Rick pretty well summarized my feelings on the matter... nice concept in theory
if unintended side rffects on stacking etc. were dealt with, but that seems a
big challenge considering current game mechanics and what not.
Rick Tanner l...@real-time.com wrote:
-BEGIN PGP SIGNED MESSAGE-
The problem is that the sounds already defined were disabled by the change,
so it is not a matter of simply not implementing things incrementally.
All that used to work no longer does..
I don't remember disabling previous sound support, but maybe I indeed did,
considering not many
I think that was one reason I was more in favor of symbolic names
(dangerous_song, port_area) - it seems in many cases the client may do some
amount of remapping for what songs it has.
OTOH, using file names does not preclude that - it can just make it
harder if one adds a new
Extract from the Developers/protocol:
Change background music. Server will send NONE as the string to stop any
music from playing. This song data is set in a map property. (Due to
someone forgetting to update this file when he/she implemented the
command, it is
Hello.
server/trunk/doc/Developers/sound describes the sound2 protocol and a
volume component to the sound protocol. It indicates that the server
arbitrarily sets volume for variability.
Actually, the abitrarily was supposed to mean 0 is basically totally
attenued, 100 is the full
For summoning, maybe a fix would be to make base monsters tougher, so they
can
really help the player kill things, and not just hit 2 times before being
destroyed...
Maybe increase hp a lot, like tenfold?
I think I agree to this... though I have never claimed to be a games master.
With the new quest system, some maps are now only available if the player is
doing the correct quest. Such maps will also be available only once.
Are you sure? I think that quests are restartable? But maybe not. Perhaps
only certain quests are restartable.
For instance, the animator's
Does anyone have a particular objection to a factoring out of road/path arches
from the wall directory? I find the association of walls with paths to be
unhelpful if not actually bewildering. Wall is the last place I look for
roads.
This involves moving dirtroad, paved, footpath, yellow.
It
Hello.
Could you please try with the attached CFDialog.py file?
Just in case, remove your existing CFDialog.pyc, and restart the server - for
some reason, changes to CFDialog.py aren't always taken into account without
a
server restart, for some reason.
I changed the except Exception
somewhere...
Le vendredi 04 juin 2010 01:02:17, Kevin Bulgrien a écrit :
Hello.
This commit has broken dialogs. It is no longer possible to get out of
scorn by saying a password, and it further appears that most CFDialogs
are now completely disabled...
Scorn quests, Goths
Hello.
This commit has broken dialogs. It is no longer possible to get out of
scorn by saying a password, and it further appears that most CFDialogs are
now completely disabled...
Scorn quests, Goths Hintson... etc. No server messages are issued. The
NPCs simply do not respond
This commit has broken dialogs. It is no longer possible to get out of scorn
by saying a password, and it further appears that most CFDialogs are now
completely disabled...
Scorn quests, Goths Hintson... etc. No server messages are issued. The NPCs
simply do not respond any more.
I backed up
Hello.
I made a small idea dump for level progression, at
http://wiki.metalforge.net/doku.php/dev:levels
Comments welcome :)
It is not at all clear whether the XP tables are still controlling level
advancement or if they are replaced. Such should be stated.
I don't know. I'm not much
On Mon, 24 May 2010 04:43:24 -0500
Kevin Bulgrien kbulgr...@att.net wrote:
Hello.
I made a small idea dump for level progression, at
http://wiki.metalforge.net/doku.php/dev:levels
Comments welcome :)
It is not at all clear whether the XP tables are still controlling level
Maybe - certainly the quest giver may vary information based on how he
likes other races.
And that could make it more interesting to play in parties, to share quest
knowledge.
It could certainly be interesting if alternate towns are added. While
trolls
may not be liked in
Hello.
svn up / recompile / restart server: Quest dialogs that worked yesterday
are now broken... Quest NPCs are completely mute and do not respond to
hi/hello.
Did you make install? There were some changes to the plugin interface.
Yes, always.
Any output in the server log?
None.
Hello.
Breakage hopefully fixed, NPCs will talk after the player again.
I added Crossfire.AddReply, Crossfire.SetPlayerMessage and Crossfire.NPCSay
methods to Python to extend what NPCs can say, and give hints to the player
on
available replies.
