From peterm at tesla.EECS.Berkeley.EDU Thu Mar 1 03:05:35 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:05 2005 Subject: [CF-Devel] I have finally got 'round to png-ing the old xpm art Message-ID: <200103010905.BAA12768@tesla.EECS.Berkeley.EDU> I've converted some of the old xpm art to centered-png images. I.e., I have complete images for the xpm monsters (animations and all) in png format. I did not scale them, so they look just like the xpm art. I've done this for some of the nicer buildings as well. Now all I need to do is split the pngs up. Once I have done that I see no reason to keep xpms or xbms around anymore. I think Mich Toen is right about the current png set's "iso-ness". It just looks wrong. I think we should do as he suggests and replace the "iso" monster images, at the very least, with forward-facing ones, or at least ones which are standing straight instead of at some bizarre angle and which look bad. BTW, if the salvaged xpms end up replacing any GOOD png art, it sounds like a perfect opportunity to create more monsters. PeterM From andi.vogl at gmx.net Thu Mar 1 09:26:45 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:05 2005 Subject: [CF-Devel] Crossfire on SuSE Message-ID: <000001c0a264$0859b520$6c1a993e@kyle> Running Crossfire on SuSE linux (7.x) still has a few serious problems. Considered that SuSE includes Crossfire in their distribution, I think it would be extremely rewarding to make version 1.0 run bug-free on SuSE. If doing so, we can contact and convince the SuSE-team to include CF version 1.0 in their next distribution. Many people (myself included) get to know crossfire by discovering it in their SuSE distribution. Bug #1: cfclient crashes when resizing. This problem has been GREATLY improved with the last patch on x11.c (Whoever did that one: Great work!). The client no longer crashes on expose events (e.g. switching screens), and it crashes only when I do big resizing and fast. (Before it used to crash instantly when I clicked on the window border). Still, it would be nice if this problem was 100% cleaned up. Here is a gdb core dump trace for the "crash-on-window-resize" with latest version: Program received signal SIGSEGV, Segmentation fault. 0x401952f9 in chunk_free (ar_ptr=0x402202c0, p=0x80e7880) at malloc.c:3097 3097 malloc.c: File or directory not found. (gdb) where #0 0x401952f9 in chunk_free (ar_ptr=0x402202c0, p=0x80e7880) at malloc.c:3097 #1 0x401951cf in free () at malloc.c:2952 #2 0x80564b5 in resize_list_info (l=0x80abd40, w=269, h=326) at x11.c:1791 #3 0x8057f71 in check_x_events () at x11.c:2520 #4 0x8051fa2 in event_loop () at x11.c:360 #5 0x804a8a3 in main (argc=1, argv=0xbffff844) at client.c:291 --------- Bug #2: cfclient doesn't compile due to SuSE sound system. Fixing this problem is a must-do before 1.0 IMHO. (I personally get around the problem by replacing cfsndserv.c with an empty main routine). It would already suffice to do a check for SuSE system, and completely disable sound for SuSE. I don't care about sound, but the client must compile. Here is an excerpt of the compile logs for cfclient: >./configure [...] Extras: Xpre: -lSM -lICE checking for main in -lasound... yes checking for alNewConfig in -laudio... no checking for sys/soundcard.h... yes checking for sys/audioio.h... no Using ALSA sound system [...] >make [...] gcc -o cfclient client.o commands.o init.o item.o metaserver.o misc.o newsocket.o player.o sound.o x11.o -lpng -lm -lXpm -L/usr/X11R6/lib -lX11 -lXext gcc -g -O2 -DALSA_SOUND -DNEW_SOUND -Wall -I. -I/usr/X11R6/include -c cfsndserv.c cfsndserv.c:56: sys/asoundlib.h: File or directory not found make: *** [cfsndserv.o] Error 1 --------- Bug #3: Crossedit crashes when closing an item-window. I'd say fixing this one has least priority. It is probably most work to fix and it only affects "map-makers", not "gamers". I consider it bad but tolerable for version 1.0. Thanks to everybody working on the bugs above. =) Andreas V. From leaf at real-time.com Thu Mar 1 12:18:40 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 18:00:05 2005 Subject: [CF-Devel] Sourceforge Crossfire-devel mailing list subscription Message-ID: I see that someone wanted to subscribe the Sourceforge Crossfire-Devel mailing list to the Crossfire-Devel list at Real Time. Probably for archive reasons, right? Right now, the Sourceforge list sends out a monthly password reminder - which will in turn be posted to the Crossfire-Devel list at Real Time, which all of us would see. I don't think this is a good idea. ;) AFAIK, in order to avoid this, the password reminder needs to be disabled for the Sourceforge list. Also, the subscription requests are waiting to be approved in the Admin area until my concerns are addressed. - Rick Tanner leaf@real-time.com From jochen at suckfuell.net Thu Mar 1 17:00:19 2001 From: jochen at suckfuell.net (Jochen Suckfuell) Date: Thu Jan 13 18:00:06 2005 Subject: [CF-Devel] cfclient bugs and server issues In-Reply-To: <200102281832.f1SIWol06180@sprite.real-time.com> Message-ID: Hi! Client issues: I have started playing crossfire again after a year of abstinence. Since I'm behind a firewall I use an ssh portforwarding to a public crossfire server. Since I also have a local server running on the default port 13327, the portforwarding is on 13328. Unfortunately, the cfclient (from rpm, 0.96.0) simply ignores the -port option! So I have to kill my local server if I want to play online and use the default port for ssh. :( The cfclient has another bug when I stand on a large pile of items. Then the lower left window (which usually shows items on the ground or open containers) shows an open container when there is none and I get an output like "the dust of ignition is not a container". I have to open and close a container from my inventory to reset this window then. On several occasions the client just dies with segfault when stepping on a very large pile. Now for some server issues: (this is the server damn.informatik.uni-bremen.de which is running a current CVS snapshot or at least version 0.96.0, iirc) Problem: The golem following me to other maps - deadly experience. I had an earth elemental push a button (in Kurte's hut) so that I can step into the teleporter to the next map. The elemental appears beside me, heading my way, and slays me on the spot (within an instant)! But as if that wasn't enough, when I appear in my apartment after dying, so does the elemental, and guess what! It kills me again! Then at last I manage to invoke heal and the golem disappears, after me losing over 100 mio exp! Solution: It would be a good thing to make all golems friendly towards the caster (as has already been done with the avatar and holy servant). Or the golems should appear in the new map without moving in any direction. Problem: The server doesn't see when my connection dies. I'm sharing an ISDN line with other people and it happens that someone cuts it while I'm playing. Then my player is still standing where I left it and I can't log in again for another 10 minutes until the server decides that I'm somehow absent! Luckily I haven't died that way yet. If I just kill my client, the server saves and removes my player correctly. Problem: reproduceable server crashes There are houses which crash the server when entering. I don't know if there are random maps in them. Anyway this is a convenient way the get the maps reset. Some teleporters which are triggered by some action often crash the server. It happened each time when I put the chalice of fire into the water around Twis' prison cell in the Butakis fortress prison. Other teleporters which are triggered by saying something work sometimes. Problem: altars of Devourer as decoration in random maps When I try to reconsecrate them I get an error message like "you cannot reconsecrate the altar of (null)". I guess that's all I can remember now. :) I like the race/class concept, and the partial protection system have made the game more interesting. Before, I had a player that was immune to virtually everything (except weaponmagic and chaos I guess). Now I have to use protection spells and better tactics. Bye Jochen -- O'Toole's commentary on Murphy's Law: Murphy was an optimist. --- eMail jochen@suckfuell.net ----- http://www.suckfuell.net/jochen/ -------- From mwedel at scruz.net Thu Mar 1 22:49:02 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:06 2005 Subject: [CF-Devel] Crossfire on SuSE References: <000001c0a264$0859b520$6c1a993e@kyle> Message-ID: <3A9F263E.AA94DB80@scruz.net> Andreas Vogl wrote: > > Bug #1: cfclient crashes when resizing. This problem has been GREATLY > improved > with the last patch on x11.c (Whoever did that one: Great work!). > The client no longer crashes on expose events (e.g. switching screens), > and it crashes only when I do big resizing and fast. (Before it used > to crash instantly when I clicked on the window border). > Still, it would be nice if this problem was 100% cleaned up. Here is > a gdb core dump trace for the "crash-on-window-resize" with latest version: My guess from looking at the below is that there the problem is actually some memory corruption issue. First question, is this highly reproducible? Second, can you provide exact description on how to reproduce this? > Bug #2: cfclient doesn't compile due to SuSE sound system. Fixing this > problem is a must-do before 1.0 IMHO. (I personally get around the problem > by replacing cfsndserv.c with an empty main routine). > It would already suffice to do a check for SuSE system, and completely > disable sound for SuSE. I don't care about sound, but the client must > compile. > Here is an excerpt of the compile logs for cfclient: I guess the question is - does the suse (alsa) sound system need a header file? I imagine this worked at one time, but its certainly possible that the also system has changed and it needs a different header file or the like (or maybe there is a developer package for this library that needs to be installed?) Someone using Suse needs to figure this out. > Bug #3: Crossedit crashes when closing an item-window. I'd say fixing this > one has least priority. It is probably most work to fix and it only affects > "map-makers", not "gamers". I consider it bad but tolerable for version 1.0. Any gdb output or the like on this? I can't promise with that anything will be done with it, but this may be easy to fix. I do note that I believe that crossedit really isn't compliant with regards to modern window managers, so it could be that the close method (if being done via window manager) could be doing something crossedit doesn't like. From mwedel at scruz.net Thu Mar 1 23:11:09 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:06 2005 Subject: [CF-Devel] cfclient bugs and server issues References: Message-ID: <3A9F2B6D.B833D2B@scruz.net> Jochen Suckfuell wrote: > > Hi! > > Client issues: > > I have started playing crossfire again after a year of abstinence. Since I'm > behind a firewall I use an ssh portforwarding to a public crossfire server. > Since I also have a local server running on the default port 13327, the > portforwarding is on 13328. > Unfortunately, the cfclient (from rpm, 0.96.0) simply ignores the -port option! > So I have to kill my local server if I want to play online and use the default > port for ssh. :( I've fixed that problem. Note that whatever value is used for -port, it will use that port number for all servers it connects to via the metaserver. Probably not an issue for you since you have to set up specific port forwaring in any case. > > The cfclient has another bug when I stand on a large pile of items. Then the > lower left window (which usually shows items on the ground or open containers) > shows an open container when there is none and I get an output like "the dust > of ignition is not a container". I have to open and close a container from my > inventory to reset this window then. On several occasions the client just dies > with segfault when stepping on a very large pile. If your running stock 0.96.0 server, there were some bug fixes in CVS that may fix this (or you may be reporting an unrelated bug). > > Now for some server issues: > (this is the server damn.informatik.uni-bremen.de which is running a current > CVS snapshot or at least version 0.96.0, iirc) > > Problem: The golem following me to other maps - deadly experience. There was a bug in this. Golems were supposed to always move away from players when you change maps. Unfortunately, the values were reversed to the golem would always move towards you. I've made a change so that golems will move away. I believe one of the reasons golems are not friendly is to make them trickier to use. If golems were friendly, it would be a piece of cake to use them when adventuring with some friends - as it is now, you would need to be careful. > > Problem: The server doesn't see when my connection dies. > > I'm sharing an ISDN line with other people and it happens that someone cuts it > while I'm playing. Then my player is still standing where I left it and I can't > log in again for another 10 minutes until the server decides that I'm somehow > absent! Luckily I haven't died that way yet. > If I just kill my client, the server saves and removes my player correctly. This is purely on OS issue, and nothing that crossfire can do much about (there may be some tunables to make the connection die faster). But simply put, with the way tcp traffic works, it does quite a bit of work to handle lost packets and what not. A cut connection is basically just a lot of lost packets, so it takes some amount of retrying before it figures out that the connection really is dead. The reason killing the client works for an immediate exit is because the OS the client is running on sends a termination packet to the server (this is all done in the OS), so the server OS sees that termination packet, and does the right thing to the socket, which the crossfire server then sees and does the right thing. > > Problem: reproduceable server crashes > > There are houses which crash the server when entering. I don't know if there > are random maps in them. Anyway this is a convenient way the get the maps reset. It really helps out if you give specific examples of these. Ie, what house and what map is it on. > > Some teleporters which are triggered by some action often crash the server. It > happened each time when I put the chalice of fire into the water around Twis' > prison cell in the Butakis fortress prison. Other teleporters which are > triggered by saying something work sometimes. I'll look into that. > > Problem: altars of Devourer as decoration in random maps > > When I try to reconsecrate them I get an error message like "you cannot > reconsecrate the altar of (null)". I'll look into that also. From elsbernd at dfki.uni-kl.de Fri Mar 2 03:12:45 2001 From: elsbernd at dfki.uni-kl.de (Klaus Elsbernd) Date: Thu Jan 13 18:00:06 2005 Subject: [CF-Devel] xpm removal??? Message-ID: <200103020912.f229CnN08323@gate-2000.kl.dfki.de> Well, I have another argument against removing any of the three set. Something out of (my) history I started playing crossfire in his beginning on old sun3 systems with 20Mz and three players. And it worked. I used fonts for the playing. I use the same machines in my museum today. But I can't play crossfire anymore on it, because it needs a lot more performance. 091.x work well on them today. Stop, I can hear you: Sun3-Systems are out. I used SLC/ELC (25Mhz Sparc) with mono displays. Nice, I liked that. slc/elc are dead (:-() Since then I started playing on SS10 (2x66Mhz320MB) and I can use xpm's. Nice, added some flair. But the real flair (imho) is crossfire, not all the nice pictures. (I have no time to view all those nice pictures, when a dragon blasts fire on me :-() But my SS10 got into problems, when the client got introduced. Cients are nice, but they need performance. Imho: the playing without them was much smoother (on old machines and for me). Additionally: I have to use the cfclient-version. The gtk I can't play because of the lack on performance, Even I have a cpu for the server and another one for the client. I started playing on an Ultra166Mhz with the server (100Mbit connection) on a E450 (4x400Mhz4GB). Well. Much smoother than on my SS10, but not as smooth as in the early days. Well SS10 are out. (:-((() I used the above configuration to play with png's. Impressed. Crossfire gets nicer. (Nice enough for 1.0 :-)))) But I can't play it with resonable speed on my configuration. Is the above configuration out? I'm realy sad. See it: The flair of crossfire has less to do with nice pictures, than with lots of features/maps/monsters/spells..., running on all machines you can imagine. (Crossfire is the test-source, when I install new historical unix/vax-Box in my museum :-)) Well. I can use the newest amd/pentium system with lots of Mhz. (Flame on:) But I won't (have to deal with any of them.) I'm an old fashion unix-bofh. That's me. (Flame off) So please, don't remove the xpm's. Try to convert at least newly created png's (automatically) to xpm. I think there are many folks out there, which would thank you for that. Not only me and my friends. And another conclusion: Try to do something on the performance (without removing the code for xbm/xpm...). My impression is, that whith the availability of lot's of Mhz. the programmers didn't think anymore on better algorithms than on featurism. The code get's worse and worse. And that's not only an impression of crossfire. It's an impression of all code developed in the last years. And I have seen lot's of it. It's part of my job. Well, Mark and the unnamed others did a lot of work on the code and that's on reason, that it isn't as bad, as it had been some times ago and it could have been without him. Bis dann Klaus -- "Sure, vi is user friendly. It's just particular about who it makes friends with." ;-) _________________________ Klaus Elsbernd; System Administrator, BOFH | elsbernd@dfki.uni-kl.de Deutsches Forschungsz. f?r K?nstliche Intelligenz | DFKI GmbH, Geb. 57/285 67657 Kaiserslautern; Germany | Tel: (+49) 0631/205-3486 From peterm at tesla.EECS.Berkeley.EDU Fri Mar 2 03:29:58 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:06 2005 Subject: [CF-Devel] xpm removal??? In-Reply-To: Your message of "Fri, 02 Mar 2001 10:12:45 +0100." <200103020912.f229CnN08323@gate-2000.kl.dfki.de> Message-ID: <200103020929.BAA14956@tesla.EECS.Berkeley.EDU> I think Klaus needs a character client: a client which displays floor as . walls as #, monsters as a-z A-Z, the player as @, food as %, money as $, gems as *, and so on! PeterM > Well, I have another argument against removing any of the three set. > > Something out of (my) history > I started playing crossfire in his beginning on old sun3 systems with > 20Mz and three players. And it worked. I used fonts for the playing. > I use the same machines in my museum today. But I can't play crossfire > anymore on it, because it needs a lot more performance. > 091.x work well on them today. > Stop, I can hear you: Sun3-Systems are out. > I used SLC/ELC (25Mhz Sparc) with mono displays. Nice, I liked that. > slc/elc are dead (:-() > > Since then I started playing on SS10 (2x66Mhz320MB) and I can use xpm's. > Nice, added some flair. But the real flair (imho) is crossfire, not > all the nice pictures. (I have no time to view all those nice pictures, > when a dragon blasts fire on me :-() > But my SS10 got into problems, when the client got introduced. Cients are > nice, but they need performance. Imho: the playing without them was > much smoother (on old machines and for me). > Additionally: I have to use the cfclient-version. The gtk I can't play > because of the lack on performance, Even I have a cpu for the server > and another one for the client. > > I started playing on an Ultra166Mhz with the server (100Mbit connection) > on a E450 (4x400Mhz4GB). Well. Much smoother than on my SS10, but not as > smooth as in the early days. > Well SS10 are out. (:-((() > > I used the above configuration to play with png's. Impressed. Crossfire > gets nicer. (Nice enough for 1.0 :-)))) > But I can't play it with resonable speed on my configuration. > Is the above configuration out? > I'm realy sad. > > See it: The flair of crossfire has less to do with nice pictures, than > with lots of features/maps/monsters/spells..., running on all machines > you can imagine. (Crossfire is the test-source, when I install new > historical unix/vax-Box in my museum :-)) > > Well. I can use the newest amd/pentium system with lots of Mhz. > (Flame on:) > But I won't (have to deal with any of them.) I'm an old fashion unix-bofh. > That's me. > (Flame off) > > So please, don't remove the xpm's. Try to convert at least newly created png' >s > (automatically) to xpm. I think there are many folks out there, which would > thank you for that. Not only me and my friends. > > And another conclusion: Try to do something on the performance (without > removing the code for xbm/xpm...). > My impression is, that whith the availability of lot's of Mhz. the programmer >s > didn't think anymore on better algorithms than on featurism. The code > get's worse and worse. And that's not only an impression of crossfire. > It's an impression of all code developed in the last years. And I have seen > lot's of it. It's part of my job. > Well, Mark and the unnamed others did a lot of work on the code and that's > on reason, that it isn't as bad, as it had been some times ago and it could > have been without him. > > Bis dann > Klaus > > -- > "Sure, vi is user friendly. > It's just particular about who it makes friends with." ;-) > _________________________ > Klaus Elsbernd; System Administrator, BOFH | elsbernd@dfki.uni-kl.de > Deutsches Forschungsz. für Künstliche Intelligenz | DFKI GmbH, Geb. 57/285 > 67657 Kaiserslautern; Germany | Tel: (+49) 0631/205-3486 > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From dnh at hawthorn.csse.monash.edu.au Fri Mar 2 03:33:03 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:06 2005 Subject: [CF-Devel] xpm removal??? In-Reply-To: <200103020912.f229CnN08323@gate-2000.kl.dfki.de> Message-ID: Hmm we can't make EVERYONE happy. I run on a dual 450 G4 and I have no problems with performance.. and I am quite happy to run on a .nl server and I live in Australia (minimum ping time 350ms). The choice we have to make is, are we going to support the old platforms or the new artists? Certainly we could support the old systems but no respectable artist seems to want to draw for us. I don't think anyone has a problem with leaving the old stuff in.. if we can keep improving, but unfortunetly it seems we cannot. If someone wants to support old architecture we welcome them to start a new stream and keep the old xbms and xpms alive, if not I think I am correct in saying.. sorry but its not possible. To note you having troubles with GTk, I have noticed ALOT of people saying this but I personally have NO troubles at all. Perhaps it is because I have such huge lag times such issues barely count for much, regardless I don't think the GTK is really bad at all. I like its neater interface and on my G4 there is no question of performance. You tell me you have problems on a 4 x 400??? well I can't even imagine that, either you system is in correctly set up or it is VERY inefficient. When running a server and gcfclient I barely get to 5% of on one processor. Not only this, but I think crossfire is slowly going to get slower unless you upgrade your system, we are continueally adding new and exciting things (PR is a simple example). You don't expect Starcraft to work on a Mac Plus, I wouldn't expect crossfire to work on one either. By nature, games tend to use the most resources of a computer of anything (excluding compiling and simulations (which are ALMOST games anyway ;)) so you have to make some concessions. Anyway if you want to, or anyone you know wants to improve the performance of CF please do =). dnh From uad3 at rz.uni-karlsruhe.de Fri Mar 2 06:07:10 2001 From: uad3 at rz.uni-karlsruhe.de (Jochen Suckfuell) Date: Thu Jan 13 18:00:06 2005 Subject: [CF-Devel] cfclient bugs and server issues In-Reply-To: <3A9F2B6D.B833D2B@scruz.net> from Mark Wedel at "Mar 1, 2001 09:11:09 pm" Message-ID: >> Problem: reproduceable server crashes >> There are houses which crash the server when entering. I don't know if there >> are random maps in them. Anyway this is a convenient way the get the maps reset. > It really helps out if you give specific examples of these. Ie, what house and >what map is it on. Ok, here it is: The server crashes when you try to enter the little shrine in the map /dtabb/quest/town2 . The server is also very unstable when creating a new character. It crashes most of the times when after rolling stats, you press 'n' to proceed to the race selection. Just now I even made it to the race selection, chose a dwarf, and then the server died when I entered the Hall of Selection. I saw the welcome message in the message window, but the food on the floor didn't appear. I guess that's also a teleporter bug. That's it for now! BTW: I have subscribed to the list digest. So why am I not a genuine member and can post directly to the list? I got a message that my mail has to be acknowledged or something. Bye Jochen -- *** Jochen Suckfuell *********** eMail uad3@rz.uni-karlsruhe.de ******* ******************************** http://www.uni-karlsruhe.de/~uad3/ ** From michael.toennies at nord-com.net Fri Mar 2 07:06:38 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:06 2005 Subject: [CF-Devel] magic missile faces Message-ID: I'not sure but i work alot with the spell faces and i think on the map the faces for the magic missiles have the wrong direction. For fireballs, etc face .141 is always south east, for magic missile faces but east... ? Michael From andi.vogl at gmx.net Fri Mar 2 09:50:57 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:06 2005 Subject: [CF-Devel] Crossfire on SuSE In-Reply-To: <3A9F263E.AA94DB80@scruz.net> Message-ID: <000001c0a330$98515a80$280a0a0a@kyle> Mark W. wrote: > > Bug #1: cfclient crashes when resizing. [...] > > My guess from looking at the below is that there the problem is actually > some memory corruption issue. First question, is this highly reproducible? Reproduction rate is 100%. In short words: Yes. =) > Second, can you provide exact description on how to reproduce this? I click on the the bottom-right (any) edge of the cfclient window, hold the button pressed and do zig-zag with the mouse. After a few seconds the client crashes. > Bug #2: cfclient doesn't compile due to SuSE sound system. Fixing this > problem is a must-do before 1.0 IMHO. (I personally get around the problem > by replacing cfsndserv.c with an empty main routine). > It would already suffice to do a check for SuSE system, and completely > disable sound for SuSE. I don't care about sound, but the client must > compile. > I guess the question is - does the suse (alsa) sound system need a > header file? I imagine this worked at one time, but its certainly > possible that the also system has changed and it needs a different > header file or the like (or maybe there is a developer package for > this library that needs to be installed?) Someone using Suse needs > to figure this out. The sound works on my system, since I always listen to mp3s while playing/map-making. =) So there is no additional package to be installed. About the header files... Small is my knowledge about the SuSE sound system. I can try including this-and-that header to cfsndserv.c and see if I'm lucky enough to get it work. I'm not too optimistic though. Again, what if we just build in an option to disable sound (for SuSE) till we know how to get it work? It would be very good to have an emergency option like "-nosound" for the configure script anyways. > > Bug #3: Crossedit crashes when closing an item-window. [...] > > Any gdb output or the like on this? I can't promise with that > anything will be done with it, but this may be easy to fix. I didn't include the gdb trace in my last mail because I believe that it doesn't contain any helpful info. But take a look for yourself, maybe it's just my lack of knowledge with the Xt toolkit. gdb trace for crossedit crash: (Crash happens when I click or on any item window. Reproduction chance: 100%) Program received signal SIGSEGV, Segmentation fault. 0x82d86b8 in ?? () (gdb) where #0 0x82d86b8 in ?? () #1 0x400a8587 in DestroyVScrollBar () from /usr/X11R6/lib/libXaw.so.7 #2 0x400ad719 in XawTextDestroy () from /usr/X11R6/lib/libXaw.so.7 #3 0x401e5d40 in Phase2Destroy () from /usr/X11R6/lib/libXt.so.6 #4 0x401e5b4e in Recursive () from /usr/X11R6/lib/libXt.so.6 #5 0x401e5b02 in Recursive () from /usr/X11R6/lib/libXt.so.6 #6 0x401e5b02 in Recursive () from /usr/X11R6/lib/libXt.so.6 #7 0x401e60a9 in XtPhase2Destroy () from /usr/X11R6/lib/libXt.so.6 #8 0x401e61ad in _XtDoPhase2Destroy () from /usr/X11R6/lib/libXt.so.6 #9 0x401eab4a in XtDispatchEvent () from /usr/X11R6/lib/libXt.so.6 #10 0x401eaf65 in XtAppMainLoop () from /usr/X11R6/lib/libXt.so.6 #11 0x804b50a in main (argc=1, argv=0xbffff824, env=0xbffff82c) at crossedit.c:142 > I do note that I believe that crossedit really isn't compliant with > regards to modern window managers, so it could be that the close > method (if being done via window manager) could be doing something > crossedit doesn't like. As far as I know, the bug has nothing to do with the window manager. I tried with the modern KDE and the old fvwm2, crash happens on both. Andreas V. From andi.vogl at gmx.net Fri Mar 2 10:02:18 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:06 2005 Subject: [CF-Devel] cfclient bugs and server issues In-Reply-To: <3A9F2B6D.B833D2B@scruz.net> Message-ID: <000101c0a332$2b9ee5e0$280a0a0a@kyle> Mark W. wrote: (in reply to Jochen Suckfuell) > > [...] > > Problem: The server doesn't see when my connection dies. > > > > I'm sharing an ISDN line with other people and it happens that > > someone cuts it while I'm playing. Then my player is still standing > > where I left it and I can't log in again for another 10 minutes until > > the server decides that I'm somehow absent! Luckily I haven't died > > that way yet. If I just kill my client, the server saves and removes > > my player correctly. > > This is purely on OS issue, and nothing that crossfire can do much about > (there may be some tunables to make the connection die faster). But simply > put, with the way tcp traffic works, it does quite a bit of work to handle > lost packets and what not. A cut connection is basically just a lot of > lost packets, so it takes some amount of retrying before it figures out > that the connection really is dead. Oh I think there is an easy way to get rid of the problem: When a player logs on to the game we make a check if there already is a player with identical username and password. If there is one, we simply kick him out, allowing the "new" player to enter. The only situation where a player tries to connect the same character a second time is when his connection was cut. And this happens to everyone from time to time. Andreas V. From michael.toennies at nord-com.net Fri Mar 2 11:02:19 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:06 2005 Subject: [CF-Devel] spell path & cause black death Message-ID: I found that cause black death followed the PATH_NULL. Is this only to avoid to make them avaible from books? All other cause spells are from _WOUNDING I wonder how this is working, because also spells like levitate or destruction follow path NULL. I now put NULL in the last page of my spell list. Perhaps we can remove the PATH_NULL spells and add them to other pathes? We can use one "normal" path as "default" path where we add levitate and others. This path should be never forbidden through items or other effects. This will make the path thing much clearer. From michael.toennies at nord-com.net Fri Mar 2 11:02:20 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:06 2005 Subject: [CF-Devel] Spell list Message-ID: Hi I had wrote a spell list menu. Because we have 20 (+NULL) spell path, i create a spell panel. pressing 1 - 0 brings you in one of the 10 pages. In every page are 2 (or 3) spell path listed, left wizard spells, right priest spells. You can browse with cursor keys through the list. Every page has 2 * 26 entrys - from a to z. Pressing 'a'-'z' will invoke/cast the wizard spell in the page. Pressing SHIFT 'a'-'z' will invoke/cast the priest spell. This means, you can with a 3 keys combo invoke/cast ALL spells in the game. you can see this in this demo picture: http://mids.student.utwente.nl/~michtoen/spelllist/spelllist.png You bind a command like '?spelllist cat' to a key, this will open the spell list in cast mode (TAB will also change the mode if the menu is open). Now you can press 1 - 0 to open the page, and a - z to invoke the spell. Same with invoke. So no need to bind a cast command to any key anymore. Here are pics from all 10 pages with all spells i had included. http://mids.student.utwente.nl/~michtoen/spelllist/sl_page1.png http://mids.student.utwente.nl/~michtoen/spelllist/sl_page2.png http://mids.student.utwente.nl/~michtoen/spelllist/sl_page3.png http://mids.student.utwente.nl/~michtoen/spelllist/sl_page4.png http://mids.student.utwente.nl/~michtoen/spelllist/sl_page5.png http://mids.student.utwente.nl/~michtoen/spelllist/sl_page6.png http://mids.student.utwente.nl/~michtoen/spelllist/sl_page7.png http://mids.student.utwente.nl/~michtoen/spelllist/sl_page8.png http://mids.student.utwente.nl/~michtoen/spelllist/sl_page9.png http://mids.student.utwente.nl/~michtoen/spelllist/sl_page0.png Also, i draw for all spells a icons. Blue one for wizard spells, green one for priest. I put the icons here online. http://mids.student.utwente.nl/~michtoen/spelllist/icons Peter will work through spell list text file i droped here http://mids.student.utwente.nl/~michtoen/spelllist/cfspell.txt Every spell entry has a name, data values for type (w,p) row in a page (a-z) and the page (1 - 10). Then you can add a spell icon name and 4 text strings with spell descriptions and informations. This kind of list can hold 10*26*2 spells = 520 spells. At this time we have around 200 spells, so it should fit for long time. At this point, whole thing is client side. Means, i can't really decide, how on server side is the status of spells. Of course, i can use 'cast' and parse the spell list, but there can change many things on server side, i never will notice on client side - or i have to parse many things (god gives spells, denied spells, you learn spells, you lost spells, etc). Also, with every change in this areas on server side, the client will then be outdated. Whats about to make this stuff server side? It will be not many work. Adding the icons as faces are trivial and it will fit in what we have. For the spell data, means , , , we can create on small text file for each spell (like an arc file). This text file Now, when a player open a spell list or do something with the client, the client can ask the server for this data. We use the checksum for it! Means, the server had the spell data as little text file saved/loaded and generate a checksum for it. Now the client saves a spell entry as little text file (like a arc on server side) and generate for it his own checksum. When a player now log in a server, the server collect all spells the player knows and send AT GAME START cmd like this: SPELLLIST Now the client init for a player the spell list. Means, the client try to load the spelltextfilenames! If the text file not cached or the checksum is invalid, he sends a GETSPELL to the server. When the spell is new, he must/can ask for the face too - the number of the face is in the spell text file data. Thats all!!! Now we have a unique spell list for every player!!! Means, the player sees all time really the spells this character can cast. Now, when a player gets/learn a new spell, the server sends simply a new SPELLLIST cmd... only with the new spell, its a simply add. For losing a spell, we need a REMOVESPELL cmd or a SPELLLIST 25 char has some spells - the list you get with cast is long! Pressing a key with a invalid spell will cause sending the server this list a few times per second. For a list of 1kb text data this is not nice. From michael.toennies at nord-com.net Fri Mar 2 11:06:38 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:06 2005 Subject: [CF-Devel] CF sounds Message-ID: I put the new sounds i collect fo the dx client online. Browse here http://mids.student.utwente.nl/~michtoen/cf_sounds Feel free to add them to the other clients. I collect them from "free" sources and others, so it should be not problem with it add them to our open source. From tanner at real-time.com Fri Mar 2 11:19:16 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 18:00:06 2005 Subject: [CF-Devel] CF sounds In-Reply-To: ; from michael.toennies@nord-com.net on Fri, Mar 02, 2001 at 06:06:38PM +0100 References: Message-ID: <20010302111916.I8885@real-time.com> Quoting Michael Toennies (michael.toennies@nord-com.net): > I put the new sounds i collect fo the dx client online. > > Browse here > > http://mids.student.utwente.nl/~michtoen/cf_sounds > > Feel free to add them to the other clients. > > I collect them from "free" sources and others, so > it should be not problem with it add them to our open > source. Careful here. We don't want a Qt incident. Where it looks free, but it's not. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From michael.toennies at nord-com.net Fri Mar 2 12:02:58 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:06 2005 Subject: [CF-Devel] xpm removal??? In-Reply-To: Message-ID: Because i was the person who starts the "png only" discussion, let me say some word about it. As all know, we had a big problem with artists - means we had no one who really draw for us. Pungapointer and DB draw some, but they don't really work on the set. What most don't see is, that the artist who draw the natural xpm set was a real good one - and one which draws a lot. But the xpms are a 2-4 color set in most pictures. Only a few had more than 10 colors. Also, xpms are NOT good in performance. They are NOT fast on slow systems. Because, they start to be big with more data. And they must be parsed when first loaded! A normal png has same length as a xpm - and starting be smaller with more colors compared to a xpm. So make a xpm with >128 colors and you will be VERY upset about the file length. I can thing only about a non caching, low connect low memory system which will only run with 2 colors xBm's . But really, we NOT want to block all the new thing future brings for playing on old terminals. Also on smaller systems or black white systems a good implementation for the pngs should be NOT much slower than xpms. And the pnglib can transform a png in nearly every screen format that exists. In fact, the pngs can all what a xpm picture can and much more. So changing to pngs is not doing things different. Its simply do it BETTER. Its not a STYLE question - its a simply technical step to be up to date. I found the discussion about the good xpms and bad pngs very stupid - as god has send us the pngs or make the xpms unique. Of course, we must do some work to bring the set up. But there is no reason why then the png set will not be nicer than the xpm. In fact, they will be nicer in a few weeks. Look for the real new pictures and monsters - they are great! I found the way some people say, "let all how it is, because i want play it on xy" very egoistic. Also, i had a bad taste about the first mail of this thread from rower. Well, when we really not need new gfx and only maps... Why you don't start up making them? Where are all your great maps? Where is your work in this area? Xpm get removed because people in the dev start to work on them. We had created a goal and we start to working on it. Its simple to cry about the things - but you had not worked for it. We do. I had wrote about 75 mails to artists. And i had got only 5 serious answers!! And its hard to include them in the work. They don't come out and say: "Great we want to work for you, tell me how can i serve you." Forget it, it will need time and work to include them in CF. One thing we had to do is, to make the things easy. To think about how in future the development can be done. Future means to create a serious, easy to use gfx interface for CF. Using 3 sets and black&white gfx for old unix systems is not the way. There are many project out there, which died because they get smashed from there own weigth - from stuff no one want or need anymore but can't be removed. I can't ask a serious artist yet or in future to draw in 3 or even in 2 different styles, sets and formats for CF. NEVER!! Holding xpms and xbms means to skip FOR ALL TIMES the gfx development for CF. (Drawing all few month a new xpm means no development, really.) Even think about it or saying thats good or useful is stupid. This will end in the end of CF, believe me. Going to PNGs means to have a stable, cross platform, future save system. The pnglib is easy to use, the format can used for many other ideas (alpha mask, blending). I don't like the way the technical part of changing to pngs is mixed with sentence like: "xpms looks better" or "they can do the same" or "we don't need it". Thats all not very serious to talk like that. And its not clever to remove the option to makes thing better because people fear to lose something they don't really know. That human like, but not clever. What we need is better gfx! What we need are better maps! What we need is a new and better map editor / resource editor! But we had to work for it! And there will be no POOF and all is done and fine. And no one will pay us money. And perhaps some things will going/looking strange. But thats normal in a project who goes on. In the moment, we find all is perfect and there is no more work to do, CF is dead. But at this time, CF is really on the road. There is so much done in the last year, like in many years ago not. I hope, this will be going on! From leaf at real-time.com Fri Mar 2 12:12:50 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 18:00:06 2005 Subject: [CF-Devel] cfclient bugs and server issues In-Reply-To: Message-ID: Hello, Your fist post was sent from jochen@suckfuell.net which is not subscribed to the list. Mail sent to the list by non-members needs admin approval. Your uad3 account is subscribed to the list, that's why this message was posted without any delays. Let me know if you have any questions. - Rick Tanner leaf@real-time.com On Fri, 2 Mar 2001, Jochen Suckfuell wrote: > BTW: I have subscribed to the list digest. So why am I not a genuine member and > can post directly to the list? I got a message that my mail has to be > acknowledged or something. > From michael.toennies at nord-com.net Fri Mar 2 12:14:04 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] CF sounds In-Reply-To: <20010302111916.I8885@real-time.com> Message-ID: Hm ,thats true. But let me say: I had collect every sound and reworked/transformed then in cool edit. No one of this sounds really looks like the sound it comes from. Also, the format is different, the data is different, etc. Some are from my fried Michael Sapendowski and he we can use them. In easy words: Also when there is a "problematic" source for one of this sounds, no one will ever see or know it. Also, no one will care about it. There is only one point you should avoid: Using unique sounds like speech from movies or sounds from cartoons like the speed up sound from the road runner or stuff like that. These are unique sounds every one can identify and they are not free. But in fact, you can BUY most of this sounds for low. For 1-2$ for example you can buy them and use in a project - even this special sounds. Browse through the new spell sounds, you will find that most of them are simply effect sounds - no unique stuff. BTW: you really now the source of all of this old unix client sound files? > > Quoting Michael Toennies (michael.toennies@nord-com.net): > > I put the new sounds i collect fo the dx client online. > > > > Browse here > > > > http://mids.student.utwente.nl/~michtoen/cf_sounds > > > > Feel free to add them to the other clients. > > > > I collect them from "free" sources and others, so > > it should be not problem with it add them to our open > > source. > > Careful here. We don't want a Qt incident. Where it looks free, > but it's not. > -- > Bob Tanner | Phone : (952)943-8700 > http://www.mn-linux.org | Fax : (952)943-8500 > Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From tanner at real-time.com Fri Mar 2 13:17:06 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] JavaCC BNF for archetypes? Message-ID: <20010302131706.P8885@real-time.com> I know crossfire uses flex/lex for parsing the archetype file, I was wondering if one you BNF-gurus could look at JavaCC and let me know if it's an appropriate tool to use parse the archetype file into a Java Object? It's been almost 10 years since I have had to use my compiler writting skills :-( and I am very rusty! Thanks. