One other fix is to also more hard assign what layers objects show up in. One problem with current protocol is that objects can move layers, and this is one thing that would be

Re: [crossfire] server map code redo.

2005-08-31 Thread Mark Wedel
tchize wrote: 5) To convey some of these changes to the client, a new protocol command is needed. But no reason to write that until we have data to actually send to it. I'll opt for a complete rework of whole client/server protocol in a branch. This way we can easily tweak new protocol

Re: [crossfire] Server map redo: movement types

2005-08-31 Thread Mark Wedel
[EMAIL PROTECTED] wrote: From: Mark Wedel [EMAIL PROTECTED] Unless a race has native flying, the player would have to do something to start flying (wear those boots, ready the skill, cast a spell). The question was really want to do once that has happened. Eg, player has applied the boots

Re: [crossfire] fatigue

2005-08-31 Thread Mark Wedel
tchize wrote: You get fatigue by doing strenous things (swimming, flying via skill, attacking, moving a lot). Or just being awake ? or it will not be fatigue but stamina :) Idea was more physical fatigue not mental. I personally don't want to have to rest my character if I'm still

Re: [crossfire] map redo: more layers.

2005-09-02 Thread Mark Wedel
adam ashenfelter wrote: How about 11: rooftops. When player is not under one, client displays them. When the player walks under one, they disappear, and the player can see the interior. I don't see how this really works much with the current system. All the houses that players enter

Re: [crossfire] LOS and lighting map redo

2005-09-06 Thread Mark Wedel
On thinking this over some more, there is also another complication/issue with lighting. As said in the original message, instead of the server communicating darkness of each space, it communicates the location of the lightsources and color of those sources. However, what do we do when

Re: [crossfire] Re: Server map redo: movement types

2005-09-06 Thread Mark Wedel
Lalo Martins wrote: And so says Mark Wedel on 06/09/05 12:27... In cases of impassable terrain (high mountains or something?), perhaps take damage on landing, but once you have landed, should be OK. If you're flying over impassable high mountains, and run out of juice, you crash-land

Re: [crossfire] map redo: more layers.

2005-09-06 Thread Mark Wedel
David Delbecq wrote: Le Mardi 6 Septembre 2005 09:38, Mark Wedel a écrit : You don't get it, i meant, use the old code for that :) It's working so why change it. Your problem is to get old client to receive old style message. Aswar is easy, call old functions :) Yes, but right now

Re: [crossfire] Re: LOS and lighting map redo

2005-09-07 Thread Mark Wedel
Lalo Martins wrote: And so says Mark Wedel on 06/09/05 15:19... 3) Send all light sources for map area, regardless if visible or not. Easiest to do, but starts to give away a fair amount of informatin, especially for non static light sources (hmmm - a lot of light behind that wall - must

Re: [crossfire] Server map redo: movement types

2005-09-07 Thread Mark Wedel
Todd Mitchell wrote: Alex Schultz wrote: What do you mean by hostile? Do you mean like flying over a goblin or something? I meant landing on terrain that causes damage like cold or fire damage - also for things like wasteland which or very high mountains which might do damage too. I

Re: [crossfire] fatigue

2005-09-07 Thread Mark Wedel
tchize wrote: Le Mardi 6 Septembre 2005 06:37, Mark Wedel a écrit : Agree: physical activity, right now, is the only main component not needing recharging. I think we can consider mental fatigue is already taken into account in the fact you need to reload your mana or pray for your grace

Re: [crossfire] map and player persistence question

2005-09-10 Thread Mark Wedel
A few other notes/corrections. I don't have time either to hunt through for function names. But generally, the server/swap.c determines when maps are swapped out and reset. Loading of maps is done as demanded. Maps are loaded into memory whenever: 1) a player enters a map that is

Re: [crossfire] Crossfire site suggestions and request.

2005-09-13 Thread Mark Wedel
Mitch Obrian wrote: I was also thinking maybe we should have a /backup branch of cvs where we can upload tarballs of in-progress projects we are working on? CVS isn't designed, nor a good place, to use as an upload/storage site. And ftp server for that matter would be better. I'd have to

Re: [crossfire] mapguide/director question

2005-09-15 Thread Mark Wedel
Alex Schultz wrote: Alex Schultz wrote: I don't see how it could be that bad either: I'm testing firing missile swarm (about the most projectile intensive spell there is), into a tight 3 director loop, and my server barely gets up to 2% cpu usage. Large fireball fired as rapidly as can be

