Re: [crossfire] Weather usability was: [Idea] Spells inmediate effects

2006-03-24 Thread Miguel Ghobangieno
Well eventually there will be a swim abillity IIRC. allow projectile would be better to be set. Would only need to set it on the water arches. --- Mark Wedel <[EMAIL PROTECTED]> wrote: > Miguel Ghobangieno wrote: > > > Oh I'd like to beable to set it so arrows, bolts, &g

Re: [crossfire] Treasurelist idea

2006-03-22 Thread Miguel Ghobangieno
Well using set as a prefix would allow you to put whatever in the arch, thus one wouldn't need to edit the code every time a new variable is created since set just passes it into the archtype in memory. --- Alex Schultz <[EMAIL PROTECTED]> wrote: > Miguel Ghobangieno wrote: >

Re: [crossfire] Weather usability was: [Idea] Spells inmediate effects

2006-03-22 Thread Miguel Ghobangieno
ow(or projectile) etc. projectile probably would be fine. I tried to do it my self hoping that the movement code used key value... :( --- Alex Schultz <[EMAIL PROTECTED]> wrote: > Miguel Ghobangieno wrote: > > >Weather code is usable. I use it, albit on level 4 > >now.

[crossfire] Sock puppet xploit

2006-03-22 Thread Miguel Ghobangieno
Could that sockpuppet xploit please be fixed?. I like the idea of the force that makes it so that if the player (who's name is in the force's slaying field?) is killed on the spot where he died or the bed he ressurected on no xp goes to the attacker. Also there could be a 2nd force in the player t

Re: [crossfire] [Crossfire] [Idea] Spells inmediate effects

2006-03-21 Thread Miguel Ghobangieno
Weather code is usable. I use it, albit on level 4 now. --- Lalo Martins <[EMAIL PROTECTED]> wrote: > And so says Alberto Sáez Lodeiros on 22/03/06 > 00:51... > > I was playing CF and killing dreads while I > realize that most common > > spells have no secondary effect. I think that a > more rea

[crossfire] Treasurelist idea

2006-03-21 Thread Miguel Ghobangieno
I was thinking (perhapse this is allready doable): treasure bla arch sword chance 20 magic 4 set damned 1 set wc -2 set msg set this is a great sword sed endmsg end If the code sees "set" then that which comes after it will be applied to the dropped

Re: [crossfire] Player-owner shop proof of concept

2006-03-19 Thread Miguel Ghobangieno
Player-owned, shortened form P-owned :) I think you should beable to set the buying price if you own the shop. --- Nicolas Weeger <[EMAIL PROTECTED]> wrote: > > But i'm afraid what happens when high lvl players > sell quest items > > for very few platinums, and so soon many low level > players

Re: [crossfire] first bug discovered by unit test

2006-03-12 Thread Miguel Ghobangieno
Yay. There should be added some security unit tests aswell. --- tchize <[EMAIL PROTECTED]> wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > While am still preparing check framework for > crossfire, i found a bug > in common/shstr.c where query_refcount was returning > wrong value. >

Re: [crossfire] Ideas needed to fix exploit

2006-02-27 Thread Miguel Ghobangieno
Force inserted at death to prevent aquiring tons of xp from multiple deaths is best IMHO. Should be if player died within x tiles then you don't get xp. Another possibility is this. If you kill someone who is at their perm exp you don't get any points. --- Andreas Kirschbaum <[EMAIL PROTECTED]> w

Re: [crossfire] Ice Castle up for grabs.

2006-02-16 Thread Miguel Ghobangieno
(continued) Also I see you have alot of dirs in there, how are they to be? maps/onefang/(1.4,TEMP,AntFarm) maps/python/stuff arch/ ? --- David Seikel <[EMAIL PROTECTED]> wrote: > On Fri, 6 Jan 2006 21:58:29 +1000 David Seikel > <[EMAIL PROTECTED]> > wrote: > > > I really should have done this

Re: [crossfire] transports committed.

2006-02-07 Thread Miguel Ghobangieno
NM, the removals were only in the client tree. --- Mark Wedel <[EMAIL PROTECTED]> wrote: > > I've just committed the code to handle transports. > Detailed information can > be found in the doc/Developers/object under > Transports, so I won't reproduce > that here, but some quick notes: > >

Re: [crossfire] transports committed. (diffs?)