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From jochen at suckfuell.net Fri Mar 2 13:47:25 2001 From: jochen at suckfuell.net (Jochen Suckfuell) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] monk doesn't hit anymore after holy possession Message-ID: Hi! I just started playing a monk. Since I can't carry weapons, I want to lower my weapon class using holy possession. But then I don't hit a mouse anymore, no matter how low the wc is! I hope this is not a feature, since even a warrior character needs holy possession when fighting hard monsters using melee. I just verified this with my experienced wizard character: he usually has wc -59 and hits fine when using the karate or punching skills. But after I cast a single holy possession (lowering my wc to -64), I don't hit anything anymore! I would be glad if someone could fix this since I'm just starting to have fun with my monk and his features (namely fast regeneration and meditation), but cannot do without holy possession. Bye Jochen -- It seems intuitively obvious to me, which means that it might be wrong. -- Chris Torek --- eMail jochen@suckfuell.net ----- http://www.suckfuell.net/jochen/ -------- From mwedel at scruz.net Fri Mar 2 21:55:35 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] xpm removal??? References: <200103020912.f229CnN08323@gate-2000.kl.dfki.de> Message-ID: <3AA06B37.A130C668@scruz.net> A few notes: PNG performance should not be much worse the xpm performance, except for the fact the images are larger amount of data (1024 bytes intead of 576 in a 24x24 image) The PNG loading is currently slower the xpm (just compare the time of running crossedit the -png vs -xpm mode). I plan to look into this some. I'm not sure how much this can be improved simply because there are more colors in the png image. There probably is room for some performance improvement. The biggest is to probably only draw the top image (ie, draw the monster, but not the grass it stands on). This would of course be an option, and IMO probably would look pretty terrible, but would get the performance up some. There certainly is some issue of minimum hardware support. I don't think anyone really expects to be able to go the store and by a modern commercial game and have it work very well on a 486. I can undertand the desire to be able to play crossfire on the system it first showed up on, but the game has evolved a lot on that time. The simple solution to this is to continue to run the version from that time frame. This is similar to the 486 example above - you can still run the games that were produced when the 486 was modern. I think it is always good for developers to try and keep performance in mind. But at the same time, if something could be done in 200 lines and run twice as fast as the same thing written in 50 lines, I would prefer the 50 line version in most cases - its less code to write, will likely have less bugs, and is easier to fix in the future. But I think the quick summary of this is: There are limited resources for working on crossfire, and so those limited resources need to be focused. If there were unlimited (or just a lot more resources), the focusing on performance for old hardware might be more reasonable. But realistically, I consider having crossfire run good on 10 year old harware still below a lot of stuff more important even if we did have a lot more resources. From mwedel at scruz.net Fri Mar 2 22:04:58 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] Crossfire on SuSE References: <000001c0a330$98515a80$280a0a0a@kyle> Message-ID: <3AA06D6A.1790E2F@scruz.net> Andreas Vogl wrote: > > The sound works on my system, since I always listen to mp3s while > playing/map-making. =) > So there is no additional package to be installed. > > About the header files... Small is my knowledge about the SuSE sound > system. I can try including this-and-that header to cfsndserv.c and > see if I'm lucky enough to get it work. I'm not too optimistic though. > Again, what if we just build in an option to disable sound (for SuSE) > till we know how to get it work? It would be very good to have an > emergency option like "-nosound" for the configure script anyways. Realistically, except for the error, that has the same effect as having no cfsndserv binary. but it would be nice to look into this further - it could be that alsa sound support is broken for all systems, not just suse. > > As far as I know, the bug has nothing to do with the window manager. > I tried with the modern KDE and the old fvwm2, crash happens on both. Yeah - crash trace doesn't look very useful. I would guess the most likely case is either memory corruption, or something is getting partially freed and a callback to it still exists. Unfortunately, I don't really know Xt, and crossedit is basically unmaintained at this point I think. From mwedel at scruz.net Fri Mar 2 22:16:37 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] spell path & cause black death References: Message-ID: <3AA07025.579954CC@scruz.net> Michael Toennies wrote: > > I found that cause black death followed the PATH_NULL. > > Is this only to avoid to make them avaible from books? > All other cause spells are from _WOUNDING Being available from books has nothing to do with the spellpath. there is actually a field in the spell structure that determines books chance, anothe that determines scroll chance, another that determines wand/rod/staff chance. Now I'm not sure why this particular spell would be path_null instead of path_wounding. > Perhaps we can remove the PATH_NULL spells and add them to > other pathes? > > We can use one "normal" path as "default" path where we add > levitate and others. > > This path should be never forbidden through items or other effects. > > This will make the path thing much clearer. Why? consider path_null the same as path_none or path_misc. If you make a new path and then make it so that no items affect the path, how is that any different than just using the current path_null we have now. I have a feeling that if you do make it a real path, you'll find someone down the road making a map or artifact that does change that path in some regard. If the spell doesn't need a path, then path_null works just fine. I'm just missing the point of what you are trying to fix/improve here. If given the choice, making no change vs making changes with no discernible effect, I'll choose the no change option every time. From meeg at mamia.prninfo.com Fri Mar 2 18:41:37 2001 From: meeg at mamia.prninfo.com (Meegwun South) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] Crossfire starting In-Reply-To: <3AA07025.579954CC@scruz.net> from "Mark Wedel" at Mar 02, 2001 08:16:37 PM Message-ID: <200103030041.TAA13114@mamia.prninfo.com> Okay,Do you think there should be new starting places? hmmm... maybe it would be good if you pick an Elf and start in an Elven city? Or for a dwarf a dwarf land. Should you be able to pick Light or gray or Dark For instance you go in a portal which is The Dark.You get to pick your character there. Light has mostly lighty colored buildings and people thare are shining. For grey It is Dark and Light mixed together. When you pick to be Dark Gray or Light your character lookes like a white or black Wraith. Meegwun Southall meeg@prninfo.com -------------------------------------------------------------------- Please send your messages or comments to crossfire-devel@lists.real-tim e.com if you are not a member please join.Thank You. From joel at mamia.prninfo.com Fri Mar 2 18:43:40 2001 From: joel at mamia.prninfo.com (Joel South) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] Spell idea Message-ID: <200103030043.TAA13149@mamia.prninfo.com> Hello. How about a spell called Tidal Wave. It would most probally be a cone spell,although there are other possibilities. Such as a wall of water that rushes forward pushing smaller enemies and slowing large,stronger ones down. This idea has many possibilities. A wave of lava,a strong wind that pushes the enemy and injures him somewhat,a pushing force of gravity,ect. Anyway,just sharing some suggestions. Bye. From dnh at hawthorn.csse.monash.edu.au Sat Mar 3 00:12:32 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] Spell idea In-Reply-To: <200103030043.TAA13149@mamia.prninfo.com> Message-ID: Joel and Meegwun as with nigh on all your suggestions they have alot of merit, but I am fairly sure no developers have the time or energy to implement them. If you want to try this spells you need to a)draw new graphics if they need them, b)look through the archs of spells and the code that handles it and add the spell yourself. Test it alittle then send it to one of the developers I am sure after testing they will be happy to add your ideas. dnh On Fri, 2 Mar 2001, Joel South wrote: > Hello. > > How about a spell called Tidal Wave. It would most probally be > a cone spell,although there are other possibilities. Such as a wall of water > that rushes forward pushing smaller enemies and slowing large,stronger ones > down. > This idea has many possibilities. A wave of lava,a strong wind that pushes > the enemy and injures him somewhat,a pushing force of gravity,ect. > Anyway,just sharing some suggestions. > > Bye. > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From michael.toennies at nord-com.net Sat Mar 3 05:26:21 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] spell path & cause black death In-Reply-To: <3AA07025.579954CC@scruz.net> Message-ID: > > I found that cause black death followed the PATH_NULL. > > > > Is this only to avoid to make them avaible from books? > > All other cause spells are from _WOUNDING > > Being available from books has nothing to do with the spellpath. > there is > actually a field in the spell structure that determines books > chance, anothe > that determines scroll chance, another that determines > wand/rod/staff chance. > > Now I'm not sure why this particular spell would be path_null instead of > path_wounding. > > > Perhaps we can remove the PATH_NULL spells and add them to > > other pathes? > > > > We can use one "normal" path as "default" path where we add > > levitate and others. > > > > This path should be never forbidden through items or other effects. > > > > This will make the path thing much clearer. > > Why? consider path_null the same as path_none or path_misc. If > you make a new > path and then make it so that no items affect the path, how is that any > different than just using the current path_null we have now. I > have a feeling > that if you do make it a real path, you'll find someone down the > road making a > map or artifact that does change that path in some regard. > > If the spell doesn't need a path, then path_null works just > fine. I'm just > missing the point of what you are trying to fix/improve here. If > given the > choice, making no change vs making changes with no discernible > effect, I'll > choose the no change option every time. Eh sorry, the reason why i want remove it don't come up with my mail and you don't wear a helm of telepathy in real life. ;) Simple: we had 20 named pathes + this path _NULL. The only reason why _NULL is there is that it can be denied or mnaipulated, right? Well, the spell list i create use '1' - '0' to jump to a page and i put then 2 spell pathes on it. The 21st path _NULL don't fit in this. Is just a question of "good design". Why not put the spells in other pathes? And just make one path as forbidden for manipulations. It was just that it was somewhat of confusing because PATH_NULL don'T fit in the the path system. At the moment, i had put the 20 pathes to 1-9 using 7 times 2 pathes and 2 times 4 pathes per page and give page 0 the NULL spells. From uad3 at rz.uni-karlsruhe.de Sat Mar 3 08:01:55 2001 From: uad3 at rz.uni-karlsruhe.de (Jochen Suckfuell) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] Invisibility doesn't work Message-ID: Hi again! It seems like the improved invisibility has no effect at all! If I cast it a second time, I get the message "you are already as invisible as you can get". But other players see me still, and so do all the monsters, even kobolds! The only effect is that other players that click me read "you see nothing there". That way, the invisibility spell is altogether useless! Bye Jochen -- Television has proved that people will look at anything rather than each other. -- Ann Landers --- eMail jochen@suckfuell.net ----- http://www.suckfuell.net/jochen/ -------- From joel at mamia.prninfo.com Sat Mar 3 03:56:52 2001 From: joel at mamia.prninfo.com (Joel South) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] Spell idea In-Reply-To: from "dnh" at Mar 03, 2001 05:12:32 PM Message-ID: <200103030956.EAA14166@mamia.prninfo.com> > > Joel and Meegwun as with nigh on all your suggestions they have alot of > merit, but I am fairly sure no developers have the time or energy to > implement them. If you want to try this spells you need to a)draw new > graphics if they need them, b)look through the archs of spells and the > code that handles it and add the spell yourself. Test it alittle then send > it to one of the developers I am sure after testing they will be happy to > add your ideas. > > dnh > We do plan to try this,but currently we are working on our own mapsets. My mapset,the Elven Lands,is pretty large and is hard work. But I will be needing to make new archetypes,for the main characters and such. Plus,I don't think their are enough elf archetypes for my maps,so I will make my own. (= Bye. From quisar at quisar.ambre.net Sat Mar 3 13:26:24 2001 From: quisar at quisar.ambre.net (Benjamin `Quisar' Lerman) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] 32k patch to propose Message-ID: <20010303202624.A24908@hell.ambre.net> Hi all. I've got a patch to propose there : http://www.ambre.net/crossfire/patch_vpath It basically do 2 things : 1) I modify the makefiles so it is possible to compile crossfire outside the source tree (I hate to have the .o on my source tree ;oD ) 2) I modify the way logfile is handled. On my computers the logs where always empty. So I just removed logfile, and made that stderr is redirected to the logfile in Daemon mode. Then I made stderr unbuffered and changed all the print to logfile to print to stderr. -- Benjamin `Quisar' Lerman quisar@quisar.ambre.net http://www.ambre.net/quisar "Si les yeux pouvaient tuer et enfanter, les rues seraient pleines de cadavres et de femmes grosses." Valery From quisar at quisar.ambre.net Sat Mar 3 13:29:06 2001 From: quisar at quisar.ambre.net (Benjamin `Quisar' Lerman) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] 32k patch to propose In-Reply-To: <20010303202624.A24908@hell.ambre.net>; from quisar@quisar.ambre.net on Sat, Mar 03, 2001 at 08:26:24PM +0100 References: <20010303202624.A24908@hell.ambre.net> Message-ID: <20010303202906.A24981@hell.ambre.net> Benjamin LERMAN a ?crit?: > I've got a patch to propose there : http://www.ambre.net/crossfire/patch_vpath Oups I forgot something. The patch suppose also that include/config.h is moved to include/config.h.in (So that we can modify config.h without modifying the source tree). -- Benjamin `Quisar' Lerman quisar@quisar.ambre.net http://www.ambre.net/quisar "Si les yeux pouvaient tuer et enfanter, les rues seraient pleines de cadavres et de femmes grosses." Valery From dnh at hawthorn.csse.monash.edu.au Sat Mar 3 17:17:58 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] Spell idea In-Reply-To: <200103030956.EAA14166@mamia.prninfo.com> Message-ID: That is great to hear Joel. I quick point, you don't need to make new archetypes for one or two characters. I don't really think for example, including siegfried as a monster really necassary. What I think should have been done is to just copy a simple person and changed the face to what they want.. etc.. If your character doesn't turn up all the time don't bother adding a new archetype. If on the otherhand you create a whole new monster (like the Skree for example) it is much better that you include it as a monster so people know of its existance. dnh From mwedel at scruz.net Sat Mar 3 17:51:34 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] cfclient bugs and server issues References: Message-ID: <3AA18386.9A26960D@scruz.net> Jochen Suckfuell wrote: > The server is also very unstable when creating a new character. It crashes most > of the times when after rolling stats, you press 'n' to proceed to the race > selection. > Just now I even made it to the race selection, chose a dwarf, and then the > server died when I entered the Hall of Selection. I saw the welcome message in > the message window, but the food on the floor didn't appear. I guess that's > also a teleporter bug. PLEASE ALWAYS REPORT THE VERSION OF THE SERVER (AND CLIENT IF APPROPRIATE) OF ANY BUG YOU REPORT! This applies to everyone. I've made some changes since 0.96.0 came out that I believe fix this bug. I'm not going to look into this any further unless someone says this is happening with latest CVS snapshot. OF all the servers out there, only one (hell.ambre.net) appears to be running latest CVS. From mwedel at scruz.net Sat Mar 3 18:01:03 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] cfclient bugs and server issues References: Message-ID: <3AA185BF.D2B17E8C@scruz.net> Jochen Suckfuell wrote: > > >> Problem: reproduceable server crashes > >> There are houses which crash the server when entering. I don't know if there > >> are random maps in them. Anyway this is a convenient way the get the maps reset. > > It really helps out if you give specific examples of these. Ie, what house and > >what map is it on. > Ok, here it is: The server crashes when you try to enter the little shrine in > the map /dtabb/quest/town2 . Ok. Found problem. Will be checked into CVS shortly. From mwedel at scruz.net Sat Mar 3 18:13:11 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:07 2005 Subject: [CF-Devel] cfclient bugs and server issues References: <000101c0a332$2b9ee5e0$280a0a0a@kyle> Message-ID: <3AA18897.5C92F3C@scruz.net> Andreas Vogl wrote: > > Oh I think there is an easy way to get rid of the problem: > When a player logs on to the game we make a check if there already is a > player with identical username and password. If there is one, we simply > kick him out, allowing the "new" player to enter. > The only situation where a player tries to connect the same character a > second time is when his connection was cut. And this happens to everyone > from time to time. Thats probably a reasonabl solution. I'll have to think about it a little more to see how easy it is to do. I know there will need to be a few changes, ie: 1) Don't check for duplicate name until after password is entered (right now I believe that check is done right after name entry) 2) Need to add code to reclaim the old player and associate with new socket. I don't think this will be really hard to do - just not something I want to do before 1.0 which will hopefully be out once all these bugs are fixed. I don't really want to be introducing new bugs right now. I've added it to the TODO list so I won't forget about it. From quisar at quisar.ambre.net Sat Mar 3 19:15:29 2001 From: quisar at quisar.ambre.net (Benjamin `Quisar' Lerman) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] Patch to remove sound with configure Message-ID: <20010304021529.A16694@hell.ambre.net> Hi, I have a patch to add an option to configure to disable the sound in the Unix client. You can find it there : http://www.ambre.net/crossfire/sound.patch -- Benjamin `Quisar' Lerman quisar@quisar.ambre.net http://www.ambre.net/quisar "Si les yeux pouvaient tuer et enfanter, les rues seraient pleines de cadavres et de femmes grosses." Valery From mwedel at scruz.net Sat Mar 3 19:31:42 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] spell path & cause black death References: Message-ID: <3AA19AFE.C975E7A1@scruz.net> Michael Toennies wrote: > Simple: we had 20 named pathes + this path _NULL. The only reason why _NULL > is there is that it can be denied or mnaipulated, right? can not be denied or manipulated is what I'm guessing you meant to say. I don't believe that was the reason. I believe the reason for most of the spells is because they did not fit handily into any other classification. > > Well, the spell list i create use '1' - '0' to jump to a page and i put then > 2 spell pathes on it. > > The 21st path _NULL don't fit in this. > Is just a question of "good design". that almost more sounds like you need an even number of spell paths, or am I misreading that? > > Why not put the spells in other pathes? As said, some of them probably just don't fit really well. > > And just make one path as forbidden for manipulations. Which is what path_null does right now. So why change that? > > It was just that it was somewhat of confusing because PATH_NULL don'T fit > in the the path system. Not meant to - it basically mean the spell does not belong to any path. nothing wrong with that - that is done in many areas (objects can have no material for example, or no attacktype, and so on). > > At the moment, i had put the 20 pathes to 1-9 using 7 times 2 pathes and 2 > times 4 pathes > per page and give page 0 the NULL spells. I don't really parse that above line. I'm also unclear if the problem really has something to do with the current number of spell paths, or the fact there is a path null? If the number of spell paths is a problem, the basic response is you'll just need to deal with it - if we add a path_misc for example, there is still nothing preventing additional paths from being added in the future, which would once again result in a non nice number of paths. I guess I'm still not really clear why path_null is such a big deal. From joel at mamia.prninfo.com Sat Mar 3 15:07:00 2001 From: joel at mamia.prninfo.com (Joel South) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] Spell idea In-Reply-To: from "dnh" at Mar 04, 2001 10:17:58 AM Message-ID: <200103032107.QAA15497@mamia.prninfo.com> > > That is great to hear Joel. I quick point, you don't need to make new > archetypes for one or two characters. I don't really think for example, > including siegfried as a monster really necassary. What I think should > have been done is to just copy a simple person and changed the face to > what they want.. etc.. > > If your character doesn't turn up all the time don't bother adding a new > archetype. If on the otherhand you create a whole new monster (like the > Skree for example) it is much better that you include it as a monster so > people know of its existance. > > dnh > Of course I won't make a new archetype for certain chars,but for some,I need a new archetype. Such as King Yoer,who joins you for a while and follows you like a "pet". Or the wood elf queen,who plays a major part in my story. And such others. I don't think i'll make a whole new monster for them,as they are main NPCs. I'll just change their face like you suggested. Anyway,thanks. Bye BTW,dnh,if your too busy to do my artifacts,I will do them myself. I just need to know how. From andi.vogl at gmx.net Sat Mar 3 21:24:54 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] Patch to remove sound with configure In-Reply-To: <20010304021529.A16694@hell.ambre.net> Message-ID: <000101c0a45a$b2ef1a00$280a0a0a@kyle> Benjamin `Quisar' Lerman wrote: > Hi, > > I have a patch to add an option to configure to disable the sound in the > Unix client. > > You can find it there : > > http://www.ambre.net/crossfire/sound.patch I've tested this patch on my (SuSE) system and it works fine. Like I hoped, the new compile flag (--disable-sound) kinda "solved" my sound-lib problems. =) If nobody has concerns about it, I'd like to check the patch into CVS quite soon. I think this patch is very good because it provides an "emergency" option for people with unusual sound systems. Andreas V. From joel at mamia.prninfo.com Sat Mar 3 17:10:55 2001 From: joel at mamia.prninfo.com (Joel South) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] Spell idea In-Reply-To: from "dnh" at Mar 04, 2001 01:01:56 PM Message-ID: <200103032310.SAA15775@mamia.prninfo.com> > > I am quite happy to do your artifacts... > > I have been quite busy and you left for awhile. > As per normal please give me a list of what you want and I will see to > making them. > > Currently it is looking like the xpm set wont be around for very much > longer. I feel that your artifacts will be done only in png, unless this > idea falls through. I must advise you that there is no chance of your > mapset being included until after version 1. So don't get to anxious just > yet =). > > Please try to contact me either via ICQ (45691259), irc #crossfire on > openprojects.net or email dnh@hawthorn.csse.monash.edu.au. > > dnh Depending on the time it takes to complete version 1,I probally won't finish too soon. I still have a lot to do. Although,if I do,I will have other projects to keep me entertained. I have even more ideas for later. Bye From peterm at tesla.EECS.Berkeley.EDU Sun Mar 4 13:26:03 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] Re: Spell ideas Message-ID: <200103041926.LAA10349@tesla.EECS.Berkeley.EDU> Hello, I've already implemented a special prayer for "Sorig" called "windstorm" which does minor damage and pushes objects including slowing monsters;. It is a cone spell. If you want to play with it join Sorig's religion. PeterM From joel at mamia.prninfo.com Sun Mar 4 11:07:15 2001 From: joel at mamia.prninfo.com (Joel South) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] Re: Spell ideas In-Reply-To: <200103041926.LAA10349@tesla.EECS.Berkeley.EDU> from "Peter Mardahl" at Mar 04, 2001 11:26:03 AM Message-ID: <200103041707.MAA17856@mamia.prninfo.com> Cool. Thanks,I never knew there was a spell like that in crossfire. Of course my idea was the tidal wave thing,but that would probally take too much work for developers. They are busy with many other more important projects. Well,thanks again. Joel Southall From joel at mamia.prninfo.com Sun Mar 4 11:13:16 2001 From: joel at mamia.prninfo.com (Joel South) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] Ships Message-ID: <200103041713.MAA17875@mamia.prninfo.com> Hello Does anyone else think that traveling by water in crossfire is a bit unrealistic? Traveling by ships is like stepping on a teleporter. In a second you appear in the next city. I would like to know if anyone has any ideas to change this. Thanks. From mwedel at scruz.net Sun Mar 4 17:53:15 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] Ships References: <200103041713.MAA17875@mamia.prninfo.com> Message-ID: <3AA2D56B.B6A6558B@scruz.net> Joel South wrote: > > Hello > Does anyone else think that traveling by water in crossfire is a bit > unrealistic? Traveling by ships is like stepping on a teleporter. In a > second you appear in the next city. I would like to know if anyone has any > ideas to change this. I suggest you read the TODO list. That is there, but won't happen anytime really soon. Aside from actual code to support it, a lot of the maps would need to be updated, as the water is not continous - ie, even if you could move on the water, there is no path between most of the cities. From mwedel at scruz.net Sun Mar 4 18:08:42 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] Patch to remove sound with configure References: <000101c0a45a$b2ef1a00$280a0a0a@kyle> Message-ID: <3AA2D90A.E5F3EE11@scruz.net> Andreas Vogl wrote: > > Benjamin `Quisar' Lerman wrote: > > > Hi, > > > > I have a patch to add an option to configure to disable the sound in the > > Unix client. > > > > You can find it there : > > > > http://www.ambre.net/crossfire/sound.patch > > I've tested this patch on my (SuSE) system and it works fine. Like I hoped, > the new compile flag (--disable-sound) kinda "solved" my sound-lib problems. > =) > > If nobody has concerns about it, I'd like to check the patch into > CVS quite soon. I think this patch is very good because it provides an > "emergency" option for people with unusual sound systems. A few notes. First, the issue isn't with unusual sound systems - if you run on some strange OS which sound has not been ported for, thing will work fine. The problem is that the client/configure script thinks it knows how to deal with the also sound system, when in fact the alsa sound system has changed the API, and so it breaks. That is really the only case where the --disable-sound option would be needed. So such an option is really for systems where we think we know how to support the sound system, but in fact don't (because of broken code or the sound system has changed, etc). I looked over the patch, and my initial impression is that there are a lot more #ifdefs than we really need. All that is really needed is to not compile the cfsndserv program, and perhaps turn off sounds by default. Also, the code as is will break on some system - the patch to gx11.c (while I'm not sure why it is there), is not valid ANSI C code. // is not a valid comment character. Gcc will take it, but gcc will take lots of improper C constructs. That code will fail on any ANSI compliant C compiler. I don't have a problem with a configure option to disable the sound - I just think the current one does the right thing. I think the more proper fix is to just not try and compile the cfsndserv if that option is given, and really no other changes would need to be made to any of the code. From joel at mamia.prninfo.com Sun Mar 4 13:33:14 2001 From: joel at mamia.prninfo.com (Joel South) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] Ships In-Reply-To: <3AA2D56B.B6A6558B@scruz.net> from "Mark Wedel" at Mar 04, 2001 03:53:15 PM Message-ID: <200103041933.OAA18169@mamia.prninfo.com> Is the TODO list on the crossfire website? Thanks From mwedel at scruz.net Sun Mar 4 18:33:59 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] 32k patch to propose References: <20010303202624.A24908@hell.ambre.net> Message-ID: <3AA2DEF7.B1297E29@scruz.net> Benjamin `Quisar' Lerman wrote: > > Hi all. > > I've got a patch to propose there : http://www.ambre.net/crossfire/patch_vpath > > It basically do 2 things : This is why I really like patches that are split up by what they do, and not patches that combine several things. notes below: > > 1) I modify the makefiles so it is possible to compile crossfire outside > the source tree (I hate to have the .o on my source tree ;oD ) From looking over it, I have no problem with that aspect of the patch. I believe some work was done a while ago to do the same thing. > > 2) I modify the way logfile is handled. On my computers the logs where > always empty. So I just removed logfile, and made that stderr is > redirected to the logfile in Daemon mode. Then I made stderr unbuffered > and changed all the print to logfile to print to stderr. I really fail to see why this is needed. It seems like this is a very big patch for something that can be fixed in a much easier way (if in fact broken - it works fine on my system). I know the logfile works when I use the crossloop scripts, and know it works when I don't. Just as a stylistic point, I really hate the idea of stderr potentially not really being stderr. I can certainly see at some point somone doing something, and they do have a logfile set up for all the logfile output, but really do want to put something to stderr (to assist with interactive debugging), and then get really confused when that ends up not being what it wants. I do notice that the -log option did not work. But with about 15 lines of code, I've made it so that it now does. IMO, this is much more preferable than several hundred lines of code. I appreciate the work you are doing here. But as a new developer, you may want to send out some of your proposed changes before you do them and see if any of the experienced developers can give you ideas on how to more efficiently make the changes. > > -- > Benjamin `Quisar' Lerman > quisar@quisar.ambre.net http://www.ambre.net/quisar > "Si les yeux pouvaient tuer et enfanter, les rues seraient pleines de cadavres > et de femmes grosses." Valery > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From michael.toennies at nord-com.net Sun Mar 4 20:57:46 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] CF Java Editor Message-ID: I have do some research how we can do a new editor in java. In my opinion is java a superior language for tools like our editor (and crap for serious programs :). Most menus/parts (combo boxes, tile management) are part of the java gfx&windows system. Now, i have found 2 packages. http://mids.student.utwente.nl/~michtoen/CFJavaEditor Gridder is a open map editor for some game. Well, it has incuded some source and is exactly the kind of program we want (of course we will change style, screen arangement etc.). But its a good example and it will give us the whole "skeleton" of the java program. 2nd problem is that you need a png lib for java. There are some out, including sets like the jai from sun - but they are all very large. i found a small, fast and free package (from sixleg). I haf tested it, they works fine and fast. Well, thats nearly all we need, its really easy to do. Now, who will? Michael From andi.vogl at gmx.net Mon Mar 5 04:51:44 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] download site for CVS snapshot? Message-ID: <000001c0a562$482f2080$280a0a0a@kyle> Somehow I'm missing a download site for latest Crossfire CVS. In former days, this used to be the daily snapsot site on berkeley, but that one is empty now. And the anonymous ftp on SF still seems to have problems. There is a link to on the CF project page, but I cannot connect to that (is it broken?). I often meet people using old versions of CF. When I tell them to upgrade, of course they ask me: "where can I get latest CVS?". I would really hate to explain them they must install cvs and ssh (and linux). Could someone re-activate a daily-snapshot site? Or does something similar already exist? Andreas V. From joel at mamia.prninfo.com Mon Mar 5 14:07:49 2001 From: joel at mamia.prninfo.com (Joel South) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] Night and Day in Crossfire Message-ID: <200103052007.PAA21684@mamia.prninfo.com> Hello I'd just like to share an idea. I think night and day would be an interesting(and realistic) addition to crossfire. It should be real time,being night or day depending on what time it is where the server is located. I also think it is imperitive that maps have a difference,outdoor and indoor. Since dungeons and caves are nearly always dark. Just sharing my opinion. Bye. From peterm at tesla.EECS.Berkeley.EDU Mon Mar 5 19:00:09 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] Night and Day in Crossfire In-Reply-To: Your message of "Mon, 05 Mar 2001 15:07:49 EST." <200103052007.PAA21684@mamia.prninfo.com> Message-ID: <200103060100.RAA19172@tesla.EECS.Berkeley.EDU> Hello, This is another of those ideas that periodically gets kicked around but no one has implemented yet. Want to have a shot at it? PeterM > Hello > I'd just like to share an idea. I think night and day would be an > interesting(and realistic) addition to crossfire. It should be > real time,being night or day depending on what time it is where the server > is located. I also think it is imperitive that maps have a > difference,outdoor and indoor. Since dungeons and caves are nearly always dar >k. > > Just sharing my opinion. > > Bye. > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From joel at mamia.prninfo.com Mon Mar 5 15:17:37 2001 From: joel at mamia.prninfo.com (Joel South) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] Ships Message-ID: <200103052117.QAA21807@mamia.prninfo.com> Hello. I just wanted to say,i'm working on an idea to make traveling by ships realisticaly longer. Of course you can't really control the ship,but I think it would work well. Until a code is made to actually make the player able to control it and to make "moving areas". In my idea,the player's ship does not actually move. It is an illusion. From peterm at tesla.EECS.Berkeley.EDU Mon Mar 5 21:40:46 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] Ships In-Reply-To: Your message of "Mon, 05 Mar 2001 16:17:37 EST." <200103052117.QAA21807@mamia.prninfo.com> Message-ID: <200103060340.TAA11452@tesla.EECS.Berkeley.EDU> > > > Hello. > I just wanted to say,i'm working on an idea to make traveling by ships > realisticaly longer. Of course you can't really control the ship,but I > think it would work well. Until a code is made to actually make the player > able to control it and to make "moving areas". > In my idea,the player's ship does not actually move. It is an illusion. No doubt you'll be able to come up with some way to do it, but do you really think it'll be much fun to watch the ship "sail" while you sit on your hands waiting? The "teleportation" effect of the present crossfire implementation is perhaps unrealistic, but it is quick and painless and not boring. Others in the past have complained that some maps are "too far away" even with the current instantaneous exits.... PeterM From the_real_tomble at hotmail.com Mon Mar 5 23:40:30 2001 From: the_real_tomble at hotmail.com (Tom Barnes-Lawrence) Date: Thu Jan 13 18:00:08 2005 Subject: [CF-Devel] And almost a year later... Message-ID: Hello... Some of you guys may possibly remember, back around may/june last year, I briefly (and perhaps a bit stupidly) subscribed to the list, in order to get out an idea or two I had had regarding random maps (and my thoughts on a variation, random quests with random quest maps), and said that I had to unsubscribe again due to leaving uni, but that I would resubscribe again the next week and send in some prototype for the map generator... Or you may not remember. It then took me about a week to even unpack the computer, then I had 1 or 2 other things to do, and due to a combination of multiple ISPs, strange family windoze boxen losing my user and email accounts, my unwillingness to set up Exim on my machine to work with a dial-up connection, and getting into other games for a bit... It all never happened. Excuses excuses. Anyhoo, here I am again, with a crappy hotmail address, no sign of a random-quest-map generator mysteriously appearing on my machine, a handful of (unfinished) maps, and a whole bunch of things that have happened to crossfire for me to catch up on... I might as well share my thoughts on the whole PNG,XPM,XBM argument since near everyone else on the list has things to say on it, and it is a very significant part of the CF experience: Firstly, I always find it a tough idea to make a game like CF unusable with certain machines-EG, I have a Sun SPARCClassic here (temporarily, it'll be a present), and it of course only has crappy 8-bit colour. But, I ran cfclient remotely on it, and was able to play quite comfortably on it. The sound was coming out of the PC, but no matter. I vaguely remember those old ELC/SLC machines that I'd used a little at uni, with the mono displays, the design had seemed pretty neat and I'd considered getting a 2nd hand one of those for myself, but I could never find a reason. But it would seem a shame to make CF unusable on one. Also, I've seen some of the screenshots for the DX client, with the PNG images. I'm sorry to say it, I mean no disrespect to the artist, but near all of the tiles I saw on them were AWFUL. I especially got upset seeing the Dreads and Beholders there, as I mainly think they're the coolest looking creatures in the game. I like them looking like a big evil orange, staring at ME, not my CHARACTER! I am real, and alive, my character is not real and doesn't care what the creatures look like. I understand the idea that the XPM's style of crossfire graphics is strictly speaking unrealistic, as the style of isometric perspective is not quite right, and the monsters are mainly in a different perspective, but they'd looked fine that way! Look at art of ancient Egyptians; or of Australian Aborigines- They traditionally drew a sort of U shape to represent people, which was like a top view of somebody sitting, and all their art took this sort of POV, but when their kids got introduced to western style of drawing, they ended up drawing eg:houses, the way white kids would draw them, but with U shapes outside for people. What I'm really getting at here is, it is a very human way to deal with pictures, that usually things just *represent* actual things. I can see that the monsters in crossfire, and for that matter nethack, etc. aren't shown at an appropriate angle compared to their surroundings, but I accept it, it looks right, the games are not designed to look *real*, they are tile based games, where the things shown are only supposed to *represent* the things that are there. If you had similar sorts of angles in Quake, you would not be able to deal with it properly, but in crossfire, etc, these things look perfectly natural. I'm sure the majority of the people on the list understand this point fine, but it seems there are still some who don't; so, that should be the majority of my "realism" rant out of the way. BTW, a good friend of mine who recently got a paid job as a full time artist (last time I heard) loves nethack, and even the full-ascii ADOM roguelike. So there's the answer to Michael Toennies' suggestion that any artist would turn down such a style of graphics. He may have a point re the 3 sets of tiles tho.. I'm not all anti PNG tho, I recognise that the appearance of the PNG tiles is not really down to the fact they are PNG, but if they were the same size, all the old XPM tiles could have just been converted straight across no problem! 32x32 size tiles could probably be done to look OK if they'd all been redone in a nicer style; also if it is true that PNG files of same format are smaller than XPMs, and the png library is faster than xpm, then there is no *long-term* reason to keep XPM, only the fact they *currently* look so much better than PNGs. The XBMs, of course have very good technical reasons for keeping, but also the drawback of having to do mono faces as well, so I'm unsure, but think *maybe* they should go too??? COLOURS I read several of Michael Toennies' points regarding the graphics, and though I disagreed with many of them, I found one post that talked about some sort of weird virtual palletting system. I couldn't quite understand what he was trying to say (sorry Michael :), but it sounded possibly very interesting. Maybe someone else could explain what he meant... I think one of the reasons that the XPM graphics look good is that the number of colours are limited to a (fairly good) small range, and so things sort of gel together, you know? The idea of having swappable pallettes of colours for maps, so certain faces could be rendered to look very different without someone having to draw new versions, seems a fairly neat idea. I think there was more to it, but I couldn't follow it all properly. There was also mention of PNGs being 24bit by default, but using pallettes... can someone clarify this a bit for me? It seems to me, colourwise, that it would be pretty neat if when (if?) the final change to use PNG rather than XPM happens, that the images would have something like a 256 colour pallette, where the first 16 are the default ones used currently in the XPM? I feel that such a thing would keep a nice overall colour-scheme, but allow flexibility, and the option to run on crappy-old 8bit displays. I know it sounds like I want all to go out of their way to support legacy machines when it affects next-to-noone, but with a game like crossfire, which is not just tile-based but *orthogonally* tile based, exceptionally fancy graphics would probably be a waste of effort-It may even make it look worse, if the tiles are oh-so realistically coloured...but firmly in a grid. The quality of one aspect raises your criticality, suspension of disbelief fails... ANYWAY I've gone on for way too long here. Comments on my POV? Any final decisions been made on it all yet? Thanks for your time with this one, Tom Barnes-Lawrence (AKA Tomble) PS-I'm staying with this address for the forseeable future, at least until I'm able to get a permanent connection ;) So I'll be on the list for a good time for now, you lucky people... _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com. From peterm at tesla.EECS.Berkeley.EDU Tue Mar 6 00:03:14 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:09 2005 Subject: [CF-Devel] And almost a year later... In-Reply-To: Your message of "Tue, 06 Mar 2001 05:40:30 GMT." Message-ID: <200103060603.WAA19836@tesla.EECS.Berkeley.EDU> > Hello... > Some of you guys may possibly remember, back around may/june last > year, I briefly (and perhaps a bit stupidly) subscribed to the list, > in order to get out an idea or two I had had regarding random maps > (and my thoughts on a variation, random quests with random quest None of that has gotten done yet. It's sorta simmering at the bottom of my mind at low priority. If you want to do it, I'll advise you on how the random map generator works. Since you came new layoutstyles have been added, mostly: spirals, square spirals, snakelike layouts, and rogue-like layouts. > Also, I've seen some of the screenshots for the DX client, with > the PNG images. I'm sorry to say it, I mean no disrespect to the > artist, but near all of the tiles I saw on them were AWFUL. I There are many of us who like the xpm-style better. I'm currently in the process of converting the old xpm art into pngs, so that they can be used as an alternate png set of art. If you want to help me finish it up, I can give you complete images for all the monsters and many buildings. They'll need to be split back up again into png, and a way found for alternate images to be used instead of the default png images. > What I'm really getting at here is, it is a very human way > to deal with pictures, that usually things just *represent* actual > things. I can see that the monsters in crossfire, and for that I agree with you completely. Others also have said that the png set right now has serious problems. PeterM From mwedel at scruz.net Tue Mar 6 00:41:16 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:09 2005 Subject: Images, was Re: [CF-Devel] And almost a year later... References: Message-ID: <3AA4868C.FD55A5DE@scruz.net> Might as well have the subject represent what this is really about. In terms of PNG - I think the big problem is with the isomorphic monsters (and some of the scaled up xpm images). After MichT's mail on images and perspective, it became pretty apprantly that the isomorphic monsters are just wrong. In terms of other images in the PNG set, are there other ones that are really bad? As for palletized png images, this is my understanding with perhaps some more direct questions that can get a direct answer. The idea of palletized images is that there is some number of pallets, so someplace, the server can say 'display image X using pallete Y'. What I'm not sure is if pallete Y (or use of pallete Y) is some global pallete for all images, or if each image has some number of pallets. Hopefully the later, as trying to deal with global palletes would seem to not really work very well (for example, change the green in the monster or orange via pallete may be cool, but you probably really don't want to change the green in the trees to orange for example) So I thinkg palletized images could work. Note that back in history, color was stored in the archs, and then get moved to be an image attribute. In terms of code support, I would probably say that a hybridized naming scheme. So the the pallet could be denoted by %(pallet_num) - ie, instead of human.111, it would be human.111%5 for the 5'th pallete. Advantage of that is that if the image does not have a pallete, it could just use the default one. This could happen if a player/client is using is own image set - palletization would be a an optional/looks neat feature, and not something really needed to play effectively (like sound for example) From mwedel at scruz.net Tue Mar 6 00:53:26 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:09 2005 Subject: [CF-Devel] Night and Day in Crossfire References: <200103052007.PAA21684@mamia.prninfo.com> Message-ID: <3AA48966.5C102405@scruz.net> Joel South wrote: > > Hello > I'd just like to share an idea. I think night and day would be an > interesting(and realistic) addition to crossfire. It should be > real time,being night or day depending on what time it is where the server > is located. I also think it is imperitive that maps have a > difference,outdoor and indoor. Since dungeons and caves are nearly always dark. I don't really like the idea of it being based on the time that the current server machine is on. Crossfire moves much faster than real life. Mapping crossfire time to real time would be very limiting. I remember some of the ultima games, where certain events happened at certain times. I think that is a neat idea, but is only doable if the times are not synced (othewise, if something needs to be done at say midnight), this could be very hard if the server you are on is 3 hours earlier than you are (which means you would need to be around at 3 am). My general thought would be to map crossfire time to real time would be 1 hour real time = 1 day crossfire time. This is purely arbitrary - realistically, each tick would be given some time value - right now, there are about 8 ticks/second, so just from that, 1 hour real time would be 8 hours crossfire time if you said each crossfire tick equals 1 second (but in terms of scale, I think that might be wrong - I can't walk along an entire store front in real life in 2 seconds). But the time ratio really depends more on what is reasonable - if you want to be able to do certain things at certain times, you want that ratio sufficient that a person has a reasonable chance of doing, which probably amounts to a ration of 1 crossfire day happening every few hours of real time. Beyond that point, for times to actually be meaningful, having more than just darkness would probably be needed - shops should be closed late at night, but at the same time, perhaps the taverns don't open until 4 pm or the like. This is definately a 2.0 (or later) feature. Basically, a time element would need to be added to objects that determines when it is active. This can actually make it interesting - perhaps the graveyards in the cemetary only generated between midnight and 4 pm or the like. From mwedel at scruz.net Tue Mar 6 00:54:49 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:09 2005 Subject: [CF-Devel] Ships References: <200103060340.TAA11452@tesla.EECS.Berkeley.EDU> Message-ID: <3AA489B9.8003C332@scruz.net> Peter Mardahl wrote: > No doubt you'll be able to come up with some way to do it, > but do you really think it'll be much fun to watch the ship > "sail" while you sit on your hands waiting? > > The "teleportation" effect of the present crossfire implementation > is perhaps unrealistic, but it is quick and painless and not boring. I agree with the above. While having it show you the path, if you don't have much choice to set there and watch, it really isn't very interesting. I've even found some maps with limited player movers annoying. Some maps may use them for the right purpose (keep you out of some area), but if they use you for a guided tour, it isn't very interesting. When doing such changes, it is always better to provide a reasonable amount of details to the list. The developer list isn't meant to be 'I've done 40 hours of work - here's this new cool feature - what do you think'. It works much better that if before starting on that 40 hours (or whatever) amount of work, you briefly sketch what you plan to do. Because as said, the worst case of not letting anyone know what you are doing until it is already done is that your change is not accepted so that work is lost, and best case is that it is taken as you do it and it gets integrated. In most all cases, if discussion is done beforehand, it will not be rejected (to be honest, I can not really think of any cases where something was still not integrated after having been discussed). > > Others in the past have complained that some maps are "too far away" > even with the current instantaneous exits.... I haven't heard this much, and I would think should be even less so now that you re-appear at your last savebed at death. All the criticism I've heard is that the things are too close (ie, you can wander across the entire continent in less than 1 minute real time). The only time where time to map hop can be annoying is when players want to check all the shops for some items. With the removal of stat potions from the shop, I'm not sure how much this is still the case, but I know that even now, I periodically go to all the magic shops looking for a specific spellbook or ring or the like. From mwedel at scruz.net Tue Mar 6 01:06:04 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:09 2005 Subject: [CF-Devel] download site for CVS snapshot? References: <000001c0a562$482f2080$280a0a0a@kyle> Message-ID: <3AA48C5C.CEA087DA@scruz.net> Andreas Vogl wrote: > > Somehow I'm missing a download site for latest Crossfire CVS. > In former days, this used to be the daily snapsot site on > berkeley, but that one is empty now. > And the anonymous ftp on SF still seems to have problems. > There is a link to on the > CF project page, but I cannot connect to that (is it broken?). See https://sourceforge.net/cvs/?group_id=13833 for anonymous CVS checkout. Not quite the same thing. You can get a complete tarball at http://cvs.sourceforge.net/cvstarballs/crossfire-cvsroot.tar.gz Unfortunately, that is a tarball of everything (client, server, maps, arch, and I believe it also includes the CVS directories, and hence history information. its about 25 MB, so probably isn't quite what you want. > > I often meet people using old versions of CF. When I tell them > to upgrade, of course they ask me: "where can I get latest CVS?". > I would really hate to explain them they must install cvs and ssh > (and linux). don't needs ssh anymore - sourceforge has anonymous pserver checkout. Pointing them to the last official release probably isn't always a terrible thing. From mwedel at scruz.net Tue Mar 6 01:42:54 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:09 2005 Subject: [CF-Devel] CF Java Editor References: Message-ID: <3AA494FE.F10C4F64@scruz.net> Michael Toennies wrote: > > I have do some research how we can do a new editor in java. > > In my opinion is java a superior language for tools like our editor > (and crap for serious programs :). Java has the one advantage is that one editor will work on all platforms. We'll ignore the performance issues. > > Most menus/parts (combo boxes, tile management) are part of the java > gfx&windows system. Not really a big deal in some sense, as there are of course many toolkits for C. > > Now, i have found 2 packages. > > http://mids.student.utwente.nl/~michtoen/CFJavaEditor > > Gridder is a open map editor for some game. > > Well, it has incuded some source and is exactly the kind of program > we want (of course we will change style, screen arangement etc.). > > But its a good example and it will give us the whole "skeleton" of the > java program. I'm all for code re-use, but there is always the issue of whether is easier to try and re-use someone elses code that your not familiar with. It also depends on how re-usable the code is. But I think the big issue really will be whoever (if anyone) decides to make a new editor. Basically, the person can pretty much do whatever they want, so if they want to use java, python, perl, tcl, or whatever, that will probably be up them. Now granted, if this person chooses something that no one else likes, the amount of help given may be limited (from both the perspective of people may not want to spend much time spending time on something they can't use. Or if the language/toolkit is something that others don't know, the best they can give is theoretical help. > > 2nd problem is that you need a png lib for java. There are some out, > including > sets like the jai from sun - but they are all very large. > > i found a small, fast and free package (from sixleg). I haf tested it, they > works fine and > fast. My personal thought is that if there is a well established/standard package for png support available out there, size of it probably is not especially relevant (you did not qualify very large. Is that 1 MB? 10 MB? ) Anyways, I say this in the sense that if we choose one that works now but may not be really well supported, we may run into a problem down the road where due to changes in the png objects or something it no longer does the task we need, and then time has to get spent fixing it up for a new api. > > Well, thats nearly all we need, its really easy to do. > Now, who will? I'm not sure how you quantify it as really easy to do. It strikes me that dealing with reading the archetypes and maps, layering of the maps, meaning of certain fields, etc, is not a trivial amount of work. Which is the bright side of going with C - at least all that code is still there (and if you look at the current crossedit code, it is even more so - depending on your point of view, all that would need to be done for that is to choose a more portable library, as except for a few missing features, everything is already done there). From crossfire at suckfuell.net Tue Mar 6 06:42:15 2001 From: crossfire at suckfuell.net (Jochen Suckfuell) Date: Thu Jan 13 18:00:09 2005 Subject: [CF-Devel] cfclient bugs and server issues In-Reply-To: <200103041947.f24Jlfl12625@sprite.real-time.com> Message-ID: > Jochen Suckfuell wrote: >> The server is also very unstable when creating a new character. It crashes >> most >> of the times when after rolling stats, you press 'n' to proceed to the race >> selection. >> Just now I even made it to the race selection, chose a dwarf, and then the >> server died when I entered the Hall of Selection. I saw the welcome message >> in >> the message window, but the food on the floor didn't appear. I guess that's >> also a teleporter bug. > PLEASE ALWAYS REPORT THE VERSION OF THE SERVER (AND CLIENT IF APPROPRIATE) > OF ANY BUG YOU REPORT! > I've made some changes since 0.96.0 came out that I believe fix this bug. This appears on the snapshot from 20-2-2001. Bye Jochen -- Why don't you ever enter any CONTESTS, Marvin?? Don't you know your own ZIPCODE? --- eMail jochen@suckfuell.net ----- http://www.suckfuell.net/jochen/ -------- From michael.toennies at nord-com.net Tue Mar 6 06:55:24 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:09 2005 Subject: [CF-Devel] FW: Crossfire & Java Message-ID: It seems to me, we found or map editor coder. Ok, he needs some advice. So question to all: Which feature we want? What we want see? etc.etc. We should help this guys as good we can, so he don't lost his minds or drop the project in middle of work - what always can be happen. So, we should collect sources as often we can do - also to help him with single code sections. I have some work to do yet, so i will answer marks mail to the java editor later. Michael > > Hi Michael, > > I'm sorry not to have wrote you ASAP but i had to save the > biggest project > of the company. (The commercial staff did promise the moon,mars > and jupiter > to a very important customer that said that if we did not deliver what he > expected, he would take back his money (about 1.5 Million $) > > so i had to work saturday and sunday to make this impossible mission > possible.