Re: [crossfire] Proposal for player logfile / plugins

2005-12-18 Thread Todd Mitchell
This should read CSV (Comma Separated Value) not CVS (Concurrent Versioning System) - sometimes I type too fast for my brain. On Sun, 2005-18-12 at 11:11 -0500, todd wrote: > At the time there was no cvs module in python (2.1) and you could not > iterate over dictionaries. Now that there is a CV

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

2005-11-11 Thread Todd Mitchell
One long held belief I have had concerning the weather code is that we shouldn't be trying to model two entire hemispheres. We should place the existing bigworld map in either the 'northern' or 'southern' hemisphere of the planet where the pole is at one edge and the equator (or even a tropic)

Re: [crossfire] Wiki organization.

2005-10-27 Thread Todd Mitchell
Wiki is an organizational structure of links.. You don't really need to organize it in a tree. However the old site had *two* wikis - the Fact wiki was for documentation development, the Lore wiki was for stuff that might windup *in* the game (books, signs, in the map and object lore fields,

Re: [crossfire] Re: New movement code.

2005-10-19 Thread Todd Mitchell
I should clarify this - I meant we should consider adding new 'impassible' forest and jungle arches which only those with woodlore or flying creatures could pass. This would be really dense forests but elves and halflings and those with woodsman skills could get by. I didn't mean to replace t

Re: [crossfire] Re: New movement code.

2005-10-19 Thread Todd Mitchell
Brendan Lally wrote: On 10/20/05, Todd Mitchell <[EMAIL PROTECTED]> wrote: A quick summary of ideas I have: very high mountains (mountain_5) remains blocked high mountains (mountain_4) require 'climbing' or 'flying' movement type to pass On a related no

Re: [crossfire] Re: New movement code.

2005-10-19 Thread Todd Mitchell
There isn't any real difference between walls and other blocked tiles (like water) currently - everything is either blocked or not blocked. This is all part of the changes Mark is making to the movement code. Changing the blocking code has a lot of interesting repercussions. That's why it's

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

2005-10-19 Thread Todd Mitchell
If there were an etheral movement type added it would not be implemented in existing maps by default (they still have "block all") just like the other movement changes. In archived movement related threads this 'ghostwalk' type movement was proposed. I would also put forth an addition to the

Re: [crossfire] New movement code.

2005-10-16 Thread Todd Mitchell
Mark Wedel wrote: So I finished up the new movement code and did some basic testing, and it seems to work. [...] Any other thoughts? Notes? Questions? Also, feel free to try this out on my server: tavern.santa-clara.ca.us Do note this server is really only up for this testing. I p

Re: [crossfire] New movement code.

2005-10-16 Thread Todd Mitchell
Mark Wedel wrote: David Delbecq wrote: 2 questions - can we think about allowing player to swim in non-deep sea (near scorn port) and if so, make this movements very low (for geographical reasons) This is doable - just change the relevant ocean spaces for no_pass to block_move ... (whate

Re: [crossfire] Re: Houses system for guilds

2005-10-16 Thread Todd Mitchell
The python guilds limit membership to a single guild (between python guilds that is). Random question - do guilds in any way limit membership of people to a single guild? If so, that should probably be done. It could also be interesting to add race or class based guilds (only dwarves ca

Re: [crossfire] Buildable Land Plots

2005-09-27 Thread Todd Mitchell
Brendan Lally wrote: exactly that, buying a pre-built house defeats the point of playing the sim^W^W with plots in crossfire Well I won't argue with that since I have no idea what it means or how you deduced it. I believe if you ask people if the built maps are superior to the rando

Re: [crossfire] Improved post office idea

2005-09-26 Thread Todd Mitchell
I think it would be easier to sell a new container type of letter object (shipping box) at the IPO which you can place items into to mail them. It could function like a letter does now except it is a container. Then you drop it into the mailbox and it gets sent. Nicolas Weeger wrote: Hello

Re: [crossfire] Buildable Land Plots

2005-09-26 Thread Todd Mitchell
An easier method than blueprints, that is being suggested, is to have a building shop sell the occassional 'house in a box' which would be a container with 36 walls (the plots would be 11x11 with the outside row not directly buildable, to allow space for entrance and exit) a door, and a bed to r