2006-02-07 Thread Miguel Ghobangieno
Does cvs provide diffs for this? I'm interested in this but don't want to also have to have that patch that was just applied that removes features. --- Mark Wedel <[EMAIL PROTECTED]> wrote: > > I've just committed the code to handle transports. > Detailed information can > be found in the do

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

2006-02-05 Thread Miguel Ghobangieno
I use the keybinding interface very often. I imagine others do too. --- Mark Wedel <[EMAIL PROTECTED]> wrote: > Yann Chachkoff wrote: > >> Briefly discussed on irc, but also related to > other discussions, is perhaps > >> what client(s) to use going forward. To me, at > some level, keeping the >

[crossfire] Why have you banned my CVS access, And why do you hate mlab (I just finished mlabhell and I want mlab in for 1.9)

2006-02-05 Thread Miguel Ghobangieno
Why have you banned my CVS access, and why do you hate mlab? I just finished mlabhell and I want mlab in for 1.9. It's better to have it in non-dirified format for 1.9 then not in at all. Also I am offended at lauwernmark and errac's plot to change mlab's culture. __

Re: [crossfire] Transports

2006-02-03 Thread Miguel Ghobangieno
I like the way point + logic in a script idea. --- Mark Wedel <[EMAIL PROTECTED]> wrote: > Anton Oussik wrote: > > 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

Re: [crossfire] Transports

2006-02-02 Thread Miguel Ghobangieno
Sea battles shouldn't go to a pocket reality, they should duke it out on bigworld seas and only if they get right next to eachother should the "inside" map(s (multiple levels on big ships)) of the other ship be tiled to the 1st ships maps. __ Do You

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-02-02 Thread Miguel Ghobangieno
I don't want those abilities removed. Why shouldn't I beable to make a magic monster that can reflect spells or arrows that? Just remove the ability from the knights and gaurds and remove the reflecting amulet from circulation. I hate all this talk of removing everything from the game. Maybe cross

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] 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

2006-01-31 Thread Miguel Ghobangieno
One can't put unpaied stuff in a box and steal them, same would go for transports I'd assume. __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-31 Thread Miguel Ghobangieno
E- > Hash: SHA1 > > > Miguel Ghobangieno wrote: > > > > Maybe some new spells too? Circular spells ect > (kinda > > like a circle of protection of fireballs spining > > around you etc). > > This "effect" is already possible (and probably &

Re: [crossfire] Transports

2006-01-31 Thread Miguel Ghobangieno
Perhaps both the player and the transport should be damaged? __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ crossfire mailing list crossfire

Re: [crossfire] move_allow attribute

2006-01-30 Thread Miguel Ghobangieno
AIL PROTECTED]> wrote: > Miguel Ghobangieno wrote: > > >(though I would caution against giving players > themselves a pass wall spell) > > > As I understand it, with what Mark is saying, walls > would have to > explicitly be set

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-30 Thread Miguel Ghobangieno
This is a good idea. If there is a 100x100 (or 100x50 etc) block of completely identical archtypes (and the player is in LOS range of these (they are not behind a wall), we don't want to send the whole map to him, then the server could send something like (100x100 of flagstone starting at bla bla).

Re: [crossfire] move_allow attribute

2006-01-30 Thread Miguel Ghobangieno
I like this idea very much (though I would caution against giving players themselves a pass wall spell), I creates a granular permissions system that is appealing. --- Mark Wedel <[EMAIL PROTECTED]> wrote: > > Thinking a little little about transportation > objects (boats, horses, etc) and >

Re: [crossfire] Crossfire 2.0+ features/priorities (compression)

2006-01-30 Thread Miguel Ghobangieno
A server variable could be set that turns on/off compression. __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ crossfire mailing list crossfire

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-29 Thread Miguel Ghobangieno
you from being moved. If so then... well that's not supposed to happen and brace seems like it needs work, if not then nm. --- Brendan Lally <[EMAIL PROTECTED]> wrote: > On 1/29/06, Miguel Ghobangieno <[EMAIL PROTECTED]> > wrote: > > Brace is used, as Leaf said befor