(By the way, i hope to get some K$) > > By now, it seems to look better and i'm really interessed in > coding for the > CrossFire Project. > > You want a Map/Tile Editor , why not. It looks good to me for doing it in > Java. > > I'll begin that ASAP. > > I really need documentation about what you expect. (Tell me your > dreams and > i'll try to make them come true) > > See ya very soon > > Seb. > > _________________________________________________________________ > Get your FREE download of MSN Explorer at http://explorer.msn.com > > From andi.vogl at gmx.net Tue Mar 6 06:53:35 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:09 2005 Subject: [CF-Devel] download site for CVS snapshot? In-Reply-To: <3AA48C5C.CEA087DA@scruz.net> Message-ID: <000001c0a63c$7773cbe0$280a0a0a@kyle> Mark W. wrote: > See https://sourceforge.net/cvs/?group_id=13833 for anonymous CVS checkout. > Not quite the same thing. That's apperently the best and only way. But you need CVS installed, and some basic knowledge how to use it. Not at all comparable to a simple hyperlink! I'm not willing to spend hours explaining people how to use CVS. And what about window users, who like to download something? > You can get a complete tarball at > http://cvs.sourceforge.net/cvstarballs/crossfire-cvsroot.tar.gz > Unfortunately, that is a tarball of everything (client, server, maps, arch, > and I believe it also includes the CVS directories, and hence history > information. its about 25 MB, so probably isn't quite what you want. Not only that it's 25MB, I have the feeling one needs to be logged in (as SF account member) to get it. Besides, the whole "cvs.sourceforge.net/" seems to have performance problems. Maybe due to the load of downloads/uploads? While "sourceforge.net/" is quite stable. > > I often meet people using old versions of CF. When I tell them > > to upgrade, of course they ask me: "where can I get latest CVS?". > > I would really hate to explain them they must install cvs and ssh > > (and linux). > > don't needs ssh anymore - sourceforge has anonymous pserver checkout. > Pointing them to the last official release probably isn't always a > terrible thing. You're wrong it *is* a terrible thing. You don't like it when people keep reporting bugs that already have been fixed, or do you? Could someone write a script, doing the anonymous pserver checkout let's say every 24 hours, and linking the files on a simple html page? Then we could set up a snapshot page again. Andreas V. From andi.vogl at gmx.net Tue Mar 6 07:44:10 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:09 2005 Subject: [CF-Devel] RE: [Crossfire-cvs] CVS: client CHANGES,1.38,1.39 cfsndserv.c,1.4,1.5 In-Reply-To: Message-ID: <000101c0a643$8762e980$280a0a0a@kyle> CVS log, patch written by Mark I suppose: > Modified Files: > CHANGES cfsndserv.c > Log Message: > cfsndserv.c: Modified so it now compiles with the modern ALSA sound > system. No idea if it actually works. MSW 2001/03/04 The cfclient now compiles (and runs) on my SuSE system. However, I had to install the alsa dev. package in order to make it work. So I think this "--disable-sound" compile option could still be very useful. Could either Mark or Quisar fix up the disable-sound patch so that it is acceptable for cvs checkin? Andreas V. From michael.toennies at nord-com.net Tue Mar 6 07:47:58 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:09 2005 Subject: [CF-Devel] download site for CVS snapshot? In-Reply-To: <000001c0a63c$7773cbe0$280a0a0a@kyle> Message-ID: I must agree to Andreas. We need a snapshot page. As i know some other pages like that, best if we had the actuell snapshot in 2 kinds on it: as tar.gz and as simple .zip. The zip reason is simple: As windows or mac user, you had normally no tar.gz unpacker installed as default. And the normal user (we are NOT normal users) had never heard about CVS. I use the windows commander, a norton commander clon, which do all this on key press, but the normal "dummy" user ( i love this :) had it not. And when people want make maps or look into arches to redraw the demons, they need an easy access. For us, making this snapshot site will make no real work. But many people will stop go on, when they run in CVS or tar.gz. But perhaps this people is a great story teller and can server us with great maps and quests - when he can get the packets. Michael > Mark W. wrote: > > > See https://sourceforge.net/cvs/?group_id=13833 for anonymous CVS > checkout. > > Not quite the same thing. > > That's apperently the best and only way. But you need CVS installed, and > some basic knowledge how to use it. > Not at all comparable to a simple hyperlink! I'm not willing to spend > hours explaining people how to use CVS. And what about window users, > who like to download something? > > > You can get a complete tarball at > > http://cvs.sourceforge.net/cvstarballs/crossfire-cvsroot.tar.gz > > Unfortunately, that is a tarball of everything (client, server, maps, > arch, > > and I believe it also includes the CVS directories, and hence history > > information. its about 25 MB, so probably isn't quite what you want. > > Not only that it's 25MB, I have the feeling one needs to be logged > in (as SF account member) to get it. Besides, the whole > "cvs.sourceforge.net/" > seems to have performance problems. Maybe due to the load of > downloads/uploads? > While "sourceforge.net/" is quite stable. > > > > I often meet people using old versions of CF. When I tell them > > > to upgrade, of course they ask me: "where can I get latest CVS?". > > > I would really hate to explain them they must install cvs and ssh > > > (and linux). > > > > don't needs ssh anymore - sourceforge has anonymous pserver checkout. > > Pointing them to the last official release probably isn't always a > > terrible thing. > > You're wrong it *is* a terrible thing. You don't like it when people > keep reporting bugs that already have been fixed, or do you? > > > Could someone write a script, doing the anonymous pserver checkout > let's say every 24 hours, and linking the files on a simple html page? > Then we could set up a snapshot page again. > > Andreas V. > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From erik at subnett.no Tue Mar 6 09:28:59 2001 From: erik at subnett.no (Erik Gjertsen) Date: Thu Jan 13 18:00:09 2005 Subject: [CF-Devel] download site for CVS snapshot? In-Reply-To: <000001c0a63c$7773cbe0$280a0a0a@kyle> Message-ID: On Tue, 6 Mar 2001, Andreas Vogl wrote: > Could someone write a script, doing the anonymous pserver checkout > let's say every 24 hours, and linking the files on a simple html page? > Then we could set up a snapshot page again. Hi! I've just gotten around to modifying my set of scripts to checkout crossfire, client, arch and maps every 24hrs (00:00 CET every night) from sourceforge and stuffing them on my FTP - ftp://crossfire.futt.org/pub/crossfire - if a web interface is preferable I can fix something I guess. Up to you guys. Please note that the older snapshots may not be completely accurate snapshots at the moment. Server sits on a 10mbit leased line in Norway. ---------------------------------------------e-r-i-k--g-j-e-r-t-s-e-n------ --- PGP http://erik.subnett.no/pgp.txt --- --- Why PGP? http://www.futt.org/whoami_html --- --------------------------------------------------------------------------- From andi.vogl at gmx.net Tue Mar 6 10:21:52 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:09 2005 Subject: [CF-Devel] download site for CVS snapshot? In-Reply-To: Message-ID: <000301c0a659$912e3a80$280a0a0a@kyle> Erik Gjertsen wrote: > > Could someone write a script, doing the anonymous pserver checkout > > let's say every 24 hours, and linking the files on a simple html page? > > Then we could set up a snapshot page again. > > Hi! I've just gotten around to modifying my set of scripts to checkout > crossfire, client, arch and maps every 24hrs (00:00 CET every night) > from sourceforge and stuffing them on my FTP - > ftp://crossfire.futt.org/pub/crossfire - if a web interface is > preferable I can fix something I guess. Up to you guys. Please note > that the older snapshots may not be completely accurate snapshots at > the moment. > > Server sits on a 10mbit leased line in Norway. Thanks a lot Erik! =) If you easily have the time, I'd say a simple html page for download would be cool. But ftp is already very good. Andreas V. PS: Greetings to Louie! :-) From erik at subnett.no Tue Mar 6 13:02:21 2001 From: erik at subnett.no (Erik Gjertsen) Date: Thu Jan 13 18:00:09 2005 Subject: [CF-Devel] download site for CVS snapshot? In-Reply-To: <000301c0a659$912e3a80$280a0a0a@kyle> Message-ID: On Tue, 6 Mar 2001, Andreas Vogl wrote: > If you easily have the time, I'd say a simple html page for download > would be cool. But ftp is already very good. Sample thingy at http://www.futt.org/crossfire_html - most of it is static, except for the snapshot download links. Those are dynamic - made in Zope, but similar perl/php script should not take long to whip up. I'll be happy to do it if there's a need for it. ---------------------------------------------e-r-i-k--g-j-e-r-t-s-e-n------ --- PGP http://erik.subnett.no/pgp.txt --- --- Why PGP? http://www.futt.org/whoami_html --- --------------------------------------------------------------------------- From joel at mamia.prninfo.com Tue Mar 6 07:32:30 2001 From: joel at mamia.prninfo.com (Joel South) Date: Thu Jan 13 18:00:09 2005 Subject: [CF-Devel] Ships In-Reply-To: <3AA489B9.8003C332@scruz.net> from "Mark Wedel" at Mar 05, 2001 10:54:49 PM Message-ID: <200103061332.IAA23828@mamia.prninfo.com> Well,actually making it annoying can work to some degree. Then people will only go to these maps to stay there a little while,instead of hopping town to town to buy spells and such. Also,to make it a little less boring,there could be random events. Such as a storm at sea,pirate attack,ect. Of course this could get slightly annoying,example: A player feels like playing a quest where the ship leads,but then his ship wrecks upon an unknown shore. But,as with the top,it will discourage travaling across the world to another continent in less than a minute. Also I was making the idea for fun,and implementing it in my own server to play by myself. Just to see if I could do it. I just told you guys incase you needed it. From quisar at quisar.ambre.net Tue Mar 6 16:28:58 2001 From: quisar at quisar.ambre.net (Benjamin `Quisar' Lerman) Date: Thu Jan 13 18:00:09 2005 Subject: [CF-Devel] 32k patch to propose In-Reply-To: <3AA48FCC.493DF37D@scruz.net>; from mwedel@scruz.net on Mon, Mar 05, 2001 at 11:20:44PM -0800 References: <20010303202624.A24908@hell.ambre.net> <3AA2DEF7.B1297E29@scruz.net> <20010305093429.A30939@hell.ambre.net> <3AA48FCC.493DF37D@scruz.net> Message-ID: <20010306232858.A27960@hell.ambre.net> Mark Wedel a ?crit?: > Agree. But chances are, if your running and hoping to debug (and putting > fprintf(stderr,)), you are not going to run in daemon mode. So ? In this case my patch doesn't change anything. > In fact, realistically, I don't know how many people run in daemon mode - > whenever I do it, I use the crossloop scripts. Well I do. And if you don't run in daemon mode, the -log doesn't have any effect. The logfile is open in the BecomeDaemon function. > Your trying to read intent into others code. Perhaps they really want > that output to go to stderr. Or maybe its a bug its going to stderr - > can't say for Well, if they really want output to go to stderr, they completly forgot the Daemon mode, stderr is closed when you go to Daemon mode, so the logs are lost. And if is is just debug intended to only one develloper, I don't see why it has been checked in in the first place. > But even given that, if you are running in daemon mode and also want > the stderr stuff, it is easy enough to modify BecomeDaemon to have > stderr point to the logfile at that point. Well, that's what I did. That mean reopen stderr as a file. And that's the reason of my patch. Then it seems that it was not useless to have to file descriptor pointing to the same thing, and that was why I remove the file descriptor logfile and put all to stderr, because I thought that it mades all the code to be more consistant. > If not running in daemon mode: > logfile goes where you expect it (stderr by default, or wherever -log points) > stderr goes to stderr, which is what you espect. No it don't. -log doesn't work when you are not running in daemon mode. So all go to stderr, and my patch didn't changed anything. I think I begin to understand your objections, but -log doesn't work outside the daemon mode, so my pacth doesn't changed anything to the comportment of the server outside daemon mode. > If running in daemon mode: > logfile goes where you expect it (to some logfile). > stderr (which would otherwise be lost) can go to the logfile No stderr cannot go to logfile, unless you reopen it, because stderr is closed in the BecomeDaemon function. -- Benjamin `Quisar' Lerman quisar@quisar.ambre.net http://www.ambre.net/quisar "Si les yeux pouvaient tuer et enfanter, les rues seraient pleines de cadavres et de femmes grosses." Valery From the_real_tomble at hotmail.com Tue Mar 6 20:47:44 2001 From: the_real_tomble at hotmail.com (Tom Barnes-Lawrence) Date: Thu Jan 13 18:00:09 2005 Subject: [CF-Devel] And almost a year later... Message-ID: Hi >From: Peter Mardahl >>in order to get out an idea or two I had had regarding random maps >>(and my thoughts on a variation, random quests with random quest >None of that has gotten done yet. It's sorta simmering at the >bottom of my mind at low priority. Actually, what I was trying to say was, that I had meant to do a prototype generator as a kind of proof-of-concept, to let the group see it, but that I basically haven't. I never expected you or any of the other developers to carry out my ideas, I know you all do a huge amount on the game as it is! (BTW- I tried connecting to some 0.96 servers a week or so ago, was really impressed by the race+class thing, it looks very cool! But I was using an old 0.95.4 client- Is the character supposed to look like his race or his class?) > If you want to do it, I'll >advise you on how the random map generator works. >Since you came new layoutstyles have been added, mostly: >spirals, square spirals, snakelike layouts, and rogue-like layouts. Sounds very cool! But as I tried to explain originally, I kind of meant the whole random *quest* thing as a different *use* of random maps, with different requirements, and a different method of creating, that as far as I could tell, would not work with it (It wasn't supposed to be a new mode the existing random maps, nor a replacement, rather an *alternative*, for very different situations). I think I made that sound a bit obscure :P As it is pretty tough for me to explain (especially as when I get to use the 'net its usually late night and I'm tired), I shall try to write out a *proper* description of the "random quest" thing AND the "random quest map" thing, plus stuff about their envisioned implementation, and importantly *what they would give the game that isn't available already*! And then tommorowish I shall send it either to the list, or to the incoming dir of ftp.uio.no, or anywhere else you think would be more appropriate. >There are many of us who like the xpm-style better. >I'm currently in the process of converting the old xpm art >into pngs, so that they can be used as an alternate png >set of art. I heard you mention somewhere you were trying to copy over the monsters from XPM unscaled... This sounds quite good for short term, but: (1) That will presumably leave a noticable gap between monster and player during fights; (2) What can you do with multi-tile monsters? (3) Copying wall and floor tiles, etc unscaled wouldn't really work. Is it possible I misunderstood this, or that you are now doing something else? And what do you do where you can't copy without scaling? Scale or leave out entirely? >If you want to help me finish it up, I can give you complete >images for all the monsters and many buildings. They'll need >to be split back up again into png, and a way found for alternate >images to be used instead of the default png images. I've installed + looked at the archetype tarballs, but never actually done anything to them myself nor run collect on them, nor worked with the images. BUT I'm fairly sure I could do some basic menial processing of them. Please explain more clearly what you'd want me to be doing tho(splitting into 32x32? doing something else entirely?). Or are you suggesting I might edit some of the images myself? I wouldn't mind redrawing a few, but I should warn you I got an E in GCSE Art+Design ;) Luckily, however, I got a grafx tablet for xmas, which I found I could draw with far better than with a pencil or a mouse!! Unluckily, I lost the stylus a few weeks back :P If I manage to find it, I may attempt redrawing a scaled up version of an existing XPM image to see if I'm at all competent, and then submit for trial by flame... When you say a way must be found to use alternative ver. PNG tiles, do you mean should it be done entirely client side, or should the client request the alternative set from the server? As long as servers currently support clients using XBM, XPM, PNG sets, and must send appropriate ones, surely this scheme can be extended to cover alternative png tilesets? Have I misunderstood? >I agree with you completely. Others also have said that the >png set right now has serious problems. As long as a number of people are dissatisfied, it is unlikely those tiles will continue looking weird and wrong, so that's taken a load off my mind. Cheers, Tom Barnes-Lawrence (AKA Tomble) _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com. From joel at mamia.prninfo.com Tue Mar 6 16:43:26 2001 From: joel at mamia.prninfo.com (Joel South) Date: Thu Jan 13 18:00:10 2005 Subject: [CF-Devel] New versions Message-ID: <200103062243.RAA25095@mamia.prninfo.com> What makes getting new versions exciting? New features and maps,of course. I remember,I used to get excited when I found a new version of crossfire was out. I wanted to see if they put in a new feature or there were new maps. I was especially excited about the partial resistances being out. Bug fixes,of course,are very important as well. But what are you most excited about seeing,bug fixes or a new feature? I just wonder what's going to be so different about version 1.0 to the one before it. I know there will be lots of bug fixes,but will their be any new features or new maps? From mwedel at scruz.net Tue Mar 6 21:46:17 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:10 2005 Subject: [CF-Devel] download site for CVS snapshot? References: <000001c0a63c$7773cbe0$280a0a0a@kyle> Message-ID: <3AA5AF09.E4EE1696@scruz.net> Just a note - I don't have a big problem with people reporting bugs that may have already been fixed. I do have a big problem when bugs are reported without useful information, like what version the server was. Getting messages like 'the server crashed on me' are completely useless. Only marginally more useful are 'the server crashed when I entered some exit'. What I really want on that for all reports is what version that server is running and specific directions on what you did. Its very frustrating to get bug reports for bugs that are very reproducible (at least for the user), but the user not sharing what it takes to reproduce it. I can't read minds. Even if the people grab a snapshot, maybe it was last weeks snapshot and something has been fixed since then. IF people are not going to use the anonymous CVS access, its pretty likely they will only infrequently update their server (as doing a full download and recompile is a bit of a pain - especially if the only thing someone changed was a typo in some message). That said, yes, if bugs are reported against a sufficiently old version, I probably won't investigate, and instead tell them to get something modern. But I'll at least read a message if a person reports a bug in the current version, and can then usually pretty quickly determine if it may have been fixed. From mwedel at scruz.net Tue Mar 6 21:56:30 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:10 2005 Subject: [CF-Devel] FW: Crossfire & Java References: Message-ID: <3AA5B16E.3909ABDD@scruz.net> Michael Toennies wrote: > > It seems to me, we found or map editor coder. > > Ok, he needs some advice. So question to all: > Which feature we want? What we want see? > etc.etc. > > We should help this guys as good we can, so he don't lost > his minds or drop the project in middle of work - what always > can be happen. So, we should collect sources as often we can do - > also to help him with single code sections. > > I have some work to do yet, so i will answer marks mail to the java editor > later. > IMO, basically we want what the current editor can do, which is load map, insert objects, delete objects, modify objects, wipe below, and fill below. The features I consider missing from the current editor: 1) connected object navigator: When looking at maps others have made, it is often very difficult to figure out what gets connected to what (handle to what grate, etc). Something like being able to click on a connected object and then select something which shows me all the other connected objects of that same value would be very cool (whether this is done via highliting on the map window, or another window popping up, or whatever - I haven't thought about the exact navigation of it much). Thats the big one for me. I'm sure others may have other stuff they want added (I usually don't create new ones but instead modify old ones - I could see those creating new ones might have different demands). Going with the above, an easier way to connect them might be desired (ie, you click on one, say connect to, click on another, and it updates the connected vals). From mwedel at scruz.net Tue Mar 6 21:58:54 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:10 2005 Subject: [CF-Devel] RE: [Crossfire-cvs] CVS: client CHANGES,1.38,1.39 cfsndserv.c,1.4,1.5 References: <000101c0a643$8762e980$280a0a0a@kyle> Message-ID: <3AA5B1FE.F65D6F41@scruz.net> Andreas Vogl wrote: > > CVS log, patch written by Mark I suppose: > > > Modified Files: > > CHANGES cfsndserv.c > > Log Message: > > cfsndserv.c: Modified so it now compiles with the modern ALSA sound > > system. No idea if it actually works. MSW 2001/03/04 > > The cfclient now compiles (and runs) on my SuSE system. However, I > had to install the alsa dev. package in order to make it work. > So I think this "--disable-sound" compile option could still be > very useful. > > Could either Mark or Quisar fix up the disable-sound patch so that > it is acceptable for cvs checkin? Can you define 'make it work?' Does that mean you just don't get sound output, or it doesn't compile until you add that, or what? It should be pretty easy to make it just not compile the cfsndserv program. And I think thats all thats really needed. From the_real_tomble at hotmail.com Tue Mar 6 22:35:36 2001 From: the_real_tomble at hotmail.com (Tom Barnes-Lawrence) Date: Thu Jan 13 18:00:10 2005 Subject: Images, was Re: [CF-Devel] And almost a year later... Message-ID: >From: Mark Wedel >Subject: Images, was Re: [CF-Devel] And almost a year later... > Might as well have the subject represent what this is really >about. Yeah, sorry, I already made another reply with that subject. BTW I've been splitting my large emails into paragraphs, with line breaks between in an attempt to make them more digetible, but when the list sends me back copies, hotmail shows them in one huge block. If anyone has been receiving them in similar form and finding them hard to read that way, the list archive seems to show them properly. Also, I am making replies, and changing "to" field to the list address, but those replies are not appearing to be part of the same thread. Could this be the fault of hotmail, or am I doing something wrong? Hotmail sucks.... > In terms of PNG - I think the big problem is with the isomorphic > >monsters (and >some of the scaled up xpm images). After MichT's mail on images and >perspective, it became pretty apprantly that the isomorphic >monsters are >just >wrong. Part of my argument was that the monsters dont even need to be in the same perspective as the walls, etc.; Strictly speaking, it's the walls and buildings that *ought to* look wrong in both tilesets- because they are angled to one side. But they look right. They just scan properly. Ironically, making the *monsters* angled that way in the PNGs should make everything look better, due to it all fitting the same perspective that already works for the walls, but it visibly doesn't. I think our minds see the angled perspective as appropriate for the nice (semi-)permanent buildings and surroundings, but the more vertical, looking-me-in-the-eye perspective as appropriate for the things running around in them. It makes no clear sense, but you can't really argue with it. It would have all been different if the tiles and view had been diamond shaped, but it must be *way* too late for that (it did sound like MichT had been suggesting that as a change) My other problem was largely with the nasty looking colours, and apparent lack of contrast in most of the PNGs I've seen. > In terms of other images in the PNG set, are there other ones >that are >really bad? Personally, I've only seen the screenshots of the PNG set, so I prolly sound a bit stupid now- but I also found the cobble- stone tiles in the zoo pretty awful. I couldn't tell if they were scaled or new. I didn't like the grates either. They looked kind of ill-defined, like all detail and contrast had been sucked out. Is the PNG set currently only usable on the GTK and DX clients? If the GTK one does need imlib, I wont touch it with a 50ft pole... I may try the DX client on my windoze box tho. > The idea of palletized images is that there is some number of >pallets, >so someplace, the server can say 'display image X using >pallete Y'. That sounds kind of like what I thought he meant. > What I'm not sure is if pallete Y (or use of pallete Y) is some >global >pallete for all images, or if each image has some number of >pallets. I'm not sure either. I got the impression it was sort of a hybrid, where the map had a palette of all colours it wanted (but I'm still hoping only 256 in total...), but then all the images had their own virtual palette which hooked into that so it all worked...:P Actually, I'm not sure if what I've just said makes any sense, or would be any more useful or possible, or anything much as my brain is running down. I need sleep now. I also don't know if what I'm referring to is what MichT was. NO Actually, Im sure that's right, just badly described. I'll have another look at that tomorrow, whilst I try to document my old idea... >Hopefully the later, as trying to deal with global palletes would >seem to not really work very well (for example, change the green in >the monster or orange via pallete may be cool, but you probably >really don't want to change the green in the trees to >orange for example) I am currently unable to consider whether my interpretation avoids that. I think that was an aspect of it, I just don't know whether it works or is mad stupid crap from my tired brain :P Yes, see above. I'm sure it does.Ish. >In terms of code support, I would probably say that a hybridized >naming scheme. So the the pallet could be denoted by %(pallet_num) >-ie, instead of human.111, it would be human.111%5 for the 5'th >pallete. > Advantage of that is that if the image does not have a pallete, >it could >just use the default one. I think maybe that approach sounds good. Signing off for tonight, methinks Tom Barnes-Lawrence (AKA Tomble) _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com. From mwedel at scruz.net Wed Mar 7 00:14:12 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:10 2005 Subject: Images, was Re: [CF-Devel] And almost a year later... References: Message-ID: <3AA5D1B4.B10B1CF5@scruz.net> Tom Barnes-Lawrence wrote: > Personally, I've only seen the screenshots of the PNG set, > so I prolly sound a bit stupid now- but I also found the cobble- > stone tiles in the zoo pretty awful. I couldn't tell if they > were scaled or new. I didn't like the grates either. They looked > kind of ill-defined, like all detail and contrast had been sucked > out. Is the PNG set currently only usable on the GTK and DX clients? > If the GTK one does need imlib, I wont touch it with a 50ft pole... > I may try the DX client on my windoze box tho. I think the problem with the zoo is the fact that the cobblestones are a bit darker. This is probably OK for dungeons or used with other tiles (ie, a cobblestone road through forest probably wouldn't look all that bad), but for the zoo, it justs gives an overall gloomy look to the map. PNG works with gtk, x11 (classic), and dx clients. All you need for the unix (gtk,x11) clients is the png library and any libraries it depends on. I wrote my own png -> X11 implementation after finding the one in imlib buggy. As for contrast, there was even some problem with that in the XPM set. The fact is, if you have a grey image (like most weapons), there just isn't much contrast if that sits on a grey background. There really isn't much that can be done about that. And to some extent, that is realistic. I've dropped stuff onto a surface of similar color, and simply put it made it more difficult to find. > I'm not sure either. I got the impression it was sort of a hybrid, > where the map had a palette of all colours it wanted (but I'm still > hoping only 256 in total...), but then all the images had their > own virtual palette which hooked into that so it all worked...:P > Actually, I'm not sure if what I've just said makes any sense, > or would be any more useful or possible, or anything much as > my brain is running down. I need sleep now. I also don't know > if what I'm referring to is what MichT was. > NO Actually, Im sure that's right, just badly described. I'll > have another look at that tomorrow, whilst I try to document my > old idea... its sort of odd. If the alternate color information is in the map, that really doesn't work very well. What happens when you take an item from that map? Take on item from one map and drop it on a map with a different pallete? Code wise, the pallete (and hence) colors for an image must be stored with the object itself. Embedding it as part of the name makes it work easier. Now in terms of actually doing it, this might really be an editor feature - ie, you may set a default pallete in the map attributes, and the editor knows to append %5 to all the appropriate names or something. But I'm not even sure if that works. pallete 5 for the orcs may be what you want, but pallete 5 for the hill giants may not be what you want. And I also think that trying to maintain consistency of pallets accross all the images would be very difficult (can you have sparse palletes in the images? ie, only have pallets 1 and 5 defined, and nothing for 2,3,4?) The more I think about this, the more I like the idea of using an optional part of the image filename. This really means very few changes to the server is needed, and not a lot of changes to the client. The only problem with that approach is that magic map colors may be sort of bogus (ie, if you've made an orange orc, at least as far as master image is concerned, that may be tan or whatever) From dnh at hawthorn.csse.monash.edu.au Wed Mar 7 00:48:25 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:10 2005 Subject: [CF-Devel] FW: Crossfire & Java In-Reply-To: <3AA5B16E.3909ABDD@scruz.net> Message-ID: On this subject, i would really love to see simple drawing tools in the editor. ie I would love a bucket of pain.. to fill a room with a certain floor (which will go until it hits a different floor tile). I would love to see brushes bigger than 1 x 1. Would make for faster forest drawing for example.. =). I would love to see the connected parts idea. It would really cool to highlight which parts are connected to which. Defn we should be able to browse through folders other than /maps That is all i can think of off hand. dnh On Tue, 6 Mar 2001, Mark Wedel wrote: > Michael Toennies wrote: > > > > It seems to me, we found or map editor coder. > > > > Ok, he needs some advice. So question to all: > > Which feature we want? What we want see? > > etc.etc. > > > > We should help this guys as good we can, so he don't lost > > his minds or drop the project in middle of work - what always > > can be happen. So, we should collect sources as often we can do - > > also to help him with single code sections. > > > > I have some work to do yet, so i will answer marks mail to the java editor > > later. > > > > IMO, basically we want what the current editor can do, which is load map, > insert objects, delete objects, modify objects, wipe below, and fill below. > > The features I consider missing from the current editor: > 1) connected object navigator: When looking at maps others have made, it is > often very difficult to figure out what gets connected to what (handle to what > grate, etc). Something like being able to click on a connected object and then > select something which shows me all the other connected objects of that same > value would be very cool (whether this is done via highliting on the map window, > or another window popping up, or whatever - I haven't thought about the exact > navigation of it much). > > Thats the big one for me. I'm sure others may have other stuff they want added > (I usually don't create new ones but instead modify old ones - I could see those > creating new ones might have different demands). Going with the above, an > easier way to connect them might be desired (ie, you click on one, say connect > to, click on another, and it updates the connected vals). > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From mwedel at scruz.net Wed Mar 7 01:00:18 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:10 2005 Subject: [CF-Devel] RE: [Crossfire-cvs] CVS: client CHANGES,1.38,1.39 cfsndserv.c,1.4,1.5 References: <000101c0a643$8762e980$280a0a0a@kyle> Message-ID: <3AA5DC82.277AD278@scruz.net> Andreas Vogl wrote: > The cfclient now compiles (and runs) on my SuSE system. However, I > had to install the alsa dev. package in order to make it work. > So I think this "--disable-sound" compile option could still be > very useful. > > Could either Mark or Quisar fix up the disable-sound patch so that > it is acceptable for cvs checkin? I've just made a quick change with a --disable-sound option which is radically different in its implementation but should have the same effect. > > Andreas V. > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From andi.vogl at gmx.net Wed Mar 7 06:17:37 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:10 2005 Subject: [CF-Devel] Crossfire on SuSE In-Reply-To: <3AA5DF94.A5FA5F53@scruz.net> Message-ID: <000001c0a700$9cb32a80$280a0a0a@kyle> Mark W. wrote: > > Andreas Vogl wrote: > > > > Mark W. wrote: > > > > > > Bug #1: cfclient crashes when resizing. [...] > > > > > > My guess from looking at the below is that there the problem is > > > actually some memory corruption issue. First question, is this > > > highly reproducible? > > > > Reproduction rate is 100%. In short words: Yes. =) > > > > > Second, can you provide exact description on how to reproduce this? > > > > I click on the the bottom-right (any) edge of the cfclient window, hold > > the button pressed and do zig-zag with the mouse. After a few seconds > > the client crashes. > > Hmmm. Not able to reproduce this on my system. Makes it hard to fix. > > Does your window manager/suse resize the program as you drag, or only > when you finish dragging? At least for me, the client will only get a > resize event after the dragging is done, which may be why its different. Your suspection is correct: In SuSE the window does resize while you drag. That means cfclient gets a huge load of resize events when I do the dragging (Even when I move the cursor slow). Andreas V. From andi.vogl at gmx.net Wed Mar 7 07:25:12 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:10 2005 Subject: [CF-Devel] CVS: client CHANGES,1.38,1.39 cfsndserv.c,1.4,1.5 In-Reply-To: <3AA5B1FE.F65D6F41@scruz.net> Message-ID: <000201c0a70a$0dda5d60$280a0a0a@kyle> Mark W. wrote: > > > The cfclient now compiles (and runs) on my SuSE system. However, I > > had to install the alsa dev. package in order to make it work. > > So I think this "--disable-sound" compile option could still be > > very useful. > > > > Could either Mark or Quisar fix up the disable-sound patch so that > > it is acceptable for cvs checkin? > > Can you define 'make it work?' Does that mean you just don't get sound > output, or it doesn't compile until you add that, or what? Cfclient didn't compile before I installed the alsa dev. package, due to some missing header files. Now it does compile and install properly. For some reason I still don't get sound output, but hey... With "make it work" I actually meant "make the compile proccess work". > It should be pretty easy to make it just not compile the cfsndserv > program. And I think thats all thats really needed. > I've just made a quick change with a --disable-sound option which is > radically different in its implementation but should have the same effect. Thank you! Now if I don't want sound on SuSE, I wouldn't need to install the alsa dev. package either. Like it should be. =) Andreas V. From michael.toennies at nord-com.net Wed Mar 7 09:08:29 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:10 2005 Subject: [CF-Devel] FW: Crossfire & Java In-Reply-To: <3AA5B16E.3909ABDD@scruz.net> Message-ID: Hi As answer to all mail about the new editor, i had some addition ideas. In fact, what is the part crossedit don't have? Well, its a map editor - but not a arch editor. In fact, crossedit has no real idea about the objects he handles. A map is not a real object - means it has no own data structures or flags you set. A map is nothing more than a collection of arches. And a arch is a text script of commands. Well, what we need is a editor who handles first the arches - means it SHOWS you what happens when you change the arches values or a add a command line. Values like SP 3 or HP 4 in different arches are not very clear. We need a editor who packs a layer above the this values - in fact a map designer has no interest to know what a SP 3 do in a arch who count as a teleporter - what he want to know is, how he can adjust the teleporter to a new map point. Again, because we had all arches pre defined and the server knows how he has to handle them, we can do a layer in the map editor on them - how the editor them store map is no interest to a map designer. The arch scripts we use are very bad in technical style. The spirit of a text script or storing data/objects in texts lines is, that you can READ them. Means, a humans can simply understand them and change them easily (with a text editor of course!). Well, i don't think that our arches are simple to understand...!!? Reason is the not only the bad documentation we have, reason is first the bad style the arches had. Also, they do something really forbidden: Using many non "describeable" text command - and more bad they double use them in different arches with different meanings. Ok, there a some "historical" reason why it is so in CF, but its against all style rules - and it makes arch reading and parsing for HUMANS hard. Or is here anyone who really can tell what the SP or HP command in all kind of arches do? Or which commands are allowed in different arches? Also with documentation - not. But this can easily changed when we include a layer in the new editor. Means, the editor parse always all arches you do. You include then commands like "teleport 3,2" in a arch who does teleport action is much more logical. And when you want change to a new map you write "teleport ../newmap.map 3,2". And the editor then parse the whole arch in the moment you write the line and generate the "real arch" - invincible to the user. This is not so hard to include. All what you need is some slightly intelligent parser in the input part of the editor. And then he must drop as output code the SP/HP stuff - or whatever. Its really nothing other script editor don't do - its only a question of design. There are MASS or script editors out which does the same in much much more complex contexts. Of course, the editor should also give you a mass of predefined arches. (create gold, silver, monster, weapon, armor, key... etc. detector of fire, cold,... and so on). This is work one has to do one time, and them it stays untouched the next years (if we don't change the use in server of course ). More good is a popup menu, which shows you the commands you include in a arch - and unshow the one you can't combine with the one you have before included. Also simple to do, if we have a input parser. Also, we should include a arch constructor - where you can design a arch - of course it use the same input parser. Because java has a intern understanding about tiles ,you can easy show and edit tiled pictures. So, we can include, cut and collect new animation with it. Also no real hard technical stuff. > > It seems to me, we found or map editor coder. > > > > Ok, he needs some advice. So question to all: > > Which feature we want? What we want see? > > etc.etc. > > > > We should help this guys as good we can, so he don't lost > > his minds or drop the project in middle of work - what always > > can be happen. So, we should collect sources as often we can do - > > also to help him with single code sections. > > > > I have some work to do yet, so i will answer marks mail to the > java editor > > later. > > > > IMO, basically we want what the current editor can do, which is load map, > insert objects, delete objects, modify objects, wipe below, and > fill below. > > The features I consider missing from the current editor: > 1) connected object navigator: When looking at maps others have > made, it is > often very difficult to figure out what gets connected to what > (handle to what > grate, etc). Something like being able to click on a connected > object and then > select something which shows me all the other connected objects > of that same > value would be very cool (whether this is done via highliting on > the map window, > or another window popping up, or whatever - I haven't thought > about the exact > navigation of it much). > > Thats the big one for me. I'm sure others may have other stuff > they want added > (I usually don't create new ones but instead modify old ones - I > could see those > creating new ones might have different demands). Going with the above, an > easier way to connect them might be desired (ie, you click on > one, say connect > to, click on another, and it updates the connected vals). > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From michael.toennies at nord-com.net Wed Mar 7 09:50:52 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:10 2005 Subject: Images, was Re: [CF-Devel] And almost a year later... In-Reply-To: Message-ID: Hi Well, as i read the last mails about png and iso gfx, i notice that many people means the same - but the discussion goes often wrong. Thats why some people mix the artist style of the png set with the technical reason why we change to png (and what the png can do for us). So again: A png structure is a modern picture format with many many more features then xpm (real palettes, alpha maps, native true color bitmaps, packed pixel data, etc.). In fact, all what xpm can do, can also a png in better way. Dot. So, there is no "pngs looks bader" only a "the current pngs looks bader - lets redraw them" - in fact thats what we just right now are doing! Saying, "because they look bader as some xpm yet, we drop pngs and stand to xpms forever" is not so clever in my opinion. Really, no one will start to be inpotent or incontinent because he play some time with a gfx set in work. Simply look at them, tell the people what you don't like and wait for a better one. Thats how ALL work works. In fact we need YOUR help to drop the parts we don't want. Or do you think, some slave sits on the whole png set and works them over until you are happy and give your go to include it at once? Notice that some people from the dev team had give some much time to work the pngs set out. Even the performance question is not as many expect, because parsing text files (xpms) into pixel map is not very speedy. Pngs has more data overhead, but it stores the data in packed and/or more native formats. But thats only some of the technical parts, where i don't want talk about. Who is interested in it, should read in the net about it, there are tons of infos out about different file & gfx formats and what they can do or not. There are 2 "artist" problems with the current png set. First, the iso style gfx some parts of the png set use, is bad and don't follows the style rules "real" iso gfx use. Many non commercial games (and even commercial games) use false iso style gfx - they had not understand what iso game gfx is. My mail, i posted some weeks ago and now attached under this text explained the way iso game gfx works. And why ISO GAME gfx is something different than ISO GFX (notice the missing GAME in iso gfx). ISO game gfx is a very special way you fool eyes with faked object and perspectives - which normally don't fit together but do it in a some special situations. The text after this mail decribed the main parts of this trick. And i show, why our png iso style is not what some expecet. In fact, in the demo pictures i had done you will see how worse they look when you include them in real iso game gfx. But what is then our png iso style we have? It is nothing more than a drawn 3D perspective. When you use circle and calculator you should be able to wrote down the x/y/z values of it. That means also, that the iso style don't use any eye tricks or something. And because you use then all times the same object size, you a bad image - the eye notice the 3d style but also notice it that object near to you had the same size than away from you - one point why the iso png style always looks something flat ( i describe downwards which tricks the real iso gfx use to avoid this bad effect). The 2nd artist problem is what a call the "brown ages". Like the Dreads, the beholder and many items. All container for example. The are brown in brown. Well, this is really not a question of pngs. It some problem the artist have with colors != brown - i had no idea why. :) Well, simply lets change suckers. We talk about 30-50 tiles perhaps 75-100 when you count the multi tiles but not more. Thats not the big part in a set of >3000. In fact, this will change when you protest louf and kneel the artists to draw a better one - better than even the xpm one, because with news drawing tools, more desktop colors and the png format we can easily produce nicer gfx! But for this, we had to HUGE and KISS the artist who perhaps will do it - telling them, png is bad, 4 color xmps are great, and please draw them in 3 sets, in 3 different gfx formats, in 3 different color formats - well, this will not give them the big orgasm, belive me. Art is not always better than sex. Michael Here is my old message with some demo pictures from real commercial iso game style games. Please notice that i wrote some times about 90? tiles, that a error of me, its 45? of course, sorry. [snip) Hi I love this title - kick me for it. Ok, i have read alot about iso gfx and iso style here and i try to explain why things are different as some expect. So, i make this mail and some demo gfx to SHOW you why things are different as we do it in CF and why the CF png iso style is nonsense. 1. What is ISO gfx? ISO gfx is NOT a 3D gfx. It is not drawn 3D perspective. ISO style gfx is a eye trick. A way to fool yours eyes. You THINK you see a natural perspective gfx - in real its a big fake. It uses gfx tricks to fool you and tricks to make drawing gfx simple. I will show you the interesting tricks. 2. Diablo and Age of Empire Diablo and Age of Empire use both rectangle gfx turned for 90?. This is only a way to attach in a easy way the tiles - i will show you later why we don't need it. Diablo 2 use not real ISO tile gfx. It uses "ISO parts", big rendered parts which gets connected to a big picture. But int the core it is the same as Age of Empire. Age of Empires is one of the most sofisticated ISO bitmap tile engine which is on market. It has a map editor and i will show you the examples with it. 3. What ISO style bitmaps use? a.) *nearly* FLAT BITMAP Objects! b.) On all positions of a map objects of same *size* c.) background gfx who fool the eye to think you see a perpective d.) hidden "eye lines" in all object to fool your eyes to the perspective. This brings me to the first big point: The artist who native draw the CF png set don't know what iso style gfx are and how it works! ** We have NOT iso gfx in the png set - we have a bad frozen 3D gfx in it !!** Let me show you first picture (gfx from age of empire! microsoft copyright, so beware) This is simple grass with a few fighters. http://mids.student.utwente.nl/~michtoen/isodemo/demo1.png As you can see, the 2 figures going the the right - THEY ARE *nearly* FLAT!! The guy above is also flat, but the gfx has a animation on it, which turn the figure looking left to right. but the figure IS FLAT. The figure is drawn 'inside' as a object which look like propotions - thats all. All figures are drawn flat from front!! But as you can see, the pictures *without* any objects look real good - look NOT flat. why? Well, i will show you. But first the funny part: Look this ... http://mids.student.utwente.nl/~michtoen/isodemo/demo2.png Grin. Thats our ninja png .... Now look at it. THATS WHY OUR PNG pictures are NOT iso style gfx... Its a broken 3D gfx... Why artist don't use this? Why want the use the flat one? Because iso works with it! Because you can show more details! Because only this fools the eyes. Now i include the pngs all people from you called "flat"... http://mids.student.utwente.nl/~michtoen/isodemo/demo3.png Hello? What is flat here? You see it? Welcome to ISO style gfx. Our flat little suckers mutate to real 3d like iso orcs... Ok. WHY? 4. Hidden perspective lines The *trick* are hidden in the grass... There are structures and *perspective* lines in it, which let your eye see the "iso perspective*. I had drawn lines in this picture to show you where they are... * i had drawn the lines *more* turned to the perspektive, than the real lines in the grass structures are, so you will see difference easily ** http://mids.student.utwente.nl/~michtoen/isodemo/demo4.png Thats all? thats real all? Yes. Thats the whole trick. The point is - The background must look as ONE perpective object. When this is not the case - things start looking strange. A nice demo picture. All objects are ok here, but vertical line, sitting in the middle breaks the eye perpective... not much, but it look good as when you put your hand on it and shows at the left one part. http://mids.student.utwente.nl/~michtoen/isodemo/demo5.png This "hidden" perspective lines works also, when you had nearly vertical structures. At this demo picture, all things are slighty turned or not 100% vertical... result... See for yourself. http://mids.student.utwente.nl/~michtoen/isodemo/demo6.png Give the background a look. See you, how the hidden structures in the grass give you the 3D perspektive look? But in real, the non vertical structures gives you the iso look. This 90? thing. So without. LOOK AT THE BACKGROUND. There is the perspective, NOT in the figure. http://mids.student.utwente.nl/~michtoen/isodemo/demo7.png Here with ... http://mids.student.utwente.nl/~michtoen/isodemo/demo8.png 5. So whats the point? a.) Our problem are the png iso gfx. DELETE THEM. b.) We need this kind of background structures. c.) We don't need 90? tiles like in AoE or Diablo. The structures can also in rectangle tile included. Look at demo7.png... its a rectangle. You can cut this in 32x32 tiles. What you need is a collection of parts where the hidden lines go on. d.) Its only a task of map making 6.) Are there more tricks Some. Most is to had "in the whole picture" the hidden lines. Because the lines are 90? its easy to draw when tiles are 90? too - but Diablo 2 for example use big rendered parts. Inside there are not 90? tiles... Its just more native to do it, but we don't must. 7.) How we can do it In fact for us is easier to draw rectangles... Simply draw the lines in bigger pictures and cut them out. ** Then use for maps bigger structures ** Don't include like we had done in old maps vertical lines of same tiles... This destroys the iso perspective. Look at the grass structures of the demo pictures, that gives you imagination how this bigger structures works. Its easy! You don't need much tiles. Plus some masks we can easily include because we have multi tile maps... 8.) Use background / object layers. We had some gfx- trees for example who had included backgrounds. This must removed also, because you start getting trouble with the background structures. But thats always a sign of good map editors to have logical layers. Its something we had included in CF long time - Simply we don't use it in our tile set. This must be changed. 