Re: [crossfire] mapguide/director question

2005-09-15 Thread Mark Wedel
Alex Schultz wrote: Mark Wedel wrote: So if you fire across the world maps, there will only be a few objects on each space the meteor has to check against. In comparison, in the director loop, it has to check on all the objects on the space, which is considerable (all the other meteors

Re: [crossfire] Buildable Land Plots

2005-09-27 Thread Mark Wedel
Well, I'd be in the camp that I want to buy my house prebuilt - I don't want to have to fiddle with putting walls down, doors, etc. But having a spot as a starting point could be nice. OTOH, I suppose the counter to that could why not just the scorn apartments or whatever. At some

Re: [crossfire] Improved collect.pl script

2005-09-29 Thread Mark Wedel
Nicolas Weeger wrote: If I were to do it I would have implemented this behavior in the server instead of in the collecting of archetypes (that way it could be used in maps as well), but this is fine too. I voluntarily choose to do that at collect time, because doing it at item or

Re: [crossfire] Re: [Crossfire-devel] Made a CVS upload error: /maps-bigworld/unlinked/mlab-devel/mlab-devel.tar.gz

2005-09-30 Thread Mark Wedel
Mitch Obrian wrote: For all other maps sans mlab I follow the map guide. However mlab was started way before these, thus it uses the flatdirectory structure so it stays working. I've seen maps break many times before, including my tavern when it was uploaded to cvs originally. The issue is

Re: [crossfire] Summon pet monster

2005-10-03 Thread Mark Wedel
Benjamin Lerman wrote: Hi all, And at least, I have a question, does there exists a way to force the client to wear a particular holy symbol whenever possible. Right now, whenever I change skill, even if I do not need any object to get my new skill, my holy symbol is unapplied, which is

[crossfire] Re: [Crossfire-cvs] CVS commit: crossfire

2005-10-03 Thread Mark Wedel
*** *** 1190,1199 */ if (m-difficulty) fprintf(fp,difficulty %d\n, m-difficulty); if (m-region) fprintf(fp,region %s\n, m-region-name); ! if (m-shopgreed) { print_shop_string(m, shop); fprintf(fp,shopitems %s\n, shop); } if

Re: [crossfire] Summon pet monster

2005-10-05 Thread Mark Wedel
Benjamin Lerman wrote: But there are also some other possible considerations - I think you'd want to make sure that a character doesn't have the same skill equipped through both methods (holy symbol and actual praying skill) - I think that may cause some issues - probably more see with the

Re: [crossfire] Obsolete parameters in arches

2005-10-07 Thread Mark Wedel
Andrew Fuchs wrote: In the archetypes, the color_fg and color_bg parameters appear repeatedly. However it seems as both are now unused, except for color_fg being used for the magicmap color if one is not specified. Should these be removed, and color_fg changed to magicmap, where appropriate?

Re: [crossfire] Empty bottles bug

2005-10-08 Thread Mark Wedel
My personal thought is that using soemthing like other_arch (or if needed, a new field like other_arch) is probably the better way to go. This simplifies a lot of the work (problems you describe). Using the inventory to me seems like an odd way to handle this. I'm sure at some point we

Re: [crossfire] (Python)

2005-10-10 Thread Mark Wedel
But all this doesn't really answer the question - when should something be in python, and when should it be coded in C? I haven't looked at the python code really closely, but what I gather is that a badly written python script is as dangerous for the server as badly written C code (eg,

Re: [crossfire] Bandwith ussage too high?

2005-10-10 Thread Mark Wedel
Andrew Fuchs wrote: There has been a discussion on IRC about Crossfire's band with usage. One suggestion, is to store the information about static objects in maps, client side. One problem is to try to define what is static and what isn't. Every time an animation changes state, data is

Re: [crossfire] Bandwith ussage too high?

2005-10-11 Thread Mark Wedel
Mitch Obrian wrote: I think it would be best to not do that. We do not want to leak information to the client that he cannot see, nor do we want to tell him what is connected. I think the best would be to specify what is cosmetic animations (ex: monster animations, water, spell animations (fire

Re: [crossfire] Quest/Maps idea

2005-10-13 Thread Mark Wedel
Andrew Fuchs wrote: On 10/13/05, Rick Tanner [EMAIL PROTECTED] wrote: ... On a somehwat similar thought, what about map entrances that vary based on time of day or other event? For instance, during the day a castle contains royal guards, no wondering monsters, etc. But at night, interior map

Re: [crossfire] Windows snapshot

2005-10-13 Thread Mark Wedel
Nicolas Weeger wrote: I think gros is going to commit the new plugin system, a.k.a. The Big Patch; on saturday Then we'll have some testers for it :) I'm pretty close to commiting the new movement stuff (different blocking forms, etc) also.