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-29 Thread Miguel Ghobangieno
Brace is used, as Leaf said before, to make it easier to swich deities without being pushed off the alter... this was allready discussed! We shouldn't do things that increase bandwidth usage... /me watches the bandwith usage skyrocket just to spite him. --- Mark Wedel <[EMAIL PROTECTED]> wrote:

Re: [crossfire] Crossfire 2.0+ features/priorities

2006-01-29 Thread Miguel Ghobangieno
One of the things we should do for 2.0 (note: we are not yet at 1.9) is try to decrease bandwith usage. For instance, some animations are cylical, and the server knows which ones these are currently IIRC. The server shouldn't have to send a update for every tile every time for cylical animations, t

Re: [crossfire] renaming binaries

2006-01-29 Thread Miguel Ghobangieno
Lol. --- todd <[EMAIL PROTECTED]> wrote: > I suppose this would be a nice perk and a big > incentive to remove > crossedit, but you've quit so many times before that > it just isn't a > reliable enough promise to base a decision like this > on ;

Re: [crossfire] renaming binaries

2006-01-29 Thread Miguel Ghobangieno
Check the CVS logs. I have stopped committing about a week ago. If you remove crossedit I will not restart. --- Mark Wedel <[EMAIL PROTECTED]> wrote: > Miguel Ghobangieno wrote: > > Understand this Yann. IF crossedit is removed I > remove > > myself. Do you want to l

Re: [crossfire] renaming binaries (was: Moving server towards a modularized system?)

2006-01-29 Thread Miguel Ghobangieno
Understand this Yann. IF crossedit is removed I remove myself. Do you want to lose your biggest current media contributor? If so then remove crossedit. I think you need to fork off crossfire and make your own project where you can do whatever you want. Perhapse crossfire-awsome.sf.net? --- Yann C

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

2006-01-28 Thread Miguel Ghobangieno
MWedel just talked about a complete redesign in his latest post. Things that are redesigned tend to be broken for 1 or 2 years. I could be dead in 1 or 2 years, so could any of us. I'd rather not wait around. --- Yann Chachkoff <[EMAIL PROTECTED]> wrote: > > I don't think it would be wise to rem

Re: [crossfire] Negative Luck for

2006-01-28 Thread Miguel Ghobangieno
Hi, I've asked for just that configuration option before. I'll forward this mail to the mailing list so the other devs may see that this is a wanted feature. --- Logan Tygart <[EMAIL PROTECTED]> wrote: > Hey Man, > > I enjoy the hell out of your server. I have a > couple of characters > there.

Re: [crossfire] renaming binaries (was: Moving server towards a modularized system?)

2006-01-28 Thread Miguel Ghobangieno
If crossedit dissappears then I dissapear. I guess that is what you all want though. Should CF fork? --- Mark Wedel <[EMAIL PROTECTED]> wrote: > Arguably, crossedit should just disappear. This, > however, may become more or > less an issue depending on other changes (if a code > restructurin

Re: [crossfire] renaming binaries (was: Moving server towards a modularized system?)

2006-01-28 Thread Miguel Ghobangieno
I am not opposed to porting crossedit to gtk however. But if my favorite editor is removed outright... java is not an option. However crossedit works great (IMHO) now, so there really is no reason to change it. All this constant talk of removing things is displeasurable, thus my retirement for a ti

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

2006-01-27 Thread Miguel Ghobangieno
I don't think it would be wise to remove the hacks, the hacks make things work as they should. If someone want's to create a RPG engine crossfire, in my opinion, is not the place to do it. Crossfire is a game in it's own right, we should be concerned with our game, not some theoretical developer

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

2006-01-25 Thread Miguel Ghobangieno
Yes, "spagetti code", if that's what you wish to call it. Some CF programmers, such as Cave, would like to beable to reuse their code without having to recopy and paste what they have allready done (which would create bloated code if it was required). Modules would disallow this (bad) as they are n

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

2006-01-25 Thread Miguel Ghobangieno
We want to cross module boundries and there is no reason for us to want 3rd party "module" additions (unless one is pro-proprietary). Modules would do 2 things: disallow use of code across module boundries (as they aren't loaded yet), let proproprietary addons be created and work over more then 1

Re: [crossfire] the marvels of miscommunication :)

2006-01-24 Thread Miguel Ghobangieno
: > Le Lundi 23 Janvier 2006 00:12, Miguel Ghobangieno a > écrit : > > I've heard people complaining about the GFDL, what > is > > the controversy over it? > > > > If I am correct, there is a controversy about the > GFDL in Debian: the GFDL > seems

