Re: [crossfire] C++/Qt server version

2008-11-26 Thread Anton Oussik
2008/11/25 Alex Schultz <[EMAIL PROTECTED]>: > On Mon, 24 Nov 2008 22:06:40 -0800 > Mark Wedel <[EMAIL PROTECTED]> wrote: > >> Shared strings: While perhaps no reason to get rid of them, I also >> wonder how necessary they are now days. They do simplify >> comparisons. And with C++ and proper cl

Re: [crossfire] GTK V2 client default layout and map size

2008-02-15 Thread Anton Oussik
On 15/02/2008, Juha Jäykkä <[EMAIL PROTECTED]> wrote: > For point a) please note that some people (at least me) never use full screen > size windows for any purpose (except on my htpc, but that does not even have > a keyboard and mouse so I won't be playing on it) and the current unability > to

Re: [crossfire] Balance changes

2008-01-03 Thread Anton Oussik
On 03/01/2008, Mark Wedel <[EMAIL PROTECTED]> wrote: > Anton Oussik wrote: > > On 31/12/2007, Mark Wedel <[EMAIL PROTECTED]> wrote: > > > >> 2) Since the rebalance here includes scaling things up to level 100, it > >> strikes > >> me we can

Re: [crossfire] Balance changes

2008-01-02 Thread Anton Oussik
On 31/12/2007, Mark Wedel <[EMAIL PROTECTED]> wrote: > 2) Since the rebalance here includes scaling things up to level 100, it > strikes > me we can not give out new spells every level. Maybe every 5 or so, so at > level > 5 you get a small exploding ball and small bolt spell (maybe not at exac

Re: [crossfire] combat notes

2007-11-28 Thread Anton Oussik
On 28/11/2007, Mark Wedel <[EMAIL PROTECTED]> wrote: > I did use a bow a little bit - quite effective. It does shoot really fast, > so > can easily burn through a large number of arrows. I think it may be more > appropriate to lower fire rate of bows and increase their damage, just so > charac

Re: [crossfire] Project: New Intro

2007-07-09 Thread Anton Oussik
On 02/07/07, Mark Wedel <[EMAIL PROTECTED]> wrote: > Alex Schultz wrote: > >I propose that we focus on what content the player sees first > > in the game because after all, it not only is the first part to leave an > > impression > First question on this: It has been suggested that the characte

Re: [crossfire] "identification" skills patch

2007-05-21 Thread Anton Oussik
Would making a unified identify command that calls whatever skills you have to try to identify things around you make sense? That way you can just bind 'identify once and not bother with any other binds or commands. ___ crossfire mailing list crossfire@m

Re: [crossfire] Build command

2007-04-18 Thread Anton Oussik
On 18/04/07, Alex Schultz <[EMAIL PROTECTED]> wrote: > ERACC Subscriptions wrote: > > On Tuesday 17 April 2007 05:22 pm > > Anton Oussik wrote: > > > > > >> Hmm, actually I think it would be a good idea to nerf existing > >> alchemy. It woul

Re: [crossfire] Build command

2007-04-17 Thread Anton Oussik
Hmm, actually I think it would be a good idea to nerf existing alchemy. It would go a long way towards fixing the game balance. At the moment being a pure alchemist is far too easy (money-wise). I would also nerf experience gained up though, to make success more rewarding and eliminate the "identif

Re: [crossfire] Getting more artists

2007-04-17 Thread Anton Oussik
On 17/04/07, Aaron Baugher <[EMAIL PROTECTED]> wrote: > "Yann Chachkoff" <[EMAIL PROTECTED]> writes: > > > Now, I would not suggest using 64x64 as a new size for > > tiles. Instead, keep the base tile as 32x32, and enlarge various > > objects, so that they take more than a single tile. > > > Why ?