Re: [crossfire] Buildable Land Plots

2005-09-21 Thread Todd Mitchell
unique' maps then > my original explanation is as (optionally permanent) maps created from > templates. And when applying unique or 'global unique' maps to the > random map generator, it just makes the random map generator the > template for the unique/'global

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

2005-09-16 Thread Todd Mitchell
ITLPD is especially revered by us Pastafarians. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire

Re: [crossfire] Server map redo: movement types

2005-09-06 Thread Todd Mitchell
Alex Schultz wrote: What do you mean by hostile? Do you mean like flying over a goblin or something? I meant landing on terrain that causes damage like cold or fire damage - also for things like wasteland which or very high mountains which might do damage too. I don't think you should be

Re: [crossfire] Server map redo: movement types

2005-09-06 Thread Todd Mitchell
Mark Wedel wrote: One could argue that given the choice, you'd almost always want to fly over water than swim anyways. I see that as an issue in itself - flying then becomes the preferred movement type. Now maybe if you were easier to hit with missiles when flying and/or also easier to pus

Re: [crossfire] Server map redo: movement types

2005-09-01 Thread Todd Mitchell
Mark Wedel wrote: Just a note, I wasn't saying that dragons would automatically fly - I'm not touching that code, so I expect it will remain that they will have to use the appropriate skill to actually start flying. Ah, my mistake. I thought you were describing that if a player had the Fl

Re: [crossfire] Server map redo: movement types

2005-08-30 Thread Todd Mitchell
I think that we should treat flying differently than walk,swim, etc. Flying should have to be initiated by the player. You can fly almost anywhere you could swim of walk so flying shouldn't be automatic. If you move from ground to water you or back you would switch from walk to swim but you

Re: [crossfire] Re: Item stacking

2005-08-27 Thread Todd Mitchell
Using 'chains' sounds great to me actually. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire

Re: [crossfire] suggestion for interface labels

2005-08-13 Thread Todd Mitchell
this project a kudos. > > > P.S. the line numbers were only for easy reference... > > ___ > crossfire mailing list > crossfire@metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire -- Todd Mitchell <[EMAIL PROTECTED]> ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire

Re: [crossfire] Python guild & mlab maps status.

2005-07-19 Thread Todd Mitchell
Andrew Fuchs wrote: On 7/18/05, Nicolas Weeger <[EMAIL PROTECTED]> wrote: Hello. Is someone actively working on the new Python-based guilds? The base in CVS seems ok, but missing parts obviously (unlinked buildable maps). No clue. Yes, however a bug in the python plugin with the t

Re: [crossfire] RFC: Wild idea to make experience more interesting

2005-07-10 Thread Todd Mitchell
to catch a flavour of this IMHO. Melee combat is too simple to work this currently however. 3. There need to be 'party' spells like group healing, bless and various protections. Party play is more frustrating than single play (even with friendly fire rules) but there needs to be more

Re: [crossfire] Java Editor

2005-06-08 Thread Todd Mitchell
Sure, Blackdown j2re1.4.2 still shows the leak (not sure there is a blackdown 1.5 yet). On Tue, 2005-07-06 at 21:27 +0200, tchize wrote: > Memory leak fixed in CVS. The fix however does only work with 1.5 jvm, there > seems to be a bug in 1.4 jvm so the InternalFrame used by mapviews is not >

Re: [crossfire] Java Editor

2005-06-05 Thread Todd Mitchell
One can see the problem pretty easily - load one of the world_x_y maps and do enter north/east/whatever a few times. Yes, or use the "enter exit" function for a bit... Increasing the heap size really just masks the problem. OTOH, I think the default is probably pretty low for how much m

[crossfire] Java Editor

2005-06-05 Thread Todd Mitchell
y the file menus from the main window (something updating the wrong container?) This is on Debian using Blackdown J2re 1.4.2 and the editor was built from current CVS (a few tries) using ant 1.6.2. Prior versions worked pretty good on this same platform. -- Todd Mitchell <[EM

Re: [crossfire] Proposal to fix experience inflation due to random maps

2005-06-03 Thread Todd Mitchell
On Fri, 2005-03-06 at 14:33 -0500, ERACC wrote: > On Tuesday 31 May 2005 09:32 pm > Todd Mitchell wrote: > > > monster density - I think part of the problem with the monster density > > is that terrain is either blocked or not. [...] > > I am looking at the Valriel