Re: [crossfire] the marvels of miscommunication :)

2006-01-22 Thread Miguel Ghobangieno
I've heard people complaining about the GFDL, what is the controversy over it? --- Yann Chachkoff <[EMAIL PROTECTED]> wrote: > Le Samedi 21 Janvier 2006 11:53, Miguel Ghobangieno > a écrit : > > BSD or... the GPL. > > You don't need an artistic license. >

Re: [crossfire] the marvels of miscommunication :)

2006-01-21 Thread Miguel Ghobangieno
BSD or... the GPL. You don't need an artistic license. --- tchize <[EMAIL PROTECTED]> wrote: > Done a long time ago, never used due to > misunderstandings :), new crossfire banner proposal > > Design by Yann Chachkoff (alias Gros alias > Lauwenmark) > Colors by David Delbecq (alias Tchize) > >

Re: [crossfire] Re: Polymorph etc

2006-01-19 Thread Miguel Ghobangieno
One could add new spells... like circular spells. --- Brendan Lally <[EMAIL PROTECTED]> wrote: > On 1/19/06, Anton Oussik <[EMAIL PROTECTED]> > wrote: > > I did not necessarily mean more powerful spells. > Some existing spells > > can get moved up the chain, and intermediate > "interesting" spel

Re: [crossfire] Re: Polymorph etc

2006-01-19 Thread Miguel Ghobangieno
Could add some circular spells like in diablo... the object to make that possible was added a few months ago. --- Anton Oussik <[EMAIL PROTECTED]> wrote: > On 19/01/06, Mark Wedel <[EMAIL PROTECTED]> wrote: > > Anton Oussik wrote: > > > On the note of adding/fixing spells, could some > high level

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

2006-01-18 Thread Miguel Ghobangieno
Well enjoy raping the server. I'm retiring from CF untill a certain unnamed feature I was promised 1/2 a year ago (no not plots) is in. See you soon or never. --- Yann Chachkoff <[EMAIL PROTECTED]> wrote: > > Except that you are not working on one section of > the > code, you are restructuring th

Re: [crossfire] Re: Polymorph etc

2006-01-18 Thread Miguel Ghobangieno
I have this disabled on Cat2, item power restrictions allready exist. As for higer lvl spells, how about those circular spells I was talking about awhile back. Oh and a month or so ago I committed a necro book pic and spell symbol. A spell in necromancy should be to animate flesh (similar to ani

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

2006-01-18 Thread Miguel Ghobangieno
Except that you are not working on one section of the code, you are restructuring the whole server into diffrent modules. This means that if you develop in cvs there will be breakage with any and everyone else as you sweeping edits touch every facet of the glory that is crossfire. The C in CVS may

Re: [crossfire] On moving the Lone Town apartment [bigworldized pupland]

2006-01-17 Thread Miguel Ghobangieno
lalo is bigworldizing pupland, the villas could be placed somewhere on said bigworldized pupland (note: how long untill it's done?). --- ERACC <[EMAIL PROTECTED]> wrote: > Greetings all, > > It was pointed out to me on IRC that the Lone Town > apartment does not > fit the Lone Town story line. S

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

2006-01-17 Thread Miguel Ghobangieno
Oh if that's the case let me just commit all the mlab maps in their current uni-directory form over the objections of everyone else that prefers multi-directory. Know why I don't do that; because everyone else prefers multi-directory. Try mucking in the linux kernel without grep, tell me how that

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

2006-01-17 Thread Miguel Ghobangieno
Indeed. Just because the server can be modularized thus blocking any other new development whilst that takes place doesn't mean it's a good idea. I for one frown on the idea of making the server slower and blocking other development. --- Yann Chachkoff <[EMAIL PROTECTED]> wrote: > > If this range

Re: [crossfire] gcfclient options deathlist

2006-01-17 Thread Miguel Ghobangieno
Yes, it would be best to remove that option from the menu IMHO. Could we also make quit ask the person if they really want to delete their character (and then ask again for confirmation)? (server side). --- Brendan Lally <[EMAIL PROTECTED]> wrote: > On 1/17/06, Rick Tanner <[EMAIL PROTECTED]> wro