Re: [crossfire] Build command

2007-04-17 Thread Anton Oussik
On 14/04/07, Nicolas Weeger <[EMAIL PROTECTED]> wrote: > Optionally, alchemy could be made to use sp, too (would emulate the build > command behaviour). Interesting. This would solve a lot of problems. What do others think? ___ crossfire mailing list cr

Re: [crossfire] Crossfire+/Crossfire2 Versioning and Metaserver

2007-04-14 Thread Anton Oussik
On 14/04/07, Yann Chachkoff <[EMAIL PROTECTED]> wrote: > >Then again someone could also make a new tileset and their own maps, > >and say "do not redistribute" whilst running them on their own server, > >for which they could charge money. I am not sure there is anything GPL > >can do about that. >

Re: [crossfire] Crossfire+/Crossfire2 Versioning and Metaserver

2007-04-14 Thread Anton Oussik
On 14/04/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > 4) Any servers should be free and open, that is to say, not pay for use/play. I am not sure 4) is fair. If people have hardware and time they can donate to run a server that is one thing, but if a CF derivative ever becomes very popular a

Re: [crossfire] Getting more artists

2007-04-11 Thread Anton Oussik
At the end of the day this would be mostly up the the artist(s) contributing art. There seems to be an agreement of 2D vs 3D, so now someone able and willing to contribute needs to be found. ___ crossfire mailing list crossfire@metalforge.org http://mai

Re: [crossfire] Getting more artists

2007-04-11 Thread Anton Oussik
On 11/04/07, ERACC Subscriptions <[EMAIL PROTECTED]> wrote: > On Wednesday 11 April 2007 05:00 am > Anton Oussik wrote: > > > If we could attract an artist (or 5 or 6) who would be willing to > > create 3D models of things, animate them, and then produce a complete >

Re: [crossfire] Getting more artists

2007-04-11 Thread Anton Oussik
On 11/04/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > Note that given GPL rules, we could probably go hunting for graphics that > are already under GPL and incorporate them into crossfire. I have thought about this before, and it will not really work, as you want a complete matching tileset

Re: [crossfire] Undead flag

2007-04-11 Thread Anton Oussik
On 10/04/07, Nicolas Weeger <[EMAIL PROTECTED]> wrote: > AFAIK, undead dragons and such recover when leaving Devourers. > Or am I mistaking? Yes, but when the dragons are undead, they are no longer dragons, they are just undead. This means any dragon-specific checks will fail on them, such as acce

[crossfire] Wraith patch committed. Please test.

2007-01-14 Thread Anton Oussik
The wraith patch has been merged into the source tree. It will most likely need some tweaking to make it balanced, most notably the strength of the feed skill and proportion of that returned to the player as hp/food: on one hand we want it to be possible to survive by feeding off things, on the oth

Re: [crossfire] Improved/redone client.

2007-01-08 Thread Anton Oussik
> Standardize on 19x19 map size. Good idea, and scale tiles accordingly otherwise. Would probably want to make a 16x16, 64x64, and possibly a 128x128 tileset in that case. Or just try to use OpenGL to scale tiles appropriately. > Make client fullscreen. I have mixed feelings about this one. I wo

Re: [crossfire] Client-side scripting

2006-10-14 Thread Anton Oussik
> So, no one has any comment? :) > > Does that mean it's wonderful (so everyone's speechless), and I can commit it? > *evil grin* Seems that way! :-) ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/cros

Re: [crossfire] Quest management system proposal

2006-06-09 Thread Anton Oussik
You need to also consider inter-quest relationships. Completion of one quest may be necessary pre-condition for starting another quest, or could deny you a quest alltogether. You could make all related quests fit into one file I guess as one big quest, or add a way to add FA links across quests, wh

Re: [crossfire] RFC: dynamic alchemy

2006-05-24 Thread Anton Oussik
On 24/05/06, Raphaël Quinet <[EMAIL PROTECTED]> wrote: > On Wed, 24 May 2006 14:56:16 +0200, Wim Villerius <[EMAIL PROTECTED]> wrote: > > On Mon, 2006-05-22 at 20:50 +0200, Raphaël Quinet wrote: > > > Also, shadow alchemy is player knowledge and not character knowledge: > > > this gives an unfair

Re: [crossfire] RFC: dynamic alchemy

2006-05-24 Thread Anton Oussik
Could someone explain how potion making and similar magic where the result is nothing like what you start off with will work? Will you need to put in a water bottle as part of the recipe? What about balms? ___ crossfire mailing list crossfire@metalforge.