[crossfire] New movement code.

2005-10-14 Thread Mark Wedel
So I finished up the new movement code and did some basic testing, and it seems to work. In basic terms, now multiple move types (walking, fly_low, fly_high, swimming). Spaces can block some or all of those. For compatibility, no_pass 1 blocks all of those. My basic test shows this

Re: [crossfire] More server speed reducing the objects number

2005-10-15 Thread Mark Wedel
Alex Schultz wrote: Alberto Sáez Lodeiros wrote: (Before that, sorry for my english, I'm from Spain, and there are some expressions i don't know very well) I was thinking that the MetalForge server can goes faster (or simply save RAM?) reducing the objects in the world. I refer to reduce the

Re: [crossfire] Smooth movement

2005-10-16 Thread Mark Wedel
Has anyone looked at how the commercial games do this? I'd basically imagine you want to shrink the sleep time to be short enough to correspond for each pixel the object will move. In that way, each time the objects move, you check to see if it is too close to another. Thus, two

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

2005-10-16 Thread Mark Wedel
My personal thoughts: doing this should be based on gameplay, not sorcery vs witchcraft or any of that type of things. I'm a little reluctant to do it food based - for some characters, it is enough a pain just to find enough food on some maps, if I now have to worry that I'm eating the

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

2005-10-16 Thread Mark Wedel
Alberto Sáez Lodeiros wrote: Mark Wedel wrote: 2) PRices for reagants, especially for high level spells, could be quite costly. 1000 pp to cast comet? I think instead set an high price to the high level spells reagents, i think it's better to set those reagents not buyable. This is, those

Re: [crossfire] New movement code.

2005-10-16 Thread Mark Wedel
Brendan Lally wrote: On 10/16/05, Todd Mitchell [EMAIL PROTECTED] wrote: I would advocate that only the shallow sea should be swimmable. Could seas use the same approach as swamps? That when a player starts walking into them, they stand a chance to sink slightly, and if they keep going, they

Re: [crossfire] New movement code.

2005-10-16 Thread Mark Wedel
Todd Mitchell wrote: I just tried it out, fantastic! - just having the ability to block walking but allow missiles will add greatly to the game. There is now quite a bit of map work ahead to take advantage of this. Whole groups of monsters just got a new lease on life. I am drooling over

Swimming, was Re: [crossfire] New movement code.

2005-10-17 Thread Mark Wedel
Alex Schultz wrote: Mark Wedel wrote: That said, what should probably be done is that the swimming skill requires arms, feet, body, etc, be free - basically, player has to unequip most everything to be able to use the swimming skill. What about characters without such slots? (i.e

Re: [crossfire] Re: New movement code.

2005-10-19 Thread Mark Wedel
Rivers are a messy case. Blocking swimming and flying over them doesn't make a lot of sense if you can fly over lots of other stuff. While they are often used to protect areas, I'd make the case that in most of the bigworld map, allowing people to fly/swim over them wouldn't be that big a

Re: [crossfire] chat-embeddable in webpage

2005-10-22 Thread Mark Wedel
Mitch Obrian wrote: You can crash the server with old sockets mode :(. There were bugs with this in the past, but I haven't heard of any recently on this. --- Andrew Fuchs [EMAIL PROTECTED] wrote: On 10/20/05, Joshua Wilson [EMAIL PROTECTED] wrote: ... Unless the server implemented a

Re: [crossfire] noalchemy tile, to prevent repetitions of recent events

2005-10-22 Thread Mark Wedel
Andrew Fuchs wrote: As I write this, several characters on metalforge are performing alchemy in places like, the Hall of Sellection, /start/Nexus, and in the middle of scorn. Basicly, I think we could really use a tile, that prevents the use of alchemy. Probably simplest to just make it that

Re: [crossfire] Selling price variance and buying price variance

2005-11-07 Thread Mark Wedel
Brendan Lally wrote: And, I say -ish, because in the store, each one has a different price... for my character, 239-265 or so. That seems bizarre. Why would the price not be the same for the same item in the same store? This is because there is an arbitrary adjustment to price based on the

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

2005-11-11 Thread Mark Wedel
Brendan Lally wrote: On 11/11/05, Anton Oussik [EMAIL PROTECTED] wrote: On 11/11/05, Lalo Martins [EMAIL PROTECTED] wrote: Hmm. Maybe bigworld is not big at all :-P Brendan's calculations still make sense to me generally, except that now I'm thinking about one-chain-wide mountains and finding