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

2006-01-17 Thread Miguel Ghobangieno
Current idea? I must have missed something, I didn't know you decided, above all the objections, to go ahead and rip apart the server anyway. I will be waiting for my 3 thousand dollar cheque in the mail (along with everyone else who would like to add new stuff to CF but will have to wait untill yo

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

2006-01-17 Thread Miguel Ghobangieno
Why oh why do you want to do this useless crap? We have a real game, we don't have to make an "engine". How about adding some new features rather then ripping the things apart. This is why I hate CF devel, rather then improving the game most suggestions are "oh let's fuck shit up or delete this or

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

2006-01-17 Thread Miguel Ghobangieno
(as you indicated before in fingering crossfire for the sin of you having to grep through it). This will hold up usefull game development for months all because you and friends believe that you are above grep. --- David Delbecq <[EMAIL PROTECTED]> wrote: > Le Mardi 17 Janvier 2006 02:5

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

2006-01-17 Thread Miguel Ghobangieno
How about not modularizing and thus not having to make a trade off. How about not screwing up the server for months just because you are itchting for busy work. --- Yann Chachkoff <[EMAIL PROTECTED]> wrote: > Nothing currently prevents a plugin to modify the > data it has access to > directly -

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

2006-01-17 Thread Miguel Ghobangieno
d, player > does twice dam when standing > on fire" and this one "this weapon does half damage > when player is wearing a > helmet" It's up to core to gather rules exception > registered for object and > do a calculation chain based on it. mdifying >

Re: [crossfire] gcfclient options deathlist

2006-01-16 Thread Miguel Ghobangieno
Yes, it would be best to remove that option from the menu IMHO. Could we also make quit ask the person if they really want to delete their character (and then ask again for confirmation)? (server side). --- Brendan Lally <[EMAIL PROTECTED]> wrote: > On 1/17/06, Rick Tanner <[EMAIL PROTECTED]> wro

Re: [crossfire] gcfclient options deathlist

2006-01-16 Thread Miguel Ghobangieno
Update about cached images, if we have checksumming (not sure if we do) that will update the cached image if said image is out of date, then cached images should be set to on as that will decrease bandwith usage. --- Brendan Lally <[EMAIL PROTECTED]> wrote: > I have been poking around gcfclient r

Re: [crossfire] Polymorph etc

2006-01-16 Thread Miguel Ghobangieno
When you break the server with this plugin idea besure to send us all 3 thousand dollars. :) (sarcastic smiley face). If it's going to be like that it goes both ways. --- Nicolas Weeger <[EMAIL PROTECTED]> wrote: > > If Ryo etc want to work on something, as it seems > he's > > itching to do, > >

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

2006-01-16 Thread Miguel Ghobangieno
I suggest you not implement a huge worthless code change that is nothing but busy work. I reject your assertion that cave's analogy is flawed as it is not. If you want to code code something new useful rather then breaking the server as is what will happen if you go forward with this plan. You also

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

2006-01-16 Thread Miguel Ghobangieno
It is not half broken as far as I can tell. Yes it's not running on MF, that doesn't mean it's broken. It gives few problems on Cat2. This whole thing is about slowly dumping whatever MF doesn't use. Open your eyes, the 2nd biggest server runs weather code at it's most extreme, in terms of players

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

2006-01-16 Thread Miguel Ghobangieno
I suggest you not implement a huge worthless code change that is nothing but busy work. I reject your assertion that cave's analogy is flawed as it is not. If you want to code then code something new useful rather then breaking the server as is what will happen if you go forward with this plan. You

Re: [crossfire] gcfclient options deathlist

2006-01-16 Thread Miguel Ghobangieno
Cached images are bad (for me). I always have this set off so I get updates from the server. So keep that. I also set the container thing too, the default setting doesn't work well and I set it to whatever the other setting is. SDL grid doesn't work IIRC (last time I tried). > Options on how to

[crossfire] Polymorph etc

2006-01-16 Thread Miguel Ghobangieno
About polymorph, I'd like that spell to be fixed/redone rather then removed. Would this be possible? (I suggest doing it the nethack way, the users doesn't have controll of what he morphs into and he morphs into a few things during the course of the spell). I also see no point in making working th