Re: [crossfire] RFC: dynamic alchemy

2006-05-22 Thread Anton Oussik
On 22/05/06, Raphaël Quinet <[EMAIL PROTECTED]> wrote: > On Thu, 18 May 2006 10:34:25 +0200, Wim Villerius <[EMAIL PROTECTED]> wrote: > > On Tue, 2006-04-11 at 21:21 +0100, Anton Oussik wrote: > > > To those unfamiliar with it, shadow alchemy generally involves fin

Re: [crossfire] RFC: dynamic alchemy

2006-04-11 Thread Anton Oussik
On 27/03/06, Wim Villerius <[EMAIL PROTECTED]> wrote: > Shadow alchemy is an exploit, used to create items that are > impossible to create with dynamic alchemy. (It is impossible to have > items with resist_something > 99 - and this limit could even be set > lower) To those unfamiliar with it, shad

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-03-08 Thread Anton Oussik
In that case it would make sense to make a big noobie map, with buildings, each of which contains a course to do some thing. If each of these noobie maps was personal to the player, the players could learn about playing cf without anyone else spoiling their fun. This would also enable them to come

Re: [crossfire] Ideas needed to fix exploit

2006-03-08 Thread Anton Oussik
A special case also has to be made for suicide. training up an easy to train skill and then killing yourself with a hard skill should not make training a hard skill too easy... Perhaps not gain any experience for a suicide, since it is conceptually a stupid thing to do. ___

Re: [crossfire] Ideas needed to fix exploit

2006-03-06 Thread Anton Oussik
On 28/02/06, Mark Wedel <[EMAIL PROTECTED]> wrote: > One question I have is why even need a force. Is there any potential abuse > just saying a player can't die when on his savebed? This would most likely cause most players to take unopened chests to bed with them, and practice bedroom alchemy.

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-03-06 Thread Anton Oussik
On 27/02/06, Mark Wedel <[EMAIL PROTECTED]> wrote: > OTOH, I'm firmly in the camp that I'd like a nice popup window on the client > where the player chooses his stats, race, class, and if we want to go in the > direction of choosing skills, that also. Me too, but then followed by two introductor

Re: [crossfire] RFC: gtk client with gtk2

2006-02-14 Thread Anton Oussik
On 09/02/06, Andreas Kirschbaum <[EMAIL PROTECTED]> wrote: > Lalo Martins wrote: > > I've been running the gtk client compiling with gtk2 for about 3 > > months now; it works beautifully (better than with gtk1), sdl and all. > > > > The problems I know about seem to be: > > > > - SDL doesn't work f

Re: [crossfire] gtkv2 client vs gtk client gap list.

2006-02-05 Thread Anton Oussik
My biggest obstacle (grudge?) against using gtk-v2 client is no -split option. It is good for big/small/multiple screens, and I find playing without quite restrictive. Also (last I tried) it fails to compile on cygwin, but that is probably easily fixable if I were to seriously consider using it.

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-02-02 Thread Anton Oussik
On 02/02/06, Mark Wedel <[EMAIL PROTECTED]> wrote: > That said, if the smooth movement stuff is a high priority item, I'd think > that would completely redo movement and actions, and that could be the time to > fix it then. I would say that a smooth moving slowed down crossfire where it takes ti

Re: [crossfire] Transports

2006-02-02 Thread Anton Oussik
On 02/02/06, Mark Wedel <[EMAIL PROTECTED]> wrote: > > > > > 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? Have boats/carts/horses sail au

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] Crossfire 2.0+ features/priorities

2006-01-31 Thread Anton Oussik
On 29/01/06, Brendan Lally <[EMAIL PROTECTED]> wrote: > - an extension to the extension above, send health status along with > monsters (probably as a percentage to not give away total hp), they > can then have clients draw health bars above their heads. As extension to your extension to the exten

Re: [crossfire] crossfire traffic

2006-01-31 Thread Anton Oussik
Great idea! Now make the URL to that widely known, and easily findable, so the user base will easily find it. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire

Re: [crossfire] Transports

2006-01-31 Thread Anton Oussik
On 31/01/06, Mark Wedel <[EMAIL PROTECTED]> wrote: > When aboard a transport, the player will be in the inventory of the transport. I would say that transport should also point to a map containing the inside of the transport. Therefore two actions are requared as regards to a transport: "enter" it

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-30 Thread Anton Oussik
On 29/01/06, Mark Wedel <[EMAIL PROTECTED]> wrote: > One of the things that have been on my wishlist a long time is a better > character creation method. I'd say that a character creation window would work best - where you can select the name, roll and re-roll stats, chose your race, sex, and cl