9.) For fun: true high levels. If you ever think how the fancy high levels in AoE or other games works: here. The trick is, when you got a tile between 2 high levels - make this tile *longer* or shorter* Means, when all tiles 32x32. Make in a high levels first step 32x32, next step (thats goind down) 28x32 and the bottom tile (where you see much room) 36x32... This goes with masks. Now, when a object move in this, you had a speed x. 32/x are the pixels you move every turn. For the 28x32 tile is it 28/x ... means you can move faster (or slower when calc it different). Because you now have also a real *on the map existing* pixel difference, you see in AoE the figures really going high or down in the map... Because the tile SIZE is different... But thats only for fun, we want do this in CF before version 4.0 or so :) http://mids.student.utwente.nl/~michtoen/isodemo/levels 10.) Whats now? Ok, lets talk about. I hope i had cleared the things for you. Our problem is the background and the maps, meaning the use of background gfx in the maps. Also, when we dont include rectangle houses/dungeons , we got it. Its simple to add a 90? dungeons, with 90? walls... in fact, we can do it with the set we have. Michael > -----Original Message----- > From: crossfire-devel-admin@lists.real-time.com > [mailto:crossfire-devel-admin@lists.real-time.com]On Behalf Of Tom > Barnes-Lawrence > Sent: Wednesday, March 07, 2001 5:36 AM > To: crossfire-devel@lists.real-time.com > Subject: Re: Images, was Re: [CF-Devel] And almost a year later... > > > >From: Mark Wedel > >Subject: Images, was Re: [CF-Devel] And almost a year later... > > Might as well have the subject represent what this is really >about. > > Yeah, sorry, I already made another reply with that subject. > > BTW I've been splitting my large emails into paragraphs, with line > breaks between in an attempt to make them more digetible, but when > the list sends me back copies, hotmail shows them in one huge block. > If anyone has been receiving them in similar form and finding > them hard to read that way, the list archive seems to show them > properly. > > Also, I am making replies, and changing "to" field to the list > address, but those replies are not appearing to be part of the > same thread. Could this be the fault of hotmail, or am I doing > something wrong? Hotmail sucks.... > > > In terms of PNG - I think the big problem is with the isomorphic > > >monsters (and > >some of the scaled up xpm images). After MichT's mail on images and > >perspective, it became pretty apprantly that the isomorphic > >monsters are > >just > >wrong. > > Part of my argument was that the monsters dont even need to > be in the same perspective as the walls, etc.; Strictly > speaking, it's the walls and buildings that *ought to* look wrong > in both tilesets- because they are angled to one side. But they > look right. They just scan properly. Ironically, making the > *monsters* angled that way in the PNGs should make everything look > better, due to it all fitting the same perspective that already > works for the walls, but it visibly doesn't. > > I think our minds see the angled perspective as appropriate for > the nice (semi-)permanent buildings and surroundings, but the more > vertical, looking-me-in-the-eye perspective as appropriate for the > things running around in them. It makes no clear sense, but you > can't really argue with it. It would have all been different if > the tiles and view had been diamond shaped, but it must be *way* > too late for that (it did sound like MichT had been suggesting that > as a change) > My other problem was largely with the nasty looking colours, and > apparent lack of contrast in most of the PNGs I've seen. > > > > In terms of other images in the PNG set, are there other ones > >that are > >really bad? > Personally, I've only seen the screenshots of the PNG set, > so I prolly sound a bit stupid now- but I also found the cobble- > stone tiles in the zoo pretty awful. I couldn't tell if they > were scaled or new. I didn't like the grates either. They looked > kind of ill-defined, like all detail and contrast had been sucked > out. Is the PNG set currently only usable on the GTK and DX clients? > If the GTK one does need imlib, I wont touch it with a 50ft pole... > I may try the DX client on my windoze box tho. > > > > > The idea of palletized images is that there is some number of > >pallets, > >so someplace, the server can say 'display image X using > >pallete Y'. > That sounds kind of like what I thought he meant. > > What I'm not sure is if pallete Y (or use of pallete Y) is > some >global > >pallete for all images, or if each image has some number of > >pallets. > I'm not sure either. I got the impression it was sort of a hybrid, > where the map had a palette of all colours it wanted (but I'm still > hoping only 256 in total...), but then all the images had their > own virtual palette which hooked into that so it all worked...:P > Actually, I'm not sure if what I've just said makes any sense, > or would be any more useful or possible, or anything much as > my brain is running down. I need sleep now. I also don't know > if what I'm referring to is what MichT was. > NO Actually, Im sure that's right, just badly described. I'll > have another look at that tomorrow, whilst I try to document my > old idea... > > > >Hopefully the later, as trying to deal with global palletes would > >seem to not really work very well (for example, change the green in > >the monster or orange via pallete may be cool, but you probably > >really don't want to change the green in the trees to > >orange for example) > I am currently unable to consider whether my interpretation avoids > that. I think that was an aspect of it, I just don't know whether > it works or is mad stupid crap from my tired brain :P > Yes, see above. I'm sure it does.Ish. > > > >In terms of code support, I would probably say that a hybridized > >naming scheme. So the the pallet could be denoted by %(pallet_num) > >-ie, instead of human.111, it would be human.111%5 for the 5'th > >pallete. > > Advantage of that is that if the image does not have a > pallete, >it could > >just use the default one. > I think maybe that approach sounds good. > Signing off for tonight, methinks > Tom Barnes-Lawrence (AKA Tomble) > _________________________________________________________________________ > Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com. > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From jbontje at suespammers.org Wed Mar 7 13:50:32 2001 From: jbontje at suespammers.org (Joris Bontje) Date: Thu Jan 13 18:00:10 2005 Subject: [CF-Devel] BUG: arena changes speed_left to -inf Message-ID: <01030720483300.17124@debian> Hello everyone, I got various complaints of locked players on my server, also checked it myself: hen in the arena a player looses combat (read dies) and goes to the hospital his/her "speed_left" becomes "-inf" (without the quotes). Normally it should have a value between -1.0000 and 1.0000 (I think) Result: the player can't move anymore My server is running CVS of 2001-03-06 Joris Bontje / MiDS From michael.toennies at nord-com.net Wed Mar 7 16:32:18 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:11 2005 Subject: [CF-Devel] rotateshoottype bug Message-ID: If i use the rotateshoottype cmd, i got always 2 times the message "Switched to spells()". From michael.toennies at nord-com.net Wed Mar 7 17:18:46 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:11 2005 Subject: [CF-Devel] New DirectX Client Version 1.01 BETA 2 Message-ID: Perhaps the last BETA before final. Added some features, removed some bugs. From mwedel at scruz.net Wed Mar 7 23:25:11 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:11 2005 Subject: [CF-Devel] CVS: client CHANGES,1.38,1.39 cfsndserv.c,1.4,1.5 References: <000201c0a70a$0dda5d60$280a0a0a@kyle> Message-ID: <3AA717B7.C7CFB1DE@scruz.net> Andreas Vogl wrote: > > Mark W. wrote: > > > > > The cfclient now compiles (and runs) on my SuSE system. However, I > > > had to install the alsa dev. package in order to make it work. > > > So I think this "--disable-sound" compile option could still be > > > very useful. > > > > > > Could either Mark or Quisar fix up the disable-sound patch so that > > > it is acceptable for cvs checkin? > > > > Can you define 'make it work?' Does that mean you just don't get sound > > output, or it doesn't compile until you add that, or what? > > Cfclient didn't compile before I installed the alsa dev. package, > due to some missing header files. Now it does compile and install > properly. For some reason I still don't get sound output, but hey... Very possible there are bugs in the implementation I did. The documentation for the ALSA sound system is far from complete, and I have no convenient way to test to make sure it actually does play sound. It will probably take someone who uses the ALSA sound system to decide to get this working. From mwedel at scruz.net Wed Mar 7 23:41:26 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:11 2005 Subject: [CF-Devel] FW: Crossfire & Java References: Message-ID: <3AA71B86.BE9F3310@scruz.net> Michael Toennies wrote: > Well, what we need is a editor who handles first the arches - means it SHOWS > you what happens > when you change the arches values or a add a command line. Values like SP 3 > or HP 4 in different arches > are not very clear. The current editor does show this to some extent. For example, if you edit an exit, it does show you the destination X and Y coordinates (as well as path) in the form you expect (ie, you don't have to know that you really want to change the slaying field). Now this isn't done for all objects, but it does know it for some objects. But yes, the editor should show you this in the form you want. One problem is simply that the server may evolve faster than the editor - I think that is one of the current problems - realistically, the editor could have done this for most all objects, but no one was maintaining the editor to do this. > Again, because we had all arches pre defined and the server knows how he has > to handle them, we > can do a layer in the map editor on them - how the editor them store map is > no interest to a map > designer. Agree. > Well, i don't think that our arches are simple to understand...!!? > Reason is the not only the bad documentation we have, reason is first the > bad style the arches had. > Also, they do something really forbidden: Using many non "describeable" text > command - and more bad they > double use them in different arches with different meanings. Agree again. This was one of my goals in redoing the object structure, but that is a major undertaking. And the unfortunate fact is, when someone wants to add a new feature to some current object type, it is easier to find some field in the object structure that the object type is not currently using it and use that instead of adding a new field which would actually be clear. > > Ok, there a some "historical" reason why it is so in CF, but its against all > style rules - and it makes > arch reading and parsing for HUMANS hard. Or is here anyone who really can > tell what the SP or HP command > in all kind of arches do? Or which commands are allowed in different arches? Probably not. Note that one of my other goals in the object re-do was to remove the constant integer values and instead replace them with strings. Ie, many arch may have attacktype 12345 for example. What does 12345 amount to? Well, convert it to hex (or binary), and look in the define.h (the the doc file), and you can figure it out. But it would be much more useful to be something like 'attacktype physical|confusion|fear' for example. At least with the partial resistance code, the pro/vuln/immune bitmasks are gone. The above change isn't really hard to code. It would slow down loading some, but depending how bad/important this is, there could very well be a setting/flag which says to save in string form or numeric form. > Its really nothing other script editor don't do - its only a question of > design. There are MASS or > script editors out which does the same in much much more complex contexts. And ideally, this transformation language should be easy to understand so its easy for other people to make additions. ie, if I want to put a number of uses value in an exit, and say I store it in the exp value, then something like exit(number of uses) -> exit(exp) so that its easy to update the editor with this new meaning. If I have to code a new dialogue box, this will just fall out of date. From tanner at real-time.com Thu Mar 8 00:02:45 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 18:00:11 2005 Subject: [CF-Devel] FW: Crossfire & Java In-Reply-To: <3AA71B86.BE9F3310@scruz.net>; from mwedel@scruz.net on Wed, Mar 07, 2001 at 09:41:26PM -0800 References: <3AA71B86.BE9F3310@scruz.net> Message-ID: <20010308000245.B9713@real-time.com> > > Its really nothing other script editor don't do - its only a question of > > design. There are MASS or > > script editors out which does the same in much much more complex contexts. > > And ideally, this transformation language should be easy to understand so its > easy for other people to make additions. Could the arch types be put into xml? Use xerces-c for validating and parsing them. Then we get a self-describing files that can: 1. Be read easily by humans and computers 2. Easily parsed in C, Java, Perl 3. Keeps the coupling between server, editor and archetypes loose 4. All sorts of wonderful things like xml2sql, cocoon, fop, etc Since there are several projects out there that take XML and put them into C or C++ (glade for instance), I think we could easily map XML to the Crossfire Objects. Yes? -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From oxygen at ludd.luth.se Thu Mar 8 08:10:23 2001 From: oxygen at ludd.luth.se (Isak Styf) Date: Thu Jan 13 18:00:11 2005 Subject: [CF-Devel] Crossfire on Mac OS X? Message-ID: <064201c0a7d9$8457eaf0$d9c3f082@DS28> Hi! I am wondering if anyone has tried compiling crossfire on a Mac OS X machine? I have troubles with the configure-script not being able to determine the host type. If i supply it with --host=macintosh or something like that it (naturally) complains about not recognizing that host, but proceeds through the entire script without a hiccup. Trying to run make depend after that, results in trying to compile with "g -O2 ...". Naturally that fails. I am in serious need of some pointers here. =P Mac OS X is a BSD 4.4 system on a Mach 3 kernel in case you didnt know. My machine (though i dont think its relevant in this case) is an Apple G4 400 with 192MB RAM. The crossfire version is 0.96.0. Help anyone? /// Isak Styf, oxygen@ludd.luth.se -------------- next part -------------- An HTML attachment was scrubbed... URL: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20010308/3781d262/attachment.htm From andi.vogl at gmx.net Thu Mar 8 11:05:47 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:11 2005 Subject: [CF-Devel] patch for altar triggers Message-ID: <000201c0a7f2$0782a2e0$280a0a0a@kyle> This is only a minor issue, but nevertheless I wanna air it here on the list: There is a problem with altar triggers. Altar triggers work like normal altars but they reset after a while, thus can be used infinitly. The problem is: Altar triggers push their connected value TWO times per sacrifice. First when you drop the sacrifice, second when the altar is reset. In most cases that is unwanted, e.g. when I connect the altar trigger to a creator for selling tickets or something. I've written a patch so that one can set the attribute "last_sp 1" to altar triggers. If set, the altar-connector will be pushed only once: per sacrifice - not by reset. Altars with "last_sp 0" (default) remain unchanged. Attached the patch to the mail. If there are no objections I'll check it into cvs. Andreas V. -------------- next part -------------- *** button.c.orig Wed Mar 7 14:50:46 2001 --- button.c Wed Mar 7 16:45:36 2001 *************** *** 380,386 **** if (operate_altar (op, &cause)) { SET_ANIMATION (op, 1); update_object(op); ! trigger_move (op, 1); return cause == NULL; } else { return 0; --- 380,399 ---- if (operate_altar (op, &cause)) { SET_ANIMATION (op, 1); update_object(op); ! ! if (op->last_sp >= 0) { ! trigger_move (op, 1); ! if (op->last_sp > 0) ! op->last_sp = -op->last_sp; ! } ! else { ! /* for trigger altar with last_sp, the ON/OFF ! status (-> value) is "simulated": */ ! op->value = !op->value; ! trigger_move (op, 1); ! op->last_sp = -op->last_sp; ! op->value = !op->value; ! } return cause == NULL; } else { return 0; *************** *** 388,394 **** } else { SET_ANIMATION (op, 0); update_object(op); ! trigger_move (op, 0); } return 0; --- 401,419 ---- } else { SET_ANIMATION (op, 0); update_object(op); ! ! /* If trigger_altar has "last_sp > 0" set on the map, ! it will push the connected value only once per sacrifice. ! Otherwise (default), the connected value will be ! pushed twice: First by sacrifice, second by reset! -AV */ ! if (!op->last_sp) ! trigger_move (op, 0); ! else { ! op->stats.wc = 0; ! op->value = !op->value; ! op->speed = 0; ! update_ob_speed(op); ! } } return 0; From dweeves at hotmail.com Thu Mar 8 17:26:27 2001 From: dweeves at hotmail.com (Sebastien Bracquemont) Date: Thu Jan 13 18:00:11 2005 Subject: [CF-Devel] New Developer Message-ID: Hi, I'm Sebastien Bracquemont , i'm french. I had a project for doing a Generic ,Web technology Based ,Rogue Like with pluggable data representation. (2D,Isometric , "Dungeon Master" pseudo 3D) I was contacted by Michael Toennies to do some graphics but my real skills are in the Software Engeneering Domain.(even if i can indeed do some graphics) So, i proposed Michael to help you on CF ,by doing a Java Based Client. By now, the main need is to do a efficient and complete Map Editor. I Accept the challenge to do it in Java. I've got several interesting propositions for both the Server,The Client and the Protocol. I think one of the biggest lack on this project is a really well done architecture description document (with a lot of figures explaining the role of each logical component (maps, tiles, server ,client , data flows)) I think it will help everybody to have it (me first). By then , i think i can help you concerning modelization issues. For the Editor, i did download the CF Java editor and the client. I'll work as often as i can on this very good project. See ya Soon. Sebastien. PS:My pseudo is dweeves, (one of my SpaceMaster RPG character). So you can call me dweeves as well. _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com From dnh at hawthorn.csse.monash.edu.au Fri Mar 9 01:42:39 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:11 2005 Subject: [CF-Devel] Crossfire on Mac OS X? In-Reply-To: <064201c0a7d9$8457eaf0$d9c3f082@DS28> Message-ID: On Thu, 8 Mar 2001, Isak Styf wrote: > Hi! > > I am wondering if anyone has tried compiling crossfire on > a Mac OS X machine? and I do't have MacOS X.. but I am very interested in this project, I personally have a dual G4 and would be interested to have crossfire working in macos.. might make me more inclined to get it. > I have troubles with the configure-script not being able to > determine the host type. If i supply it with --host=macintosh > or something like that it (naturally) complains about not > recognizing that host, but proceeds through the entire script > without a hiccup. Trying to run make depend after that, results > in trying to compile with "g -O2 ...". Naturally that fails. Sounds reasonable. > I am in serious need of some pointers here. =P > > Mac OS X is a BSD 4.4 system on a Mach 3 kernel in case > you didnt know. My machine (though i dont think its relevant > in this case) is an Apple G4 400 with 192MB RAM. The > crossfire version is 0.96.0. Yuppo dnh > Help anyone? > > /// Isak Styf, oxygen@ludd.luth.se > From dnh at hawthorn.csse.monash.edu.au Fri Mar 9 01:44:17 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:11 2005 Subject: [CF-Devel] patch for altar triggers In-Reply-To: <000201c0a7f2$0782a2e0$280a0a0a@kyle> Message-ID: Cool! This solves heaps of problems.. good idea. dnh ps. Look in the ruggilli temple.. the champion in there always seems to drop two ruggilli pass cards.. why? I defn only added one. On Thu, 8 Mar 2001, Andreas Vogl wrote: > This is only a minor issue, but nevertheless I wanna air it > here on the list: > > There is a problem with altar triggers. Altar triggers work like > normal altars but they reset after a while, thus can be used > infinitly. > The problem is: Altar triggers push their connected value > TWO times per sacrifice. First when you drop the sacrifice, second > when the altar is reset. In most cases that is unwanted, e.g. > when I connect the altar trigger to a creator for selling tickets > or something. > > I've written a patch so that one can set the attribute "last_sp 1" > to altar triggers. If set, the altar-connector will be pushed only > once: per sacrifice - not by reset. > Altars with "last_sp 0" (default) remain unchanged. > > Attached the patch to the mail. If there are no objections I'll > check it into cvs. > > > Andreas V. > > From bca at magellan.fpms.ac.be Fri Mar 9 06:02:05 2001 From: bca at magellan.fpms.ac.be (bca@magellan.fpms.ac.be) Date: Thu Jan 13 18:00:11 2005 Subject: [CF-Devel] Re: New developer:dweeves In-Reply-To: <200103081806.f28I6nl19254@sprite.real-time.com> Message-ID: <3AA8D44D.14967.C078E0@localhost> On 8 Mar 2001, at 12:06, crossfire-devel-request@lists wrote: Message: 9 From: "Sebastien Bracquemont" To: crossfire-devel@lists.real-time.com Date: Thu, 08 Mar 2001 17:26:27 Subject: [CF-Devel] New Developer Hi, I'm Sebastien Bracquemont , i'm french. I had a project for doing a Generic ,Web technology Based ,Rogue Like with pluggable data representation. (2D,Isometric , "Dungeon Master" pseudo 3D) I was contacted by Michael Toennies to do some graphics but my real skills are in the Software Engeneering Domain.(even if i can indeed do some graphics) So, i proposed Michael to help you on CF ,by doing a Java Based Client. By now, the main need is to do a efficient and complete Map Editor. I Accept the challenge to do it in Java. I've got several interesting propositions for both the Server,The Client and the Protocol. I think one of the biggest lack on this project is a really well done architecture description document (with a lot of figures explaining the role of each logical component (maps, tiles, server ,client , data flows)) I think it will help everybody to have it (me first). By then , i think i can help you concerning modelization issues. For the Editor, i did download the CF Java editor and the client. I'll work as often as i can on this very good project. See ya Soon. Sebastien. My note isn't strictly about CF but rather about how to make and keep the development of the Java client as clear and understandable as possible. I presently use Together Control Center to build Java programs with good documentation. It is a tool letting to develop your application in a top-down fashion using UML diagrams. It allow also reverse engineerng so you can take your source code, import it into Together and let it generate class diagrams. It build automatically the program and its associated documentation using Javadoc or other built-in generators. It is fully customizable and free (in fact partially but Fully free for academic people(me)). You can download it at togethersoft.com It work also with CVS. Callebaut Beno?t E-mail :bca@magellan.fpms.ac.be E-mail FPMS :stu1997023@gaston.fpms.ac.be From michael.toennies at nord-com.net Fri Mar 9 08:13:58 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:11 2005 Subject: [CF-Devel] DirectX Client 1.01 BETA 3 Message-ID: I fixed a bug in the drop/get field. It has frozen the client because it let him stay forver in input mode. From pjka at cc.jyu.fi Sat Mar 10 03:38:19 2001 From: pjka at cc.jyu.fi (Pertti Karppinen (OH6KTR)) Date: Thu Jan 13 18:00:12 2005 Subject: [CF-Devel] Sound support in client configure Message-ID: <20010310113819.A18544@tukki.jyu.fi> I use debian linux (testing distribution) and due to some obscure dependencies, I need to install some ALSA support libraries. The set is not complete, so ALSA only programs won't work, or atleast have no sound. So, to be able to compile crossfire clients, I added a --disable-alsa option to configure. I also did some rearranging in the order of the configure --help output, to group things together a bit better. Some prettyprinting modifications also. Patch to configure.in is included, so someone who usually does the official autoconf run can apply it, if deemed appropriate. -- BSc. Pertti Karppinen |'Bridge Players | Systems Designer, University of Jyvaskyla, Finland | Do | http://www.iki.fi/~pjka/ | Office : +358 14 260 2088 | It | HAM: OH6KTR QTH: KP22UF | Cellular: +358 40 564 0786 | on the Table' | -------------- next part -------------- --- configure.in.orig Sat Mar 10 11:24:42 2001 +++ configure.in Sat Mar 10 10:55:39 2001 @@ -40,30 +40,35 @@ AC_ARG_ENABLE(ansi, [ --enable-ansi turn on strict ansi [default=no]], , enable_ansi=no) -AC_ARG_ENABLE(gtk, [ --disable-gtk make x11 client [default=make gtk client if available]], - gtk=no, gtk=yes ) - -AC_ARG_ENABLE(sound, [ --disable-sound disable sound support [default=make sound support if we supported libraries exit]], +AC_ARG_ENABLE(sound, [ --disable-sound disable sound support [default=make sound support if supported libraries exit]], sound=no, sound=yes ) +dnl This is because some of us use OSS sound, even with ALSA libs installed + +AC_ARG_ENABLE(alsa, [ --disable-alsa disable ALSA sound support [default=use alsa sound support if alsa libraries exit]], + alsa=no, alsa=yes ) + +AC_ARG_ENABLE(old-sound, [ --enable-old-sound use the old sound code ], + new_sound=no) + +AC_ARG_WITH(sound-dir, [ --with-sound-dir=dir Directory where the sounds are located (default=/usr/local/lib/sounds) ], + SOUNDDIR="$withval") + dnl The follow two are really just a way to specify where the xpm information dnl resides if not with the normal X11 stuff (ie, in /usr/local and not /usr dnl /usr/X11 -AC_ARG_WITH(ldflags, [ --with-ldflags=dir provide addition linker directives to find libraries ], +AC_ARG_WITH(ldflags, [ --with-ldflags=dir provide addition linker directives to find libraries ], EXTRA_LIB="$withval") AC_ARG_WITH(includes, [ --with-includes=dir provide different compiler options to find headers with ], EXTRA_INC="$withval") -AC_ARG_WITH(sound-dir, [ --with-sound-dir=dir Directory where the sounds are located (default=/usr/local/lib/sounds) ], - SOUNDDIR="$withval") - -AC_ARG_ENABLE(old-sound, [ --enable-old-sound use the old sound code ], - new_sound=no) +AC_ARG_ENABLE(gtk, [ --disable-gtk make x11 client [default=make gtk client if available]], + gtk=no, gtk=yes ) AC_PROG_CC @@ -149,7 +154,9 @@ fi if eval "test x$sound = xyes"; then - AC_CHECK_LIB(asound, main, alsa_sound=yes, , -lm) + if eval "test x$alsa = xyes"; then + AC_CHECK_LIB(asound, main, alsa_sound=yes, , -lm) + fi AC_CHECK_LIB(audio, alNewConfig, sgi_sound=yes, ) AC_CHECK_HEADER(sys/soundcard.h, oss_sound=yes, oss_sound=no) AC_CHECK_HEADER(sys/audioio.h, sun_sound=yes, sun_sound=no) From michael.toennies at nord-com.net Sat Mar 10 18:57:14 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:13 2005 Subject: [CF-Devel] How to make a iso game or its not so hard baby! Message-ID: And again the iso knight is fighting for his eyes. Because there are still some out, which are not my believers, i must go to convert them. Well, this time we start with the Map Editor of a game called Age of Wonders. (Hey MiDS, this game is coded from a team from netherlands, nice guys, i icq them one time). AoW uses so called 6 side hexagons as tiles, short hex called. As you notice in difference to Age of Empires, this tiles are nearly rectangles or better they are rounded rectangles. The use of 45? tiles like A of Empire i posted before is gfx design only. The only reason to use hexes is for map design and position. You had a native path to north east and north west for example. They comes from table top games before there are a computer out. But what is the use of hexes? Well, in a table top game, the LENGTH of effects are often calculated by using a folding rule, calculating every mm. But when you use rectangles for this, 3 tiles south east are a longer line in mm then 3 tiles north. Well, the diagonal length of a rectangle for nw point to se point is more in length than the length of a side (when all sides have same length). You will this remember from school. So they use hexes and as you can see, when you do it right, the length now is nearly the same! But hexes has a big drawback! You can't move direct east or west! But remember the table top where they come from. The figures are set by hand, so you see no moving and the length is what they need. Well, on computer, this makes not the big sense in many cases, but you got a nice moving system and you can add the iso game gfx with them so they got used. Here is the first demo picture. Is the map editor of AoW in use. Notice the big 7 part hex in the map area. Filling an area means always filling this area. I just fill the map with same background. ONE background tile. The program automatically fill the same background to the area and add then some nearly same tiles in random. So you got this picture. http://mids.student.utwente.nl/~michtoen/isodemo/newsnap1.png Again, there are hidden perspective lines in the picture... http://mids.student.utwente.nl/~michtoen/isodemo/newsnap1b.png Well, you will notice that this look absoluty like Age of Empire... Its not the name, its the gfx guys. :) Here we add a nearly FLAT monster piucture. http://mids.student.utwente.nl/~michtoen/isodemo/newsnap2.png AoW had only one direction monsters look in editor, so they look south east. But notice they are flat, except they are *slightly* not flat, to avoid bad lines. Also, they are volume inside of them, lets looks them plastically. Well, this is NOTHING you can to with rectangels. This is pure CF gfx we can include. Ok, and know we DESTROY the iso game gfx. Means we kill the eye fooling system. Sadly AoW has no walls or something, but you can drop streets. So i use street as walls of houses. Think this is a house... A bad, eye killing house... http://mids.student.utwente.nl/~michtoen/isodemo/newsnap3.png As you can see, this destroys the iso game gfx effect. THATS WHY OUR CF XPM GFX AND THE FLAT PNG GFX LOOKS SO FLAT. But how one can avoid this? ** ITS ONLY A QUESTION OF MAP DESIGN ** Well, here it is... Enjoy the great picture with THE SAME GFX ELEMENTS! http://mids.student.utwente.nl/~michtoen/isodemo/newsnap4.png Stunning, isn't it? Thats the easiest trick: Avoid perspective destroying rectange structures. If you think about it, there is a problem to draw a wall from north west to south east. Because the edge only attach at ONE pixel! So, how we get a bigger wall like in the picture before? Its simple: Let a wall layer object which runs from north west to south east adding some pixel to the south east area. Or let them attach side to side. Look at this demo picture to see the system. http://mids.student.utwente.nl/~michtoen/isodemo/newsnap5.png The areas with NO means, you can't move in this tile. The ???? marks the problem when you attach on side... you have to set the upper tile to no move, because you will cross the wall when you dont do it. Well, but there are other ways. REMEMBER: THE TRICK IS TO FOOL THE EYE; NOT TO USE HEX OR DIAMOND SHAPE ARE OTHER TILE FORMATS. This is from a rogue like game i found. I rip the demo pictures off. btw, the game of this gfx never shows more than this gfx and some code... its dead. http://mids.student.utwente.nl/~michtoen/isodemo/scrs0000.gif http://mids.student.utwente.nl/~michtoen/isodemo/scrs0002.gif http://mids.student.utwente.nl/~michtoen/isodemo/scrs0003.gif Well, i don't say to copy this, but it shows whats possible. Well, when you look at the AoW demo pictures, you will notice that they do some really simple stuff: 5 different floors (wasteland, grass, etc.). 21 standard objects like trees, stones etc. for each kind of background. Thats all. To this, about 25-50 bigger objects. Plus some maskings as layer between this (look at the sea in the pictures in the south). Well, the AoW maps are really nice and impressive. If you see them you got the feeling for much more gfx. Its NOT so hard. From the_real_tomble at hotmail.com Sun Mar 11 00:28:17 2001 From: the_real_tomble at hotmail.com (Tom Barnes-Lawrence) Date: Thu Jan 13 18:00:13 2005 Subject: [CF-Devel] Two questions Message-ID: Hi, I suppose the *first* one must be for Mark, he being the main coordinatory bloke: The project is generally accepted to be aiming for Version 1 Real Soon Now, and it sounds like the idea right now is to be mainly hunting for bugs and generally straightening things out, which is fair enough; but, is the idea that: (a) We Finally have a Version 1 that is the wonderful official version, and some time in the future we will maybe have a Version 2 but we're not thinking much about that right now; OR (b) We get a nice stable version that people can actually play properly without crashes, so we have something to show for the effort, and to keep everyone happy whilst work continues on creating even better stuff, to lead to a Version 2 that we're more interested in. (I presume the question is clear, I'm asking what sort of attitude we have to Version 1: (a) means we think V1=ultimate, so not seeing much further, but (b) means we see V1 as a mere stopgap before the next stable version.) Probably many people would think somewhere in between, but I think it will be only one or the other for the project! Second question is a technical one, to anyone who knows for certain: I've designed a few maps, and a small number have floor tiles with unique-flag set on them, so those tiles and their contents get written to a file in "unique_items" dir. As many of them are work in progress, but I often send my characters into the maps to test them, I have the problem that I want to change maps that already have this unique-object info. There is nothing on those maps that my characters want now. Is the approach to simply change the maps and go back, and the loader will notice the difference, and the unique items files will update to show those tiles aren't there any more (I suspect this will not work), OR, to simply delete the appropriate unique-items files (I suspect this will upset the server if it *expects* to find them)? Perhaps there is another way? If anyone answers this, can they say if they know because they worked with the code, or because they have tried this themselves? Thanks, Tom Barnes-Lawrence (Tomble) PS- FWIW, my document on random-quest-generator is nearly done but pretty big. Expect it maybe tomorrow or day after, prolly on ftp.uio.no, unless there's somewhere better. I'd rather not send it to the list, as not everyone will be interested. _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com. From tanner at real-time.com Sun Mar 11 02:59:51 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 18:00:13 2005 Subject: [CF-Devel] Client check-ins completed? Message-ID: <20010311025951.D27607@real-time.com> Mark, you done doing client check-ins for a while? If so, I'll roll a new RPM for the client. Thanks. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 6C E9 51 4F D5 3E 4C 66 62 A9 10 E5 35 85 39 D9 From gecko at benham.net Sat Mar 10 18:31:57 2001 From: gecko at benham.net (Darren O. Benham) Date: Thu Jan 13 18:00:13 2005 Subject: [CF-Devel] Pickup Code Revisited Message-ID: <20010310163157.B2386@benham.net> Hi! About a year ago, I suggested some changes to the pickup code.. offered a patch and then disappeared. (well, sorta) Well, the patch doesn't apply to the 0.96 release and had some problems so I thought I'd look into it again. I've taken into account comments made by both Mark and Scott and here's what I'd like to add/change to the code: pickup changes from "pickup <0-7> or " to "pickup [no] []" Where types would be a text representation of the object types that are appropriate for autopickup. (currently seem to be about 28). Setting a density value will only pickup that type of item if the density value is triggered using the same formula currently in place. A density value of "all" or if no density value is specified would cause density to be ignored and pickup up everything. Placing a "no" in front of the command causes nothing of that type to be picked up. There would be a special type-words created such as "density" which would cause ANYTHING matching the given density to be picked up and "all" which would cause anything that can be pickedup to be picked up. There would also be type-words for classes of types such as "weapons" for "bows", "arrows", and anything else weapon related. The player structure would have to change. "mode" would be removed. In it's place would be a series of unsigned chars that represent the densities of each item type to be picked up. Density set to 0 would be don't pickup and Density of 1 would be pickup everything. Any other density value would be pickup that density value. At density value 255, there are some things that would be picked up ... and other things skipped. Also, by adding a bit flag "stop_before" and "stop_after" we can implement the "stop before pickup" and "pickup and stop" feature of the current method ("pickup stop before" and "pickup and stop") Question: Shall I start the coding?? Much of it I'll be able to take from the old patch I created.... -- Please cc all mailing list replies to me, also. * http://benham.net/index.html <>< * * Debian: Software in the Public Interest: * * Project Secretary Treasurer * * Webmaster Team * * BTS Team siteROCK: * * Lintian Team Linux Infrastructure Engineer * -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 232 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20010310/c85f66e4/attachment.pgp From gecko at benham.net Sat Mar 10 17:48:58 2001 From: gecko at benham.net (Darren O. Benham) Date: Thu Jan 13 18:00:13 2005 Subject: [CF-Devel] Sound support in client configure In-Reply-To: <20010310113819.A18544@tukki.jyu.fi>; from pjka@cc.jyu.fi on Sat, Mar 10, 2001 at 11:38:19AM +0200 References: <20010310113819.A18544@tukki.jyu.fi> Message-ID: <20010310154858.A2386@benham.net> Are there changes that can be made to the debian package of crossfire to not require alsa dependencies or are the obscure dependencies in some non-crossfire package? Darren On Sat, Mar 10, 2001 at 11:38:19AM +0200, Pertti Karppinen (OH6KTR) wrote: > I use debian linux (testing distribution) and due to some obscure > dependencies, I need to install some ALSA support libraries. The set is not > complete, so ALSA only programs won't work, or atleast have no sound. > > So, to be able to compile crossfire clients, I added a --disable-alsa option > to configure. > > I also did some rearranging in the order of the configure --help output, to > group things together a bit better. Some prettyprinting modifications also. > > Patch to configure.in is included, so someone who usually does the official > autoconf run can apply it, if deemed appropriate. > -- > BSc. Pertti Karppinen |'Bridge Players | > Systems Designer, University of Jyvaskyla, Finland | Do | > http://www.iki.fi/~pjka/ | Office : +358 14 260 2088 | It | > HAM: OH6KTR QTH: KP22UF | Cellular: +358 40 564 0786 | on the Table' | Content-Description: configure.in.patch > --- configure.in.orig Sat Mar 10 11:24:42 2001 > +++ configure.in Sat Mar 10 10:55:39 2001 > @@ -40,30 +40,35 @@ > AC_ARG_ENABLE(ansi, [ --enable-ansi turn on strict ansi [default=no]], > , enable_ansi=no) > > -AC_ARG_ENABLE(gtk, [ --disable-gtk make x11 client [default=make gtk client if available]], > - gtk=no, gtk=yes ) > - > > -AC_ARG_ENABLE(sound, [ --disable-sound disable sound support [default=make sound support if we supported libraries exit]], > +AC_ARG_ENABLE(sound, [ --disable-sound disable sound support [default=make sound support if supported libraries exit]], > sound=no, sound=yes ) > > +dnl This is because some of us use OSS sound, even with ALSA libs installed > + > +AC_ARG_ENABLE(alsa, [ --disable-alsa disable ALSA sound support [default=use alsa sound support if alsa libraries exit]], > + alsa=no, alsa=yes ) > + > +AC_ARG_ENABLE(old-sound, [ --enable-old-sound use the old sound code ], > + new_sound=no) > + > +AC_ARG_WITH(sound-dir, [ --with-sound-dir=dir Directory where the sounds are located (default=/usr/local/lib/sounds) ], > + SOUNDDIR="$withval") > + > > dnl The follow two are really just a way to specify where the xpm information > dnl resides if not with the normal X11 stuff (ie, in /usr/local and not /usr > dnl /usr/X11 > > -AC_ARG_WITH(ldflags, [ --with-ldflags=dir provide addition linker directives to find libraries ], > +AC_ARG_WITH(ldflags, [ --with-ldflags=dir provide addition linker directives to find libraries ], > EXTRA_LIB="$withval") > > AC_ARG_WITH(includes, [ --with-includes=dir provide different compiler options to find headers with ], > EXTRA_INC="$withval") > > -AC_ARG_WITH(sound-dir, [ --with-sound-dir=dir Directory where the sounds are located (default=/usr/local/lib/sounds) ], > - SOUNDDIR="$withval") > - > -AC_ARG_ENABLE(old-sound, [ --enable-old-sound use the old sound code ], > - new_sound=no) > > +AC_ARG_ENABLE(gtk, [ --disable-gtk make x11 client [default=make gtk client if available]], > + gtk=no, gtk=yes ) > > AC_PROG_CC > > @@ -149,7 +154,9 @@ > fi > > if eval "test x$sound = xyes"; then > - AC_CHECK_LIB(asound, main, alsa_sound=yes, , -lm) > + if eval "test x$alsa = xyes"; then > + AC_CHECK_LIB(asound, main, alsa_sound=yes, , -lm) > + fi > AC_CHECK_LIB(audio, alNewConfig, sgi_sound=yes, ) > AC_CHECK_HEADER(sys/soundcard.h, oss_sound=yes, oss_sound=no) > AC_CHECK_HEADER(sys/audioio.h, sun_sound=yes, sun_sound=no) -- Please cc all mailing list replies to me, also. * http://benham.net/index.html <>< * * Debian: Software in the Public Interest: * * Project Secretary Treasurer * * Webmaster Team * * BTS Team siteROCK: * * Lintian Team Linux Infrastructure Engineer * -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 232 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20010310/4f9caa01/attachment.pgp From John.Cater at eng.monash.edu.au Sun Mar 11 04:31:54 2001 From: John.Cater at eng.monash.edu.au (John Cater) Date: Thu Jan 13 18:00:13 2005 Subject: [CF-Devel] GTK Client BUGS/warnings Message-ID: I am playing with the current CVS version of the GTK client under Slackware Linux 7.0. When I execute the client I get the following warnings over and over again: Playing on server type Crossfire Server Gtk-WARNING **: invalid cast from (NULL) pointer to `GtkLabel' Gtk-CRITICAL **: file gtklabel.c: line 260 (gtk_label_set_text): assertion `GTK_IS_LABEL (label)' failed. Gtk-CRITICAL **: file gtkwidget.c: line 2292 (gtk_widget_draw): assertion `widget != NULL' failed. Does this mean anything to anybody? I have GTK version 1.2.6 installed. Johnc & Co. From dnh at hawthorn.csse.monash.edu.au Sun Mar 11 05:22:53 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:13 2005 Subject: [CF-Devel] GTK Client BUGS/warnings In-Reply-To: Message-ID: i get the same messages.. it doesn't seem to have any affect.. but it can't be good =). I also get alot of warnings about keys I don't even have. dnh On Sun, 11 Mar 2001, John Cater wrote: > I am playing with the current CVS version of the GTK client under > Slackware Linux 7.0. When I execute the client I get the following > warnings over and over again: > > Playing on server type Crossfire Server > > > Gtk-WARNING **: invalid cast from (NULL) pointer to `GtkLabel' > > Gtk-CRITICAL **: file gtklabel.c: line 260 (gtk_label_set_text): > assertion `GTK_IS_LABEL (label)' failed. > > Gtk-CRITICAL **: file gtkwidget.c: line 2292 (gtk_widget_draw): > assertion `widget != NULL' failed. > > > Does this mean anything to anybody? > I have GTK version 1.2.6 installed. > > Johnc & Co. > > > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From John.Cater at eng.monash.edu.au Sun Mar 11 05:46:31 2001 From: John.Cater at eng.monash.edu.au (John Cater) Date: Thu Jan 13 18:00:13 2005 Subject: [CF-Devel] Oddities... Message-ID: I started playing again today, after a long hiatus, with the latest CVS version of the server, and the GTK client. (I have Slackware 7.0 Linux). I took a character through PeterM's random quests from the king of Scorn (which are really great BTW). I noticed that each time I completed a quest and placed the required item on the pentagram I was teleported to a little room and given a "reward", such as a sword etc. However, each time I stepped on the reward to pick it up, another one appeared beneath me, so that I ended up with two of everything - is this the desired behaviour? Surely not. Also, after I identified a firebrand it was listed in my inventory as "firebrand firebrand +3", which seems odd. When I went to pray at the altar of my god (Mostrai) I received the following message numerous times: "You recast the spell while still in effect" which was a little confusing, since I wasn't aware that I was casting anything. Perhaps I was being given a "gift" multiple times? And another thing, after playing for a couple of hours I have a rather large /tmp/crosservlog file (2 MB). Upon examination, I noticed it was filled with the following messages over and over again: metaserver_update: sendto failed, err = 111 metaserver_update: sendto failed, err = 111 metaserver_update: sendto failed, err = 111 Which I guess may have something to do with my connection/settings etc. Also scattered throughout the log were messages like: object demon having multiple resistances set, type=armour, old=30, new=36 object earthwall having multiple resistances set, type=resist magic, old=100, new=0 object earthwall having multiple resistances set, type=resist fire, old=100, new=0 object earthwall having multiple resistances set, type=resist electricity, old=100, new=0 object earthwall having multiple resistances set, type=resist cold, old=100, new=0 object earthwall having multiple resistances set, type=resist confusion, old=100, new=0 object earthwall having multiple resistances set, type=resist acid, old=100, new=0 object earthwall having multiple resistances set, type=resist drain, old=100, new=0 Are these map specific bugs? Or something wrong with the archs? When I went into a random map with some bullet walls I got: Can't read map file: No such file or directory BUG: process_events(): Object lbulletwall_4 has no speed, but is on active list BUG: process_events(): Object lbulletwall_3 has no speed, but is on active list BUG: process_events(): Object lbulletwall_2 has no speed, but is on active list BUG: process_events(): Object lbulletwall_5 has no speed, but is on active list BUG: process_events(): Object lbulletwall_1 has no speed, but is on active list BUG: process_events(): Object lbulletwall_6 has no speed, but is on active list BUG: process_events(): Object lbulletwall_7 has no speed, but is on active list BUG: process_events(): Object lbulletwall_8 has no speed, but is on active list When I went into Goth's to talk to the DragonLord Emmissary I got: Adding friendly object Dragon Emissary. Object lacks animation. Object lacks animation. Object lacks animation. Object lacks animation. I hope this helps someone. I guess these are the kinds of things we need to tidy up before V1.0 Johnc & Co. From andi.vogl at gmx.net Sun Mar 11 07:14:15 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:13 2005 Subject: [CF-Devel] Two questions In-Reply-To: Message-ID: <000401c0aa2d$2db28ba0$280a0a0a@kyle> Tom Barnes wrote: > Hi, > I suppose the *first* one must be for Mark, he being the > main coordinatory bloke: > > The project is generally accepted to be aiming for Version 1 > Real Soon Now, and it sounds like the idea right now is to be > mainly hunting for bugs and generally straightening things out, > which is fair enough; but, is the idea that: > > (a)We Finally have a Version 1 that is the wonderful official > version, and some time in the future we will maybe have a > Version 2 but we're not thinking much about that right now; OR > (b)We get a nice stable version that people can actually play > properly without crashes, so we have something to show for the > effort, and to keep everyone happy whilst work continues on > creating even better stuff, to lead to a Version 2 that we're > more interested in. > > (I presume the question is clear, I'm asking what sort of attitude > we have to Version 1: (a) means we think V1=ultimate, so not seeing > much further, but (b) means we see V1 as a mere stopgap before the > next stable version.) > Probably many people would think somewhere in between, but I think > it will be only one or the other for the project! Sorry I'm not Mark, but answer is DEFINITLY (b). Version 1.0 should be stable so we have something to show around - after ten years of CF development I think it is time for this. But we have a vague roadmap for 2.0 and it is already *huge*, if not endless. The second V1.0 is out, we'll start attaching "fancy patches" again. It'll continue just like before. > Second question is a technical one, to anyone who knows for certain: > > I've designed a few maps, and a small number have floor tiles with > unique-flag set on them, so those tiles and their contents get > written to a file in "unique_items" dir. As many of them are work in > progress, but I often send my characters into the maps to test them, > I have the problem that I want to change maps that already have this > unique-object info. There is nothing on those maps that my characters > want now. > Is the approach to simply change the maps and go back, and the > loader will notice the difference, and the unique items files will > update to show those tiles aren't there any more (I suspect this will > not work), OR, to simply delete the appropriate unique-items files > (I suspect this will upset the server if it *expects* to find them)? > Perhaps there is another way? > > If anyone answers this, can they say if they know because they > worked with the code, or because they have tried this themselves? You simply delete the unique map in the player directory. Next time your player enters that map, it will be new loaded. (Of course you loose the items you had placed on the old map.) And yes, I did this myself several times. Because I've been creating maps too. Btw, check out the mapmaking-guide I've written =) Andreas V. From andi.vogl at gmx.net Sun Mar 11 14:10:20 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:13 2005 Subject: [CF-Devel] Oddities... In-Reply-To: Message-ID: <000201c0aa67$4f05afa0$280a0a0a@kyle> John Cater wrote: > I took a character through PeterM's random quests from the king > of Scorn (which are really great BTW). I noticed that each time I > completed a quest and placed the required item on the pentagram > I was teleported to a little room and given a "reward", such as a > sword etc. However, each time I stepped on the reward to pick it up, > another one appeared beneath me, so that I ended up with two of > everything - is this the desired behaviour? Surely not. The reason was a problem with altar_triggers: The second artifact appears when the altar is reset. What a nice coincidence that I wrote a patch for this altar_trigger problem a few days ago. So I could easily fix this now. :-)) > Also, after I identified a firebrand it was listed in my inventory > as "firebrand firebrand +3", which seems odd. The screwy "double-names" were caused by unappropriate slayings in the creators. Also fixed. > When I went to pray at the altar of my god (Mostrai) I received the > following message numerous times: > "You recast the spell while still in effect" which was a little > confusing, since I wasn't aware that I was casting anything. Perhaps > I was being given a "gift" multiple times? When you pray on your altar, you get "holy possessions" casted at you (a gift from your god). Since multiple holy possessions don't stack, you get this standar-message "You recast... blabla". This would be quite tricky to fix, not sure if it's worth the effort. > And another thing, after playing for a couple of hours I have a > rather large /tmp/crosservlog file (2 MB). Upon examination, I noticed > it was filled with the following messages over and over again: > [...] > I guess these are the kinds of things we need to tidy up before V1.0 Note that your logs get filled to 99% with "warnings", not causing any real troubles (except big logfiles). The true reason for these messages is typical for an opensource project: Person A writes a function, and person B uses this function in a way that person A didn't expect. So the function prints out a warning. However, I agree we should try to reduce these warnings to the minimum amount where they make sense. An "object lacks animation" message for example should be printed once, not hundred times. Andreas V. From peterm at tesla.EECS.Berkeley.EDU Sun Mar 11 14:44:37 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:13 2005 Subject: [CF-Devel] XPM-PNG image set completed! (mostly) Message-ID: <200103112044.MAA28026@tesla.EECS.Berkeley.EDU> Hello, I've created a facility by means of which some xpms or pngs can be replaced with custom images. Here is how you use the alternate images: 1) From sourceforge, cvs checkout alternate_images 2) cd alternate_images; sh filename_changer (this links all files with - in them to files with that - replaced with _, which the server likes.) 