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

2006-01-16 Thread Miguel Ghobangieno
TED]> wrote: > Le Lundi 16 Janvier 2006 18:47, Miguel Ghobangieno a > écrit : > > That is what the hurd project thought at the > begining, > > the reality is diffrent. > > > The Hurd project thought a microkernel architecture > was interesting for > reason

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

2006-01-16 Thread Miguel Ghobangieno
That is what the hurd project thought at the begining, the reality is diffrent. --- tchize <[EMAIL PROTECTED]> wrote: > > > You forgot the other important point, modularity > reduces speed of > > development, sometimes catastroptically, you only > need to look at GNU > > Hurd for an example of t

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

2006-01-16 Thread Miguel Ghobangieno
I have to do the same thing when I am adding things to my perl rpg (which is not smaller in lines of code then crossfire). It's not a big hassle, and how else will the code know what's going on? Use grep. --- tchize <[EMAIL PROTECTED]> wrote: > Le Lundi 16 Janvier 2006 13:07, Anton Oussik a écrit

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

2006-01-15 Thread Miguel Ghobangieno
Wouldn't what would happen is that the 'plugin' stuff is ignored and gets broken and only things that are used on MF worked on? That sounds like what this is for, to slowly jettison that which MF does not use. --- Yann Chachkoff <[EMAIL PROTECTED]> wrote: > >Hello. > > Hi :) > > > I'm wondering

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

2006-01-15 Thread Miguel Ghobangieno
Why? That's just extra useless busy work. You could code in drunkenness (see previous post) if you're itching for something to do. --- Nicolas Weeger <[EMAIL PROTECTED]> wrote: > Hello. > > I'm wondering about moving some parts of the code to > plugins. > IMO things like weather system (excludi

Re: [crossfire] (Python) script distribution

2006-01-15 Thread Miguel Ghobangieno
Assume everyone will want them. If a person spazes out for downloading 2kB of extra stuff ... who cares? Not I, nor should you. --- Nicolas Weeger <[EMAIL PROTECTED]> wrote: > Hello. > > There are a few (Python) scripts i'd like to write, > to extend Crossfire. > Merely thinking something like a

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

2006-01-13 Thread Miguel Ghobangieno
Yes it would need server additions to work well, Red and I came to the same conclusion. It is a good little thing to add, however, for anyone who has time and wishes to code on CF but doesn't want to start a long protracted saga of code (long protected sagas are, however, brightly smiled upon). --

Re: [crossfire] Crossfire nolonger compiles

2006-01-08 Thread Miguel Ghobangieno
<[EMAIL PROTECTED]> wrote: > Miguel Ghobangieno wrote: > [...] > > Filed bug report at > > > http://sourceforge.net/tracker/index.php?func=detail&aid=1399546&group_id=13833&atid=113833 > > > > Also crossfire server crashes if a player enters >

[crossfire] Does crossfire now support partial tranparancy of PNG?

2006-01-08 Thread Miguel Ghobangieno
I noticed that the edges of the puddles archen were alpha blended (THOUSANDS OF EXCLAIMATION POINTS AND ONES). It displayed correctly in the GTK-Too(?) client on my box. I wish to make the puddles more transparent so you can see the floor better (as it is a puddle..). Does CF support partal alpha n

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

2006-01-07 Thread Miguel Ghobangieno
...shouldn't one get drunk from wine and booze in CF? mikee1988098048 (perhapse a intoxication var which can be 0 - 200 (ie: proof), .. or 0 - 100 (percentage of alcahol(sp), then you could use int8 and save some bytes) Rednaxela I think drunkeness would be a neat addition to crossfire =P mikee198

[crossfire] Crossfire nolonger compiles

2006-01-07 Thread Miguel Ghobangieno
ranlib .libs/cfanim.a creating cfanim.la (cd .libs && rm -f cfanim.la && ln -s ../cfanim.la cfanim.la) make[2]: Leaving directory `/home/cfserver/cvs/crossfire/plugins/cfanim' make[2]: Entering directory `/home/cfserver/cvs/crossfire/plugins' make[2]: Nothing to be done for `all-am'. make[2]: Leavi

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

2006-01-06 Thread Miguel Ghobangieno
I have no problem with the world expanding and antartica moving down more, however I like the 45 degree poles. I would like to keep that. --- Lalo Martins <[EMAIL PROTECTED]> wrote: > On 1/7/06, Miguel Ghobangieno <[EMAIL PROTECTED]> > wrote: > > > > The point of