This can be used in the quests being
I tried to play test some of the new quests tonight and nothing worked. None
of the dialog paths did anything. I could not get past go.
I looked in the server logs... no message whatsoever.
Something needs work. So digging around, I find:
python/dialog/dialog_check.py
I decide to see what
. If this change causes to much trouble, that is the only
change made in the commit, so it should be easy to revert if need be.
Kevin Bulgrien
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coming up, I think that this is a non-trivial issue, and
suggest that gtk-v2.glade be fixed to be more friendly, or replaced as
the default.
Kevin Bulgrien
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.
With the release coming up, I think that this is a non-trivial issue, and
suggest that gtk-v2.glade be fixed to be more friendly, or replaced as
the default.
Kevin Bulgrien
Well, I played around with it a long time tonight to try to fix without putting
the sizes back in and didn't get anywhere
My fairly random thoughts on all of this:
- The space used up for the tab for skills exp is minimal, so for most
layouts, the cost of keeping it in place isn't very high.
As for removal, I don't have a problem taking it out of most layouts, and
will likely remove it from most, except for
A key design point for caelestis.glade was that the GTK-V2 client used to
make little use of the so-called Critical Messages pane. This made it seem
reasonable to add it to a tab notebook since it added little value to the
client.
With the advent of the message control features in the GTK-V2
Discussed in this thread:
http://crossfire.real-time.com/clients/gtkv2images/caelestis_790x600.png
http://crossfire.real-time.com/clients/gtkv2images/chthonic_790x600.png
A key design point for caelestis.glade was that the GTK-V2 client used to
make little use of the so-called Critical
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
I appreciate the comment, and I agree with the quote.
Yeah... should not have hit send... but maybe that's what made me think. It
was not supposed to go to the list, but if that was true, then it should not
have been sent in the first place... so we're having a bad streak here.
Sorry folks.
Until other responses are made to this, there is really little point in
continuing the discussion. It is evident that an agenda is being pushed when
there are many other alternative paths and cooperative viewpoints that are less
isolating and much more constructive. Policy is being proposed that
Ok, so taking all of that, then it is even less clarity over who can
'bless' a change to a layout, particularly if the author of a layout
isn't the same thing as a user. Because there are multiple respondents,
giving different verdicts, the mailing list probably isn't the ideal
place to try
Questions:
1) Can the skills and experience pane now disappear?
Probably, but the answer may not be as simple as you are thinking. Not only
that, but I think that even though there are a lot of people that like to
hide detail, there are some that like everything visible on the HUD, and
that
On Wed, 14 Apr 2010 23:03:04 -0700
Mark Wedel mwe...@sonic.net wrote:
On 04/14/10 12:29 PM, Rick Tanner wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On 3/31/10 2:01 AM, Mark Wedel wrote:
Just a heads up - I'm targeting weekend of April 10-11 to make a
release,
since I
Hello.
What about we just decide to do a release of trunk end of march?
Whatever it is called, 1.5, 2.0, 1.9, and such :)
Then let's kill branch, and work on trunk.
Does that sound ok?
Sure - though perhaps my recent inactivity lowers the weight of the vote.
It has gotten to the
Hello.
I'd like to suggest a [img name=xxx] tag for client-side rich tags, as
defined in mediaTags.
As implied, the tag would display a picture from its name :)
Uses:
- illustrate a text
- show a bigger picture of something (map, illustration, ...).
What do you think?
Nicolas
Hello.
Suggestion to change the various messages at login:
Hello you nice soul, and welcome to this world.
My memory is slightly blurred lately, could you tell me your name, again?
[prompt for name]
If new player:
Ha, you're not on my registers, so you just had the authorisation
See:
https://sourceforge.net/tracker/index.php?func=detailaid=2850517group_id=13833atid=113833
I have made an attempt to redo configure.ac and various client Makefile.am
files to try to bone up pthread checking and support in the clients. Not
being an autoconf/make guru I had to resort to
SVN revision 12184 presents the stable GTK-V2 Message Control system. Output
count and time are now user controlled via spinbuttons. The spinbuttons can
be pasted into, and allow use of PgUp/PgDn to adjust them faster. The
previously announced message routing is unchanged. You can now route
The message types in the system are consecutive numbers from 1 to 20. They are:
#define MSG_TYPE_BOOK 1
#define MSG_TYPE_CARD 2
#define MSG_TYPE_PAPER 3
#define MSG_TYPE_SIGN 4
#define MSG_TYPE_MONUMENT 5
#define MSG_TYPE_DIALOG6 /* NPCs, magic
After looking over the server code, it seems quite clear to me that
mwedel's suggestion to move it to the client is a good idea.