Re: [crossfire] Lag

2006-01-26 Thread Anton Oussik
On 26/01/06, Mark Wedel <[EMAIL PROTECTED]> wrote: > Brendan Lally wrote: > > On 1/26/06, Anton Oussik <[EMAIL PROTECTED]> wrote: > >> Is there anything that can be done to improve movement on laggy > >> connections? Could the server send the client a matr

[crossfire] Lag

2006-01-25 Thread Anton Oussik
When a player moves, there is currently a delay of one round trip until anything starts happening. Whilst for most modern Internet connections this does not pose a significant problem, when interacting with other players the lag seems to accumulate. They have 900ms lag, I have 1200ms lag, now betwe

Re: [crossfire] Re: Polymorph etc

2006-01-19 Thread Anton Oussik
On 19/01/06, Mark Wedel <[EMAIL PROTECTED]> wrote: > Anton Oussik wrote: > > On the note of adding/fixing spells, could some high level spells be > > added into CF, which need higher levels (like 40, 60, 80, 100) in a > > skill to be able to cast them? At the mome

[crossfire] Re: Moving server towards a modularized system?

2006-01-18 Thread Anton Oussik
On 18/01/06, Yann Chachkoff <[EMAIL PROTECTED]> wrote: > > I for one frown on the idea of making the server slower > > There is no reason that it would be slower than it is now. There are no > reason for a modularized system to be slower than the current version. The > only overhead would be when c

[crossfire] Re: gcfclient options deathlist

2006-01-18 Thread Anton Oussik
Yes, it asks you something like "Are you sure you want want to quit the character?", not "WARNING: You are about to delete the character! Are you sure you want to completely delete the character and entirely and irreversably remove all evidence that the character ever existed for ever and ever?"

[crossfire] Re: Polymorph etc

2006-01-18 Thread Anton Oussik
On the note of adding/fixing spells, could some high level spells be added into CF, which need higher levels (like 40, 60, 80, 100) in a skill to be able to cast them? At the moment there is little point in levelling things like sourcery beyond level 15, when you can cast town portal. Either re-shu

Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Anton Oussik
Throwing in my two pennies: In general modularisiation of the code will improve maintainability, as the core will be smaller, and tidier. Modules can then be compiled in or left out as the person running the server wishes. This would make debugging easier if anything, as then as long as the core i

Re: [crossfire] ...shouldn't one get drunk from wine and booze in CF?

2006-01-12 Thread Anton Oussik
I'm pretty sure making an alcoholic drink would need server code changes. I have tried before to make a booze that casts confusion on the drinker, but the best I could manage is a booze that would get everyone around you drunk (confused) when consumed. Another interesting potion/disease that could

Re: [crossfire] Re: Lalo's Bigworld pupland :D

2006-01-12 Thread Anton Oussik
I'm jumping in completely off-topic, but since there is now more water, and parts only reachable by sea, it would be a good idea to add player driven boats to replace the merchant ones. Maybe some sea monsters too? ___ crossfire mailing list crossfire@me

Re: [crossfire] Wraith changes

2006-01-12 Thread Anton Oussik
On 31/12/05, Mark Wedel <[EMAIL PROTECTED]> wrote: > Anton Oussik wrote: > > > Another thing that could be done is to reduce the feding speed. What > > is the proper way of reducing weapon speed of a skill? I looked around > > briefly, but could not find it. > >

Re: [crossfire] Banking system

2005-12-27 Thread Anton Oussik
On 25/12/05, Brendan Lally <[EMAIL PROTECTED]> wrote: > On 12/25/05, Anton Oussik <[EMAIL PROTECTED]> wrote: > > I suspect this would also fix the client bug when the client crashes > > when it steps on a tile where something has nrof > 2^32. > > Wouldn't

Re: [crossfire] Banking system

2005-12-27 Thread Anton Oussik
On 27/12/05, Nicolas Weeger <[EMAIL PROTECTED]> wrote: > So if we want to change things, i'd go for a credit card / checkbook > system, but only for small amounts - like under 1000 platinum. > This way you wouldn't need to carry money for usual things, but only for > high-priced ones. > Rationale i

Re: [crossfire] Banking system

2005-12-25 Thread Anton Oussik
On 25/12/05, Mark Wedel <[EMAIL PROTECTED]> wrote: > Anton Oussik wrote: > > On 24/12/05, Mark Wedel <[EMAIL PROTECTED]> wrote: > >> At some level, it becomes a question of why not just make money a > >> 'stat'. > > As said, this wouldn&#