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

2006-01-06 Thread Miguel Ghobangieno
since... like most areas). Magnetic north came to be known as simply "north". People usually don't venture into the strange super cold regions of the world, and take little note of true north. --- Lalo Martins <[EMAIL PROTECTED]> wrote: > And so says Miguel Ghobangieno

[crossfire] Lalo's Bigworld pupland :D

2006-01-05 Thread Miguel Ghobangieno
http://cavetroll.uwcs.co.uk/pupland-new.png Looking great! One note: it would probably be best to put that in /maps/puplandworld as we have a /maps/world and a /maps/underworld (/me wishes an underworld was generated.. if he hacks the land.c to make one... should he? ). Pupland won't fit on the w

Re: [crossfire] How do I make an object give damage to the player (this is a carryable object).

2006-01-04 Thread Miguel Ghobangieno
AIL PROTECTED]> wrote: > Miguel Ghobangieno wrote: > > Any ideas? How do I make it do damage. Lava does > > damage... > > Other than probably scripting, I don't think there > is any way for a carryable > object to do damage to a player. > > >

Re: [crossfire] Banking system

2006-01-04 Thread Miguel Ghobangieno
ECTED]> wrote: > On 1/4/06, Miguel Ghobangieno <[EMAIL PROTECTED]> > wrote: > > this would be looked up and the value computed. > That > > way you could have flucuation gold etc values. > > > > if you add a valued_as then value should be > ignored >

Re: [crossfire] How do I make an object give damage to the player (this is a carryable object).

2006-01-03 Thread Miguel Ghobangieno
Any ideas? How do I make it do damage. Lava does damage... --- Miguel Ghobangieno <[EMAIL PROTECTED]> wrote: > Here is the current object's important parts: > > race gold and jewels > attacktype 4 > dam 5 > speed 0.10 > color_fg grey > nrof 1 > type 73

Re: [crossfire] Banking system

2006-01-03 Thread Miguel Ghobangieno
value ratio, and that makes sence as they're found just in the wild). --- Brendan Lally <[EMAIL PROTECTED]> wrote: > On 1/3/06, Miguel Ghobangieno <[EMAIL PROTECTED]> > wrote: > > It would be nice to beable to set in for instance: > > > > Object goldbar &g

Re: [crossfire] Banking system

2006-01-03 Thread Miguel Ghobangieno
:( The value of a gold bar shouldn't be it's setvalue and gold spot combination. It should only be the gold spot. That won't work. Also we shouldn't use the materials thing for value. --- Brendan Lally <[EMAIL PROTECTED]> wrote: > On 1/3/06, Miguel Ghobangieno <[E

Re: [crossfire] Banking system

2006-01-03 Thread Miguel Ghobangieno
TED]> wrote: > On 1/3/06, Miguel Ghobangieno <[EMAIL PROTECTED]> > wrote: > > gold and silver coins are not fiate currencies, > their > > value can't be just inflated. You need paper money > for > > that (or money who's value is more then the v

Re: [crossfire] Banking system

2006-01-03 Thread Miguel Ghobangieno
they did exist in the ancient world. --- Brendan Lally <[EMAIL PROTECTED]> wrote: > On 1/3/06, Miguel Ghobangieno <[EMAIL PROTECTED]> > wrote: > > So should we keep it at 1:10. Put it at 2:10 or > 4:10 ? > > (or 3:10 ? (odd numbers are unfun at division > though

Re: [crossfire] Banking system

2006-01-03 Thread Miguel Ghobangieno
)) --- Brendan Lally <[EMAIL PROTECTED]> wrote: > On 1/2/06, Miguel Ghobangieno <[EMAIL PROTECTED]> > wrote: > > Changing the value of the metal coins isn't doable > as > > silver has a set weight to value ratio... > > Well, today silver has about 1/80t

[crossfire] How do I make an object give damage to the player (this is a carryable object).