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

2005-11-12 Thread Mark Wedel
Brendan Lally wrote: On 11/12/05, Mark Wedel [EMAIL PROTECTED] wrote: Crossfire is somewhat limited by only 1 aspect of terrain is available (we don't have forested mountains for example). Forested mountains could exist in principle, it just requires someone to be able to draw alpine trees

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

2005-11-14 Thread Mark Wedel
Brendan Lally wrote: On 11/12/05, Mark Wedel [EMAIL PROTECTED] wrote: I believe there are other projects out there (not related to crossfire) about mimicing a planet creation process. If we were really serious, we should look at those. I just noticed this http://www.kde-apps.org/content

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

2005-11-15 Thread Mark Wedel
That could work, particularly if canals were added later, so that boats could travel across much of the continent (your movement code reworking could make it possible then to have narrowboats to travel between cities). I'd personally think that canals on that scale would be more modern than

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

2005-11-15 Thread Mark Wedel
Going back to the original topic: 1) I never envisioned the current scorn continent to be the entire world. To say it is 1/4 of the world, or perhaps even less than that, would be reasonable. Until going off the map wraps you around, no reason to ever say exactly what/where it is. For

Re: [crossfire] Re: Introducing item fatigue

2005-11-22 Thread Mark Wedel
Lalo Martins wrote: And so says Yann Chachkoff on 11/20/05 20:55... - Every complex action generates an amount of fatigue proportional to its difficulty; ... A cauldron is made of metal. You put it on fire, throw ingredients that react sometimes very savagely inside and apply magical forces

Re: [crossfire] Idea for skills

2005-11-27 Thread Mark Wedel
Nicolas Weeger wrote: Btw, it could be used for secondary skills (alchemy, woodsman, ...) skills only, not main combat ones. This way no penalty for fighters/wizards, just for players wanting to do other things than combat :) But I then wonder if an actual cap on exp/skills is needed, or if

Re: [crossfire] Crossedit strips out shop headers (could somebody fix?)

2005-11-30 Thread Mark Wedel
Mitch Obrian wrote: bump Just tried this. crossedit didn't strip out any shop headers for me. is your crossedit (and more importantly, the common directory it is building with) latest CVS? That the crossedit seems to write the headers in different order than say the java edit (or

Re: [crossfire] Crossedit strips out shop headers (could somebody fix?)

2005-11-30 Thread Mark Wedel
Mitch Obrian wrote: Mine isn't the latest CVS, CVS doesn't compile on my laptop system anymore so Cave had to compile it for me. Could you test changing some things in the map and saving? It might strip it out then? Then update to latest CVS, as it works there. Running old versions,

Re: [crossfire] Tweaking alchemy

2005-12-04 Thread Mark Wedel
As far as alchemy is concerned, an easy first pass would be to extend the general store (maybe rename it grocery store or something) to include raw food items, eg, wheat, milk, hunks of meat, etc. That still requires graphics, but but doesn't a whole set of farms, etc, where one can go and

Re: [crossfire] Tweaking alchemy

2005-12-05 Thread Mark Wedel
Anton Oussik wrote: Yes, in the short run this is a much better idea. However, a long term goal of a self-supporting economy based on inter-player interaction (where government-owned shops do not exist except to maybe provide some very basic food and weapons at time of war/famine/natural

Re: [crossfire] Tweaking alchemy

2005-12-11 Thread Mark Wedel
Alex Schultz wrote: Nicolas Weeger wrote: One thing that I also thought would be needed is to add some slow decay factor to most all flesh items like there are for a few special ones (demon ichor). You shouldn't be able to carry around the orc corpse for 3 months and expect it to still be

Re: [crossfire] requestable spell lists.

2005-12-15 Thread Mark Wedel
Quick thoughts: 1) Why not just go for a straight push approach, eg, have the server send updates whenever needed? It seems as written now, you'll get the case like: S-C: stats ... spells have changed C-S: requestinfo spell_list S-C: spell_list ... I just don't really see what we get by

Re: [crossfire] requestable spell lists.

2005-12-16 Thread Mark Wedel
Brendan Lally wrote: I just don't really see what we get by having to do it via a purely request basis. I can't really see the client not sending a request when things change. I can, that's why I started off with the status values. If a client only shows spell names, or only names and

Re: [crossfire] Wraith changes

2005-12-16 Thread Mark Wedel
Quick question - does this mean the only way a wraith gets food is by life stealing attacks? If so, I'd think they need to get given a very high sustenance type of value - otherwise, I'd think you'd get a lot of starving wraiths at certain times, eg, you're hauling your loot of the

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