Re: [crossfire] Re: [patch] Large-denomination coins

2005-12-24 Thread Anton Oussik
On 25/12/05, Lalo Martins <[EMAIL PROTECTED]> wrote: > And so says Anton Oussik on 24/12/05 18:40... > > I also have some concerns that this will cause inflation, and > > "platinum is the new silver". Could map and item makers please avoid > > making items

Re: [crossfire] Banking system

2005-12-24 Thread Anton Oussik
On 24/12/05, Mark Wedel <[EMAIL PROTECTED]> wrote: > At some level, it becomes a question of why not just make money a 'stat'. > Instead of gold pieces, silver, platinum, etc, floating in your inventory, > something just says you have 123456 gold pieces. > All this starts to get away from the

[crossfire] Banking system

2005-12-24 Thread Anton Oussik
Thinking about lalo's patch, an interesting idea would be to make a patch that makes the banking system more useful by introducing the following changes to the banks: - Gain interest on money deposited - introducing chequebooks. If you attempt to leave a shop, and have unb

Re: [crossfire] [patch] Large-denomination coins

2005-12-24 Thread Anton Oussik
On 24/12/05, Mark Wedel <[EMAIL PROTECTED]> wrote: > Lalo Martins wrote: > > -BEGIN PGP SIGNED MESSAGE- > > Hash: SHA1 > > > > Just submitted a patch to the tracker. > > > > It adds two high-denomination coins: jade (after > > Chinese history and many Chinese-themed RPGs such as > > Exalted

Re: [crossfire] Wraith changes

2005-12-20 Thread Anton Oussik
On 20/12/05, Mark Wedel <[EMAIL PROTECTED]> wrote: > Anton Oussik wrote: > > > Also, although restoration -100 means they do not heal naturaly very > > well, they still do heal over time. The wraith I left overnight had > > 14/22 health, and in the morning it was full

Re: [crossfire] Wraith changes

2005-12-16 Thread Anton Oussik
On 17/12/05, Brendan Lally <[EMAIL PROTECTED]> wrote: > On 12/16/05, Anton Oussik <[EMAIL PROTECTED]> wrote: > > a wraith should be strong enough to suck life from victim > > faster than victim sucks blood from it, since if it is losing hp it > > will die. >

Re: [crossfire] Wraith changes

2005-12-16 Thread Anton Oussik
On 17/12/05, Mark Wedel <[EMAIL PROTECTED]> wrote: > Quick question - does this mean the only way a wraith gets food is by life > stealing attacks? Yes, although magical means (like golden unicorn horn) will also work. Also food that restores hp has no restoration effect, although food that rest

[crossfire] Wraith changes

2005-12-16 Thread Anton Oussik
Today I have posted a patch to the tracker, which can be found at https://sourceforge.net/tracker/index.php?func=detail&aid=1382884&group_id=13833&atid=313833 Repeating the patch description, it does the following to wraiths: >1 Wraith characters gain no food or health regeneration >by eating norm

Re: [crossfire] Tweaking alchemy

2005-12-05 Thread Anton Oussik
On 05/12/05, Mark Wedel <[EMAIL PROTECTED]> wrote: > > 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

Re: [crossfire] Tweaking alchemy

2005-12-04 Thread Anton Oussik
On 04/12/05, Andrew Fuchs <[EMAIL PROTECTED]> wrote: > On 12/4/05, Nicolas Weeger <[EMAIL PROTECTED]> wrote: > > Hello. > > > > I'd like to extend alchemy-like skills, probably with a 'cooking' skill. > > Aaronf0 said he would work on a more dynamic alchemy system, however, > I have no idea if he h

Re: [crossfire] alchemy ideas (was: Idea for skills)

2005-12-01 Thread Anton Oussik
On 28/11/05, Mark Wedel <[EMAIL PROTECTED]> wrote: > 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 :) > >

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

2005-11-11 Thread Anton Oussik
On 11/11/05, Lalo Martins <[EMAIL PROTECTED]> wrote: > Now that some people seem to be working on salvaging the weather system... > > I remember one thing that was somewhat polemic about it, was the choice > of two *corners* of the map for the poles (nw and se IIRC), rather than > the north and sou

Re: [crossfire] Re: New movement code.