2006-01-03 Thread Miguel Ghobangieno
Here is the current object's important parts: race gold and jewels attacktype 4 dam 5 speed 0.10 color_fg grey nrof 1 type 73 material 2 identified 1 editable 2048 client_type 2005 It's not doing damage though... __ Yahoo! for Goo

Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-02 Thread Miguel Ghobangieno
The regional coins shouldn't be made of valuable materials such as gold then. Copper would be better. --- Lalo Martins <[EMAIL PROTECTED]> wrote: > And so says Miguel Ghobangieno on 01/01/06 01:50... > > The regional currencies should be paper money > rather > > t

Re: [crossfire] Banking system

2006-01-02 Thread Miguel Ghobangieno
Changing the value of the metal coins isn't doable as silver has a set weight to value ratio... Perhapse it is best to forget about copper coins. --- Mark Wedel <[EMAIL PROTECTED]> wrote: > Miguel Ghobangieno wrote: > > > I suggest an addum to the mappers handbook &q

Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-01 Thread Miguel Ghobangieno
If we are to do this it should be in addition to the current (blank) coins. --- Brendan Lally <[EMAIL PROTECTED]> wrote: > On 12/31/05, Miguel Ghobangieno > <[EMAIL PROTECTED]> wrote: > > While regional currencies exchange values could > change > > depending on

Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-01 Thread Miguel Ghobangieno
The regional currencies should be paper money rather then coins. (Imperials would not be a regional currency). While regional currencies exchange values could change depending on factors that are not in the game yet the silver, plat, gold, jade, and amberonium coins should keep their absolute valu

Re: [crossfire] shops and stealing

2006-01-01 Thread Miguel Ghobangieno
Could exponetially vs linerally be settable in the server config file. --- ERACC <[EMAIL PROTECTED]> wrote: > On Saturday 31 December 2005 12:02 am > Mark Wedel wrote: > > > [...] > > With the addition of new fields in the map > header for shops, it'd seem like it > > would not be possible

Re: [crossfire] Banking system

2006-01-01 Thread Miguel Ghobangieno
I think you should have to go to the bank to convert coins to other currencies etc. If people don't want to bother with money they can use the checkbook and have to put up with the small % fees. --- Mark Wedel <[EMAIL PROTECTED]> wrote: > > My point about dropping money in the shop is more >

Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-01 Thread Miguel Ghobangieno
the coin money will still exist, right? --- Brendan Lally <[EMAIL PROTECTED]> wrote: > On 12/31/05, Mark Wedel <[EMAIL PROTECTED]> wrote: > > Not until relative recent history did paper > money really become popular. That > > said, if currency is changed, I'd suggest unique > graphics (that ar

Re: [crossfire] Re: [Crossfire-devel] I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-01 Thread Miguel Ghobangieno
I agree with Eracc, this is something I've wanted too. Could you also make hp and maxhp a 32 bit int aswell? --- Mark Wedel <[EMAIL PROTECTED]> wrote: > ERACC wrote: > > > While you guys are looking at stuff like this > could you please adjust > > the payment altars to accept more than 32767? I

Re: [crossfire] shops and stealing

2006-01-01 Thread Miguel Ghobangieno
I like the idea (note it shouldn't be that a lvl 115 player can usually steal an artifact item (or something of similar value) from a shop, that should still be ultra hard). --- Mark Wedel <[EMAIL PROTECTED]> wrote: > > For a long time, the thief skill stealing has been > available, but the on

Re: [crossfire] Banking system

2006-01-01 Thread Miguel Ghobangieno
Checkbook arch committed. There is also a bankcard arch. --- Rick Tanner <[EMAIL PROTECTED]> wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > ERACC wrote: > > > > That is why I suggested a bank card that debits > the bank > > account rather than a credit card. I don't think > CF sho

Re: [crossfire] Banking system

2006-01-01 Thread Miguel Ghobangieno
Who said jade and amberonium coins would be in any duengons? I am not putting them as treasures in my maps atleast (and does anyone else map anymore besides me?). As for "we have gems/this/that which can be used instead" it's nice to have multiple ways to do things. The role of jade etc IMHO, since

Re: [crossfire] shops and stealing

2006-01-01 Thread Miguel Ghobangieno
hv: remeber, each server has diffrent rules. PKing and "abusive behavior" is 100% happy-good on Cat2 while it is outlawed on MF. Hardcoding jail for such things would be bad. --- [EMAIL PROTECTED] wrote: > Mark Wedel <[EMAIL PROTECTED]> wrote: > : For a long time, the thief skill stealing has >

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