Re: [crossfire] Crossfire 2.0+ features/priorities

2006-02-01 Thread Mark Wedel
Brendan Lally wrote: > On 2/1/06, Miguel Ghobangieno <[EMAIL PROTECTED]> wrote: >> And a setting to show (by default) 1 attack message >> per second or so (rather then "char punches once, and >> again, and SUPRISE again!"). > > I want the rate of attacks to be down to about one (or two at most) a

Re: [crossfire] Bigworld-ized pupland status?

2006-02-01 Thread Lalo Martins
And so says Miguel Ghobangieno on 02/02/06 01:38... > What's the status on bigworldized pupland (IE: when is > it going in?). /me awaits the glorious addittion. Snapshot is up at http://lalo.revisioncontrol.net/crossfire/ Next in the TODO list: - Re-do the Nurnberg castle, it's so out of scale i

Re: [crossfire] cfclient colouring

2006-02-01 Thread Mark Wedel
Brendan Lally wrote: > On 2/1/06, Mark Wedel <[EMAIL PROTECTED]> wrote: >> Brendan Lally wrote: >> actually, I don't think there is anything specific about using 16 colors. >> I >> think it was just that 16 colors were used - it could very well be 12 or 25 >> - as >> far as X is concerned, it

Re: [crossfire] Transports

2006-02-01 Thread Mark Wedel
Lalo Martins wrote: > Which leads to another idea - some transports could be set up to behave > as pets when unpiloted (behave as pets, not count as pets - killpets > shouldn't kill them), so that you have 2 horses, you put your stuff on > one, mount the other, and the "cargo" horse follows you.

Re: [crossfire] Transports

2006-02-01 Thread Mark Wedel
> > Also, how about setting up shipping routes and roads by placing > directors for transport on them? Is the point here to have boats automatically sail from point A to B, or to give players a clue? If the idea is to give players a clue, I think some other things could be more useful -

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-02-01 Thread Brendan Lally
On 2/1/06, Miguel Ghobangieno <[EMAIL PROTECTED]> wrote: > And a setting to show (by default) 1 attack message > per second or so (rather then "char punches once, and > again, and SUPRISE again!"). I want the rate of attacks to be down to about one (or two at most) a second - at least for 'normal

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-02-01 Thread Miguel Ghobangieno
I think we should have plots and reputation system in for 2.0. And a setting to show (by default) 1 attack message per second or so (rather then "char punches once, and again, and SUPRISE again!"). It would also be good if the int for hp, maxhp, sp, and maxsp (used for alters) was raised to int 32

[crossfire] Bigworld-ized pupland status?

2006-02-01 Thread Miguel Ghobangieno
What's the status on bigworldized pupland (IE: when is it going in?). /me awaits the glorious addittion. __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com __

Re: [crossfire] Transports

2006-02-01 Thread Anton Oussik
On 01/02/06, Brendan Lally <[EMAIL PROTECTED]> wrote: > On 2/1/06, Alex Schultz <[EMAIL PROTECTED]> wrote: > > Well, IMHO this may not add too much for the player to use, but I can > > see it as something that would add alot of depth to the gameplay. Not > > sure how worth it it would be to do thou

Re: [crossfire] Transports

2006-02-01 Thread Brendan Lally
On 2/1/06, Alex Schultz <[EMAIL PROTECTED]> wrote: > Well, IMHO this may not add too much for the player to use, but I can > see it as something that would add alot of depth to the gameplay. Not > sure how worth it it would be to do though, as it is indeed alot of > complication, though I would say

Re: [crossfire] Transports

2006-02-01 Thread Alex Schultz
Mark Wedel wrote: >1) I had thought about transports having maps associated with them (map of a >ship, etc). But that adds a lot of complication - first, you need to somehow >make those maps unique, update exits, etc. But also, you get issues of actual >appearance. IMO, when driving around/w

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-02-01 Thread Miguel Ghobangieno
I think a better solution would be to, rather then show every attack message, only show one every 1 second or so. Friendly fire is setable in the settings file and can be set low to compensate. --- Mark Wedel <[EMAIL PROTECTED]> wrote: > But this is also tied to player speed. Unless you > make

Re: [crossfire] Transports

2006-02-01 Thread Brendan Lally
On 2/1/06, Lalo Martins <[EMAIL PROTECTED]> wrote: > Me, I'm sticking with Brendan's "indoors square is 1 fathom, outdoors is > 1 chain" scale. It makes the best sense, even if it makes the > "continent" ridiculously small. > > BTW, I keep referring back to that message, and every time I have to >

Re: [crossfire] Transports

2006-02-01 Thread Lalo Martins
And so says Mark Wedel on 01/02/06 14:44... > 4) Scale is always an issue. Arguably, players are too big for most stuff in > the bigworld map (or all buildings must use magic to be bigger on the inside > than they appear). For that matter, right now, things like the longships > and > the lik

Re: [crossfire] cfclient colouring

2006-02-01 Thread Brendan Lally
On 2/1/06, Mark Wedel <[EMAIL PROTECTED]> wrote: > Brendan Lally wrote: > actually, I don't think there is anything specific about using 16 colors. I > think it was just that 16 colors were used - it could very well be 12 or 25 - > as > far as X is concerned, it doesn't care (unless someone onl