3) Link the alternate images into your crossfire/lib directory: ln -s ../alternate_images . 4) make collect 5) make 6) make install Now you will have installed the alternate image set. You can *drop* any .xpm or .png replacement of anything mentioned in bmaps.paths in alternate_images and that image will prevail. I think that we should get rid of .xpms and .xbms from crossfire now as being obsolete. PeterM From peterm at tesla.EECS.Berkeley.EDU Sun Mar 11 14:49:05 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:13 2005 Subject: ADDENDUM: Re: [CF-Devel] XPM-PNG image set completed! (mostly) In-Reply-To: Your message of "Sun, 11 Mar 2001 12:44:37 PST." <200103112044.MAA28026@tesla.EECS.Berkeley.EDU> Message-ID: <200103112049.MAA03663@tesla.EECS.Berkeley.EDU> > 3) Link the alternate images into your crossfire/lib directory: > ln -s ../alternate_images . I left out step 3a) in the lib/adm directory: cvs update > 4) make collect > 5) make > 6) make install PeterM From andi.vogl at gmx.net Sun Mar 11 18:09:21 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:13 2005 Subject: [CF-Devel] perm. apartment in nuernberg still broken Message-ID: <000301c0aa88$b2da50a0$280a0a0a@kyle> on Monday 19.02.2001, Mark W. wrote (in reply to dnh): > > > > Firstly it would appear that the perm apartments in nurmburg are > > currently broken, at least on MiDS server they are. > > I've fixed this, but have been unable to check it in due to CVS problems. The permanent apartment in nuernberg is still broken (Exit path is wrong). Mark, did you forget to checkin this patch after moving to sourceforge? Please search for and commit it. The Nuerberg apartment is very important because there is a shortcut to ancient pupland in there. A few players are desperately waiting for the fix. ;) Andreas V. From andi.vogl at gmx.net Sun Mar 11 18:18:41 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:13 2005 Subject: [CF-Devel] RE: [Crossfire-cvs] CVS: crossfire/server (crash on wrong exit path) In-Reply-To: Message-ID: <000401c0aa8a$0007e4e0$280a0a0a@kyle> On 05.03.2001, Mark W. (I suppose) > Update of /cvsroot/crossfire/crossfire/server > In directory usw-pr-cvs1:/tmp/cvs-serv5819/server > > Modified Files: > init.c main.c > Log Message: > MSW 2001/03/04: > [...] > server/main.c: Fix crash if map has an exit path yet that file does > not exist. Give proper error message. This patch doesn't seem to work. The server still crashes when a player applies an exit with wrong exit-path. Andreas V. > Index: main.c > =================================================================== > RCS file: /cvsroot/crossfire/crossfire/server/main.c,v > retrieving revision 1.29 > retrieving revision 1.30 > diff -C2 -r1.29 -r1.30 > *** main.c 2001/03/02 07:36:36 1.29 > --- main.c 2001/03/05 02:05:19 1.30 > *************** > *** 562,565 **** > --- 562,570 ---- > newmap = ready_map_name(EXIT_PATH(exit_ob), 0); > } > + if (!newmap) { > + new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); > + return; > + } > + > /* This supports the old behaviour, but it really should not be used. > * I will note for example that with this method, it is impossible to > *************** > *** 575,582 **** > exit_ob->map?exit_ob->map->path:"(none)"); > } > ! if (newmap) > ! enter_map(op, newmap, x, y); > ! else > ! new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); > } > /* For exits that cause damages (like pits) */ > --- 580,584 ---- > exit_ob->map?exit_ob->map->path:"(none)"); > } > ! enter_map(op, newmap, x, y); > } > /* For exits that cause damages (like pits) */ From mwedel at scruz.net Sun Mar 11 21:50:23 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:14 2005 Subject: [CF-Devel] RE: [Crossfire-cvs] CVS: crossfire/server (crash on wrong exit path) References: <000401c0aa8a$0007e4e0$280a0a0a@kyle> Message-ID: <3AAC477F.6E964149@scruz.net> > > Modified Files: > > init.c main.c > > Log Message: > > MSW 2001/03/04: > > [...] > > server/main.c: Fix crash if map has an exit path yet that file does > > not exist. Give proper error message. > > This patch doesn't seem to work. The server still crashes when > a player applies an exit with wrong exit-path. I just tested this out (again), and the code handled the case without crashing. I strongly suspect that you are in fact not running latest CVS, as you report this bug and the nurnberg apartment bug, both of which I did test to make sure they do in fact work. I will note that mids server, despite the comment claiming it is running cvs as of 2001-03-11, is still reporting a stock 0.96.0 version to the metaserver. Which makes me really wonder what version it is in fact running. If after double checking you are sure you are running latest CVS, I then need an example of the crash on non existant path to map. As said, I just tested this bug on my server (created a path called /no/path), and it worked as expected. From mwedel at scruz.net Sun Mar 11 22:16:02 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:14 2005 Subject: [CF-Devel] XPM-PNG image set completed! (mostly) References: <200103112044.MAA28026@tesla.EECS.Berkeley.EDU> Message-ID: <3AAC4D82.267B61E9@scruz.net> Peter Mardahl wrote: > > Hello, > > I've created a facility by means of which some xpms or pngs > can be replaced with custom images. > > You can *drop* any .xpm or .png replacement of anything mentioned in > bmaps.paths in alternate_images > and that image will prevail. > > I think that we should get rid of .xpms and .xbms from crossfire now as > being obsolete. I think before long, we really need to figure out the end goal for this alternate PNG set. I see 3 reasonable possiblities: 1) server has 2 (or potentially more) png sets, and the client can ask for 'standard png' or 'alternate png' sets. 2) the alternate png set is just a temporary measure and eventually will go away, with one 'good' png set. 3) really move the image stuff to the client, with the server having images really only because new archs/maps/images may get added faster than the client gets updated. With this, the server only needs one 'fallback' image set. I personally like #3. I have a feeling most commercial games use this approach (images are held by the client, and not transmitted over the wire), but they have perhaps more luxury in that the server is not likely to have new images added without them also making an update for the client (crossfire could of course do this, but if you get a bunch of people making new arch's and maps, this would be harder to do - end result would probably be image supplement files for each server you would need to grab via ftp or the like, which would be a pain). This would require some changes for the clients. What I would probably do is something like: 1) add an client-images download packages. This really might just be the crossfire.png file. 2) extend the client to look for the master client image file in some standard location (client-libdir), so that each user does not need to have a copy of all that in their home dir. Do provide a command line option to use some other image file. Reason for this: If you are someplace where a lot of people are playing crossfire, you would prefer to have as few duplicate copies of the images around as possible (disk space as well as simple configuration issue), but at the same time, if multiple ones exist, some people might like different versions. For non unix clients, this can be somewhat a bonus, as they could distribute their default image set in a format more native for that platform. 3) Client, upon start, would look at that master image file and load the images up , knowing that these are the master images, and use caching as default. When it gets an image request, it looks in its set of master images for that name, and if it finds it, updates the 'display' list appropriately. Only if the image does not exist in its master set will it then look in its cache directory, and if not their, request it from the server. When exiting the server, the master images would not be touched - only the 'display' list would get reset. The advantage of this is that when going from one server to another, it will not need to recreate all the images. It also means that you get to use your preferred image set, no matter what the server may be using. Disadvantage is that this uses more memory (all images created at startup), which may raise the hardware requirements for the client machine some. Thoughts? To me, the advantage of the above client side approach that as the player, you can decide what images to use. Peters alternate set currently only lets the server admin decide what set it will use - it may very will be possible that the server you want to play on has the 'bad' set. While you can sort of deal that with the image caching feature, it then becomes tricky to get an updated 'good' set if you turn off the update if checksum differs feature. Just as a note, until I update the client png display routines with the new one the editor currently uses, getting rid of xpm is not an option - the png set will not work on an 8 bit display, simply because it uses too many colors (more than 256 for the entire set), and it has not fallback mechanism when it can't get the color it wants. My new png code has a basic 'match closest color if we can't get our exact one' feature, which actually does a decent job, and does let you display the png set on an 8 bit display. From mwedel at scruz.net Sun Mar 11 22:47:38 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:14 2005 Subject: [CF-Devel] Oddities... References: Message-ID: <3AAC54EA.D212CB26@scruz.net> John Cater wrote: > When I went to pray at the altar of my god (Mostrai) I received the > following message numerous times: > "You recast the spell while still in effect" which was a little > confusing, since I wasn't aware that I was casting anything. Perhaps I > was being given a "gift" multiple times? AV's synopsis of this was correct - your 'god' is casting the spell on you again. I would have to look at this to see how hard it is to fix. I would think/hope that the casting object is not the player, so we could notice this, check its type (altar?), and not print that message. I imagine it sort of needs to be printed in other cases (ie, reading a scroll, you may want that message). Either that, or the god intervention code, which casts this spell, should perhaps see if one is already on the player and not cast another. > > And another thing, after playing for a couple of hours I have a rather > large /tmp/crosservlog file (2 MB). Upon examination, I noticed it was > filled with the following messages over and over again: > > metaserver_update: sendto failed, err = 111 > metaserver_update: sendto failed, err = 111 > metaserver_update: sendto failed, err = 111 > > Which I guess may have something to do with my connection/settings etc. Could be. it can be that the metaserver is down, or you system is unable to contact it for whatever reason (packets being blocked (notification is via udp)), or any of many other problems. Since notifcation only happens once every 5 minutes or so, this probably isn't that big a deal. > > Also scattered throughout the log were messages like: > > object demon having multiple resistances set, type=armour, old=30, > new=36 I'll turn these off - their not really needed anymore. The reason they were originally there was to catch problems in the Partial Resistance code (the conversion of the archetypes was done via a script, and if something had multiple immune/protected/vuln to the same type, it would have multilple resist_.. for the same attacktype, and this would print messages to that effect). The reason it happens now is that maps can obviously change the values of the objects, and the loader doesn't really know why the value is different, only that it is. > > When I went into a random map with some bullet walls I got: > > Can't read map file: No such file or directory > BUG: process_events(): Object lbulletwall_4 has no speed, but is on > active list > BUG: process_events(): Object lbulletwall_3 has no speed, but is on > active list > BUG: process_events(): Object lbulletwall_2 has no speed, but is on > active list > BUG: process_events(): Object lbulletwall_5 has no speed, but is on > active list > BUG: process_events(): Object lbulletwall_1 has no speed, but is on > active list > BUG: process_events(): Object lbulletwall_6 has no speed, but is on > active list > BUG: process_events(): Object lbulletwall_7 has no speed, but is on > active list > BUG: process_events(): Object lbulletwall_8 has no speed, but is on > active list This is probably a bug (but not really a harmful bug). My guess is that something is changing the object's speed without calling update_ob_speed. > > When I went into Goth's to talk to the DragonLord Emmissary I got: > > Adding friendly object Dragon Emissary. > Object lacks animation. > Object lacks animation. > Object lacks animation. > Object lacks animation. This is an archetype bug. The c_woman arch was using a non existant animation. I've fixed this in CVS. From mwedel at scruz.net Sun Mar 11 23:08:32 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:14 2005 Subject: [CF-Devel] Pickup Code Revisited References: <20010310163157.B2386@benham.net> Message-ID: <3AAC59D0.DF6ADC8B@scruz.net> Generally, I say the idea seems fine. I might suggest using a 16 bit value for the density - give higher resolution, but that may not be a big deal. But to me, the biggest issue on this would be to have a nice gui interface on the client for this. While using the text entries is also nice (so it can be bound to keys), getting a pop up or the like with the different object types and current values for it could be nice. Also, while you don't directly address the point, I think legacy usage of the old form should continue to be supported (ie, pickup 4 or the like) - a lot of people may have various keys bound to certain things (or just know things out of habit). You may also want a default value - ie, I may want value 15 for everything but weapons and armor, which I want something different. So some easy form to support that would also be nice. From mwedel at scruz.net Mon Mar 12 00:34:30 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:14 2005 Subject: [CF-Devel] Two questions References: <000401c0aa2d$2db28ba0$280a0a0a@kyle> Message-ID: <3AAC6DF6.CA0A45B4@scruz.net> I don't really have anything to add to what AV said. 1.0 is meant to be a stable version, with lots of development planned for version 2.0 and beyond. Its unclear how many 1.0 derived versions there may be, as many of the things to do for 2.0 will make it incompatible with older versions (at least with the client, and their may be other potential changes that only have backward compatiblity for some brief amount of time). I believe AV already answered the unique items question. The only way the server expects to find a unique items file is if it actually finds the file in the directory - it isn't recorded anyplace else really that the file exists (the one exception to this is the apartments, where a player may save on the map, in which case that unique map is saved in the players save file, but the server should still be able to deal with that file not existing). From pjka at cc.jyu.fi Mon Mar 12 04:27:36 2001 From: pjka at cc.jyu.fi (Pertti Karppinen (OH6KTR)) Date: Thu Jan 13 18:00:14 2005 Subject: [CF-Devel] Sound support in client configure In-Reply-To: <20010310154858.A2386@benham.net>; from gecko@benham.net on Sat, Mar 10, 2001 at 03:48:58PM -0800 References: <20010310113819.A18544@tukki.jyu.fi> <20010310154858.A2386@benham.net> Message-ID: <20010312122736.A5233@tukki.jyu.fi> On Sat, Mar 10, 2001 at 03:48:58PM -0800, Darren O. Benham wrote: > Are there changes that can be made to the debian package of crossfire to not > require alsa dependencies or are the obscure dependencies in some > non-crossfire package? Some non-crossfire package ... don't remember which though. -- BSc. Pertti Karppinen |'Bridge Players | Systems Designer, University of Jyvaskyla, Finland | Do | http://www.iki.fi/~pjka/ | Office : +358 14 260 2088 | It | HAM: OH6KTR QTH: KP22UF | Cellular: +358 40 564 0786 | on the Table' | From dweeves at hotmail.com Mon Mar 12 13:30:36 2001 From: dweeves at hotmail.com (Sebastien Bracquemont) Date: Thu Jan 13 18:00:14 2005 Subject: [CF-Devel] XPM-PNG image set completed! (mostly) Message-ID: Hi, I've got several ideas matching Mark Wedel's view. >3)really move the image stuff to the client, with the server having >images >really only because new archs/maps/images may get added faster than >the >client >gets updated. With this, the server only needs one 'fallback' image >set. Yes , i think it's the way to do the things. I really think the game server don't have to be concerned by the display. He's got only to handle positions, events , attributes of the maps,arch & players.(the game logic) It's the client responsibility to display the things. A good thing i think is to have a "tile server" , separated from the game server (in a logical way). Clients could connect to the "tile server" to update their tilesets. This server could be accessed by the artists to add their tiles. The client will have to have an option to enable the player to get some new tilesets. (cf Mark's modif nb 1 to the client) One good thing is that the game server will only have to do game logic! I think it has to be done for the 2.0 version (i don't know much about the versionning policy). I've got several other ideas for server,client and protocol but i need to get deeper into the current implementation to see if they're relevant. Sebastien Bracquemont. _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com From andi.vogl at gmx.net Mon Mar 12 14:53:41 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:14 2005 Subject: [CF-Devel] CVS: crossfire/server (crash on wrong exit path) In-Reply-To: <3AAC477F.6E964149@scruz.net> Message-ID: <000001c0ab36$88022700$280a0a0a@kyle> Mark W. wrote: > > This patch doesn't seem to work. The server still crashes when > > a player applies an exit with wrong exit-path. > > I just tested this out (again), and the code handled the case without crashing. > > I strongly suspect that you are in fact not running latest CVS, as you > report this bug and the nurnberg apartment bug, both of which I did test > to make sure they do in fact work. > > I will note that mids server, despite the comment claiming it is running > cvs as of 2001-03-11, is still reporting a stock 0.96.0 version to the > metaserver. Which makes me really wonder what version it is in fact running. Indeed you are right, mids server didn't update. A bug in the update script or something. I din't realize because the compile logs looked quite okay. Sorry. Andreas V. From mwedel at scruz.net Tue Mar 13 01:37:22 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:14 2005 Subject: [CF-Devel] XPM-PNG image set completed! (mostly) References: Message-ID: <3AADCE32.BE6F91E7@scruz.net> Sebastien Bracquemont wrote: > A good thing i think is to have a "tile server" , separated from the game > server (in a logical way). > > Clients could connect to the "tile server" to update their tilesets. > This server could be accessed by the artists to add their tiles. this has been discussed before, but still has these problems: 1) If the tileserver is down, the game may very well be unplayable (need the images to play). 2) If there is one tile server per real server, thus just makes a more complicated setup (two programs to run/restart if images are added (as presumably, if image are added, new archs were added, which means the real server would need to get restarted also). So in this case, nothing is really gained, except more complication. 3) If instead, deal servers are unrelated to the real servers, the problem comes again - someone sets up server XYZ and now needs someway to update the image server with custom images they may have. This is not insurmountable, but gets much more complicated. Many people may be a bit leary of most anyone out there sending (and having the server store for later retrieval) what basically amounts to arbitrary data. Now you can put some basic check in (size can not be larger than 2K or the like), but this gets a whole host of security concerns. > > The client will have to have an option to enable the player to get some new > tilesets. (cf Mark's modif nb 1 to the client) > > One good thing is that the game server will only have to do game logic! Note that the image logic in the server right now is very basic. In fact, as far as the server is concerned, its just holding data - it has no idea the form of the data. The bigger simplication would to be always use caching by default - always send image name, and client is responsible for requesting images. This means that the server does not have to track what images it has sent to the client, and simplifies a lot more mode than just the send image logic. From pjka at cc.jyu.fi Tue Mar 13 03:08:29 2001 From: pjka at cc.jyu.fi (Pertti Karppinen (OH6KTR)) Date: Thu Jan 13 18:00:14 2005 Subject: [CF-Devel] Tileset server In-Reply-To: <3AADCE32.BE6F91E7@scruz.net>; from mwedel@scruz.net on Mon, Mar 12, 2001 at 11:37:22PM -0800 References: <3AADCE32.BE6F91E7@scruz.net> Message-ID: <20010313110829.A13061@tukki.jyu.fi> On Mon, Mar 12, 2001 at 11:37:22PM -0800, Mark Wedel wrote: > Sebastien Bracquemont wrote: > > > A good thing i think is to have a "tile server" , separated from the game > > server (in a logical way). > > > > Clients could connect to the "tile server" to update their tilesets. > > This server could be accessed by the artists to add their tiles. > > this has been discussed before, but still has these problems: > 1) If the tileserver is down, the game may very well be unplayable (need the > images to play). Default fallback support in the client, showing ? icons for newly added tiles, that were not in the original faalback set. > 2) If there is one tile server per real server, thus just makes a more > complicated setup (two programs to run/restart if images are added (as > presumably, if image are added, new archs were added, which means the real > server would need to get restarted also). So in this case, nothing is really > gained, except more complication. I agree. But we need to have some way of requesting the fill of cache beforastarting to play. It's pretty frustrating to enter an area, meet a completely new monster, nicely represented by '?' tiles, and die before ever seeing the monster. This implies some changes to server. I don't know how the current system works, but if the speed of server is related to connection speed of the player with the worst round-trip-time, the tile serving has to be split up, so one player requesting cache fill won't comatoze the server. -- BSc. Pertti Karppinen |'Bridge Players | Systems Designer, University of Jyvaskyla, Finland | Do | http://www.iki.fi/~pjka/ | Office : +358 14 260 2088 | It | HAM: OH6KTR QTH: KP22UF | Cellular: +358 40 564 0786 | on the Table' | From dweeves at hotmail.com Tue Mar 13 09:09:28 2001 From: dweeves at hotmail.com (Sebastien Bracquemont) Date: Thu Jan 13 18:00:14 2005 Subject: [CF-Devel] Tiles and servers Message-ID: >1) If the tileserver is down, the game may very well be unplayable (need >the >images to play). Not really, the problem occurs the first time only. Then the client has at least one tileset stored locally. >2) If there is one tile server per real server, thus just makes a more >complicated setup (two programs to run/restart if images are added (as >presumably, if image are added, new archs were added, which means the real >server would need to get restarted also). So in this case, nothing is >really >gained, except more complication. It's not an obligation. The image server doesn't have to be restarted if images are added. It will have to check every x time incoming images. perhaps by having an incoming directory. >3) If instead, deal servers are unrelated to the real servers, the problem >comes >again - someone sets up server XYZ and now needs someway to update the >image >server with custom images they may have. This is not insurmountable, but >gets >much more complicated. Many people may be a bit leary of most anyone out >there >sending (and having the server store for later retrieval) what basically >amounts >to arbitrary data. Now you can put some basic check in (size can not be >larger >than 2K or the like), but this gets a whole host of security concerns. > I don't think so. the real servers don't have to be aware at all of the tiles. Sebastien _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com From tanner at real-time.com Tue Mar 13 13:50:00 2001 From: tanner at real-time.com (Bob Tanner) Date: Thu Jan 13 18:00:14 2005 Subject: [CF-Devel] Crossfire & Java Thread Message-ID: <20010313135000.H1478@real-time.com> Since no one followed up on the conversion of archetype to xml, I'd like to see if there are any objects. Downside? Problems? I'd like to branch off of the current cvs tree and work on a project to convert the archetype to xml and the associated binaries to use xml. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org | Fax : (952)943-8500 Key fingerprint = 02E0 2734 A1A1 DBA1 0E15 623D 0036 7327 93D9 7DA3 -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 232 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20010313/c0380afc/attachment.pgp From crossfire at suckfuell.net Tue Mar 13 16:44:50 2001 From: crossfire at suckfuell.net (Jochen Suckfuell) Date: Thu Jan 13 18:00:14 2005 Subject: [CF-Devel] Invisibility In-Reply-To: <20010313135000.H1478@real-time.com> Message-ID: Hi! I downloaded the last CVS snapshot (03-13) and tested invisibility. It just doesn't work for my dwarven wizard, no matter if I cast improved invisibility or use the God Finger which makes permanently invisible. I found the reason in the source: Invisibility doesn't work when you have a light on! What light did I have?! My god Valriel makes my player shine, so the monsters see me even if I'm invisible. So this god makes invisibility obsolete. But it was the same thing with another dwarf who has infravision by default. This should make him see better in the dark, but he actually shouldn't emit light that the monsters can see. Another thing is players seeing me. If I have a light, they can make it out, so my player should remain invisible just the same. It used to work in older versions (0.94.3 namely). The patch I attached makes the player blink again (to himself only) while he's invisible to other), which was the usual feature. I hope this has not been removed on purpose? Bye Jochen -- Bumper sticker: All the parts falling off this car are of the very finest British manufacture. --- eMail jochen@suckfuell.net ----- http://www.suckfuell.net/jochen/ -------- -------------- next part -------------- A non-text attachment was scrubbed... Name: invisible.diff Type: application/octet-stream Size: 289 bytes Desc: invisible.diff Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20010313/d5ccf7de/invisible.obj From peterm at tesla.EECS.Berkeley.EDU Tue Mar 13 16:54:06 2001 From: peterm at tesla.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:14 2005 Subject: [CF-Devel] Alternate images at crossfire.csua.berkeley.edu Message-ID: <200103132254.OAA06494@tesla.EECS.Berkeley.EDU> Hello, I finally got 'round to putting up a server which is using the alternate images. Log on with -png and have a look in the Zoo. PeterM From crow at bear.cs.dartmouth.edu Mon Mar 12 18:02:33 2001 From: crow at bear.cs.dartmouth.edu (Preston Crow) Date: Thu Jan 13 18:00:15 2005 Subject: [CF-Devel] map fixes Message-ID: <200103130002.f2D02Xx14368@bear.cs.dartmouth.edu> I'm not set up with a password for CVS changes, and the changes are small, so I'm just posting them here. I've fixed a few small bugs in a couple of maps. In /peterm/CTower, several of the exits are off by a square: Also, the encrypted letter found in one of the Langley maps is missing a letter. --PC --- peterm/CTower/Barracks.orig Sun Mar 28 23:03:43 1999 +++ peterm/CTower/Barracks Mon Mar 12 18:38:36 2001 @@ -1729,15 +1729,15 @@ x 14 y 7 end +arch woodfloor +x 14 +y 8 +end arch stair_3_down name To the Ground Level slaying GroundLevel hp 14 -sp 7 -x 14 -y 7 -end -arch woodfloor +sp 8 x 14 y 8 end --- peterm/CTower/GroundLevel.orig Sun Mar 28 23:03:41 1999 +++ peterm/CTower/GroundLevel Mon Mar 12 18:29:31 2001 @@ -24,7 +24,7 @@ arch exit slaying CTower hp 8 -sp 6 +sp 7 y 7 end arch marble @@ -33,7 +33,7 @@ arch exit slaying CTower hp 8 -sp 6 +sp 7 y 8 end arch marble --- langley/goblin/nwtower.orig Sun Mar 28 23:07:28 1999 +++ langley/goblin/nwtower Mon Mar 12 17:01:22 2001 @@ -1350,7 +1350,7 @@ tiy qwkk jbiq rgw reiyvkw lbs vwreltlk rglr dlxwa ya biq. tiy -qukk aiib vw ib tiye iqb. u gcw +qukk aiib vw ib tiye iqb. u glcw kwdr qglr kurrkw u xlb ri lus tiy qgwb u ln fibw. rgw jwt kuwa vwbwlrg rgw dudrg arlryw. u hyar giow From mwedel at scruz.net Tue Mar 13 23:44:33 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:15 2005 Subject: [CF-Devel] Tileset server References: <3AADCE32.BE6F91E7@scruz.net> <20010313110829.A13061@tukki.jyu.fi> Message-ID: <3AAF0541.D1E5AEC7@scruz.net> "Pertti Karppinen (OH6KTR)" wrote: > > > 1) If the tileserver is down, the game may very well be unplayable (need the > > images to play). > > Default fallback support in the client, showing ? icons for newly added > tiles, that were not in the original faalback set. but if the tile server is down or missing that tile, it means you will get a ? for the rest of that play. Imagine if someone has added a few new monsters and a quest to go along with it, and yout try it out - all you would see for those new monsters for the entire time is ? marks. > I agree. But we need to have some way of requesting the fill of cache > beforastarting to play. It's pretty frustrating to enter an area, meet a > completely new monster, nicely represented by '?' tiles, and die before ever > seeing the monster. Filling the cache before play is completely unrelated to having a tile server - that can just as easily be done with the current 'built in' tile server in the crossfire server. But more related to this would be my idea where users of the client would download a tileset for their client - it may still be missing a few images, but certainly not as many, and downloading the images as one big file is certainly more efficient than the current method in the server. I can work on having the client get all the tile names/images before starting play. > > This implies some changes to server. I don't know how the current system > works, but if the speed of server is related to connection speed of the > player with the worst round-trip-time, the tile serving has to be split up, > so one player requesting cache fill won't comatoze the server. IT doesn't work that way. The server uses non blocking i/o on all read/write requests it does - a slow connection will not affect the server performance. Now there can be some game if the server of tiles is split up from the crossfire server itself, but only if the split is due to the tile server being on a different network/link to the original server. That then means people downloading the tiles won't affect the bandwidth that the server has available. But that adds even more complication (how does the client figure/know what tile server to contact?) Sebastien Bracquemont wrote: > > >1) If the tileserver is down, the game may very well be unplayable (need > >the > >images to play). > > Not really, the problem occurs the first time only. Then the client has at > least one tileset stored locally. Once it manages to get that tile. Scenario above is still valid here- server adds some new tiles, but the tile server does not have them. Your screwed. > It's not an obligation. The image server doesn't have to be restarted if > images are added. It will have to check every x time incoming images. > perhaps by having an incoming directory. True. IT still does mean that initial setup is harder (need to start two programs, and potentially open up 2 ports on the firewall or other issues). And once again, if the tileserver dies for any reason, players may basically be screwed. > I don't think so. the real servers don't have to be aware at all of the > tiles. It depends on your definition of aware. The only awareness the current server has is that image # XXX is called ZZZZ, and data DDD is associated with it. No matter what, it will still need to have the image # XXX is called ZZZZ association. That is because in the files (maps and archetypes), the images are done by name, but in the protocol, we send image information by number (this saves a lot of bandwidth in some cases - think of the 11x11 map window with potentially 200 or so images on it. With numbers (2 bytes, although really you need less), that amounts to 400 bytes. In the case of names, average length is probably around 10 characters (name.111 is 9 right there - you either need to include the null terminator or include a length value, and many are longer), which amounts to 2000 bytes. As a partially related point, IMO the arch directory should always have the images associated with it - if the image server is done, this is of course not required (the collect scripts could just track what images the .arc files refer to, and create the bmaps file, either assigning numbers of letting the server do so), but it seems to me that if the images are in one directory and the other information is someplace else, this just makes maintainabilty even more difficult (more hunting to find the appropriate file). And if images remain with the arch, then that means if the server decides to rebuild the archetypes, the images are already there anyways. In quick summary: If each real server needs and image server, I see no gain. The image stuff in the server (the portion that could get moved out) is maybe 250 lines or so. The complete server source is around 62000 lines (.c files only) - that is basically a minimal change, the code works, and the fact that the server always has to be aware to some extent of images doesn't really mean much. Maybe there are some good reasons this could be in a seperate program, but I don't really see modularity or the amount of code as much of one. If image servers are seperate entities, there could be advantages (more bandwidth for the servers being the only real one I can think of, and the image server still needs to be set up someplace). Downsides is that clients now need to find this image server in some way, and people running servers need to be able to put images onto the image server in some fashion). I'm not sure the complication outweights the benefit. And there is only benefit if people not running crossfire servers decide to run image servers - if the same person runs both on the same system go to paragraph above. From mwedel at scruz.net Tue Mar 13 23:50:28 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:15 2005 Subject: [CF-Devel] map fixes References: <200103130002.f2D02Xx14368@bear.cs.dartmouth.edu> Message-ID: <3AAF06A4.5A052BF6@scruz.net> Preston Crow wrote: > > I'm not set up with a password for CVS changes, and the changes are small, > so I'm just posting them here. > > I've fixed a few small bugs in a couple of maps. In /peterm/CTower, several > of the exits are off by a square: > > Also, the encrypted letter found in one of the Langley maps is missing a letter. > > --PC From leaf at real-time.com Wed Mar 14 14:28:43 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 18:00:15 2005 Subject: TODO List, was Re: [CF-Devel] Ships In-Reply-To: <200103041933.OAA18169@mamia.prninfo.com> Message-ID: Not at the moment... If someone wants to save me some time and just mail it to me I would appreciate it. ;) - Rick Tanner leaf@real-time.com On Sun, 4 Mar 2001, Joel South wrote: > Is the TODO list on the crossfire website? > Thanks > From Philipp.Currlin at t-online.de Wed Mar 14 15:03:36 2001 From: Philipp.Currlin at t-online.de (Philipp Currlin) Date: Thu Jan 13 18:00:15 2005 Subject: [CF-Devel] holy possession and karate Message-ID: <3AAFDCA8.6030605@t-online.de> Hi all Somebody else has been talking about this problem but nothing changed so I'm saying it again: When casting holy possession and then attacking with karate you *always* miss, no matter what monster you are fighting. The WC increases, though. When attacking with melee it works fine, the WC increases and you hit better. Phil From leaf at real-time.com Wed Mar 14 21:01:41 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 18:00:15 2005 Subject: [CF-Devel] TODO list and other docs Message-ID: The TODO list is now available online at http://crossfire.real-time.com/todo.txt Is .txt format okay or is a .html version necessary? Would it be helpful to have these files online? CHANGES CREDITS DEVELOPERS DONE INSTALL License README If so, .txt or .html format? - Rick Tanner leaf@real-time.com From mwedel at scruz.net Wed Mar 14 22:33:30 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:15 2005 Subject: TODO List, was Re: [CF-Devel] Ships References: Message-ID: <3AB0461A.D93E1E1F@scruz.net> Note that the CVS repository is web browsable. Just start at: http://cvs.sourceforge.net/cgi-bin/cvsweb.cgi/?cvsroot=crossfire From mwedel at scruz.net Thu Mar 15 00:16:17 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:15 2005 Subject: [CF-Devel] holy possession and karate References: <3AAFDCA8.6030605@t-online.de> Message-ID: <3AB05E31.528AB697@scruz.net> Philipp Currlin wrote: > > Hi all > > Somebody else has been talking about this problem but nothing changed so > I'm saying it again: > > When casting holy possession and then attacking with karate you *always* > miss, no matter what monster you are fighting. > The WC increases, though. > When attacking with melee it works fine, the WC increases and you hit > better. I haven't looked at this much, but from discussion on irc and just general knowledge, the belief is that the problem is really that depending on the god, you don't get a valid attacktype. Some gods have attacktypes that are effect attacktypes (ie, lythander is confusion, gaea and gorokh is fear, valriel is blinding). So most likely the monsters may be getting affected, but they don't do damage. Anyone see a problem of just not always adding physical attacktype to whatever the god gives when casting holy possession? That should fix this problem. From mwedel at scruz.net Thu Mar 15 01:03:25 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:15 2005 Subject: [CF-Devel] BUG: arena changes speed_left to -inf References: <01030720483300.17124@debian> Message-ID: <3AB0693D.78B5BD73@scruz.net> Joris Bontje wrote: > > Hello everyone, > > I got various complaints of locked players on my server, also checked it > myself: > hen in the arena a player looses combat (read dies) and goes to the hospital > his/her "speed_left" becomes "-inf" (without the quotes). Normally it should > have a value between -1.0000 and 1.0000 (I think) > Result: the player can't move anymore > > My server is running CVS of 2001-03-06 I notice another problem with the arena: If player A pulls the lever on the area (after bets are placed - on the space where the only thing you can do is pull the lever), the gate for the opposing player drops. If that player goes through the gate, he gets teleported to the arena - however, there is a player mover that robs speed from the player, so he is stuck (can't move out), and the other player is stuck because his gate hasn't opened (other player hasn't pullrd the lever before moving on). End result? Two stuck players. The more I play with the map, the more ways for players to get trapped/screwed up. If there is only one player in the room where you pay for participation and he pays? He's trapped in there, because the gate to that room closes behind him. The negative infinite speed doesn't seem to always happen. I'm not sure exactly what causes it - probably something with the player movers, but there is nothing really obvious that would cause it (one thing would be if a player mover had speed 0 (or very low), it could result in that, since there is a division by the player mover speed, but if that is the case, then that function shouldn't be called (its only called when the players have time). From mwedel at scruz.net Thu Mar 15 01:11:42 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:15 2005 Subject: [CF-Devel] rotateshoottype bug References: Message-ID: <3AB06B2E.BB06DDE8@scruz.net> Michael Toennies wrote: > > If i use the rotateshoottype cmd, > i got always 2 times the message "Switched to spells()". > >From other ranges, i got only one "Switched to...". Fixed in CVS. From mwedel at scruz.net Thu Mar 15 02:03:32 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:15 2005 Subject: [CF-Devel] Crossfire on SuSE References: <000001c0a700$9cb32a80$280a0a0a@kyle> Message-ID: <3AB07754.8E675BA0@scruz.net> Andreas Vogl wrote: > Your suspection is correct: In SuSE the window does resize while you drag. > That means cfclient gets a huge load of resize events when I do the > dragging (Even when I move the cursor slow). > Just a point on this - I updated my window manager so that it does opaque resizes and was unable to reproduce the problem. dmalloc did not detect any errors/memory corruption either. So I'm not positive the problem and how easy this will be for me to fix. From crossfire at suckfuell.net Thu Mar 15 03:17:45 2001 From: crossfire at suckfuell.net (Jochen Suckfuell) Date: Thu Jan 13 18:00:15 2005 Subject: [CF-Devel] holy possession and karate In-Reply-To: <3AB05E31.528AB697@scruz.net> Message-ID: On 15-Mar-01 Mark Wedel wrote: >> When casting holy possession and then attacking with karate you *always* >> miss, no matter what monster you are fighting. > I haven't looked at this much, but from discussion on irc and just general > knowledge, the belief is that the problem is really that depending on the > god, you don't get a valid attacktype. I just verified this. When I cast Gaea's holy possession, I only have attacktype fear (shown by casting perceive self). When I then wear my gloves of the sun which have attacktypes physical and fire, I get these added and can hit again. Jochen Suckf?ll -- *** Jochen Suckf?ll **************** eMail jochen@suckfuell.net ****** ** Edelsheimstrasse 1 ** ** 76131 Karlsruhe ** ** Tel. 0721/697897 ** *** http://www.suckfuell.net/jochen/ ********************************** From dnh at hawthorn.csse.monash.edu.au Thu Mar 15 03:26:16 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:15 2005 Subject: [CF-Devel] holy possession and karate In-Reply-To: <3AAFDCA8.6030605@t-online.de> Message-ID: I believe Mwedel is looking into it. dnh On Wed, 14 Mar 2001, Philipp Currlin wrote: > Hi all > > > Somebody else has been talking about this problem but nothing changed so > I'm saying it again: > > When casting holy possession and then attacking with karate you *always* > miss, no matter what monster you are fighting. > The WC increases, though. > When attacking with melee it works fine, the WC increases and you hit > better. > > > Phil > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From crossfire at suckfuell.net Thu Mar 15 03:24:49 2001 From: crossfire at suckfuell.net (Jochen Suckfuell) Date: Thu Jan 13 18:00:15 2005 Subject: [CF-Devel] Karate and auto_skill_switch In-Reply-To: Message-ID: Hi! If I ready a spell and then hit a monster with melee (using karate), the range skill is automatically switched back to karate. But karate isn't a ranged attack, and if I want to charge, then cast a spell, I always have to type 'cast spellname again (or use keybindings of course, but that's still annoying). It should be the same as with melee weapons where the range skill is not changed when you hit a monster. Bye Jochen -- DIDI ... is that a MARTIAN name, or, are we in ISRAEL? --- eMail jochen@suckfuell.net ----- http://www.suckfuell.net/jochen/ -------- From crossfire at suckfuell.net Thu Mar 15 03:33:20 2001 From: crossfire at suckfuell.net (Jochen Suckfuell) Date: Thu Jan 13 18:00:15 2005 Subject: [CF-Devel] Cfclient font on SuSE In-Reply-To: <3AB07754.8E675BA0@scruz.net> Message-ID: Hi! I have the problem that the current cfclient doesn't use a fixed font on SuSE. An older cfclient version (0.95.8) does, so the font is there and working. But the new cfclient should have a fixed font defined as default (which he doesn't use), and even when I use the -font option, I don't get anything to change. With the non-fixed font, the inventory is totally mangled, the item names are only displayed partially (e.g. I have seven "rings of"). On my Mandrake box, the same client works fine! Anyone has an idea? Bye Jochen -- --- eMail jochen@suckfuell.net ----- http://www.suckfuell.net/jochen/ -------- From michael.toennies at nord-com.net Thu Mar 15 07:15:57 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:15 2005 Subject: [CF-Devel] holy possession and karate In-Reply-To: <3AB05E31.528AB697@scruz.net> Message-ID: Add physical mark. This special should be a "special" - a add for you. So, i think physical should be always ground type attacks like karate, etc. > Philipp Currlin wrote: > > > > Hi all > > > > Somebody else has been talking about this problem but nothing changed so > > I'm saying it again: > > > > When casting holy possession and then attacking with karate you *always* > > miss, no matter what monster you are fighting. > > The WC increases, though. > > When attacking with melee it works fine, the WC increases and you hit > > better. > > I haven't looked at this much, but from discussion on irc and > just general > knowledge, the belief is that the problem is really that > depending on the god, > you don't get a valid attacktype. Some gods have attacktypes > that are effect > attacktypes (ie, lythander is confusion, gaea and gorokh is fear, > valriel is > blinding). So most likely the monsters may be getting affected, > but they don't > do damage. > > Anyone see a problem of just not always adding physical > attacktype to whatever > the god gives when casting holy possession? That should fix this problem. > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From andi.vogl at gmx.net Thu Mar 15 10:53:37 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:15 2005 Subject: [CF-Devel] BUG: arena changes speed_left to -inf In-Reply-To: <3AB0693D.78B5BD73@scruz.net> Message-ID: <000101c0ad70$7d038920$280a0a0a@kyle> Mark W. wrote: > > > I got various complaints of locked players on my server, also > > checked it myself: > > When in the arena a player looses combat (read dies) and goes to > > the hospital his/her "speed_left" becomes "-inf" (without the quotes). > > Normally it should have a value between -1.0000 and 1.0000 (I think) > > Result: the player can't move anymore > > > My server is running CVS of 2001-03-06 Looks like this one was more or less blind alert. The problem existed on older versions but it has been fixed. Me and many other people have played in the arena since - no "locked players" whatsoever. Maybe the guys have used paralyzation and then thought the old bug is still present. If not, the bug must be in the general dying code because the arena (battleground) uses the exact same functions in the same order and all. > I notice another problem with the arena: > > If player A pulls the lever on the area (after bets are placed - on the > space where the only thing you can do is pull the lever), the gate for > the opposing player drops. This is simply not true. The levers are connected to the gates *in front of* the players there. Having no effect on the opponent's gate. > If that player goes through the gate, he gets teleported to the arena - > however, there is a player mover that robs speed from the player, so he is > stuck (can't move out), and the other player is stuck because his gate > hasn't opened (other player hasn't pullrd the lever before moving on). According to what I said above, it is impossible to move on without pulling the lever. > End result? Two stuck players. Unless I greatly misunderstood you, what you describe cannot happen. I have the feeling that you looked at the map via editor, but didn't actually try it out. > The more I play with the map, the more ways for players to get trapped/ > screwed up. If there is only one player in the room where you pay for > participation and he pays? He's trapped in there, because the gate to that > room closes behind him. There is a break-away wall to get in/out when the spikes are closed. Should be quite easy to spot I thought. > The negative infinite speed doesn't seem to always happen. I'm not sure > exactly what causes it - probably something with the player movers, but > there is nothing really obvious that would cause it (one thing would be > if a player mover had speed 0 (or very low), it could result in that, since > there is a division by the player mover speed, but if that is the case, then > that function shouldn't be called (its only called when the players have time). Could you verify the bug? I couldn't, yet I tried many times. I believe it's unlikely that it has to do with movers. They work fine in all other places, so why not in this case? Again, referring to your statement above: > The more I play with the map, the more ways for players to get > trapped/screwed up. That is an incredible tricky mechanism on the arena map. I made it as secure as possible. But when players try to break it intenionally, there will always be a possibility to get stuck. To my knowing, there are two ways: 1) After both players stepped on the teleporters, one jumps off exactly in the second before it is activated. You need hell of a timing to do that, but it is possible. 