Do you have any idea how this affects the latency on longer network links and
when there are huge numbers of messages flowing? The output-count helped me a
For those interested, see the SF tracker:
https://sourceforge.net/tracker/index.php?func=detailaid=2789515group_id=13833atid=113833
This is fair warning that the server support for output-count and output-sync
functions is about to be removed rather than fixed.
Ragnor states that jxclient
Starting a new character on 2.x I still feel physical combat is over-powered at
this time for low levels. It is too easy to wear a bunch of armor, load up on
protection and go after it. Magic recharge is way slower than health recharge
especially when considering healing magic availability. I
Following up on a thread started in December, I finally applied a patch to the
GTK-V2 client to experiment with improving message routing in the client. This
code begins to sort messages between message pane 0 (Messages) and pane 1 (so-
called Critical Messages) based on MSG_TYPE classification.
- By January 20th I'd like to merge all trunk changes that are
sufficiently tested into branch and cut a RC1. Since I haven't
been following everything that happened in the last year and a
half, I kindly ask people to tell me which changes are known
good, which are known bad,
I'd strongly suggest a decimal system be used (10:1 or 100:1 ratios).
I really don't want to have to be doing 64:1 multiplication to try and
figure out values of different items.
I'd also suggest that names of currencies by intuitive. I
don't think anyone would know valuy of cleekins
First and foremost, the platform sounds great. Not having put as
much thought into it, I can't say I fully grasp the finer points.
snip
Gameplay
snip
As I read Gameplay, it all sounds good.
If there was one game that I was impressed with (but abandoned
when it went non-free) it
The GTK-V2 Critical Messages pane presently seems rather useless. Not a lot of
stuff goes there, and I would not call what does go there critical. Many times
I find myself not seeing chats, tells, etc, because battle messages, praying,
etc. are flooding the messages pane.
Does anyone have an
thoughts as usual!
--
Kevin Bulgrien kbulgr...@att.net
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Kevin Bulgrien [EMAIL PROTECTED] writes:
Does anyone actually have recent gcfclient sound that works?
Updated info. On one machine at least, I found a module loading
problem and since I fixed that, the sound server does not appear
to crash any more.
Also tried with Alsa 1.0.9.
/dev/dsp
It does not happen all the time, but several times tonight, with a client
compiled with CVS as of today, I have had client crashes while middle
clicking a pouch of Holding in a store. The crash always occurs when
going from active open to active.
The terminal says:
libpng warning: Ignoring
Running latest CVS, I see that at least some store messages are truncated at
times. I am playing on MetalForge.
I picked up an item, and tried to leave while not having enough money...
---
That is flint and steel (unpaid)
It is made of: iron.
It weighs 0.300 kg.
You reckon it is worth a
I do not get the purpose behind the fact that selling price of look is wildly
different from store to store.
At first I thought it might have something to do with the store having more
of an interest in certain items, but now I am not so sure.
It seems that the lighting emporium pays almost 4x
In the following, /dev/dsp is shown to be used. And, in fact, during this
session /dev/dsp is busy.
[ INFO ] (Client Version) GTK Unix Client 1.8.0
[ INFO ] (gtk::init_cache_data) Init Cache
[ INFO ] (common::raiseChild) Raising /home/games/bin/cfsndserv with flags 7
[ INFO ]
Kevin Bulgrien [EMAIL PROTECTED] writes:
It does not happen all the time, but several times tonight, with a client
compiled with CVS as of today, I have had client crashes while middle
clicking a pouch of Holding in a store. The crash always occurs when
going from active open to active.
Ok
Does anyone actually have recent gcfclient sound that works? I have
tried a couple of iterations of compiling cvs and downloading pre-
made rpms for Mandrake 10.1 and Mandriva 2005LE. cfsndserv just dies.
This done on three different systems also. I know alsa is up because
on one system I had no
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