2005-10-20 Thread Anton Oussik
On 20/10/05, Mark Wedel <[EMAIL PROTECTED]> wrote: > But I do think giving someone permanent or at will ethereal travel will be > very powerful, even with some of the limitations. The fact is that lots of > maps > have enough wall space where an ethereal creature could effectively hide out > aw

Re: [crossfire] Re: New movement code. (Wraith stuff) (Please don't implement)

2005-10-19 Thread Anton Oussik
On 19/10/05, Todd Mitchell <[EMAIL PROTECTED]> wrote: > I would also put forth an > addition to the suggestions, the idea that etheral travelers would not > be able to pass 'iron' either so it would only work against wood walls > and stone and the like. That may work. That would make some areas co

Re: [crossfire] Re: New movement code.

2005-10-19 Thread Anton Oussik
On 19/10/05, Mitch Obrian <[EMAIL PROTECTED]> wrote: > Please do NOT make anyone able to go through walls. > Why is this idea being considered? It would make maps > useless. How would this make maps useless? ___ crossfire mailing list crossfire@metalfo

Re: [crossfire] Re: New movement code.

2005-10-19 Thread Anton Oussik
On 19/10/05, Brendan Lally <[EMAIL PROTECTED]> wrote: > On 10/19/05, Anton Oussik <[EMAIL PROTECTED]> wrote: > > On 19/10/05, Brendan Lally <[EMAIL PROTECTED]> wrote: > > > I'm inclined to say that at least there should be a /big/ hit points > > >

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

2005-10-19 Thread Anton Oussik
On 19/10/05, Brendan Lally <[EMAIL PROTECTED]> wrote: > On 10/19/05, Anton Oussik <[EMAIL PROTECTED]> wrote: > > Another issue I'd like to bring up is grace. getting rid of > > spellpoints will make grace stand out. If you ask me the model works, > > but it w

Re: [crossfire] Re: New movement code.

2005-10-19 Thread Anton Oussik
On 19/10/05, Brendan Lally <[EMAIL PROTECTED]> wrote: > On 10/19/05, Anton Oussik <[EMAIL PROTECTED]> wrote: > > When activated the wraith becomes invisible, stealthy, can move > > through walls, and can not cast spells, or hold items in inventory > > (except in

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

2005-10-19 Thread Anton Oussik
On 19/10/05, Brendan Lally <[EMAIL PROTECTED]> wrote: > On 10/19/05, Anton Oussik <[EMAIL PROTECTED]> wrote: > > On 19/10/05, Brendan Lally <[EMAIL PROTECTED]> wrote: > > > On 10/19/05, Anton Oussik <[EMAIL PROTECTED]> wrote: > > > > IMO th

Re: [crossfire] Re: New movement code.

2005-10-19 Thread Anton Oussik
On 19/10/05, Brendan Lally <[EMAIL PROTECTED]> wrote: > On 10/19/05, Anton Oussik <[EMAIL PROTECTED]> wrote: > > I know this is now going off topic, but also if wraiths when naked > > could become stealthed and invisible it would add an interesting game > > sty

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

2005-10-19 Thread Anton Oussik
On 19/10/05, Brendan Lally <[EMAIL PROTECTED]> wrote: > On 10/19/05, Anton Oussik <[EMAIL PROTECTED]> wrote: > > IMO this would make spellcasting less useful, as it would be easier to > > take a dragon and claw through armies of monsters, picking up reagents > >

Re: [crossfire] Love and marriage, love and marriage...

2005-10-19 Thread Anton Oussik
On 19/10/05, Mark Wedel <[EMAIL PROTECTED]> wrote: > Most of the initial suggestions could for lack of better term best be > described as new party spells. Married characters, being what they are, > should > perhaps always be in the same party, so the spells work for them. > > In terms of sha

Re: [crossfire] Re: New movement code.

2005-10-19 Thread Anton Oussik
On 19/10/05, Anton Oussik <[EMAIL PROTECTED]> wrote: > Returning to original thread topic momentarily, ethereal movement > should be allowed to all undead who are naked. This will only make the > movement type useful for quests and will not give any combat advantage > to mos

Re: [crossfire] Re: New movement code.

2005-10-19 Thread Anton Oussik
Returning to original thread topic momentarily, ethereal movement should be allowed to all undead who are naked. This will only make the movement type useful for quests and will not give any combat advantage to most players (dragons being a partial exception). Maybe wraiths should get a special "wr

Re: [crossfire] Call for (new) high level (115+) monsters.