2) One player bails out with word of recall during the enter-mechanism. (And the other player doesn't have WoR). I can't insert no_spell objects, since then the players can't escape when it is really neccessary (either due to 1) or server crash). I have seen many people play in the arena, never seen anyone getting trapped. Everybody is welcomed to propose solutions to get rid of either 1) or 2). Otherwise we have the choice to either accept the risk or remove the whole map. Andreas V. From mwedel at scruz.net Thu Mar 15 21:59:40 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:15 2005 Subject: [CF-Devel] Cfclient font on SuSE References: Message-ID: <3AB18FAC.D67AEEE6@scruz.net> Jochen Suckfuell wrote: > > Hi! > > I have the problem that the current cfclient doesn't use a fixed font on SuSE. > An older cfclient version (0.95.8) does, so the font is there and working. But > the new cfclient should have a fixed font defined as default (which he doesn't > use), and even when I use the -font option, I don't get anything to change. It does - it has 8x13 as the default font, which should be fixed. If that is not a fixed font, then either your install or SuSE is screwed up. > > With the non-fixed font, the inventory is totally mangled, the item names are > only displayed partially (e.g. I have seven "rings of"). > > On my Mandrake box, the same client works fine! Anyone has an idea? See above. Note that crossfire in no way verifies that fonts you supply are fixed. If you run with -font times for example (with the appropriate weight and so on), the client will take it just fine, but it is not a fixed font. One enhancement made is that the client will look for x resources for the font (cfclient.font). if you have something like '*font: times' in your .Xdefaults, the x-server will supply that as the font for the client (and all other applications) to use. From mwedel at scruz.net Thu Mar 15 22:07:18 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:16 2005 Subject: [CF-Devel] BUG: arena changes speed_left to -inf References: <000101c0ad70$7d038920$280a0a0a@kyle> Message-ID: <3AB19176.4D16A53D@scruz.net> Andreas Vogl wrote: > > If player A pulls the lever on the area (after bets are placed - on the > > space where the only thing you can do is pull the lever), the gate for > > the opposing player drops. > > This is simply not true. The levers are connected to the gates > *in front of* the players there. Having no effect on the opponent's gate. I looked at the map, and you are correct. But the behaviour I describe did happen to me. And this was done by running 2 clients at the same time, not through a theoretical approach. I wonder if I got my windows mixed up, because I just tried it now, and it does work. However, there is still a potential problem in that one player (the first to pull the lever and move) can get stuck if the other player never enters the arena (say quits the game, his connection dies, etc). But I'm going to send out another message on that. > > The more I play with the map, the more ways for players to get trapped/ > > screwed up. If there is only one player in the room where you pay for > > participation and he pays? He's trapped in there, because the gate to > that > > room closes behind him. > > There is a break-away wall to get in/out when the spikes are closed. Should > be quite easy to spot I thought. Yeah - I didn't look as hard as I should have. OTOH, if that is there, whats really the point of the gate closing behing then? Dramatic effect? > 2) One player bails out with word of recall during the enter-mechanism. > (And the other player doesn't have WoR). > I can't insert no_spell objects, since then the players can't escape > when it is really neccessary (either due to 1) or server crash). Note that doesn't really help if the trapped player doesn't have word of recall anyways. From mwedel at scruz.net Thu Mar 15 22:20:40 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:16 2005 Subject: [CF-Devel] Return home on save? Message-ID: <3AB19498.72C04DEE@scruz.net> This is probably the 5th discussion on this topic - what to do when the player is saved in a non standard way (ie, backup save and server crash, or client drops connection). The one new piece to this puzzle is the addition of savebed paths added a while ago, which I think makes the decision easier. For referance, right now, backup and client disconnect saves are done wherever the player currently is. This has a host of problems: 1) Player can disconnect after clearing out treasureroom, wait for map to reset, log back in, and get treasures again. Only useful if treasures change. 2) Player in a potentially trapped area remains trapped after login. My latest thought is that always return the player back to his saveded location. This fixes both bugs above. The only disadvantage is that you get a free word of recall in places you perhaps can not word of recall from. Best I know, there are very few dungeons where that is a problem (certainly a lot fewer that point #1). The main reason I bring this up is that if version 1.0 is released soon, there will presumably be a lot more players who somehow get screwed up (trapped in Arena as other message states, or perhaps trapped in some new area we had not foreseen of - I think there are actually lots of places a player could get trapped with the malicous "help" from another). So providing an easy way out may not be bad. Backup save at home sort of does this, but home is actually the first town, (or may in fact be hall of selection - hmm... it is), which is usually not as convenient. If this becomes abusive, there may be some ways to fix it - give the player a high negative speed_left so after they log back it, it takes them some amount of time before they can do anything again - potentially reducing the time savings. Thoughts? From michael.toennies at nord-com.net Fri Mar 16 07:03:53 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:16 2005 Subject: [CF-Devel] Return home on save? In-Reply-To: <3AB19498.72C04DEE@scruz.net> Message-ID: Why not make a little smarter system: The main reason why camping (saving) on maps is bad is 1.) you log in after reset (you got phone call from mom, talking to you 2 hours about things you don't want to know) just in front of Jessy (= you love mom and you are DEAD) 2.) you log in treasure room after map reset looting room again and again (= you are a cheater) or the accident one 3.) you lost con and relog in to play on (=you are a brave player) In the last case you WANT finish it, you don't want leave the map and you are regular. The bad point is: * Even in non save areas your char will be saved on position if your connect breaks! * This is for case 3.). The server can't know why and how your con is broken. So, punishing player for leaving maps before finishing will also upset true players. Well, log in on save bed position is some hard. Why not make ONE new map cmd? And this must only be insert in some maps - in the maps which BIG monsters, tricky locked mazes and with treasure rooms. In fact, what we really MUST avoid before 1.0 is this camping in treasure rooms and locking in minor maps like raffle. Also with the some player we yet have, i often run in a treasure room which is looted. The Titan Castle near Navar is so a kind of point. The new map cmd is simple (ok, they are 2): DefStartPosX, DefStartPosY Default values for it are for all maps -1,-1. If relog comes to a map with -1,-1, all goes on like before. If one or two of this is != -1, the player relog in ON POSITION OF DefStartPosX/Y (where the -1 is casted to 0 of course). This will rip off all our problems: case 1.) You get forced to log off in balrog room of Wiz Tower (in normal case you relog between of them without any immunity ... 100% dead also for very high players). Now, DefStartPosX/Y is set to entry door of this level ... You start on save point, because the demonlord door can't be opend, you must recall or replay both hardest level of wiz tower to go on. Thats fair! case 2. and 3.) You log off in treasure room of wiz tower. This is a good and special example, because the treasure room is a own map. Simply make all tiles non save and create in a edge a small 2nd room with a teleporter out. Now, if you lost con/log out, you always relogin in out of treasure room, ready to leave. If you are a cheater, you get kicked, if you lost con, you had a chance to run in the cleared wiz tower again and loot the unguarded treasures. Only if you lost con for long time and relog in after map reset you got real punished, but thats should be ok - we can't reserve the game for hours or days to single player - he had to wait for better connection times to play. This will also work fine for OTHER MAPS? Raffle in pupland is some of this. Saving people after map resets from raffle is some kind of sport in CF. With this simple 2 new commands we can telport them to a save teleporter. This CAN be used in really bad situations. You see you in front of 10 dragons and you know you are dead. So you simply BREAK your con by hit power button on your computer. Then you can think to relog on save position. Well, because this cmd will not work on EVERY map position on default, this will not help all times. Also, you can't be sure the server really kill your connect then in the same second - in badest case you stand the next 5 min in front of the dragons frozen - not a good idea. These new commands are really easy to implement. If mark code it - av and i need only 1-2 hours to change the few maps where this is really needed. - we can simply change other maps when needed. - its flexible - we kill cheatings and help locked players The big plus is, that this command avoids SIDE EFFECTS! Because we stay in our actions on a map! You don't leave map, you don't add things, we simply change log in positions when you log in. Like if(position_playerxy(non_save_tile) && (DefStartPosX != -1 || DefStartPosY != -1)) { set_player_to_new_position(); } Again, we talking about 3-5 treasure room maps we need to change and about raffle... for the first step. Really no work and easy to finish before 1.0 . Michael > This is probably the 5th discussion on this topic - what to do > when the player > is saved in a non standard way (ie, backup save and server crash, > or client > drops connection). > > The one new piece to this puzzle is the addition of savebed > paths added a while > ago, which I think makes the decision easier. > > For referance, right now, backup and client disconnect saves are > done wherever > the player currently is. This has a host of problems: > 1) Player can disconnect after clearing out treasureroom, wait > for map to reset, > log back in, and get treasures again. Only useful if treasures change. > 2) Player in a potentially trapped area remains trapped after login. > > My latest thought is that always return the player back to his saveded > location. This fixes both bugs above. The only disadvantage is > that you get a > free word of recall in places you perhaps can not word of recall > from. Best I > know, there are very few dungeons where that is a problem > (certainly a lot fewer > that point #1). > > The main reason I bring this up is that if version 1.0 is > released soon, there > will presumably be a lot more players who somehow get screwed up > (trapped in > Arena as other message states, or perhaps trapped in some new > area we had not > foreseen of - I think there are actually lots of places a player could get > trapped with the malicous "help" from another). So providing an > easy way out > may not be bad. > > Backup save at home sort of does this, but home is actually the > first town, (or > may in fact be hall of selection - hmm... it is), which is usually not as > convenient. > > If this becomes abusive, there may be some ways to fix it - give > the player a > high negative speed_left so after they log back it, it takes them > some amount of > time before they can do anything again - potentially reducing the > time savings. > > Thoughts? > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From dnh at hawthorn.csse.monash.edu.au Fri Mar 16 15:45:09 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:16 2005 Subject: [CF-Devel] Tile improvements In-Reply-To: Message-ID: MichToen raised the question of what should we do with out background tiles. He has some 2 x 2 set images (ie a mountain made out of four tiles) and was wondering how we might include these. Should we create a new set? should we just add them as new tiles and then allow map makers to add them as they choose (assimilation)? Should we replace our old ones? I personally think we should just add them in, we don't need to remove anything just yet, lets just add the 2 x 2 set and use it when needed. I think as we recieve images we should try to catelogue them as quickly as possible so as to not lose anything, and to allow cvs users to access them easily. dnh MichToen: I hope that was what you were asking? From andi.vogl at gmx.net Fri Mar 16 17:47:29 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:16 2005 Subject: [CF-Devel] Tile improvements In-Reply-To: Message-ID: <000101c0ae73$7907cbc0$280a0a0a@kyle> dnh wrote: > MichToen raised the question of what should we do with out background > tiles. He has some 2 x 2 set images (ie a mountain made out of four tiles) > and was wondering how we might include these. Should we create a new set? > should we just add them as new tiles and then allow map makers to add them > as they choose (assimilation)? Should we replace our old ones? > > I personally think we should just add them in, we don't need to remove > anything just yet, lets just add the 2 x 2 set and use it when needed. I > think as we recieve images we should try to catelogue them as quickly as > possible so as to not lose anything, and to allow cvs users to access them > easily. Generally I think adding images without using them is bad. Especially if they don't fit perfectly into the set. *If* they fit, then use them - say replace. The question is: What do these tiles look like? If you refer to those on , it is very important to note that they are pretty much photorealistic! Deciding about the graphic-style in a set is just as important as deciding about the perspective. E.g it is totally silly to have a photorealistic background and then show monsters with pink/cyan anime-comic style on it. Right now we have no graphics that look even close to photorealistic. Yet the standard set is at least a bit closer to that than the alternate_images set. Also we should consider that "realistic" images are harder to draw, so if we decide to go that way we make it hard, maybe even impossible for non-professional artists to work on the set. (Don't forget that "non-professional artists" have drawn at least 90% of all existing CF graphics.) If the majority of us wants to include the pictures, we could eventually dedicate the standard image set to head in the direction of photorealism. And the alternate set to stay more in the handdrawn pixel-style. Not sure if that would really be cool and if that really is what people want. I encourage you to mess around with these pictures on local servers and see how the game looks with them included. Personally I am not yet convinced that including these tiles is a good idea. On the other hand they do look nice. Andreas V. From dnh at hawthorn.csse.monash.edu.au Fri Mar 16 18:40:27 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:16 2005 Subject: [CF-Devel] Tile improvements In-Reply-To: <000101c0ae73$7907cbc0$280a0a0a@kyle> Message-ID: >Personally I am not yet convinced that including these tiles is a >good idea. On the other hand they do look nice. >AndreasV I agree, they look nice but we just don't have the talent around to do such graphics, let alone an entire set. I was more thinking in terms of catelogueing. I suggest these graphics get put somewhere on the cvs out of the way, that way we wont accidently lose graphics we may in future want to use. I personally feel the alternate set is turning out very very well indeed. What is important in a game is not how realistic an image is, but how well it relates to the character. In our minds we set patterns that quickly identify something. When playing a game you don't actually see the image after awhile, mearly what it represents. An experienced player will react before any other player even realises what they are looking at, if you can create a set that looks appealing and is easily recognised it is both fun and nice. If there are parts that are hard to recognise it looses some appeal. For example, the skulls looked okay, but were so small players were finding them hard to recognise thus they were not good (in some cases this may actually be intended.. for example unusual kobold can be hard to spot, that is half the challenge). While photorealism may excite some people, I think on average good players don't really care what the graphics are like. Peterm's frontal based set is Very fun to play alot better than the old xpm and much more intuitive than the 'iso' set. What we should be attempting to do is create a set which is both pretty and fun, and im sure those two values differ between people. I think perhaps two sets will be more than enough to fill the appetites of players, we should now set about defining the sets and filling them up. Peterm and I are currently the only people maintaining the alternate set, but we are rapidly over writting old xpms. Sharing between the sets has made things very easy. Just my thoughts =) dnh From dnh at hawthorn.csse.monash.edu.au Fri Mar 16 19:05:02 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:16 2005 Subject: [CF-Devel] Devourers.. Message-ID: WOAH it seems my devourers character has -100 resistance to fire. Could we errr perhaps life devourers up to say -10? dnh From mwedel at scruz.net Fri Mar 16 22:21:10 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:16 2005 Subject: [CF-Devel] Tile improvements References: Message-ID: <3AB2E636.22BA3864@scruz.net> Note that there is the arch/dev directory for objects which are not currently being used, as well as for duplicate images, of which only one instance used. I do agree that their will be issues of preferance between people. While I agree that 'pretty and fun' is a good goal, those are very subjective definitions. In the longer run, I'm not sure how we'll deal with sets. Just playing with Peter's images a few days back, I prefer the monsters he has over the highly isomorphic look, but still like the 'new' png buildings. Even the older buildings still have an isomorphic look. The problem I realize is how to package this. I had previously discussed that the client could choose different image sets, but in this example, I basically want to choose specific images - some from set A, some from set B. And that gets very tricky. If we can basically support an unlimited number of image sets, then these decisions become much easier - the latest images can be put in the 'expiremental set', and people can play around with them a little while and then determine where they should end up. But I also think we should concentrate more and updating the current images as needed, and worry less about grabbing any image that may be usuable - There are probably thousands of potentially usuable images out there, and I think grabbing them/storing them because they may prove useful may not be worth the time and space. OTOH, if you run into an image which looks cool and would fit in (or is of something which crossfire does not have right now, but perhaps could get added), then perhaps storing it away in the dev directory is good idea. From mwedel at scruz.net Fri Mar 16 22:34:32 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:16 2005 Subject: [CF-Devel] Return home on save? References: Message-ID: <3AB2E958.175C856B@scruz.net> Michael Toennies wrote: > > Why not make a little smarter system: > > The main reason why camping (saving) on maps is bad is > > 1.) you log in after reset (you got phone call from mom, talking to you 2 > hours about > things you don't want to know) just in front of Jessy (= you love mom > and you are DEAD) > 2.) you log in treasure room after map reset looting room again and again (= > you are a cheater) > > or the accident one > 3.) you lost con and relog in to play on (=you are a brave player) > > In the last case you WANT finish it, you don't want leave the map and > you are regular. > > The bad point is: > * Even in non save areas your char will be saved on position if your connect > breaks! * The problem is that there is no clear idea what is a save area and what is not. Is outdoors in the middle of the wilderness a save area? How about a wilderness based map? Right now, there are no hints on the suitability of a location for a save or not. > > This is for case 3.). The server can't know why and how your con is broken. > So, punishing player for leaving maps before finishing will also upset true > players. How often do connections really get dropped accidentally? This is an honest question. > > Well, log in on save bed position is some hard. > > Why not make ONE new map cmd? And this must only be insert in some maps - in > the maps > which BIG monsters, tricky locked mazes and with treasure rooms. Adding hints is a good idea, but is a big task - if we want to get 1.0 out soon, bigger than we want to spend, because not only does it potentially mean updating all the maps, this is not an automatic process - you need to look at each map and see the suitability. Here is a revised idea: It is easy to find out how long ago the player was saved off. How about something like if the player has saved more than 15 minutes (arbitrary time, but I think its reasonable), they are brought back on their save bed. If less than 15 minutes, they got brought back on their original position. Advantage of this: 1) Players can't camp out in treasure rooms - I believe the shortest map reset time is basically 2 hours after the last player has left. 2) Players who accidentally disconnect get to resume playing from where they were - for better or worse. 3) Players who purposely disconnect have to wait 15 minutes to get the free word of recall, which in most cases probably is not a time saver. 4) Players who somehow get trapped only need to wait a relatively short amount of time to get brought back in a place where they can resume playing. This saves the server admin trouble of fixing characters, and 15 minutes is probably faster than the server admin will respond anyways. Thoughts? Any big problems with the above scheme? From andi.vogl at gmx.net Sat Mar 17 04:39:51 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:16 2005 Subject: [CF-Devel] Return home on save? In-Reply-To: <3AB2E958.175C856B@scruz.net> Message-ID: <000001c0aece$9a654d00$280a0a0a@kyle> Mark W. wrote: > > Michael Toennies wrote: > > > > > > Well, log in on save bed position is some hard. > > > > Why not make ONE new map cmd? And this must only be insert in some > > maps - in the maps which BIG monsters, tricky locked mazes and with > > treasure rooms. > > Adding hints is a good idea, but is a big task - if we want to get 1.0 > out soon, bigger than we want to spend, because not only does it > potentially mean updating all the maps, this is not an automatic > process - you need to look at each map and see the suitability. > > Here is a revised idea: > It is easy to find out how long ago the player was saved off. > How about something like if the player has saved more than 15 minutes > (arbitrary time, but I think its reasonable), they are brought back on > their save bed. If less than 15 minutes, they got brought back on their > original position. > > Advantage of this: > 1) Players can't camp out in treasure rooms - I believe the shortest > map reset time is basically 2 hours after the last player has left. > 2) Players who accidentally disconnect get to resume playing from where > they were - for better or worse. > 3) Players who purposely disconnect have to wait 15 minutes to get the free > word of recall, which in most cases probably is not a time saver. > 4) Players who somehow get trapped only need to wait a relatively short > amount of time to get brought back in a place where they can resume > playing. This saves the server admin trouble of fixing characters, > and 15 minutes is probably faster than the server admin will respond > anyways. > > Thoughts? Any big problems with the above scheme? Yes, I do see a problem with the above scheme. It will be impossible to take a break from playing (a quest) for more than 15 minutes. Okay, in most cases it's actually 2 hours (till the maps reset), but that's still not much. Crossfire is an addictive game that can be played quickly without spending much time (E.g. in a "coffee break"). When the time is up you simply put your char into a safe corner hit and disconnect. I think it would be very sad if we gave up this big advantage by setting a 15 minutes time-up. That means the player has to sit at least one full hour to do certain quests, bad news for "coffee break"-players. Even I have often disconnected in the middle of Mwizard when suddenly I had to leave - And returned the other day. However, I believe MichToen's idea is very good. The issued save/logout problem only exists on about 0.1% of all maps. If we have this new map- attribute we could slowly start to apply them at the most important points (That is the big treasure rooms out there: Mwizard, demonology, firetemple etc). Later we can extend them to more maps. Lockup-mazes can usually be corrected by inserting emergency exits. And getting disconnected on a map with big monsters means death in most cases anyways. Andreas V. From elsbernd at dfki.uni-kl.de Sat Mar 17 05:04:05 2001 From: elsbernd at dfki.uni-kl.de (Klaus Elsbernd) Date: Thu Jan 13 18:00:16 2005 Subject: [CF-Devel] Bugs in crossfire/configure.in and crossfire/crossedit/{,Cnv/}Makefile.in Message-ID: <200103171103.f2HB3Ii28798@gate-2000.kl.dfki.de> Hello Peter Mardahl : > I think Klaus needs a character client: a client which displays floor > as . walls as #, monsters as a-z A-Z, the player as @, food as %, > money as $, gems as *, and so on! I suggest two changes in the configure.in of crossfire and Makefile.in for crossedit and Cnv. (latest crossfire version on Sun Solaris[78] with cc/gcc) crossfire/configure.in: It's an old bug, which I corrected manually in the last years. I installed the libXpm and libpng in a non standard directory. So I have to specify CPPFLAGS and LDFLAGS on the commandline in the environment for configure. When the configure script tries to test for xpm and png, the LDFLAGS won't be provided to the linker. This is due the odd handling of LDFLAGS which is saved in OLD_LD_FLAGS. The flags were restored after checking for png and xpm. I moved this restauration before those tests. This won't harm, because the tests of standard X11 libraries are already done. Another bug arises, when when the configure script tries to test for png. It fails, because the math-library is needed, which is tested later in the script. crossfire-client had the same problem and moved the test for the math-library in front of the png-test of confiugre.in; so do the same in crossfire: The following diff resolves these bugs. *** /tmp/crossfire/configure.in Thu Feb 15 10:07:03 2001 --- configure.in Sat Mar 17 11:31:43 2001 *************** *** 111,123 **** AC_CHECK_LIB(Xaw, main, AC_DEFINE(HAVE_LIBXAW) X11LIBS="-lXaw $X11LIBS", , $X11LIBS) AC_CHECK_LIB(Xpm, main, AC_DEFINE(HAVE_LIBXPM) X11LIBS="$X11LIBS -lXpm", , -lX11 ) AC_CHECK_LIB(png, main, AC_DEFINE(HAVE_LIBPNG) X11LIBS="$X11LIBS -lpng", , -lX11 ) - LDFLAGS="$OLD_LD_FLAGS" - X11LIBS="$X_LIBS $X11LIBS" - dnl Misc libraries. AC_CHECK_LIB(crypt, main) AC_CHECK_LIB(des, des_crypt) --- 111,125 ---- AC_CHECK_LIB(Xaw, main, AC_DEFINE(HAVE_LIBXAW) X11LIBS="-lXaw $X11LIBS", , $X11LIBS) + LDFLAGS="$OLD_LD_FLAGS" + X11LIBS="$X_LIBS $X11LIBS" + AC_CHECK_LIB(Xpm, main, AC_DEFINE(HAVE_LIBXPM) X11LIBS="$X11LIBS -lXpm", , -lX11 ) + AC_CHECK_LIB(m, main) + AC_CHECK_LIB(png, main, AC_DEFINE(HAVE_LIBPNG) X11LIBS="$X11LIBS -lpng", , -lX11 ) dnl Misc libraries. AC_CHECK_LIB(crypt, main) AC_CHECK_LIB(des, des_crypt) *************** *** 124,131 **** AC_CHECK_LIB(dmalloc, main) - AC_CHECK_LIB(m, main) - dnl Checks for header files. AC_HEADER_DIRENT AC_HEADER_STDC --- 126,131 ---- crossfire/crossedit/Makefile.in For additionally libraries, like libXpm, I use to set the needed libraries in CPPFLAGS and LDFLAGS for configure to find those libraries. Even crossfire/configure.in tests for xpm, the include directory and the library won't be included in the Makefile of crossedit. The problem will be resolved by: change in crossedit/Makefile.in from *** crossfire/crossedit/Makefile.in Tue Dec 5 05:56:36 2000 --- /tools/games/src/crossfire/crossedit/Makefile.in Sun Mar 11 19:10:29 2001 *************** *** 69,75 **** X11LIBS= @X_LIBS@ @X_EXTRA_LIBS@ @X11LIBS@ ! LIBS = @LIBS@ $(X11LIBS) INCLUDES= -I@x_includes@/ $(EXTRA_INCLUDES) -I../include -I. -Iinclude \ -I$(srcdir)/../include -I$(srcdir) -I$(srcdir)/include \ --- 69,75 ---- X11LIBS= @X_LIBS@ @X_EXTRA_LIBS@ @X11LIBS@ ! LIBS = @LIBS@ @LDFLAGS@ $(EXTRA_LIBS) $(X11LIBS) INCLUDES= -I@x_includes@/ $(EXTRA_INCLUDES) -I../include -I. -Iinclude \ -I$(srcdir)/../include -I$(srcdir) -I$(srcdir)/include \ same for Cnv *** crossfire/crossedit/Cnv/Makefile.in Sat Nov 25 23:09:28 2000 --- /tools/games/src/crossfire/crossedit/Cnv/Makefile.in Sun Mar 11 19:12:51 2001 *************** *** 13,19 **** INCLUDES= -I@x_includes@ $(EXTRA_INCLUDES) -I../include -I. -I../../include X11LIBS = @X11LIBS@ ! LIBS = @LIBS@ $(X11LIBS) DEPEND = @DEPEND@ --- 13,19 ---- INCLUDES= -I@x_includes@ $(EXTRA_INCLUDES) -I../include -I. -I../../include X11LIBS = @X11LIBS@ ! LIBS = @LIBS@ @LDFLAGS@ $(X11LIBS) DEPEND = @DEPEND@ Bis dann Klaus -- "Sure, vi is user friendly. It's just particular about who it makes friends with." ;-) _________________________ Klaus Elsbernd; System Administrator, BOFH | elsbernd@dfki.uni-kl.de Deutsches Forschungsz. f?r K?nstliche Intelligenz | DFKI GmbH, Geb. 57/285 67657 Kaiserslautern; Germany | Tel: (+49) 0631/205-3486 From mwedel at scruz.net Sat Mar 17 15:08:57 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:16 2005 Subject: [CF-Devel] Return home on save? References: <000001c0aece$9a654d00$280a0a0a@kyle> Message-ID: <3AB3D269.313BF10D@scruz.net> Andreas Vogl wrote: > > Advantage of this: > > 1) Players can't camp out in treasure rooms - I believe the shortest > > map reset time is basically 2 hours after the last player has left. > > 2) Players who accidentally disconnect get to resume playing from where > > they were - for better or worse. > > 3) Players who purposely disconnect have to wait 15 minutes to get the > free > > word of recall, which in most cases probably is not a time saver. > > 4) Players who somehow get trapped only need to wait a relatively short > > amount of time to get brought back in a place where they can resume > > playing. This saves the server admin trouble of fixing characters, > > and 15 minutes is probably faster than the server admin will respond > > anyways. > > > > Thoughts? Any big problems with the above scheme? > > Yes, I do see a problem with the above scheme. It will be impossible to > take a break from playing (a quest) for more than 15 minutes. > Okay, in most cases it's actually 2 hours (till the maps reset), but > that's still not much. > Crossfire is an addictive game that can be played quickly without > spending much time (E.g. in a "coffee break"). When the time is up > you simply put your char into a safe corner hit and disconnect. > I think it would be very sad if we gave up this big advantage by setting > a 15 minutes time-up. That means the player has to sit at least one full > hour to do certain quests, bad news for "coffee break"-players. > Even I have often disconnected in the middle of Mwizard when > suddenly I had to leave - And returned the other day. > > However, I believe MichToen's idea is very good. The issued save/logout > problem only exists on about 0.1% of all maps. If we have this new map- > attribute we could slowly start to apply them at the most important points > (That is the big treasure rooms out there: Mwizard, demonology, > firetemple etc). Later we can extend them to more maps. Lockup-mazes can > usually be corrected by inserting emergency exits. And getting disconnected > on a map with big monsters means death in most cases anyways. Depends. If the player intentionally disconnects, the connect drop should be detected pretty quickly, and if the player isn't in direct line of monster attack, will probably get logged out fast enough. I decided for now to make this a config option - there isn't much code, and it at least gives the server admin the option of setting this if they want. Ideally, this should probably be an option for players when they log in. The problem I am really trying to fix is newbie players who get stranded someplace (either through bug or actions) and want to get home. I'm trying to see potential problems when 1.0 comes out and there is presumably many more new players doing stupid things (I think we will find lots of problems once we get some malicous players who are really trying to screw over others - and I don't mean player killing - just using features/bugs of the server against other players). Ideally, a player should be able to select this when they log in (return home or to old map?). Unfortunately, the input code currently in crossfire makes this more difficult, as you have to set a state, and some function is called depending on the state, etc. I am not sure how to do this better in the future - I'm thinking that setjmp/longjmp could perhaps be used, but then we need to be really careful about any static variables. From michael.toennies at nord-com.net Sun Mar 18 09:13:20 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:16 2005 Subject: [CF-Devel] command undead bug Message-ID: Going in the undead church and casting command undead on a zombie crashes mids server. From joel at mamia.prninfo.com Sun Mar 18 11:01:02 2001 From: joel at mamia.prninfo.com (Joel South) Date: Thu Jan 13 18:00:16 2005 Subject: [CF-Devel] AfterLife Message-ID: <200103181701.MAA20001@mamia.prninfo.com> How about afterlife in crossfire? Each god in crossfire would dwell in another dimension. And the player would go to his god's plane when he died. The player would have to make some kind of payment to return to the living,a quest,large sum of money,stats,ect. Perhaps he could even achieve a permanent payment,free passage back to the living. Maybe we could even make a way to visit the god,such as going to recieve a divine quest. I am more than willing to do the maps if no one wants to. From meeg at mamia.prninfo.com Sun Mar 18 11:30:13 2001 From: meeg at mamia.prninfo.com (Meegwun South) Date: Thu Jan 13 18:00:16 2005 Subject: [CF-Devel] AfterLife In-Reply-To: <200103181701.MAA20001@mamia.prninfo.com> from "Joel South" at Mar 18, 2001 12:01:02 PM Message-ID: <200103181730.MAA20059@mamia.prninfo.com> > > > How about afterlife in crossfire? Each god in crossfire would dwell in > another dimension. And the player would go to his god's plane when he died. > The player would have to make some kind of payment to return to the > living,a quest,large sum of money,stats,ect. Perhaps he could even achieve a > permanent payment,free passage back to the living. Maybe we could even make > a way to visit the god,such as going to recieve a divine quest. > I am more than willing to do the maps if no one wants to. > > Afterlife? well maybe one of these guys can make how to get there when you die. Of course it should take on who you worship.If you don't worship a god then what you race you pick will count.(for example if you choose an elf and die you will go to the Elven god. From mwedel at scruz.net Sun Mar 18 18:33:52 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:16 2005 Subject: [CF-Devel] Re: spells References: Message-ID: <3AB553F0.38C85FDF@scruz.net> I've copied the list on this, as I believe some people can provide more input than I can - I know peter has done a lot of spells. Michael Toennies wrote: > Transferrence do some odd things - nothing or it invoke flames to all sides. > How it works and what do it? > Tranferance transfers some of your spell points to someone else. So you have to cast it on another player. > "earth to dust" destroys (or damages) earthwalls. Not sure if it has any effect on weak walls or not - it probably does. > "wonder" Random effect, typically none useful. I don't think this is ever a player available spell, and is instead just used for the wand of wonder, with some similar effects as the original D&D item. > "poison fog" Creates a fog that poison people as they enter. I believe the fog slowly moves around. > "rune of transferrence" Like the transferance spell above, but in rune form (someone steps on it and gets the sp) > "transferrence" As described above. > "magic drain" Believe it drains sp from the opponent, probably giving them to the caster. > "mana blast" > "large manaball" > "mana bolt" I believe this is cone, ball, and bolt spell affectively (similar to the fire/snow spells). With it being mana, it means it only attacks with magical attack type. > "aggravation" I believe this is not givable to players. Basically makes monsters more upset, if thats really possible (as monsters by default are not happy with players). Used for a horn effect I believe. > "charging" should only be found in scroll form. Used to re-charge wands (ie, have a wand with 1 charge, use the scroll, it will now have 10-20). > "fairy fire" Not sure. If based on the AD&D form, it probably makes an opposing creature glow with light. > > difference of "invisible" and "improved invisibility" The difference should be that with invisibility, once you attack or do something aggressive, the spell ends. With improved, you can pretty much do whatever you want. I'm cutting and pasting entries from his complete list - I'm just adding the ones which I have additions for: "dragonbreath" w e 1 si_019.png "A large cone of fire which mimics a dragon's breath." "Burning hands actually works better. " What may not be clear from the description is that dragon's breath is non magical, while burning hands is magical. This means if you meet a magic immune creature, burning hands has no effect while dragon breath will still do something. "comet" w x 2 si_004.png "This is a very strong attack spell. Used like a fireball, it inflicts more and special damage." "The comet does also damage when the target is immune to fire and physical damage." "Use it when all else fails. However, keep in mind, it may take a great many " "comets to bring down a strong monster. " The comment as fired out will hit with physical damage (and quite a bit of it), but the fire itself is otherwise similar to fireball I believe. Wall spells: I thought most of them can create a row of walls through some mechanism, making them even more useful. "wall of thorns" p k 3 si_059.png "This special prayer invokes a blocking wall." " " " " " " I recall that this isn't actually a blocking wall, but a wall that causes damage as creatures move over it/stand on it. IT can be used somewhat effectively since most monsters are stupid and will continue to stand on it if that is the way to get to the player "cure disease" p n 4 si_081.png " This prayer cures *one* disease from your character." Should remove all diseases from the character. This was changed a few revs ago to do that instead of just one disease. "raise dead" "resurrection" "reincarnation" " This spell only works for servers with Perm. Death on." Note these spells will only show up if Permanent death is on. Otherwise, players will never see them. "identify" w k 5 si_098.png " This spell identifies all items in your inventory." Identifies some items in your inventory - typically from 3-10, depending on caster level. Higher level = more items identified. "xray" w p 5 si_101.png "This spell allows the caster to see through one layer of wall... for a while. " Not precisely correct - the amount of wall doesn't matter - basically, some area around the players line of sight is cleared. I think for right now, this always amount to basically a 3x3 area, which means you can see if a wall is 2 spaces thick. "dimension door" w h 6 si_112.png "This spell teleports you on map in direction you look to a near spot." "You can teleport through *some* walls and gates too." "Hidden antimagic spots will break your teleporting. So you need to try it out." "Using Create Walls will invoke barriers to stop you on special points." Actually, if you don't use invoke and instead use the fire syntax, you will go whatever direction your fire. The spell is currently less useful than it once was, because the 'count' is currently not sent to the server with fire commands. In the old days, you could do something like '10 fire north' and go exactly 10 spaces north. the code in the server is still there - its just a matter of updating the client to send the count. From joel at mamia.prninfo.com Sun Mar 18 14:21:37 2001 From: joel at mamia.prninfo.com (Joel South) Date: Thu Jan 13 18:00:17 2005 Subject: [CF-Devel] AfterLife In-Reply-To: <200103181730.MAA20059@mamia.prninfo.com> from "Meegwun South" at Mar 18, 2001 12:30:13 PM Message-ID: <200103182021.PAA20349@mamia.prninfo.com> > > > > > > > How about afterlife in crossfire? Each god in crossfire would dwell in > > another dimension. And the player would go to his god's plane when he died. > > The player would have to make some kind of payment to return to the > > living,a quest,large sum of money,stats,ect. Perhaps he could even achieve a > > permanent payment,free passage back to the living. Maybe we could even make > > a way to visit the god,such as going to recieve a divine quest. > > I am more than willing to do the maps if no one wants to. > > > > > > > Afterlife? well maybe one of these guys can make how to get there when you die. Of course it should take on who you worship.If you don't worship a god then what you race you pick will count.(for example if you choose an elf and die you will go to the Elven god. > Hmm. There is no human god,meaning no god for the human race. Unless you mean heaven or hell. But maybe for those who worship nothing should go to a seperate afterlife. I have ideas for that. Such as a place called the Void. From meeg at mamia.prninfo.com Sun Mar 18 15:23:40 2001 From: meeg at mamia.prninfo.com (Meegwun South) Date: Thu Jan 13 18:00:17 2005 Subject: [CF-Devel] AfterLife Message-ID: <200103182123.QAA20477@mamia.prninfo.com> > > > > How about afterlife in crossfire? Each god in crossfire would dwell in > > > > another dimension. And the player would go to his god's plane when he died. > > > > The player would have to make some kind of payment to return to the > > > > living,a quest,large sum of money,stats,ect. Perhaps he could even achieve a > > > > permanent payment,free passage back to the living. Maybe we could even make > > > > a way to visit the god,such as going to recieve a divine quest. > > > > I am more than willing to do the maps if no one wants to. > > > > > > > > > > > > > > > > > Afterlife? well maybe one of these guys can make how to get there when you die. Of course it should take on who you worship.If you don't worship a god then what you race you pick will count.(for example if you choose an elf and die you will go to the Elven god. > > > > > Hmm. There is no human god,meaning no god for the human race. Unless you > > mean heaven or hell. But maybe for those who worship nothing should go to a > > seperate afterlife. I have ideas for that. Such as a place called the Void. > > > > > >Yes you are right about hell and heaven but as a human you go to Valriel or The god of hell but think about it when you pick almost any kind of race and die you get the god that is the god of the race.If you pick a dwarf you get Mostrai. > From peterm at alfven.EECS.Berkeley.EDU Sun Mar 18 23:31:51 2001 From: peterm at alfven.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:17 2005 Subject: [CF-Devel] Re: spells (fwd) Message-ID: <200103190531.f2J5Vph18937@alfven.EECS.Berkeley.EDU> ------- Forwarded Message To: Mark Wedel Subject: Re: [CF-Devel] Re: spells In-Reply-To: Your message of "Sun, 18 Mar 2001 16:33:52 PST." <3AB553F0.38C85FDF@scruz.net> Date: Sun, 18 Mar 2001 21:05:19 -0800 From: Peter Mardahl > Michael Toennies wrote: > > Transferrence do some odd things - nothing or it invoke flames to all sides >. > > How it works and what do it? > > > > Tranferance transfers some of your spell points to someone else. So you hav >e > to cast it on another player. Mark is correct, as far as he went. Transferring TOO much mana into a person can drive him insane and then make his head explode into an enormous fireball. "too much" is some amount greater than his natural capacity. > > "earth to dust" > > destroys (or damages) earthwalls. Not sure if it has any effect on weak wal > or not - it probably does. It destroys earthwalls, doesn't damage them, I think. > > "poison fog" > > Creates a fog that poison people as they enter. I believe the fog slowly mo >ves > around. Oops. I should have done this one. Poison fog: This special prayer of gnarg summons a cloud of poisonous vapors which pursues and poisons enemies of the player. > > "magic drain" > > Believe it drains sp from the opponent, probably giving them to the caster. Yes, just like the rune of magic drain. In fact, this spell is used in the rune. You could use the magic drain spell to suck the power from an enemy. > > "fairy fire" > > Not sure. If based on the AD&D form, it probably makes an opposing creature > glow with light. Yeah, I never figured out this spell either. From my read of the scroll I get the impression it's supposed to act a little bit like the immolation special ability of Ruggilli. > "dragonbreath" > w e 1 si_019.png > "A large cone of fire which mimics a dragon's breath." > "Burning hands actually works better. " > > What may not be clear from the description is that dragon's breath is non > magical, while burning hands is magical. This means if you meet a magic immu >ne > creature, burning hands has no effect while dragon breath will still do > something. I won't swear to it, but I believe that Mark is incorrect here. Dragon breath--when cast by a dragon, does NOT use magic. When cast by a player, I *believe* that there is code which ADDs the magic attacktype to this spell! > "comet" > w x 2 si_004.png > "This is a very strong attack spell. Used like a fireball, it inflicts more >and > special damage." > "The comet does also damage when the target is immune to fire and physical > damage." > "Use it when all else fails. However, keep in mind, it may take a great many > " > "comets to bring down a strong monster. " > The comment as fired out will hit with physical damage (and quite a bit of it >), > but the fire itself is otherwise similar to fireball I believe. Well, unless someone changed it, comet attacks with WEAPONMAGIC! for the direct strike. The FIRE is FIRE + MAGIC, so monsters might be immune to the secondary effect, but not the primary hit. > "cure disease" > p n 4 si_081.png > " This prayer cures *one* disease from your character." > > Should remove all diseases from the character. This was changed a few revs > to do that instead of just one disease. Mark is correct. > "identify" > w k 5 si_098.png > " This spell identifies all items in your inventory." > > Identifies some items in your inventory - typically from 3-10, depending on > caster level. Higher level = more items identified. Mark is correct. > "xray" > w p 5 si_101.png > "This spell allows the caster to see through one layer of wall... for a whil >e. > " > > Not precisely correct - the amount of wall doesn't matter - basically, some > area around the players line of sight is cleared. I think for right now, thi >s > always amount to basically a 3x3 area, which means you can see if a wall is 2 > spaces thick. Well, so he can see through "one" layer of wall but if there are "two" layers of wall, all he'll see is wall. I think the description is reasonably clear. :) (I wrote that one for MT) PeterM ------- End of Forwarded Message From the_real_tomble at hotmail.com Sun Mar 18 23:50:20 2001 From: the_real_tomble at hotmail.com (Tom Barnes-Lawrence) Date: Thu Jan 13 18:00:17 2005 Subject: [CF-Devel] Save points and stuff Message-ID: Hi, Just a short message, as its late, I don't want to hang about, and my browser's cursor's disappeared making typing tricky...? As discussion has touched recently on the recent change on the save-beds (ie-the one making you recall and wake up from dead in the last bed you slept in), I ought to throw in the thought I had been having before that idea was added, that involved adding approx 2 or 3 new types, one- an "anchor point", and another, lets say "scroll of anchoring". Anchor point is like a floor tile that certain areas, eg-cities, remote islands, certain houses (like Brxl's house in stoneville, but prolly not the perm. appartments), and the scroll is not a readable or magic scroll, but a fairly expensive scroll that is used a bit like the improve weapon scrolls, IE-anyone can use it, and it doesn't use magic. SO if player wants certain area to become his new "home", he goes to area of map that has an anchor point (would probably need some sign or something) and uses scroll. As long as he is standing on anchor point, it works and player loses scroll, otherwise it fails and player *keeps* the scroll. When it works, the player then always returns to that anchor point whenever he uses WoR or dies. What do you all think? It prolly wouldn't take much work, but might be considered a waste of time as the save-bed code now does this... But sometimes you don't want to return to those save-beds... EG some quest maps, like the huge rainbow-islands temple under pupland, rightly have save-bed in strategic points so you don't have to finish them in one sitting... So now, you could finish such a quest, leave, then get killed... and have to finish it again!!!Worse still, you may have needed one-use keys to finish, and not be able to go back for them a second time, or something like that. General feeling I had was that personally, I would prefer to feel a certain place is like "home", and WoR or death returns me *there*, not to some inn or something... (BTW, much thanks to Mark and AV for answering my questions last week, very helpful, also reassuring to see that POV to future of CF. I've not had much time to check my mail since, as I've been mapmaking. And yes, for anybod that cares, that means my random-quest docs are still only 2/3 done.Sorry.) Thanks for your time, Tomble (Tom Barnes-Lawrence) _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com. From mwedel at scruz.net Mon Mar 19 01:58:59 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:17 2005 Subject: [CF-Devel] command undead bug References: Message-ID: <3AB5BC43.BA23DA03@scruz.net> Michael Toennies wrote: > > Going in the undead church and casting command undead on a zombie crashes > mids server. Fixed in latest CVS. Bug actually happens anyplace you cast command undead if your god doesn't have an enemy. From elsbernd at dfki.uni-kl.de Mon Mar 19 04:57:33 2001 From: elsbernd at dfki.uni-kl.de (Klaus Elsbernd) Date: Thu Jan 13 18:00:17 2005 Subject: [CF-Devel] Bug in current Version of client/item_types Message-ID: <200103191056.f2JAuni01296@gate-2000.kl.dfki.de> Hello Found a bug in client/item_types. Frost Hammer and Katana of Masamune not in types. Glowing Crystal won't function within cfclient. Will be resolved by the following patch: *** client/item_types Fri Feb 23 06:16:24 2001 --- /tools/games/src/client/item_types Mon Mar 19 11:40:40 2001 *************** *** 1,10 **** # # This file is parsed by the client and gets used for item orderings. ! # Order is how items will show in inventory (low numbers first). The # is no requirement that the numbers are consecutive. Max number allowed # is 254 (255 is reserved for unmatched items. # ! # Note entries are case sensitive. # Note2: Many entries have a trailing space (ie, 'ring '). This is # intentional - this is so they match more closely (otherwise ring # matches things like stormbringer. --- 1,10 ---- # # This file is parsed by the client and gets used for item orderings. ! # Order is how items will show in inventory (low numbers first). There # is no requirement that the numbers are consecutive. Max number allowed # is 254 (255 is reserved for unmatched items. # ! # Note: entries are case sensitive. # Note2: Many entries have a trailing space (ie, 'ring '). This is # intentional - this is so they match more closely (otherwise ring # matches things like stormbringer. *************** *** 61,66 **** --- 61,68 ---- Firestar Flame Tongue FlameTongue + Frost Hammer + Katana of Masamune Lightning sticks Mjoellnir Mournblade *************** *** 240,246 **** stinger tongue tooth ! wing # Misc alchemy items (minerals) 71: dirt --- 242,248 ---- stinger tongue tooth ! ^wing # Misc alchemy items (minerals) 71: dirt Bis dann Klaus From michael.toennies at nord-com.net Mon Mar 19 09:30:26 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:17 2005 Subject: [CF-Devel] curse bug? Message-ID: Hm, curse will curse only you! Thats not the way it should work? From michael.toennies at nord-com.net Mon Mar 19 10:44:05 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:17 2005 Subject: [CF-Devel] First Full Release: DirectX Client 1.02 Message-ID: The first real release of the dx client. Version 1.02 Get it here http://mids.student.utwente.nl/~michtoen/crossfire/ From michael.toennies at nord-com.net Mon Mar 19 12:01:14 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:17 2005 Subject: [CF-Devel] spell description list 1.0 Message-ID: Ok, here the first release of the spell description. Read it overand tell me when iam wrong or some topics had changed. Also proof my english please. [snip] "small fireball" w a 1 si_008.png "A ball of fire which explodes when it hits a target." "Perfect for roasting trolls!" " " " " "medium fireball" w b 1 si_009.png "A ball of fire which explodes when it hits a target." "Be prepared to run from the flames!" " " " " "large fireball" w c 1 si_010.png "A ball of fire which explodes when it hits a target." "Clear out after you fire it!" " " " " "burning hands" w d 1 si_018.png "A cone of fire you project in front of you. " "The spell gains strength as you grow in level, so it remains one of your best" "spells even at high level. " " " "dragonbreath" w e 1 si_019.png "A large cone of fire which mimics a dragon's breath." "Dragonbreath may can damage monsters which are not hurt by burning hands." " " " " "hellfire" w g 1 si_023.png "This spell is for the demons. They cause explosions of fire " "near to their targets. " " " " " "firebolt" w i 1 si_020.png "This spell invokes a powerful, directed stream of fire." "Avoid running in the fire after invoking this spell." "The spell hits with fire damage." " " "steambolt" w j 1 si_022.png "This spell fires a stream of hot steam. Does fire damage and " "leave behind fog, which may conceal the caster. " " " " " "rune of fire" w l 1 si_021.png "This spell places a magical trap onto the ground." "Anyone who steps there will be burned when the rune detonates. " " " " " "small snowstorm" w n 1 si_005.png "A ball of ice which explodes when it hits a target." "Useful vs. fire-creatures! " " " " " "medium snowstorm" w o 1 si_006.png "A ball of ice which explodes when it hits a target." "Be ready to run away! " " " " " "large snowstorm" w p 1 si_007.png "A ball of ice which explodes when it hits a target." "Prepare to leave the area, in a hurry. " " " " " "icestorm" w r 1 si_024.png "A cone of ice which freezes monsters facing the caster." "This spell gains power with level, so it remains useful even at high level." " " " " "large icestorm" w s 1 si_025.png "A spell which mimics the effect of a cold dragon's breath." "It is actually less useful than icestorm. " " " " " "frostbolt" w w 1 si_026.png "This spell produces a directed stream of frost. " "It is useful in corridors with most demons. Most demons cannot abide cold. " " " " " "rune of frost" w x 1 si_027.png "The spell sets a magical trap which strikes with cold. " "Anyone stepping on it will detonate it take freezing damage. " " " " " "small lightning" w a 2 si_001.png "This is the smallest lighting spell. It inflicts electric damage." "Its a stream spell." " " " " "large lightning" w b 2 si_002.png "This is the most powerful lighting spell. It inflicts electric damage." "Its a stream spell." " " " " "ball lightning" w e 2 si_028.png "Ball lightning is a tracking spell. It will hunt down and shock your " "enemies until dead. It doesn't always go where you intend, but it can " "go around corners, and it will damage any monster adjacent to it. " "Also, it is less dangerous to the caster than most spells. " "rune of shocking" w g 2 si_029.png "This spell inscribes a near-invisible rune upon the ground. When " "someone steps onto the rune, they take electrical damage. " " " " " "forked lightning" p a 2 si_030.png "This spell is as near a cone spell as electrical spells get. " "The lightning bolt forks into smaller bolts, causing a wider " "area of effect. " " " "magic missile" w j 2 si_037.png "This spell fires a weakly-tracking magical bolt. It can actually turn " "to reach its target, but the turning is weak. The tracking is stupid: " "at times these missiles will fly right into a wall. " " " "poison cloud" w k 2 si_031.png "This spell produces a ball which flies foward and explodes into " "a poisonous gas cloud. Monsters within it are slowed, weakened, " "and possibly killed. " " " "magic bullet" w m 2 si_017.png "This spell fires a magical bullet which does not track but instead " "flies in one direction until it hits something. " " " " " "large bullet" w n 2 si_032.png "Like magic bullet, except much more damage. " " " " " " " "bullet swarm" w o 2 si_033.png "This spell fires many magic bullets in the direction the caster is facing. " "The caster should beware: if he steps into the storm he causes he will be hurt. " "The number and damage of the bullets depends on the level of the caster. " " " "bullet storm" w p 2 si_034.png "This spell fires many large bullets in the direction the caster is facing." "The caster should beware: if he steps into the storm he causes he will be hurt. " "The number and damage of the bullets depends on the level of the caster. " " " "small speedball" w t 2 si_035.png "This spell is used by skulls and beholders. It fires a seeking missile. " " " " " " " "large speedball" w u 2 si_036.png "This spell is used by skulls and beholders. It fires a seeking missile. " " " " " " " "comet" w x 2 si_004.png "This is a very strong ball attack spell." "Used like a fireball this spell inflicts fire, physical and weaponmagic damage!" "Try it when all else fails. However, keep in mind, it may take a great many " "comets to bring down a strong monster." "meteor swarm" w y 2 si_194.png "This is an extremely strong attack spell. It causes many comets to be fired in "the direction the caster is facing or firing. Do not step into the swarm." "Cast many times, this spell can kill almost anything. " "It inflicts fire, physical and weaponmagic damage!" "summon golem" w a 3 si_038.png "A golem will appear, which you can control. You can send him in various " "directions by using the fire keys. " "** You get all experience from your golems kills, so stay safe and let him fight **." "DO NOT GET IN FRONT OF YOUR GOLEM. " "summon fire elemental" w b 3 si_039.png "A fire elemental will appear, which you can control. It can be sent in " "various directions by using the fire keys. " "** You get all experience from your elementals kills, so stay safe and let him fight **." "DO NOT GET IN FRONT OF YOUR ELEMENTAL. " "summon earth elemental" w c 3 si_040.png "An earth elemental will appear, which you can control. It can be sent in " "various directions by using the fire keys. " "** You get all experience from your elementals kills, so stay safe and let him fight **." "DO NOT GET IN FRONT OF YOUR ELEMENTAL. " "summon water elemental" w d 3 si_041.png "A water elemental will appear, which you can control. It can be sent in " "various directions byusing the fire keys. " "** You get all experience from your elementals kills, so stay safe and let him fight **." "DO NOT GET IN FRONT OF YOUR ELEMENTAL. " "summon air elemental" w e 3 si_042.png "An air elemental will appear, which you can control. It can be sent in " "various directions by using the fire keys. " "** You get all experience from your elementals kills, so stay safe and let him fight **." "DO NOT GET IN FRONT OF YOUR ELEMENTAL. " "summon evil monster" w f 3 si_045.png "This spell is actually used in runes of trapping. It will summon" "several monsters to attack the person who triggered the rune. " " " " " "summon pet monster" w g 3 si_043.png "Monsters will appear, but they won't attack you. They'll attack your enemies. " "They'll also follow you around, though some may disappear as you move about. " "** You get all experience from your pets kills, so stay safe and let them fight **." " " "mystic fist" w i 3 si_044.png "A magical fist will appear, which you can control. It can be sent in " "various direction by using the fir keys." "You will get all experience of the fist kills!" "DO NOT GET IN FRONT OF YOUR FIST. " "dancing sword" w j 3 si_048.png "This spell summons a magical sword." "The sword moves in the direction the player has cast it." "It can be moved in different directions from player using the fire mode." "You will get all experience of the swords kills!" "animate weapon" w k 3 si_107.png "This spell brings to life a weapon in the casters hand, which flies " "about under his direction. It can be controlled using the fire keys. " "You will get all experience of the weapons kills!" " " "create earth wall" w m 3 si_011.png "Creates a line of earth walls behind the caster may hide. Enemy creatures beyond" "the walls can't see or attack the caster. Actually one of the most useful spells." "Create bombs on the wall and run away. This will destroy wall and enemy." "It is one of the most used combos in the game!" "create fire wall" w n 3 si_050.png "A line of fire spots will spring up. It don't blocks enemys but any creature" "crossing it will take fire damage." "This spell can be cast cumulative on the same spot to do more damage." " " "create frost wall" w o 3 si_051.png "A line of frost spots will spring up. It don't blocks enemys but any creature" "crossing it will take frost damage." "This spell can be cast cumulative on the same spot to do more damage." " " "create pool of chaos" w p 3 si_055.png "This spell creates a dangerous line of a chaotic substance, which will hit " "any monster crossing it with many types of attacks. Good for times when " "you don't know what a monster is vulnerable to. It don't blocks line of sight" "and can be cast cumulative." "build bullet wall" w r 3 si_052.png "This spell creates a magical device which will continually fire bullets in " "one direction. " " " " " "build lightning wall" w s 3 si_053.png "This spell creates a magical device which will continually fire lightning bolts " "in one direction. " " " " " "build fireball wall" w t 3 si_054.png "This spell creates a magical device which will continually fire fireballs in " "one direction. " " " " " "build director" w v 3 si_049.png "A director is an object which changes the direction certain spells and objects " "fly. You can use a director to send some spells shot at you back where they came " "from, while still being able to fire over it yourself. " " " "magic rune" w x 3 si_056.png "Store any arbitrary spell inside a magic rune. The rune will detonate " "when someone steps on it. If you've stored a healing spell in the rune" "it will benefit the 'victim'. " " " "create missile" w y 3 si_057.png "Creates arrows for use against monsters. " " " " " " " "summon fog" w z 3 si_058.png "This spell produces a barrier blocking sight and some spells. " "The summoned fog will stay and move slowly on the map." " " " " "summon cult monsters" p a 3 si_046.png "You summon pets from your god which will defending you and killing your enemys." "The pets can't be controlled by the caster, but they will move" around and follow him." "You get all experience from the kills." "call holy servant" p b 3 si_013.png "A strong fighter from your god, whom you may direct like a golem." "It can be sent in various directions by using the fire keys. " "You get all experience from his kills." " " "summon avatar" p c 3 si_014.png "The strongest fighter from your god. You may direct him like a golem." "It can be sent in various directions by using the fire keys. " "** This is the strongest and best summon spell get him fast as possible! **" "You get all experience from his kills." "staff to snake" p e 3 si_060.png "This spell converts a staff into a snake, which will attack your enemies." "You need to wield a quaterstaff to cast this spell. You get all experience "from his kills. ** This spell is powerful to kill hard monsters! **" "It can be sent in various directions by using the fire keys. " "insect plague" p f 3 si_047.png "You summon insect pets who will attack your enemys." "You get all experience from the kills." " " " " "create food" p h 3 si_016.png "If this prayer is successful, your god will grant you some food." "However, your god will take away this gift if you drop it. " "** Try to get this spell as fast as you can cast it! **" " " "wall of thorns" p k 3 si_059.png "This special prayer invokes a line of thorns. Every monster crossing them" "will be slowed and damaged." " " " " "spiderweb" p n 3 si_061.png "This spell fires a gooey ball of spidersilk at your enemies. " "It will hit and then splash into a sticky mess, nearly immobilizing " "anyone hit. " "This is a special prayer of the priests of Gaea. " "armour" w a 4 si_062.png "This spell increases your resistance to physical attack and raises your ac. " " " " " " " "strength" w b 4 si_063.png "This spell may increase your strength by some amount. The amount depends " "on your current strength and your strength as a magician. " " " " " "dexterity" w c 4 si_064.png "This spell may increase your dexterity by some amount. The amount depends " "on your current dexterity and your strength as a magician. " " " " " "constitution" w d 4 si_065.png "This spell may increase your constitution by some amount. The amount depends " "on your current constitution and your strength as a magician. " " " " " "charisma" w e 4 si_066.png "This spell may increase your charisma by some amount. The amount depends " "on your current charisma and your strength as a magician. " " " " " "heroism" w g 4 si_067.png "This spell may increase any or all of these stats: dexterity, strength, " "constitution, speed, wc, dam. " " " " " "haste" w l 4 si_068.png "This spell increases your speed and let you faster attack or move." " " " " " " "counterwall" w p 4 si_077.png "This spell sets up a magical barrier which will consume many magical effects, " "and also some other dangerous things like dragonfire. Whether a spell is" "stopped by the counterwall or not depends on the strength of the incoming spell " "and the strength of the caster, and on luck. " "ironwood skin" p a 4 si_069.png "This prayer, if successful, causes the skin of the caster to harden and " "become more resistant to physical attack. " " " " " "wrathful eye" p b 4 si_070.png "This prayer summons an image of Valriel's Eye. Creatures in front of the Eye " "may be blinded or struck with the heat of Valriel's anger. " "This is a special prayer of the priests of Valriel. " " " "minor healing" p d 4 si_071.png "This prayer heals minor wounds on either the caster or the target." " " " " " " "medium healing" p e 4 si_072.png "This prayer heals medium wounds on either the beseecher or the target. " " " " " " " "major healing" p f 4 si_073.png "This prayer heals major wounds on either the beseecher or the target. " " " " " " " "heal" p g 4 si_074.png "This prayer heals *all* wounds on either the beseecher or the target. " "However, it will not cure other problems, such as blindness or disease. " " " " " "restoration" p h 4 si_075.png "This prayer heals *all* wounds, cures *all* diseases, cures poison, " "and fills the belly of the beseecher. " " " " " "cure poison" p k 4 si_078.png " This prayer cures *all* poison of your character." " " " " " " "cure confusion" p l 4 si_079.png " This prayer removes confusion from your character." " " " " " " "cure blindness" p m 4 si_080.png " This prayer removes blindness from your character." " " " " " " "cure disease" p n 4 si_081.png " This prayer cures *all* disease from your character." " " " " " " "remove curse" p p 4 si_082.png " This prayer removes all curses from *wielded* or *worn* items of your character." " Unapplied items in your inventory are NOT effected." " " " " "remove damnation" p q 4 si_083.png " This prayer removes all damnations from *wielded* or *worn* items of your character." " Unapplied items in your inventory are NOT effected." " " " " "raise dead" p t 4 si_084.png " This spell only works for servers with Perm. Death on." " " " " " " "resurrection" p u 4 si_085.png " This spell only works for servers with Perm. Death on." " " " " " " "reincarnation" p v 4 si_086.png " This spell only works for servers with Perm. Death on." " " " " " " "regenerate spellpoints" p y 4 si_076.png " Thhis prayer restores some spellpoint. Its converts grace in mana." " " " " " " "cancellation" w a 5 si_087.png " This spell removes magic from locations and items." " It also removes enchantments from items, so beware!" " " " " "counterspell" w c 5 si_088.png " Counterspell is a cone spell destroying all other spells in the area." " It can also be used to block other cone or ball spells." " " " " "antimagic rune" w d 5 si_089.png "This spell places a magical trap onto the ground." "Anyone who steps there will run in this antimagic trap." " " " " "disarm" w f 5 si_090.png "This spell removes a trap from a chest or door." " " " " " " "magic mapping" w h 5 si_096.png "This spell is very useful. Its shows the player a overlook map of the location" "where the players character is." "** You will need this spell in unknown areas! **" " " "probe" w j 5 si_097.png "Invoking Probe gives you some information about a enemy near you." "Probe tells you about his shape and how good your chance is to beat him." " " " " "identify" w k 5 si_098.png "This spell identifies some items in your inventory - typically from 3-10, depending on caster level. Higher level = more items identified." " " " " "detect magic" w m 5 si_099.png "*All* magic items in your inventory will be marked as magic." " " " " " " "detect monster" w n 5 si_100.png " Unseen or hidden monster will be shown." " " " " " " "xray" w p 5 si_101.png "This spell allows the caster to see through one layer of wall... for a while. " " " " " " " "dark vision" w q 5 si_102.png " This spell let you see in dark places without light." " " " " " " "bless" p a 5 si_091.png " You get blessed by your god. It will effect some resistance and increase some stats." " It has mutiple effects by different gods, so try it out." " " " " "curse" p b 5 si_092.png " This prayer will curse the target by your god." " " " " " " "regeneration" p e 5 si_093.png "This prayer causes the target to heal more quickly. " " " " " " " "holy possession" p g 5 si_094.png "This prayer is one of the most importants!" "It will bless your character with the special power of your god." "In many cases it will give you immunity to some attacks." "This is a must have prayer!" "consecrate" p i 5 si_095.png "This prayer consecrates an altar to the god of the beseecher. " " " " " " " "perceive self" p k 5 si_103.png "This spell will show you *most* of your character attributes!" "A message like 'your dexterity is depleted by 2' will show that you has lose 2 dexterity." "You lose it because you die or a undead has touched you. You need a Potion of Life for healing." "OR you can try to pray a lot on a altar of your god. Perhaps he will remove it too." "detect evil" p m 5 si_104.png "This prayer detect all enemys with evil minds." " " " " " " "detect curse" p n 5 si_105.png "This prayer will mark *all* cursed or damned items in your inventory." " " " " " " "show invisible" p r 5 si_106.png "This prayer may reveal invisible objects or monsters. " "** You need this spell to show invisible levers or items on maps. **" " " " " "fear" w a 6 si_108.png " This is a cone spell, invoking fear in your enemys." " " " " " " "confusion" w c 6 si_109.png "This spell adds confusion to your attack types!" "Very useful to kill enemys with immunity to physical attacks." " " " " "mass confusion" w d 6 si_110.png "This is a cone spell, invoking confusion in your enemys." " " " " " " "charm monsters" w f 6 si_111.png "This prayer may convert monsters into pets. " " " " " " " "dimension door" w h 6 si_112.png "This spell teleports you on map in direction you look to a near spot." "You can teleport through *some* walls and gates too." "Hidden antimagic spots will break your teleporting. So you need to try it out." "Using 'create earth walls' will invoke barriers to stop you on special points." "faery fire" w j 6 si_113.png "All creatures near the caster starts to glow." "Perhaps it will invoke some other effects on them..." " " " " "pacify" p a 6 si_114.png "Target starts to be peaceful and stops attacking caster." " " " " " " "command undead" p c 6 si_115.png "Turns undead creatures in Pets." "This spell works on all tiles around you. Its very useful!" " " " " "conflict" p e 6 si_116.png "This special prayer of Lythander will confuse and distract any monsters " "nearby, setting them to attack whatever is nearest, be it friend or foe. " " " " " "word of recall" p g 6 si_117.png "This prayer will return a player from wherever he is to his bed. " "Also a must have spell. Don't enter unknown dungeons without it!" " " " " "light" p i 6 si_118.png "This prayer will lit a fixed area." " " " " " " "darkness" p j 6 si_119.png "This prayer invokes a line of darkness creating a wall of black spots." "This line of darkness breaks the 'line of sight' of enemys - VERY useful." " " " " "nightfall" p k 6 si_120.png "This prayer will bring about a general darkness. " " " " " " " "daylight" p l 6 si_121.png "This prayer will bring about a general brightening. " " " " " " " "sunspear" p n 6 si_122.png "This special prayer of Valriel will smite enemies with " "a stream of blindness and heat. " " " " " "create bomb" w a 7 si_003.png "Create bomb is one of the best attack spells!" "Create a wall, drop 1-10 bombs FAST on the wall and run away." "The explosion of a bunch of this bombs can even kill a dragon in seconds." "But beware to stay to near!" "rune of blasting" w d 7 si_123.png "The rune of blasting create a magical trap doing damage to a monster who" "steps on it." " " " " "rune of death" w e 7 si_124.png "The rune of death spell creates a magical trap which may slay a monster " "who steps onto it. " " " " " "flaming aura" p a 7 si_125.png "The flaming aura is a special prayer of Gorokh and of Ruggilli. An aura " "of fire surrounds the priest and burns everything near to him. " " " " " "vitriol" p c 7 si_126.png "The vitriol prayer is a special prayer of Gorokh. This is a very powerful " "prayer since few monsters are immune to acid. The ball of vitriol (acid) " "strikes the monster for great damage, then splashes into a puddle which " "sears the area around the victim. " "vitriol splash" p d 7 si_127.png "The vitriol splash is actually not a spell but a secondary effect of the " "vitriol prayer. " " " " " "face of death" p g 7 si_128.png "The face of death prayer may cause instant death to creatures in its " "cone of effect. Unaffected creatures are usually not damaged. " "Creatuers far less powerful than the beseecher are most likely to die. " " " "finger of death" p h 7 si_129.png "The finger of death spell may cause one monster to die immediately. " " " " " " " "turn undead" p j 7 si_130.png "This prayer inflict fear in the undeads so they flee." "This is a cone spell." " " " " "holy word" p k 7 si_131.png "This prayer is a cone spell, doing damage to the enemys of your god!" "On other creatures the spell has no effect, so be careful." "It is a cone spell." " " "banishment" p l 7 si_132.png "The prayer of banishment may cause weaker enemies of your god to " "immediately disappear or die. " "It is a cone spell." " " "holy orb" p m 7 si_133.png "This prayer missile explodes when it hits a target and invokes a powerful" "holy word. The damage type depends on your god." "Careful, you can be damaged by the spell too in some cases!" "This is a ball spell." "holy wrath" p n 7 si_134.png "This is a powerful version of holy word." "This is a cone spell." " " " " "charging" w a 8 si_138.png "This spell can charge a staff or wand." " " " " " " "rune of magic drain" w c 8 si_139.png "This rune will drain mana from the target if it steps on it." " " " " " " "rune of transferrence" w d 8 si_140.png "This rune will transfer mana from the monster who steps on it to the caster." " " " " " " "transferrence" w f 8 si_141.png "This spell will transer mana to another player." "If you use this spell on a normal creature, they will perhaps be overloaded" "from the magical energy and explode in a blast of fire." " " "magic drain" w h 8 si_142.png "This spells drains mana from an enemy and adds it to your mana pool." " " " " " " "mana blast" w j 8 si_143.png "A blast of mana. It inflicts magic damage." "Use this spell against monsters which are immun to fire, cold or lightnings." "This is a cone spell." " " "small manaball" w l 8 si_144.png "Like a small fireball but the mana explosion doing magic damage." "Its a ball spell." " " " " "medium manaball" w m 8 si_145.png "Like a fireball but the mana explosion doing magic damage." "Its a ball spell." " " " " "large manaball" w n 8 si_146.png "Like a fireball but the mana explosion doing magic damage." "Its a ball spell." " " " " "mana bolt" w p 8 si_147.png "A bolt of mana doing magic damage to the target." "This is a bolt (bullet) spell." " " " " "cause light wounds" p a 8 si_148.png "This prayer creates a missile which inflicts damage to your enemy." "This is a bolt (bullet) spell." " " " " "cause medium wounds" p b 8 si_149.png "This prayer creates a missile which inflicts some damage to your enemy." "This is a bolt (bullet) spell." " " " " "cause serious wounds" p c 8 si_150.png "This prayer creates a missile which inflicts serious damage to your enemy." "This is a bolt (bullet) spell." " " " " "cause many wounds" p d 8 si_151.png "This prayer creates many missiles which inflicts damage to your enemy." "This is a bolt (bullet) spell." " " " " "cause critical wounds" p e 8 si_152.png "This prayer creates a missile inflict heavy damage to your enemy." "This is a bolt (bullet) spell." " " " " "cause cold" p h 8 si_153.png "This prayer causes a disease to spread. This disease is highly contageous, " "and somewhat debilitating, but rarely fatal, unless it is complicated by " "other infections. Players and monsters affected will move more slowly, " "and be weaker, until the disease runs its course or is cured. " "cause leprosy" p i 8 si_154.png "This prayer inflicts leprosy upon one target. Leprosy is usually contageous, " "but touching may spread the disease. Beware the attack of a monster on which " "you've inflicted leprosy! " " " "cause smallpox" p j 8 si_155.png "This prayer unleashes an outbreak of the deadly disease smallpox. This " "disease is highly contageous and often fatal to weaker monsters, and sometimes " "to stronger monsters. However, its deadliness is restricted to humanoids. " " " "cause white death" p k 8 si_156.png "He who unleashes the white death had best flee. This highly contageous and " "deadly disease does not respect its own master. " " " " " "cause anthrax" p l 8 si_157.png "Anthrax is a deadly disease to the animal kind. It does not usually " "affect other creatures. " " " " " "cause typhoid" p m 8 si_158.png "Typhoid is a deadly disease to humanoids, but other monsters are not affected. " " " " " " " "cause flu" p n 8 si_159.png "The flu prayer unleashes an outbreak of the flu. It is rarely deadly of itself, " "except to weak monsters, but it is very debilitating. " " " " " "cause red death" p o 8 si_160.png "The red death prayer unleashes a virulent, broadly effective, and deadly plague. " "He who unleashes the red death had better avoid his victims and their " "remains, lest he die. " " " "cause black death" p p 8 si_192.png "This prayer will unleash the bubonic plague, or black death. This plague " "is broadly fatal and very deadly, and highly contageous. He who unleashes " "the bubonic plague is wise to flee. " " " "rage" p s 8 si_162.png "The rage prayer is a special prayer of Gorokh and of Ruggilli. The beseecher " "is possessed by the rage of his god, which enhances his strength, speed, " "endurance, and regeneration. " " " "divine shock" p t 8 si_163.png "The divine shock prayer is very like ball lightning, however, the lightning " "balls have the extra sting of having godpower behind them. This is a special " "prayer of Sorig. " "* This is a must have prayer for sorig followers - go for it! *" "retributive strike" p u 8 si_164.png "This is the ultimate spell!! It will waves through a whole dungeon, killing all" "creatures in a few seconds. The caster will also be killed - he need to cast heal" "or restoration MANY times in a few seconds to survive!" "Be *very very* careful if you can use this spell." "poison fog" p x 8 si_161.png "This special prayer of gnarg summons a cloud of poisonous vapors which" "pursues and poisons enemies of the player." " " " " "wonder" w a 9 si_135.png "This spell invokes many effects like the staff, most are non useful." " " " " " " "polymorph" w c 9 si_136.png "This spell will polymorph items and creatures in other items or creatures." "Careful, you can lose items or transform peaceful creatures in deadly monsters!" "Its a stream spell." " " "alchemy" w e 9 si_137.png "This spell is needed for alchemy." "You must drop the items of a alchemy recipe in a cauldron." "Then you must cast this spell on the cauldron." " " "protection from cold" p a 9 si_165.png "This prayer gives you some more protection to cold damage." " " " " " " "protection from electricity" p b 9 si_166.png "This prayer gives you some more protection to electric damage." " " " " " " "protection from fire" p c 9 si_167.png "This prayer gives you some more protection to fire damage." " " " " " " "protection from poison" p d 9 si_168.png "This prayer gives you some more protection to poison and poison attacks." " " " " " " "protection from slow" p e 9 si_169.png "This prayer gives you some more protection to slow attacks." " " " " " " "protection from paralysis" p f 9 si_170.png "This prayer gives you some more protection to paralysis attacks." " " " " " " "protection from draining" p g 9 si_171.png "This prayer gives you some more protection to draining." " " " " " " "protection from magic" p h 9 si_172.png "This prayer gives you some more protection to magical damage." " " " " " " "protection from attack" p i 9 si_173.png "This prayer gives you some more protection to physical attacks." " " " " " " "protection from confusion" p j 9 si_174.png "This prayer gives you some more protection to confusion." " " " " " " "protection from cancellation" p k 9 si_175.png "This prayer gives you some more protection to cancellation." " " " " " " "protection from depletion" p l 9 si_176.png "This prayer gives you some more protection to depletion." " " " " " " "defense" p n 9 si_177.png "The defense prayer, a special prayer of Lythander, protects the beseecher " "from many things all at once. " " " " " "sanctuary" p q 9 si_178.png "The prayer of sanctuary protects the Gaean priest from harmful manifestations. " "The sanctuary surrounds the caster and may stop incoming spells. " " " " " "peace" p s 9 si_179.png "The prayer of peace, a special prayer of Gaea, causes those monsters affected " "to forswear violence forever. " " " " " "paralyze" w a 10 si_180.png "This spell is a cone spell, paralyzing your enemys!" "The paralyze effect will *not* be broken when you attack then." "This is a very useful spell, when your enemy is effect by it!" " " "destruction" w c 10 si_181.png "This spell will damage monsters even if they are behind a door or a wall." "You do more damage when you rise in wizardry levels. High intelligence, wisdom and power stats will help you to do more damage and cast more of it." "A high level wizard can kill a demonlord with a few castings of this spell!" "invisible" w e 10 si_182.png "This spell will make you invisible." "Monsters will not attack or cast spells because they can't see you." "You will start be visible again if you attack or use spells." " " "improved invisibility" w f 10 si_183.png "This spell is a better version of invisible." "You will stay invisible even if you attack or use spells!!" " " " " "earth to dust" w h 10 si_184.png "This spell works like 'create earth wall', removing all walls in the same areas." " " " " " " "levitate" w j 10 si_185.png "This spell let you levitate above the floor. Then you can't fall in holes or traps." "This spell is needed in some mazes to pass hole traps or other traped areas." "But when you are flying, you can't fetch items from ground, so be careful when" "you need to grap food for example." "slow" w l 10 si_186.png "This spell will slow the target." "It is a cone spell." " " " " "aggravation" w n 10 si_187.png "This spell will make creatures more upset about the player so they will attack." " " " " " " "shockwave" w p 10 si_189.png "The shockwave spell, normally unavailable to players, sends a shaped explosion " "in a cone toward the caster's enemies, causing physical damage to them. " " " " " "color spray" w r 10 si_188.png "The color spray spell is chaotic jumble of mana which strikes with many attacktypes. " "Its a cone spell." " " " " "marking rune" w t 10 si_190.png "This rune is basically a sign. You may store any words you like in this rune," "and people may apply it to read it. Maybe useful for mazes!" "This rune will not detonate, nor is it ordinarily invisible." " " "invisible to undead" p a 10 si_191.png "This prayer works like invisible spell, except living creatures can see you." " " " " " " "windstorm" p e 10 si_193.png "The windstorm prayer, a special prayer of Sorig, strikes enemies in its " "cone of effect with minor wind damage, and forces them back. It also " "sweeps along items which are not too heavy. " " " From peterm at alfven.EECS.Berkeley.EDU Mon Mar 19 14:50:05 2001 From: peterm at alfven.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] spell description list 1.0 In-Reply-To: Your message of "Mon, 19 Mar 2001 19:01:14 +0100." Message-ID: <200103192050.f2JKo5m20029@alfven.EECS.Berkeley.EDU> > "dragonbreath" > w e 1 si_019.png > "A large cone of fire which mimics a dragon's breath." FALSE: > "Dragonbreath may can damage monsters which are not hurt by burning hands." Dragonbreath has AT_MAGIC added to it by the spell code, or it USED to. DRAGONBREATH WILL NOT HARM MAGICIMMUNE MONSTERS! Accept no different answer unless that person swears he just read the spell code and found that |MAGIC isn't added to the attacktype of almost every spell, and in particular, THIS one. > "small lightning" > w a 2 si_001.png > "This is the smallest lighting spell. It inflicts electric damage." > "Its a stream spell." BOLT spell > "large lightning" > w b 2 si_002.png > "This is the most powerful lighting spell. It inflicts electric damage." > "Its a stream spell." BOLT spell > "poison cloud" > w k 2 si_031.png > "This spell produces a ball which flies foward and explodes into " > "a poisonous gas cloud. Monsters within it are slowed, weakened, " > "and possibly killed. " FORWARD > "comet" > w x 2 si_004.png > "This is a very strong ball attack spell." > "Used like a fireball this spell inflicts fire, physical and weaponmagic > damage!" > "Try it when all else fails. However, keep in mind, it may take a great > many " > "comets to bring down a strong monster." COMET DOES NOT HIT WITH PHYSICAL. ALSO THE FIRE HITS WITH FIRE|MAGIC. > "spiderweb" > p n 3 si_061.png > "This spell fires a gooey ball of spidersilk at your enemies. " > "It will hit and then splash into a sticky mess, nearly immobilizing " > "anyone hit. " > "This is a special prayer of the priests of Gaea. " > "armour" > "counterspell" > w c 5 si_088.png > " Counterspell is a cone spell destroying all other spells in the area." > " It can also be used to block other cone or ball spells." Not precisely "all". It wont kill spells of higher level than the caster of the counterspell. > "fear" > w a 6 si_108.png > " This is a cone spell, invoking fear in your enemys." ENEMIES > " " > "confusion" > w c 6 si_109.png > "This spell adds confusion to your attack types!" > "Very useful to kill enemys with immunity to physical attacks." ENEMIES (I know, english is a fucked up language.) > "mass confusion" > w d 6 si_110.png > "This is a cone spell, invoking confusion in your enemys." ENEMIES (do a global search and replace from "enemys" to "enemies" > "sunspear" > p n 6 si_122.png > "This special prayer of Valriel will smite enemies with " > "a stream of blindness and heat. " "bolt" not stream. > "mana bolt" > w p 8 si_147.png > "A bolt of mana doing magic damage to the target." > "This is a bolt (bullet) spell." THIS IS A BULLET SPELL. Also the next several spells. > "cause light wounds" > "cause medium wounds" > "cause serious wounds" > "cause critical wounds" For CAUSE MANY WOUNDS > "cause many wounds" > "This prayer creates many missiles which inflicts damage to your enemy." DONT PUT IN THIS LINE> "This is a bolt (bullet) spell." It is NOT a bolt or a bullet spell, it is a SWARM spell. > "cause leprosy" > p i 8 si_154.png > "This prayer inflicts leprosy upon one target. Leprosy is usually > contageous, " LEPROSY IS NOT USUALLY CONTAGEOUS > "but touching may spread the disease. Beware the attack of a monster on > which " > "you've inflicted leprosy! " > "polymorph" > w c 9 si_136.png > "This spell will polymorph items and creatures in other items or creatures." > "Careful, you can lose items or transform peaceful creatures in deadly > monsters!" > "Its a stream spell." IT'S A BOLT SPELL. ^ ^^^^ > "protection from cold" > p a 9 si_165.png > "This prayer gives you some more protection to cold damage." FROM COLD DAMAGE. Also for all of these: > "protection from electricity" > "This prayer gives you some more protection to electric damage." > "protection from fire" > "This prayer gives you some more protection to fire damage." > "protection from poison" > "This prayer gives you some more protection to poison and poison attacks." > "protection from slow" > "This prayer gives you some more protection to slow attacks." > "protection from paralysis" > "This prayer gives you some more protection to paralysis attacks." > "protection from draining" > "This prayer gives you some more protection to draining." > "protection from magic" > "This prayer gives you some more protection to magical damage." > "protection from attack" > "This prayer gives you some more protection to physical attacks." > "protection from confusion" > "This prayer gives you some more protection to confusion." > "protection from cancellation" > "This prayer gives you some more protection to cancellation." > "protection from depletion" > "This prayer gives you some more protection to depletion." > "paralyze" > w a 10 si_180.png > "This spell is a cone spell, paralyzing your enemys!" > "The paralyze effect will *not* be broken when you attack then." > "This is a very useful spell, when your enemy is effect by it!" AFFECTED BY IT. > "destruction" > w c 10 si_181.png > "This spell will damage monsters even if they are behind a door or a wall." > "You do more damage when you rise in wizardry levels. High intelligence, > wisdom and power stats will help you to do more damage and cast more of it." > "A high level wizard can kill a demonlord with a few castings of this > spell!" This is much less true now in the days of partial protections. > "levitate" > w j 10 si_185.png > "This spell let you levitate above the floor. Then you can't fall in holes > or traps." > "This spell is needed in some mazes to pass hole traps or other traped > areas." > "But when you are flying, you can't fetch items from ground, so be careful > when" > "you need to grap food for example." GRAB FOOD > "color spray" > w r 10 si_188.png > "The color spray spell is chaotic jumble of mana which strikes with many > attacktypes. " > "Its a cone spell." IT'S A CONE SPELL ^ From jbontje at suespammers.org Mon Mar 19 16:25:49 2001 From: jbontje at suespammers.org (Joris Bontje) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] Avatar / golem bug (repost, used wrong mailclient) Message-ID: <01031923254901.10272@debian> I found a bug in crossfire today, my server, CVS version of 19-03-2001. Here is how to reproduce it: go to /pupland/terminal_u1 summon an avatar (I have devoures as god) enter raffle3 leave raffle3 *crash* error messages in log: Golem without owner destructed. Trying to remove removed object. *boom* Joris Bontje / MiDS From jbontje at bvier.nl Mon Mar 19 16:19:02 2001 From: jbontje at bvier.nl (Joris Bontje) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] Avatar / golem bug Message-ID: <01031923190200.10272@debian> I found a bug in crossfire today, my server, CVS version of 19-03-2001. Here is how to reproduce it: go to /pupland/terminal_u1 summon an avatar (I have devoures as god) enter raffle3 leave raffle3 *crash* error messages in log: Golem without owner destructed. Trying to remove removed object. *boom* Joris Bontje / MiDS From mwedel at scruz.net Tue Mar 20 00:01:52 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] Avatar / golem bug References: <01031923190200.10272@debian> Message-ID: <3AB6F250.444BBA2A@scruz.net> Fixed in latest CVS. Joris Bontje wrote: > > I found a bug in crossfire today, my server, CVS version of 19-03-2001. > > Here is how to reproduce it: > go to /pupland/terminal_u1 > > summon an avatar (I have devoures as god) > enter raffle3 > leave raffle3 > *crash* > > error messages in log: > Golem without owner destructed. > Trying to remove removed object. > *boom* > > Joris Bontje / MiDS > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From mwedel at scruz.net Tue Mar 20 01:43:12 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] 0.97.0 release Message-ID: <3AB70A10.E7FB9ED4@scruz.net> I've release 0.97.0. If no big bugs show up in the next couple release, I'll release 1.0 at that time. Please do not make big changes to the source as I don't really want to introduce new bugs. From mwedel at scruz.net Tue Mar 20 01:44:57 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] Crossfire 0.97.0 released. Message-ID: <3AB70A79.EAEB68DE@scruz.net> Crossfire 0.97.0 has been released. Unless serious bugs are detected, this will be the last release before 1.0. Main changes: All known server crashing bugs fixed. Various fixes to exit code. All exits should now work properly. NOTE TO MIRROR SITES: The primary site (ftp.scruz.net) has limited download bandwidth per day. You can also get this release off of sourceforge.net. Files released for this version: sums (bsd) filename 25647 1587 crossfire-0.97.0.arch.tar.bz2 25529 1911 crossfire-0.97.0.arch.tar.gz 09309 2724 crossfire-0.97.0.maps.tar.bz2 52601 3917 crossfire-0.97.0.maps.tar.gz 42177 2654 crossfire-0.97.0.tar.bz2 20334 2979 crossfire-0.97.0.tar.gz 37495 239 crossfire-client-0.97.0.tar.gz Sums (md5) 741f8d40acccee291fa79123528134a2 crossfire-0.97.0.arch.tar.bz2 0498e28ac5b867925d120753c68e4489 crossfire-0.97.0.arch.tar.gz 47b72b99b8aa58a9b0e8f59121be7a40 crossfire-0.97.0.maps.tar.bz2 6ef6c7e9dd3929c3e40ab6a8467a57aa crossfire-0.97.0.maps.tar.gz 441971f04bc61632afdc3f18e92e541c crossfire-0.97.0.tar.bz2 e34ef338c87c5855af2ef11a75ede71f crossfire-0.97.0.tar.gz 13d40c5f6031c970135f81dc14ca4fd7 crossfire-client-0.97.0.tar.gz crossfire-client-0.97.0 is the client (X11) distribution - standard X11 and gtk interfaces are provided. crossfire-0.97.0.tar.{gz/bz2} contains the server code with prebuilt archetype and image files. crossfire-0.97.0.arch.tar.{gz/bz2} contains the unpacked archetype changes. This is not needed if you only want to compile the server and play the game. crossfire-0.97.0-maps.tar.{gz/bz2} contains the maps. This is needed with the server distribution. FOR FIRST TIME USERS: You will only need the appropriate server, map and client file. You do not need the arch file. If you are a first time user, you may want the doc file unless you are using a web based player referance. If you just want to play the game at some remote server, you need the client and perhaps some version of the doc file. Crossfire is avaible on the following ftp sites Primary: ftp://ftp.scruz.net:/users/mwedel/public (165.227.192.254) ftp://ftp.sourceforge.net:/pub/sourceforge/crossfire (64.28.67.101) ftp://ftp.ifi.uio.no:/pub/crossfire (129.240.64.44) Secondary: ftp://ftp.real-time.com/pub/games/crossfire (206.10.252.12) ftp://ftp.cs.city.ac.uk:/pub/games/crossfire/ ftp://ftp.sunet.se:/pub/unix/games/crossfire (130.238.127.3) ftp://ftp.cs.titech.ac.jp:/pub/games/crossfire ftp://mirror.aarnet.edu.au/games/roguelike/crossfire/ ftp://crossfire.futt.org//pub/crossfire I uploaded this version to just ftp.scruz.net - it should be on the other ftp sites in a short time. Mark Wedel mwedel@scruz.net ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Changes: Client: Changes for 0.97.0: MSW 2001/03/18 Change so that containers on the ground still keep proper contents even if the map space itself changes (spells or other objects going onto the space). This is done by using the cpl.container pointer and when getting an updated map space, seeing if one of the map space object tags match that. commands.c: update the cpl.container tags when opening/closing containers. item.c: Have locate_object see if the container matches the tag. Don't have remove_item remove the object contents of other attributes if it is the container, but still remove it from the list it is on. item.h: remove function prototypes - these are in proto.h MSW 2001/03/13: png.c: New png -> X11 (or gdk) creation routines that are much faster. This should make a noticable difference in performance. Note that the X11 and gdk implementations are very different now - the gdk implementation lets the gdk library do most of the work. gx11.c: remove some dead code, add call to gdk_rgb_init() if using png images - needed by new png loader. x11.c: Add call to init_pngx_loader if running in png mode. Also pass colormap by pointer so png_to_xpixmap can modify it. xutil.c: pass colormap by pointer to init_pngx_loader (same reason as above) MSW 2001/03/06: Makefile.in: Add DMALLOC_LIB definition instead of it going in with the the default libraries. cfsndserv will now get properly linked with dmalloc. configure.in, configure: add --disable-sound option, and make relevant changes to use that option (which basically amounts to not checking for any of the sound systems). Add check for dmalloc.h. change substitution for -ldmalloc. cfsndserv.c: Modified so it now compiles with the modern ALSA sound system. No idea if it actually works. MSW 2001/03/04 metaserver.c: Modified so it uses the value of -port if that command line option is given by a user. MSW 2001/03/01 x11.c: Fixes for info window resizing. This should fix some crashes and the code is a bit simpler now. MSW 2001/02/28 Makefile.in: Modify so that it installs the target (cfclient, gcfclient, cfsndserv) one at a time so it works with the install script. item.c: add insert_item_before_item function. Modify the sorting function so it first sorts by type, then by locked/unlocked status, and then by alphabetical order (not including the number prefix). item_types, item_types.h: More updates of missing objects or ones that need more specific matching rules. x11.c: Remove a lot of duplicate code that was in place for metaserver support - instead, just add checks to the existing X event handling code to know not to do some things if we're in metaserver selection mode. This fixes a bug in that resize events would not be handled if in metaserver selection mode. MSW 2001/02/22 ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Changes for 0.97.0: MSW 2001/03/18: common/init.c: add RESET_LOCATION_TIME initializer to settings structure. include/config.h: Add RESET_LOCATION_TIME value. If nonzero and the save was longer than the specified time in seconds, player will be returned home upon login from save. include/global.h: Add reset_loc_time field to settings structure. server/login.c: Remove some unused variables, add support to return player home as described above. server/spell_effect.c: Fix for crashes when casting control undead and your god does not have an enemy. Now properly check to make sure we are not dereferencing null pointers. MSW 2001/03/16: Change code so that if player dies and loading the players savebed map does not work, return player to EMERGENCY_MAPPATH instead. New function added to server/main.c called enter_player_savebed which does the work, Files changed: include/sproto.h server/main.c server/player.c server/spell_effect.c (comment added) Unrelated change: Remove messages about multiple resist types set. Files changed: common/loader.l common/loader.c MSW 2001/03/15: server/spell_effect.c: Add physical attacktype when casting holy possession. Otherwise, characters who use karate end up not being able to damaage anything. MSW 2001/03/09: crossedit/App.c: Move the loading of images to later in the editor startup state. In this way, the client can allocate the colors it needs for its windows before the the png images use up all the colors. crossedit/png.c: New png loader implementation. New version is much faster (50 times faster). As part of this, only 8 bit displays, a private colormap will be allocated, and after that gets filled up, a color mapping routine will be used - this makes the png images loadable on an 8 bit system in addition to the speedup. crossedit/xutil.c: Adding timing information for loading of images. call init_pngx_loader before starting to load png images. Pass colormap to png_to_xpixmap by pointer and not value so that the loader can change the colormap. AV 2001/03/09: common/button.c: Added new attribute to altar triggers: "last_sp 1". If set, the altar trigger will push the connected value only by dropping the sacrifice, NOT by altar reset. If unset ("last_sp 0") it will work like it used to (push by sacrifice and by reset). MSW 2001/03/06: server/spell_effect.c: Fix message when consecration fails - use the ob->name field and not the ob->title field. Also fix broken logic that checked for the floor. server/init.c: Related to 3-4 change which changed the default name of the logfile to "" so we know to use stderr. This doesn't work for daemon mode, so if the name is "", we use the default logfile instead. MSW 2001/03/04: TODO: add re-connecting player to new client if client logs in with right name/password. common/init.c: Open up the logfile with the provide filename when given the -log option. server/init.c: Make set_logfile a first pass option so the init_library has the right logfile name to work with. server/main.c: Fix crash if map has an exit path yet that file does not exist. Give proper error message. MSW 2001/03/01: server/main.c: Modified random_map code so the server will not crash if the exit object has no message (and thus variables to set for the random map). Modified so that golems move away from player when player changes map. Values were reversed before, causing the golem to move towards the player. MSW 2001/02/25: General player login cleanup. This should fix the crash when players re-roll stats too often. So far, it also seems to have the additional effect that calculated players on map now appears to be correct. common/player.c: No longer allocate the player object structure in get_player_ob (function is really misnamed). Callers to this function were not using the allocated function. server/login.c: Add leave_map call when player is loaded. server/main.c: Add leave_map function. server/player.c: Move get_player function to start of file - can declare it static that way. Move some initialize from add_player to get_player. Add set_first_map function. Add appropriate calls to leave_map and set_first_map when players join and leaves the game. MSW 2001/02/22: TODO: Add some items, remove some others, remove outline of future versions, since it was out of date. common/loader.l,loader.c: Declare msgbuf a static outside the lex_load function. lex_load was otherwise clearing it each time it was called, which resulted in empty messages for the random artifacts (since the call lex_load one line at a time). Instead, we just zero this at start of load_object. Original reason of this change was due to purify errors - as I look at the code, it appears even before these changes that it was clearing the buffer properly. common/map.c: removing pending field from map objects. common/re-cmp.c: Comment out some code which was resulting in too many false compares. include/config.h: increase default for MAX_OBJECTS. 