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
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)
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,
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
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
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
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
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
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
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
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
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
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
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
ITLPD is especially revered by us Pastafarians.
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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
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
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
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
Using 'chains' sounds great to me actually.
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this project a kudos.
>
>
> P.S. the line numbers were only for easy reference...
>
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--
Todd Mitchell <[EMAIL PROTECTED]>
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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
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
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
>
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
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
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
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