2005-10-19 Thread Anton Oussik
On 17/10/05, Mitch Obrian <[EMAIL PROTECTED]> wrote: > So the solution is that once you are lvl 115 you can > charm everything, yay, game is over. I disagree, a lvl 115 character is likely to be unbalanced, so there are still things to do, like raising your one handed and two handed if you are a c

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

2005-10-19 Thread Anton Oussik
IMO this would make spellcasting less useful, as it would be easier to take a dragon and claw through armies of monsters, picking up reagents as you go. You can then sell the reagents to the poor spellcasters struggling to get enough for a zombie-killing cast. It does seems like an interesting ide

Re: [crossfire] Love and marriage, love and marriage...

2005-10-18 Thread Anton Oussik
On 16/10/05, Lalo Martins <[EMAIL PROTECTED]> wrote: > Here's a small list of things I think marriage could do in CF: Some very good ideas, I'd like to see them implemented in CrossFire. Also adding gender at the same time would seem like a good idea. This does bring up a few questions though: I

Re: [crossfire] Word of recall on another player?

2005-10-18 Thread Anton Oussik
On 16/10/05, Nicolas Weeger <[EMAIL PROTECTED]> wrote: > Hello. > > Right now you can't cast word of recall on another player, it's always > applied on casting player. > What would you think of enabling casting on someone else? > Of course, as Rednexela pointed out, you could annoy another player b

Re: [crossfire] Diseases question

2005-10-04 Thread Anton Oussik
On 04/10/05, Nicolas Weeger <[EMAIL PROTECTED]> wrote: > Hello. > > I fixed a bug concerning diseases that had a negative "value", but got a > question concerning maxhp: according to the doc, negative means > "permanent outside the host". And positive "max ticks the disease > stays". So the obvious

Re: [crossfire] Buildable Land Plots

2005-09-27 Thread Anton Oussik
It seems there are two camps here: the "Players should build their own as it is a fun thing to do" and "players should get a pre-built map as it will make their life easier". I will propose a third, contradictory method, which sits in between, and will probably get ignored, as it will be more dif

Re: [crossfire] Buildable Land Plots

2005-09-27 Thread Anton Oussik
I agree there, but what happens when you want to build up (or down)? I guess you place a staircase up (or down), and end up on a new floor, which is unbuilt, and located above (or below) the previous map. ___ crossfire mailing list crossfire@metalforge.o

Re: [crossfire] Buildable Land Plots

2005-09-26 Thread Anton Oussik
On 26/09/05, Brendan Lally <[EMAIL PROTECTED]> wrote: > On 9/26/05, Anton Oussik <[EMAIL PROTECTED]> wrote: > > The drawback is that players would have to control what the shop buys > > and at what price - otherwise someone could dump a lot of useless > > stuff t

Re: [crossfire] Buildable Land Plots

2005-09-26 Thread Anton Oussik
On 26/09/05, Nicolas Weeger <[EMAIL PROTECTED]> wrote: > > Should the shops etc. not be player-run? > > I guess we could have both. > But then, you'd need to have a drawback for running your own > shop (high rental fee? need to be there for the shop to be > opened?), else players could make much mo

Re: [crossfire] Buildable Land Plots

2005-09-26 Thread Anton Oussik
On 26/09/05, Nicolas Weeger <[EMAIL PROTECTED]> wrote: > Also could be based on local traffic in shops (ie if magic > shop gets much commerce, you don't have to pay much to sustain > it, but if no one comes, then you get to pay a lot, they don't > want to have too much losses!). Should the shops et

Re: [crossfire] Buildable Land Plots

2005-09-26 Thread Anton Oussik
Not tying down a deed to a space certainly makes it easier. Also combining building plans with deeds seems sensible, since a player would know what sort of thing they would want to buy. If I understand correctly, those deeds (like a tower deed) would only provide a base building which can then be

Re: [crossfire] Unbalanced spell types

2005-09-26 Thread Anton Oussik
On 9/26/05, Mark Wedel <[EMAIL PROTECTED]> wrote: > That said, one thing I said long ago and hasn't been done is the idea that a > monster (or other object) no longer needs an archetype to cover the extent of > its image. With the big image support, a hill giant can be changed so that it > is on

Re: [crossfire] Buildable Land Plots

2005-09-21 Thread Anton Oussik
On 9/21/05, Alex Schultz <[EMAIL PROTECTED]> wrote: > ISSUES: > -Where should land plots be buildable? I would say allow anywhere, on world map, but not in a city. I would also introduce some sort of land tax for every plot you have built up. Also when you first build on the plot, you "buy" it

Re: [crossfire] International talk like a Pirate day.

2005-09-16 Thread Anton Oussik
> wtf is international talk like a pirate day? A day in the year when you talk like a pirate. Yarr! http://www.yarr.org.uk/ http://www.talklikeapirateday.com/ I think putting social clothing into its own section is a good idea. ___ crossfire mailing

Re: [crossfire] Re: fatigue

2005-09-03 Thread Anton Oussik
This should be plain text. Sorry, gmail decided it wanted to send html emails for some strange reason and did not tell me. On 9/2/05, Robert Brockway <[EMAIL PROTECTED]> wrote: > On Fri, 2 Sep 2005, Lalo Martins wrote: > > > (My wife made a character who, by choice, lived off only alcoholic > > d

Re: [crossfire] fatigue

2005-09-01 Thread Anton Oussik
On 9/1/05, Mark Wedel <[EMAIL PROTECTED]> wrote: 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 t

Re: [crossfire] Server map redo: movement types

2005-08-30 Thread Anton Oussik
On 8/30/05, Brendan Lally <[EMAIL PROTECTED]> wrote: Additionally MOVE_HORSE, being much faster than walking, but lessand MOVE_WAGON, which would be able to carry vast amounts of items, And your face should change to a mounted figure or horse driven carriage. Maybe also include MOVE_SHIP when you

Re: [crossfire] Map cache

2005-08-28 Thread Anton Oussik
On 8/27/05, Mark Wedel <[EMAIL PROTECTED]> wrote:   Catching up on various points:  I have no plans, no do I expect to see any work on making crossfire multiserver distributed.  The work to do that would be huge.  At minimum, the gamealmost needs to be thread safe, so why not just do that?  With mu

Re: [crossfire] Item stacking (was: Map cache)

2005-08-26 Thread Anton Oussik
And this is what happens when you allow developers from England to post to the mailing lists ;) Yes, your estimates seem very good. If others agree it would probably be a good idea to document all this somewhere and update the signs and so on in the game and maps.

Re: [crossfire] Map cache

2005-08-26 Thread Anton Oussik
Oh, and I wanted to add to that that when a server goes down, another server could take over its load, but states of maps and players on the server would be lost. They could send each other "alive" packets, and when a server has not replied for a while consider it dead and either hold election or d

Re: [crossfire] Map cache

2005-08-26 Thread Anton Oussik
On 8/26/05, adam ashenfelter <[EMAIL PROTECTED]> wrote: > On 8/26/05, Mark Wedel <[EMAIL PROTECTED]> wrote: > > > > > > Better long term would be for each map to have its own thread. With multi > > core/thread cpu's, this makes more and more sense. > > > > However, that requires some prety sig

Re: [crossfire] Item stacking (was: Map cache)

2005-08-26 Thread Anton Oussik
On 8/26/05, Brendan Lally <[EMAIL PROTECTED]> wrote: > one way of dealing with this might be to check whether the item uses a > body slot, and make a determination based on that, but it doesn't help > much with things like books, which probably should stack in that way. I don't really like junk lo

Re: [crossfire] Map cache

2005-08-26 Thread Anton Oussik
On 8/26/05, tchize <[EMAIL PROTECTED]> wrote: > And also, limiting the number of object on a specific square sould be a good > thing too. > It's such bizzare to be able to put 600 axes on one appartment square :s > Maybe, but how do you impose a restriction? Can I store 50 cauldrons? 10,000 plat

Re: [crossfire] Map cache

2005-08-26 Thread Anton Oussik
> The file accessing code would need rewritten a little, although, if > you allow one thread to do all file loading, then it doesn't need to > be done in parrallel, Thread creation and destruction is cheap. If it is to be done it might as well be done properly. With one map loading thread the serv

[crossfire] Map cache

2005-08-25 Thread Anton Oussik
This is an idea I had for a while now, but never had time to implement. If someone has some spare time and wants something to code something for CF they can try this. When the server comes across maps containing large amounts of items it takes a long time to load. While it is loading the whole ser

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