6000 is a bit small on current systems. include/map.h: Remove pending field from map structure. random_maps/treasure.c: Increase size of doorlist. Fixes crash, in that if a random map could place 8 doors around the treasure, the list was not terminated, so the problem would eventually try to read/dereference random memory after the array. server/c_misc.c: Remove pending field from maps, so remove functions and other places that referred to it (like the maps command) server/c_wiz.c: fix up wiz map reset command. Not really tested, but old code had some definate problems just from visual inspection. server/main.c: Further fix for unique exits - relative paths to unique maps from non unique maps should now work. server/monster.c: Various fixes - one is that should get more reliable distance values for multipart monsters. Second, modify dist_att to calculate from closest part of monster, and not the head of the monster. server/pets.c: Remove code dealing with pending objects. server/player.c: Don't remove invisible objects in players inventory when playing with permadeath mode. server/spell_util.c: If you try to cast denied spell, it no longer costs any spellpoints. socket/item.c: Fix bug where it was using 'item' protocol command instead of 'item1' End of MSW 2001/02/22 checkin. ------------------------------------------------------------------------------ From michael.toennies at nord-com.net Tue Mar 20 11:49:07 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] bugs Message-ID: Hi i create this ring for testing. arch ring_nodrain name ring of Minor Immunity x 22 y 22 immune 8191 see_invisible 1 end Examine will bring the correct name/resistance (xx+100) but if you try to apply this ring, server crashes with SIGSEGV. There is no other msg in the log. Invisible (was broken, has it fixed) Is Invisible back in game? Works the difference between invisible and impr. invisible? Give the ring of ruling invisibility like it should do? Btw, if the ring of ruling gives invisibility, should player not invisible to others? curse Invoke curse curses only the caster, not others. Oratory Using or Oratory on the 2 elves in scorn tavern will work 100% if you have exp. 0 . So, make a paladin, go to the 2 elves in tavern and oratory them - will work 100%. But if you make some level in personalty then, it will not work very well when you are level 5 or 6 for example. From hsteoh at quickfur.yi.org Tue Mar 20 13:57:13 2001 From: hsteoh at quickfur.yi.org (H. S. Teoh) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] Spellpoints recharge rate oddity Message-ID: <20010320145713.A10796@crystal> Hello everyone, I'm back :-) Apparently I missed it when we switched mailing lists; I'm still on the old one and aside from the occasional spam, I was wondering why it was so silent. Anyway, here I am again... I've been playing on the metalforge server recently, and I noticed that the sp regen rate is behaving rather strangely. I'm playing a wizard/priest character (started as sorcerer but switched to devotee after the server keep putting me back into the selection room -- but I'll save that for another mail) -- and I have equipment that give me a total of +8 sp regen. Now, the strange part is this: sometimes, the sp regen is VERY slow (given the magic+8 bonus I have), so slow that it takes about 3-5 seconds to go up by 1. But other times, it goes into a frenzy, and increments like several times a second (and sometimes even several sp at a time, several times a second). When it's on a rush like this, I can deal out a level 28 firebolt every 2-3 seconds... and when it's on a slow, I have to wait half a minute or more just to regain enough sp for another firebolt. Is this a server bug, or am I missing something? So far, I've not been able to consistently reproduce this effect -- I've no idea what causes the regen rate to change -- but it switches from fast to slow quite frequently. Although the changes seems to occur when switching equipment, or even just casting spells, I've never been able to ascertain just what causes the change. Note that I'm not referring to eq changes that change my +magic bonuses; unrelated changes sometimes affect it (AFAICT), and when it's on a rush, taking off +magic eq only slows it down very slightly; whereas when it's on a slow, putting on eq with +magic bonuses does not make it significantly faster. Anybody else have this problem?? T -- Debian GNU/Linux: Cray on your desktop. From peterm at alfven.EECS.Berkeley.EDU Tue Mar 20 14:31:21 2001 From: peterm at alfven.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] Spellpoints recharge rate oddity In-Reply-To: Your message of "Tue, 20 Mar 2001 14:57:13 EST." <20010320145713.A10796@crystal> Message-ID: <200103202031.f2KKVMw23480@alfven.EECS.Berkeley.EDU> I've noticed the same thing at Metalforge with my devotee named Torquemada. Sometimes the spellpoint regen runs fast, sometimes slow, and there's no apparent difference in my player. I do NOT know if the latest CVS is doing this. PeterM > Is this a server bug, or am I missing something? So far, I've not been > able to consistently reproduce this effect -- I've no idea what causes the Neither have I been able to reproduce it. Nor have I any clue as to trigger. > > Anybody else have this problem?? Yup. It's not just you. PeterM From mwedel at scruz.net Wed Mar 21 00:14:33 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] bugs References: Message-ID: <3AB846C9.E3FA9900@scruz.net> Michael Toennies wrote: > Examine will bring the correct name/resistance (xx+100) but if you try to > apply > this ring, server crashes with SIGSEGV. There is no other msg in the log. Fixed in CVS. > > Invisible (was broken, has it fixed) > Is Invisible back in game? Works the difference between invisible and impr. > invisible? > Give the ring of ruling invisibility like it should do? > Btw, if the ring of ruling gives invisibility, should player not invisible > to others? Not sure how broken it is/was. I have fixed it so that other players will not see invisible players. However, the logic monsters use to see players is completely different (they don't use the visible map that the player sees, but rather the program checks the actual objects), so I'm not sure if that was ever broken or not. The problem I fixed was that the visible map would always include players, regardless of their invisibility status. > > curse > Invoke curse curses only the caster, not others. Now fixed in CVS. > > Oratory > Using or Oratory on the 2 elves in scorn tavern will work 100% if you have > exp. 0 . > So, make a paladin, go to the 2 elves in tavern and oratory them - will work > 100%. > But if you make some level in personalty then, it will not work very well > when you are > level 5 or 6 for example. Also fixed in CVS. From crow at bear.cs.dartmouth.edu Wed Mar 21 13:04:02 2001 From: crow at bear.cs.dartmouth.edu (Preston Crow) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] client issues Message-ID: <200103211904.f2LJ42h04280@bear.cs.dartmouth.edu> I've noticed several client issues: There's a problem with squares with many items. It's not as bad as it used to be (the corrupted item list is a thing of the past), but there is still a problem. If you have a very large pile of items, it will cause the client to disconnect. Since it saves you on the same square, you can't play that character again until the map resets. I'm not sure what the threshold is. I also found that I was able to move to a square with a bunch of unidentified items, and it didn't start disconnecting me until I hit my macro key for all my identification skills (it disconnected when it got to smithery, and most of the items were weapons). If you are carrying two identical items, but only one is identified, and you then identify the other item (using a skill, and possibly using a spell--I haven't tested that), then the items merge. This is to be expected. Unfortunately, the client leaves one of the old items in the inventory. There is no way to get rid of this phantom item, other than to reset via a bed to reality. The 'apply' command has options to specify unapplying or applying, which is useful for keyboard macros. For example, I've found that in order to use a rod or horn, I have to: apply -u [item];apply -a [item];fire;fire_stop It would be nice if there were a command that would use a rod once without altering your range skill. Something like "fire horn of plenty" might do the trick--the idea is the equivalent of 'invoke' for things other than spells. There seems to be no way to control the behaviour of 'apply' on a container. It seems to ignore the flags. Also, there are times when it uses the wrong item. For example "apply key ring" will ignore the ring and try to apply a key if you have one. I was trying to write a macro to open my key ring, pull out a few keys, and then close it; if you can get that to work, let me know. There seems to be no way with the GTK client to close a container other than to click on the close button. It would be nice if there were a keyboard-based method. There are several client commands that aren't documented. Technically this is a server issue. Someone should take a few minutes and compare with output of 'help commands' with the list of commands in the source. Then help text should be added for any command that doesn't have it. This is boring, but really necessary for the 1.0 release. --PC From crow at bear.cs.dartmouth.edu Wed Mar 21 13:48:18 2001 From: crow at bear.cs.dartmouth.edu (Preston Crow) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] more client issues Message-ID: <200103211948.f2LJmIL04371@bear.cs.dartmouth.edu> These are issues I have noticed with the GTK client. They may also apply to other clients; I haven't checked. Inventory Jumping: When you have more items than fit on the screen at a time (i.e., the scroll bar is there), sometimes using an item will cause the inventory to jump to a different place on the scroll bar. I see this a lot with locking and unlocking containers (especially if I have several identical sacks of holding, for example). Pickup Problems: Sometimes when there are several items on the ground and I right click on one, I don't pick it up. Often I have to double-right click to get it to pick up. Size Problems: Sometimes the client gets confused and sets the scroll bar to let you scroll past the end of the inventory. The last item may leave a few random lines of pixels as it scrolls up past the bottom. I've also seen it not put a scroll bar even when not all items are displayed. I'm not sure how to recreate this. Width Annoyance: I find it annoying that when I resize the inventory window to make it wider, it is the weight field that gets wider. The weight field should stay a fixed size (like the icond field), so that the name field gets wider. In a perfect world, when resizing the entire window, the dialog window and the inventory window would each get half of the width adjustment; I'm not clear on how difficult that is to implement in GTK. --PC From leaf at real-time.com Wed Mar 21 18:27:46 2001 From: leaf at real-time.com (Rick Tanner) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] Spellpoints recharge rate oddity In-Reply-To: <200103202031.f2KKVMw23480@alfven.EECS.Berkeley.EDU> Message-ID: In case this helps, the config.h of the metalforge server is at: http://crossfire.real-time.com/config.txt Upgrading to v0.97.0 is tentatively planned for Thursday night. - Rick Tanner leaf@real-time.com On Tue, 20 Mar 2001, Peter Mardahl wrote: > I've noticed the same thing at Metalforge with my devotee named > Torquemada. Sometimes the spellpoint regen runs fast, sometimes > slow, and there's no apparent difference in my player. > > I do NOT know if the latest CVS is doing this. > From dnh at hawthorn.csse.monash.edu.au Thu Mar 22 00:47:20 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] client issues In-Reply-To: <200103211904.f2LJ42h04280@bear.cs.dartmouth.edu> Message-ID: I agree with all these points. Although I haven't actually got it to crash lately, long ago I did manage to crash it with a large pile, but I thought it was fixed. Preston, what version were you using? I can't believe I forget to tell Mark about the phatom item problem, it is defn there. I also turns up alot when you use the drop all command. I too would like a 'fire command, I have a golden unicorn horn but to actually use it requires way to much work, its far better just to invoke the prayer. containers really need to be fixed in the linux client. Mark has already done some work in regards to when items move over the top and make the list disappear, but I think a bindable container opener would be cool. Don't quite follow your last point sorry. dnh From dnh at hawthorn.csse.monash.edu.au Thu Mar 22 00:51:47 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] more client issues In-Reply-To: <200103211948.f2LJmIL04371@bear.cs.dartmouth.edu> Message-ID: Once again good points. I have the pickup problem occur quite often, usually on big stacks. Don't think I have met the Size problems bug you describe. Thew width problem is more than likely the window manager, although I get the same problem in Window Maker. It would be nice for it to sensibly resize so that it attempts to fit as much in as possible before resizing the message box. dnh ps Preston if you can pop into crossfire on openprojects.net that would be nice, mearly to clarify some of your points. From mwedel at scruz.net Thu Mar 22 00:53:37 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] client issues References: <200103211904.f2LJ42h04280@bear.cs.dartmouth.edu> Message-ID: <3AB9A171.C4BD0740@scruz.net> I'm sorry if I'm sounding like a broken record, but always always always include the relevant versions of the client and server. Preston Crow wrote: > > I've noticed several client issues: > > There's a problem with squares with many items. It's not as bad as it used > to be (the corrupted item list is a thing of the past), but there is still > a problem. If you have a very large pile of items, it will cause the > client to disconnect. Since it saves you on the same square, you can't > play that character again until the map resets. I'm not sure what the > threshold is. I also found that I was able to move to a square with a > bunch of unidentified items, and it didn't start disconnecting me until I > hit my macro key for all my identification skills (it disconnected when it > got to smithery, and most of the items were weapons). It would help to get a rough idea. Are talking 100 items? 50 items? IS the disconnect because the server crashed, or is it purely a client issue? If you have access to the server, that also then means you have access to the map causing troubles, which would be very valuable in debugging this. > > If you are carrying two identical items, but only one is identified, and > you then identify the other item (using a skill, and possibly using a > spell--I haven't tested that), then the items merge. This is to be > expected. Unfortunately, the client leaves one of the old items in the > inventory. There is no way to get rid of this phantom item, other than to > reset via a bed to reality. The items don't merge on identification - I just tried this. Now they may merge in some scenarios, but I need more information on what you are doing to do this. IF you drop the newly identified item, and pick it up, they merge them but that all seems to work properly. > There seems to be no way to control the behaviour of 'apply' on a > container. It seems to ignore the flags. Also, there are times when it > uses the wrong item. For example "apply key ring" will ignore the ring and > try to apply a key if you have one. I was trying to write a macro to open > my key ring, pull out a few keys, and then close it; if you can get that to > work, let me know. Containers are a little odd in that they have 3 states (active, open, closed). I suppose apply -a could always move it to the open stage, and apply -u always make it closed. As for the key ring - fixed in CVS: server/c_object.c: Update the return value for some matches - they function was returning immediately when it got a match, but did not give them a high match value, so searching for 'key ring' used to return a match value of 6 or so on the key ring, but a 14 on a key. > > There seems to be no way with the GTK client to close a container other > than to click on the close button. It would be nice if there were a > keyboard-based method. I would think it shoudl work the same as the X11 client, which may not work very well at all. I would also think that the apply command should work just as well. There is the problem with matching of names - ie, you can have several "The Luggage", and there is no way to specify via apply that you want the second luggage. Some of this is because the ordering of the client and server are not the same. What will likely get done for 2.0 is the ability for players to re-name the objects - this is a somewhat requested feature, and should not be too hard to do. > > There are several client commands that aren't documented. Technically this > is a server issue. Someone should take a few minutes and compare with > output of 'help commands' with the list of commands in the source. Then > help text should be added for any command that doesn't have it. This is > boring, but really necessary for the 1.0 release. Note that there are lots of commands listed which are really no worthy of documentation or should not be shown to the player. For example, there is no reason most people should care about the archs, logs, malloc, sstable, strings, and time. There are many others which are pretty self documenting (direction commands, or ones that are already bound to keys and people pretty clearly know what they mean.) The biggest issue might be that the 'help commands' shows all these other commands, many of which are really debugging commands, but not really harmful for other people to run. From mwedel at scruz.net Thu Mar 22 01:18:29 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:18 2005 Subject: [CF-Devel] more client issues References: <200103211948.f2LJmIL04371@bear.cs.dartmouth.edu> Message-ID: <3AB9A745.D57B5B96@scruz.net> Just as a note, I don't think anyone is really actively maintaining the gtk client. I personally don't use the gtk client, but will put in a few notes: Preston Crow wrote: > Inventory Jumping: > > When you have more items than fit on the screen at a time (i.e., the scroll > bar is there), sometimes using an item will cause the inventory to jump to > a different place on the scroll bar. I see this a lot with locking and > unlocking containers (especially if I have several identical sacks of > holding, for example). I notice this more if you have a filter on the inventory (like locked items) and then change the status. There is (was) a problem that whenever and item changed , the server would tell the client of the changes, and the client would re-sort the inventory, even if the item name did not change. This is typically not a problem if all item names are unique, but does get strange behaviour for The Luggage or sacks, where they have the same name. I noticed for example that with 3 luggages, the last one I locked would move to the top. I have put a change in the client to make it so that it doesn't re-sort if the name hasn't changed, but I want to test it a little more before I check it in. This may fix this problem. > Width Annoyance: > > I find it annoying that when I resize the inventory window to make it > wider, it is the weight field that gets wider. The weight field should > stay a fixed size (like the icond field), so that the name field gets > wider. In a perfect world, when resizing the entire window, the dialog > window and the inventory window would each get half of the width > adjustment; I'm not clear on how difficult that is to implement in GTK. You can re-size the width manually (just click on that little separator bar in the inventory header and drag it). However, one annoyance is that the setting is unique for each filter - ie, you set it to the right width for all inventory, it is still off for unpaid, cursed, magic, locked, .. filters, which is pretty stupid. And realistically, you are correct - the gtk client doesn't do very good with resizing the window and keeping the sub windows in proper proportion. This is probably one thing that X11 client has on the gtk client. From mwedel at scruz.net Thu Mar 22 01:34:28 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:19 2005 Subject: [CF-Devel] client issues References: Message-ID: <3AB9AB04.A6381C67@scruz.net> dnh wrote: > > I agree with all these points. > > Although I haven't actually got it to crash lately, long ago I did manage > to crash it with a large pile, but I thought it was fixed. Preston, what > version were you using? There is a general issue that the server will only let the outgoing data buffer get so large before the server gives up on the client and closes the connection. This limit is 128K plus whatever buffering the OS does. So if you have a very large stack, and do something (like identification) that causes lots of data to be sent, I guess the connection could be closed for that reason. If thats the case, there isn't a lot to do but increase the size of the output buffer. But what I'm more interested in is whether the problem is a protocol violation error, or some problem with the client (like some hard coded idea of how much data it might get or the like) > > I can't believe I forget to tell Mark about the phatom item problem, it is > defn there. I also turns up alot when you use the drop all command. I have a feeling dropall makes it apparant (that you have a phantom object), but that is different than the cause. Basically, this phantom object problem can happen anytime the server removes an object from the players inventory but does not tell the client it has done this. So the problem/fix is not being able to do something that makes these phantom objects easily noticable, but instead the actual cause of the phantom object in the first place (for example, one a while back was the demon icor - it slowly decomposes and disappears, but the function that removed it did not tell the client) It would not be hard to add a 'resend inventory' command to the client/protocol, where the server basically tells the client to clear the inventory and re-send it all. > > I too would like a 'fire command, I have a golden unicorn horn but to > actually use it requires way to much work, its far better just to invoke > the prayer. It could certainly be argued that the range types should purely be a client convenience issue, and that all actions are done through a 'fire direction ' protocol style command. And the range is handled by the client more as a memory feature. From pjka at cc.jyu.fi Thu Mar 22 08:15:28 2001 From: pjka at cc.jyu.fi (Pertti Karppinen (OH6KTR)) Date: Thu Jan 13 18:00:19 2005 Subject: [CF-Devel] client issues In-Reply-To: <3AB9A171.C4BD0740@scruz.net>; from mwedel@scruz.net on Wed, Mar 21, 2001 at 10:53:37PM -0800 References: <200103211904.f2LJ42h04280@bear.cs.dartmouth.edu> <3AB9A171.C4BD0740@scruz.net> Message-ID: <20010322161528.A1182@tukki.jyu.fi> On Wed, Mar 21, 2001 at 10:53:37PM -0800, Mark Wedel wrote: > > > > If you are carrying two identical items, but only one is identified, and > > you then identify the other item (using a skill, and possibly using a > > spell--I haven't tested that), then the items merge. This is to be > > expected. Unfortunately, the client leaves one of the old items in the > > inventory. There is no way to get rid of this phantom item, other than to > > reset via a bed to reality. > > The items don't merge on identification - I just tried this. Now they may > merge in some scenarios, but I need more information on what you are doing to do > this. I think otherwise. When identifying items, they merge, if they are not on the visible inventory, atleast with cfclient. I was unable to verify this, because I didn't find required items. -- BSc. Pertti Karppinen |'Bridge Players | Systems Designer, University of Jyvaskyla, Finland | Do | http://www.iki.fi/~pjka/ | Office : +358 14 260 2088 | It | HAM: OH6KTR QTH: KP22UF | Cellular: +358 40 564 0786 | on the Table' | From crow at bear.cs.dartmouth.edu Thu Mar 22 09:43:11 2001 From: crow at bear.cs.dartmouth.edu (Preston Crow) Date: Thu Jan 13 18:00:19 2005 Subject: [CF-Devel] client issues Message-ID: <200103221543.f2MFhBR05880@bear.cs.dartmouth.edu> > I'm sorry if I'm sounding like a broken record, but always always always >include the relevant versions of the client and server. Sorry. I'm running from CVS. I just updated yesterday, but I didn't retest everything, so the code I was running was a week or two old. >> There's a problem with squares with many items. It's not as bad as it used >> to be (the corrupted item list is a thing of the past), but there is still >> a problem. If you have a very large pile of items, it will cause the >> client to disconnect. Since it saves you on the same square, you can't >> play that character again until the map resets. I'm not sure what the >> threshold is. I also found that I was able to move to a square with a >> bunch of unidentified items, and it didn't start disconnecting me until I >> hit my macro key for all my identification skills (it disconnected when it >> got to smithery, and most of the items were weapons). >It would help to get a rough idea. Are talking 100 items? 50 items? We're talking hundreds of items. Imagine sitting braced killing skeletons for an hour, then stepping on the pile of objects. >IS the disconnect because the server crashed, or is it purely a client issue? The server did not crash. I could, as another character, go to the same map, select pickup mode 4 (pickup all), and run over the pile. The client would disconnect, but if I was lucky, I could reconnect, and find that I had picked up all I could carry, and I had moved on past the pile. >If you have access to the server, that also then means you have access to the >map causing troubles, which would be very valuable in debugging this. Yes, I can save a copy of a temporary map that demonstrates this error. Let me know where to send it, and I'll generate one and get it to you. --PC From crow at bear.cs.dartmouth.edu Thu Mar 22 09:57:37 2001 From: crow at bear.cs.dartmouth.edu (Preston Crow) Date: Thu Jan 13 18:00:19 2005 Subject: [CF-Devel] client issues Message-ID: <200103221557.f2MFvbF05892@bear.cs.dartmouth.edu> >> If you are carrying two identical items, but only one is identified, and >> you then identify the other item (using a skill, and possibly using a >> spell--I haven't tested that), then the items merge. This is to be >> expected. Unfortunately, the client leaves one of the old items in the >> inventory. There is no way to get rid of this phantom item, other than to >> reset via a bed to reality. > > The items don't merge on identification - I just tried this. Now they may >merge in some scenarios, but I need more information on what you are doing to do >this. > > IF you drop the newly identified item, and pick it up, they merge them but that >all seems to work properly. Items do merge on identification, but the client isn't notified. Try this: Pick up a bunch of unidentified arrows. Get rid of all but one stack, so you know they're all the same. Drop one arrow. Move to another square. Apply the bowyer skill to identify the one in your inventory. Move over and pick up the other arrow. Identify it with your bowyer skill. You'll see no change in your inventory, but if you do a dropall, you'll see that they did merge, as one is left in your inventory. I guess that makes it a server issue. --PC From crow at bear.cs.dartmouth.edu Thu Mar 22 10:11:00 2001 From: crow at bear.cs.dartmouth.edu (Preston Crow) Date: Thu Jan 13 18:00:19 2005 Subject: [CF-Devel] client issues Message-ID: <200103221611.f2MGB0M05940@bear.cs.dartmouth.edu> >> There are several client commands that aren't documented. Technically this >> is a server issue. Someone should take a few minutes and compare with >> output of 'help commands' with the list of commands in the source. Then >> help text should be added for any command that doesn't have it. This is >> boring, but really necessary for the 1.0 release. > > Note that there are lots of commands listed which are really no worthy of >documentation or should not be shown to the player. > > For example, there is no reason most people should care about the archs, logs, >malloc, sstable, strings, and time. > > There are many others which are pretty self documenting (direction commands, or >ones that are already bound to keys and people pretty clearly know what they >mean.) > > The biggest issue might be that the 'help commands' shows all these other >commands, many of which are really debugging commands, but not really harmful >for other people to run. So what we should have: 'help commands: Commands: apply brace cast disarm dm drop dropall east examine fire fire_stop fix_me get gsay help hiscore inventory invoke listen mapinfo maps mark motd north northeast northwest output-count output-sync party peaceful pickup players prepare quit ready_skill resistances rotateshoottype rotatespells run run_stop save say search search-items shout shutdown skills sound south southeast southwest statistics stay take tell throw title use_skill usekeys version west who wimpy Debugging commands: archs logs malloc sstable strings time verify If this is dynamically generated from Commands[] in commands.c, then it's leaving out NewServerCommands[]. Also: No help availble on 'brace' No help availble on 'disarm' No help availble on 'dm' No help availble on 'drop' No help availble on 'dropall' ... It should be easy enough to add a brief message for each command. --PC From michael.toennies at nord-com.net Thu Mar 22 10:17:27 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:19 2005 Subject: [CF-Devel] server socket bug Message-ID: If you stand with a character near >6 green dragons, you start lagging after short time and you connect get broken. Server generate this: notice, that the character simply log in to wiz tower map with green dragon and do nothing. (he is immun to cold and physical) LOGIN: Player named Darkmoon from ip 213.168.193.95 get_nearest_player: Found free/non friendly object on friendly list Socket on fd 6 has overrun internal buffer - marking as dead make_path_tofile /home/unitel/cf/crossfire/var/crossfire/players/Darkmoon/Darkmoon.pl... LOGOUT: Player named Darkmoon from ip 213.168.193.95 Waiting for connections... From mwedel at scruz.net Thu Mar 22 21:45:51 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:19 2005 Subject: [CF-Devel] client issues References: <200103221557.f2MFvbF05892@bear.cs.dartmouth.edu> Message-ID: <3ABAC6EF.69B53A86@scruz.net> Preston Crow wrote: > Pick up a bunch of unidentified arrows. Get rid of all but one stack, so > you know they're all the same. Drop one arrow. Move to another square. > Apply the bowyer skill to identify the one in your inventory. Move over > and pick up the other arrow. Identify it with your bowyer skill. You'll > see no change in your inventory, but if you do a dropall, you'll see that > they did merge, as one is left in your inventory. > > I guess that makes it a server issue. Thanks for the detailed way to reproduce this. I will look at this further, and no doubt there is an error in the drop code someplace. As a note, I looked at the identification code, and that code there will not merge items. So if for example you have 5 identified arrows and 5 arrows of the same type in your inventory that are not identified and you identify those, you will now have 2 stacks of 5 arrows each. But when you drop them, they will merge at that point. The way the identification code is currently written, this is actually a good thing, as it does not otherwise preserve the next object buffers, and if objects got merged, it would likely create various bugs/crashes. From mwedel at scruz.net Fri Mar 23 01:43:45 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:19 2005 Subject: [CF-Devel] client issues References: <200103221557.f2MFvbF05892@bear.cs.dartmouth.edu> Message-ID: <3ABAFEB1.62D615BF@scruz.net> Preston Crow wrote: > Pick up a bunch of unidentified arrows. Get rid of all but one stack, so > you know they're all the same. Drop one arrow. Move to another square. > Apply the bowyer skill to identify the one in your inventory. Move over > and pick up the other arrow. Identify it with your bowyer skill. You'll > see no change in your inventory, but if you do a dropall, you'll see that > they did merge, as one is left in your inventory. Ok. I've fixed this in CVS. From mwedel at scruz.net Fri Mar 23 02:04:09 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:19 2005 Subject: [CF-Devel] client issues References: <200103221611.f2MGB0M05940@bear.cs.dartmouth.edu> Message-ID: <3ABB0379.90B83141@scruz.net> Preston Crow wrote: > > If this is dynamically generated from Commands[] in commands.c, then it's > leaving out NewServerCommands[]. the help command list is dynamically genereted from the Commands[] listing. Which is why it includes the debug/animstration commands - there is no way to exclude those commands. As for the newserver commands - while the player can execute those commands, they are really used for communication set by the client. The run and fire commands here use the numeric directions (1->8), and not the english names. Also, it will repeat this command until the appropriate _stop command is issued. > > Also: > No help availble on 'brace' Player will stop moving and remain in the same spot. From dnh at hawthorn.csse.monash.edu.au Fri Mar 23 07:55:41 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:19 2005 Subject: [CF-Devel] Sound Message-ID: I am running debian and I recently got my whole cvs thing figured out. Now when the client starts this operation 'cfsndserv' it blocks out all other sound requests. The only way I can get sound to work again is to kill that process. I am not sure if this is only a problem I am getting, but it means I can't use sound... annoying.. maybe ;). Any ideas why this is happening? dnh From crow at bear.cs.dartmouth.edu Fri Mar 23 16:27:09 2001 From: crow at bear.cs.dartmouth.edu (Preston Crow) Date: Thu Jan 13 18:00:19 2005 Subject: [CF-Devel] spell book names Message-ID: <200103232227.f2NMR9u10260@bear.cs.dartmouth.edu> I'm probably the only one, but I never liked that spellbooks can have four different names for a given spell. While I appreciate having different types of spell books for flavor, I thought it would make more sense to have the name be based on the level of the spell. I figured it couldn't be too hard to implement, so I did it--see the patch below. So, is this a good thing? --PC --- readable.c.orig Fri Mar 23 17:21:02 2001 +++ readable.c Fri Mar 23 17:14:46 2001 @@ -425,22 +425,20 @@ static char *mage_book_name[] = { - "grimoire", - "grimoire", - "grimoire", - "manual", - "tome", - "treatise" + "grimoire", /* Level 1 */ + "grimoire", /* Level 2-3 */ + "manual", /* Level 4-5 */ + "tome", /* Level 6-7 */ + "treatise" /* Level 8+ */ }; static char *priest_book_name[] = { - "hymnal", - "prayerbook", - "prayerbook", - "prayerbook", - "sacred text", - "testiment" + "hymnal", /* Level 1 */ + "prayerbook", /* Level 2-3 */ + "prayerbook", /* Level 4-5 */ + "sacred text", /* Level 6-7 */ + "testiment" /* Level 8+ */ }; static int max_titles[6] = @@ -1131,13 +1129,20 @@ case SPELLBOOK: /* depends on mage/clerical */ if (!strcmp (book->arch->name, "cleric_book")) { + int level; + level=spells[book->stats.sp].level; nbr = sizeof (priest_book_name) / sizeof (char *); - strcpy (name, priest_book_name[RANDOM () % nbr]); + if (level>nbr*2-1) level=nbr*2-1; + strcpy (name, priest_book_name[level/2]); } else { + int level; + + level=spells[book->stats.sp].level; nbr = sizeof (mage_book_name) / sizeof (char *); - strcpy (name, mage_book_name[RANDOM () % nbr]); + if (level>nbr*2-1) level=nbr*2-1; + strcpy (name, mage_book_name[level/2]); } if (book->name) free_string (book->name); From dnh at hawthorn.csse.monash.edu.au Sat Mar 24 18:44:03 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:19 2005 Subject: [CF-Devel] spell book names In-Reply-To: <200103232227.f2NMR9u10260@bear.cs.dartmouth.edu> Message-ID: Yeah I think this is a good idea. Could you implement it for prayers too? dnh On Fri, 23 Mar 2001, Preston Crow wrote: > I'm probably the only one, but I never liked that spellbooks can have four > different names for a given spell. While I appreciate having different > types of spell books for flavor, I thought it would make more sense to have > the name be based on the level of the spell. > > I figured it couldn't be too hard to implement, so I did it--see the patch > below. > > So, is this a good thing? > > --PC > > --- readable.c.orig Fri Mar 23 17:21:02 2001 > +++ readable.c Fri Mar 23 17:14:46 2001 > @@ -425,22 +425,20 @@ > > static char *mage_book_name[] = > { > - "grimoire", > - "grimoire", > - "grimoire", > - "manual", > - "tome", > - "treatise" > + "grimoire", /* Level 1 */ > + "grimoire", /* Level 2-3 */ > + "manual", /* Level 4-5 */ > + "tome", /* Level 6-7 */ > + "treatise" /* Level 8+ */ > }; > > static char *priest_book_name[] = > { > - "hymnal", > - "prayerbook", > - "prayerbook", > - "prayerbook", > - "sacred text", > - "testiment" > + "hymnal", /* Level 1 */ > + "prayerbook", /* Level 2-3 */ > + "prayerbook", /* Level 4-5 */ > + "sacred text", /* Level 6-7 */ > + "testiment" /* Level 8+ */ > }; > > static int max_titles[6] = > @@ -1131,13 +1129,20 @@ > case SPELLBOOK: /* depends on mage/clerical */ > if (!strcmp (book->arch->name, "cleric_book")) > { > + int level; > + level=spells[book->stats.sp].level; > nbr = sizeof (priest_book_name) / sizeof (char *); > - strcpy (name, priest_book_name[RANDOM () % nbr]); > + if (level>nbr*2-1) level=nbr*2-1; > + strcpy (name, priest_book_name[level/2]); > } > else > { > + int level; > + > + level=spells[book->stats.sp].level; > nbr = sizeof (mage_book_name) / sizeof (char *); > - strcpy (name, mage_book_name[RANDOM () % nbr]); > + if (level>nbr*2-1) level=nbr*2-1; > + strcpy (name, mage_book_name[level/2]); > } > if (book->name) > free_string (book->name); > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > From philc at h14me.yi.org Sat Mar 24 18:41:39 2001 From: philc at h14me.yi.org (Philipp Currlin) Date: Thu Jan 13 18:00:19 2005 Subject: [CF-Devel] map-making mailing list Message-ID: Hi What would you think of a new mailing list for map-makers? Phil philc@theunixplace.com http://theunixplace.com/~philc From joel at prninfo.com Sun Mar 25 10:16:57 2001 From: joel at prninfo.com (Joel South) Date: Thu Jan 13 18:00:19 2005 Subject: [CF-Devel] map-making mailing list In-Reply-To: from "Philipp Currlin" at Mar 24, 2001 07:41:39 PM Message-ID: <200103251616.LAA07913@mamia.prninfo.com> > > Hi > > What would you think of a new mailing list for map-makers? > > > Phil > > > philc@theunixplace.com > http://theunixplace.com/~philc > I think that might be a fairly good idea if there are enough mapmakers. It would be useful,such as if the map-maker wants to put an artifact as a reward for his quest. He will need to know what would fit in and not upset the balance. Also a mapmaker might have some questions about certain mechanisms or how to use the editor,although the new tutorial by AV kind of takes care of how to use the editor. With a mailing list for map makers,map-makers will more easily know what is needed and what will fit in with the crossfire world. From hsteoh at quickfur.yi.org Sun Mar 25 18:05:14 2001 From: hsteoh at quickfur.yi.org (H. S. Teoh) Date: Thu Jan 13 18:00:19 2005 Subject: [CF-Devel] map-making mailing list In-Reply-To: <200103251616.LAA07913@mamia.prninfo.com>; from joel@prninfo.com on Sun, Mar 25, 2001 at 11:16:57AM -0500 References: <200103251616.LAA07913@mamia.prninfo.com> Message-ID: <20010325190514.A5409@crystal> On Sun, Mar 25, 2001 at 11:16:57AM -0500, Joel South wrote: > > > > Hi > > > > What would you think of a new mailing list for map-makers? I like that idea. [snip] > With a mailing list for map makers,map-makers will more easily know what > is needed and what will fit in with the crossfire world. I'm also thinking of using that list for fixing up existing maps? I know some (one?) people are working on fixing up existing maps. Actually I'm interested in helping that effort as well, perhaps using that list could get more people involved and more maps done? T -- 2+2=4. 2*2=4. 2^2=4. Therefore, +, *, and ^ are the same operation. From peterm at alfven.EECS.Berkeley.EDU Sun Mar 25 19:28:21 2001 From: peterm at alfven.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:19 2005 Subject: [CF-Devel] spell book names In-Reply-To: Your message of "Fri, 23 Mar 2001 17:27:09 EST." <200103232227.f2NMR9u10260@bear.cs.dartmouth.edu> Message-ID: <200103260128.f2Q1SLg05470@alfven.EECS.Berkeley.EDU> > I'm probably the only one, but I never liked that spellbooks can have four > different names for a given spell. While I appreciate having different > types of spell books for flavor, I thought it would make more sense to have > the name be based on the level of the spell. > > I figured it couldn't be too hard to implement, so I did it--see the patch > below. > > So, is this a good thing? I REALLY REALLY like this idea. That would make spellbooks stack ever so more nicely. PeterM > --PC > > --- readable.c.orig Fri Mar 23 17:21:02 2001 > +++ readable.c Fri Mar 23 17:14:46 2001 > @@ -425,22 +425,20 @@ > > static char *mage_book_name[] = > { > - "grimoire", > - "grimoire", > - "grimoire", > - "manual", > - "tome", > - "treatise" > + "grimoire", /* Level 1 */ > + "grimoire", /* Level 2-3 */ > + "manual", /* Level 4-5 */ > + "tome", /* Level 6-7 */ > + "treatise" /* Level 8+ */ > }; > > static char *priest_book_name[] = > { > - "hymnal", > - "prayerbook", > - "prayerbook", > - "prayerbook", > - "sacred text", > - "testiment" > + "hymnal", /* Level 1 */ > + "prayerbook", /* Level 2-3 */ > + "prayerbook", /* Level 4-5 */ > + "sacred text", /* Level 6-7 */ > + "testiment" /* Level 8+ */ > }; > > static int max_titles[6] = > @@ -1131,13 +1129,20 @@ > case SPELLBOOK: /* depends on mage/clerical */ > if (!strcmp (book->arch->name, "cleric_book")) > { > + int level; > + level=spells[book->stats.sp].level; > nbr = sizeof (priest_book_name) / sizeof (char *); > - strcpy (name, priest_book_name[RANDOM () % nbr]); > + if (level>nbr*2-1) level=nbr*2-1; > + strcpy (name, priest_book_name[level/2]); > } > else > { > + int level; > + > + level=spells[book->stats.sp].level; > nbr = sizeof (mage_book_name) / sizeof (char *); > - strcpy (name, mage_book_name[RANDOM () % nbr]); > + if (level>nbr*2-1) level=nbr*2-1; > + strcpy (name, mage_book_name[level/2]); > } > if (book->name) > free_string (book->name); > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crow at bear.cs.dartmouth.edu Mon Mar 26 15:12:22 2001 From: crow at bear.cs.dartmouth.edu (Preston Crow) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] object movers Message-ID: <200103262112.f2QLCMi22056@bear.cs.dartmouth.edu> I was looking at the player movers (which are famous for the dancing trees), and I had an idea that would use an object mover, but I didn't see them anywhere. What I would like is an object mover that can optionally specify a slaying field to specify what objects to move. For example, it could move rings only. (You would probably want to be able to specify if the match was exact, so you could control whether ring mail would get moved, as well as a ring.) This could be used in a variety of ways. I have one in mind, obviously, but I'm sure that there are other possibilities. (For example, the aqueduct in Nurnberg wouldn't have to flag the clock as alive to have it wash away.) Or perhaps the existing movers should be adjusted to be more generic (with an update to all the maps, easily done with awk): Level: 1 -- move monsters 2 -- move players 4 -- move non-living objects [As always, add them to combine effects.] Slaying: If set, only move objects/monsters that match the text string It would take one more parameter to determine if the slaying can be fuzzy or exact (i.e., strncmp vs. strcmp). It could be level 8 if nothing else is better. --PC From crow at bear.cs.dartmouth.edu Mon Mar 26 15:17:51 2001 From: crow at bear.cs.dartmouth.edu (Preston Crow) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] spell book names Message-ID: <200103262117.f2QLHp822065@bear.cs.dartmouth.edu> >I REALLY REALLY like this idea. > >That would make spellbooks stack ever so more nicely. > >PeterM Thanks! It would also make looking for a given spell in shop inventories a bit faster, as you know what type of book to look for. I don't have CVS write permissions, so it's up to someone else to check in my patch. --PC From crow at bear.cs.dartmouth.edu Mon Mar 26 15:37:58 2001 From: crow at bear.cs.dartmouth.edu (Preston Crow) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] drop object bug Message-ID: <200103262137.f2QLbww22079@bear.cs.dartmouth.edu> There seems to be a new bug in the CVS code as of a day or two ago. If you have a bunch of objects in your inventory and quickly drop them one at a time, you'll get a surprise. :) Try it--just right click as quickly as you can to drop a bunch of objects. You should only need about a dozen objects to see it happen the first time. It seems to be time-sensitive, so it might be harder to reproduce if your server is on a different system from the client; I'm not sure on that. If like surprises, stop reading now. Ok, here's what to expect when you drop those objects. You'll notice that as you drop them, occasionally the entire stack of objects will vanish. If you move to another square and come back, the objects are still missing. However, if you try to pick them up, you'll find that they are there (use pickup mode 4 to pick up all the objects). I'm guessing that this is a bug that was introduced with the fix for objects being left in your inventory when dropping them if they merged. --PC From andi.vogl at gmx.net Mon Mar 26 16:02:01 2001 From: andi.vogl at gmx.net (Andreas Vogl) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] map-making mailing list In-Reply-To: Message-ID: <000001c0b640$6656ca60$280a0a0a@kyle> > Hi > > What would you think of a new mailing list for map-makers? > > > Phil I also think this is a good idea. The list could focus on the technical details (editor/map mechanisms), the balancing issues (artifacts <-> monsters), CF world layout, CF legends (creation story etc.) and simply inspirations about map-making. I have no idea how much subscribers and traffic that list would get. But even if it turned out to be low, can't hurt to have it. Map-makers working together is undoubtedly beneficial. So... I suppose we open that list on sourceforge? If there are no objections, could one of the CF project admins there do it please? Andreas V. From dnh at hawthorn.csse.monash.edu.au Mon Mar 26 16:38:35 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] another Pickup bug Message-ID: Try picking stuff up really quickly out of a chest. Another surprise. I ended up with 60 stat potions in the chest, although I don't think they really existed its just the server and the client had different ideas about what was in there.. Mark? dnh From peterm at alfven.EECS.Berkeley.EDU Mon Mar 26 21:31:35 2001 From: peterm at alfven.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] object movers In-Reply-To: Your message of "Mon, 26 Mar 2001 16:12:22 EST." <200103262112.f2QLCMi22056@bear.cs.dartmouth.edu> Message-ID: <200103270331.f2R3VZG06751@alfven.EECS.Berkeley.EDU> I think your proposed generalization makes a great deal of sense. You need one more flag: 8 -- paralyze living objects so they MUST move as directed Are you going to code this? PeterM > I was looking at the player movers (which are famous for the dancing > trees), and I had an idea that would use an object mover, but I didn't see > them anywhere. What I would like is an object mover that can optionally > specify a slaying field to specify what objects to move. For example, it > could move rings only. (You would probably want to be able to specify if > the match was exact, so you could control whether ring mail would get > moved, as well as a ring.) > > This could be used in a variety of ways. I have one in mind, obviously, > but I'm sure that there are other possibilities. (For example, the > aqueduct in Nurnberg wouldn't have to flag the clock as alive to have it > wash away.) > > Or perhaps the existing movers should be adjusted to be more generic (with > an update to all the maps, easily done with awk): > > Level: 1 -- move monsters > 2 -- move players > 4 -- move non-living objects > [As always, add them to combine effects.] > > Slaying: If set, only move objects/monsters that match the text string > > It would take one more parameter to determine if the slaying can be fuzzy > or exact (i.e., strncmp vs. strcmp). It could be level 8 if nothing else > is better. > > --PC > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From peterm at alfven.EECS.Berkeley.EDU Mon Mar 26 23:30:56 2001 From: peterm at alfven.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:20 2005 Subject: crossfire-maps created: Re: [CF-Devel] map-making mailing list In-Reply-To: Your message of "Tue, 27 Mar 2001 00:02:01 +0200." <000001c0b640$6656ca60$280a0a0a@kyle> Message-ID: <200103270530.f2R5Uu307040@alfven.EECS.Berkeley.EDU> Hello, crossfire-maps@lists.sourceforge.net will be active in 1 day. Then anyone interested can subscribe. In general though, people have just mailed stuff to crossfire-devel. PeterM > > Hi > > > > What would you think of a new mailing list for map-makers? > > > > > > Phil > > I also think this is a good idea. > > The list could focus on the technical details (editor/map mechanisms), > the balancing issues (artifacts <-> monsters), CF world layout, > CF legends (creation story etc.) and simply inspirations about map-making. > > I have no idea how much subscribers and traffic that list would get. > But even if it turned out to be low, can't hurt to have it. > Map-makers working together is undoubtedly beneficial. > > So... I suppose we open that list on sourceforge? If there are > no objections, could one of the CF project admins there do it please? > > > Andreas V. > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From michael.toennies at nord-com.net Tue Mar 27 11:22:22 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] Bad server bug again Message-ID: Hi Here is what i find out of the server bug. First, marks change to the update/send part FORCES the bug - now you can kill the connect when you collect a pile of 40-50 items and stay up them. The server can't then update the pile all the time and overload the socket. This will force this on server side: LOGIN: Player named Darkmoon from ip 213.168.193.219 Socket on fd 6 has overrun internal buffer - marking as dead make_path_tofile /home/unitel/cf/crossfire/var/crossfire/players/Darkmoon/Darkmoon.pl... LOGOUT: Player named Darkmoon from ip 213.168.193.219 On client side, i do this: Login, stay on a pile of items and wait. I run in a old server version (xover.mud.at) through the magic shop in scorn and collect the items. The magic wands has a animation, so they force the server to update them. This happens on old servers if you collect half of the shop items and drop them on one pile: Animation of wands force a small map update and a update item command. Update item will holds the wand animation, there is nothing in the stack as 5-6 wands and all books and scrolls of the shop. 8522935 (index:2)::GetCommand:upditem -> len:9 8523251 (index:0)::GetCommand:map -> len:7 8523255 (index:0)::GetCommand:upditem -> len:9 8523257 (index:1)::GetCommand:upditem -> len:9 8523258 (index:2)::GetCommand:upditem -> len:9 8523259 (index:3)::GetCommand:stats -> len:3 8523260 (index:4)::GetCommand:map -> len:7 8523261 (index:5)::GetCommand:upditem -> len:9 8523539 (index:0)::GetCommand:map -> len:7 8523540 (index:1)::GetCommand:upditem -> len:9 8523541 (index:2)::GetCommand:upditem -> len:9 8523845 (index:0)::GetCommand:map -> len:7 8523847 (index:0)::GetCommand:upditem -> len:9 8523850 (index:1)::GetCommand:upditem -> len:9 8523851 (index:2)::GetCommand:upditem -> len:9 8523852 (index:3)::GetCommand:map -> len:7 8523855 (index:4)::GetCommand:upditem -> len:9 8523856 (index:5)::GetCommand:map -> len:11 8523857 (index:6)::GetCommand:upditem -> len:9 On the new one server code, look at this (same position, same kind of char, same items): 7659080 (index:22)::GetCommand:delinv -> len:1 7659553 (index:0)::GetCommand:item1 -> len:3893 7659626 (index:0)::GetCommand:delinv -> len:1 7660138 (index:0)::GetCommand:item1 -> len:3893 7660139 (index:1)::GetCommand:delinv -> len:1 7660622 (index:0)::GetCommand:item1 -> len:3893 7660694 (index:0)::GetCommand:stats -> len:3 7660695 (index:1)::GetCommand:map -> len:10 7660696 (index:2)::GetCommand:delinv -> len:1 7661206 (index:0)::GetCommand:item1 -> len:3893 7661207 (index:1)::GetCommand:delinv -> len:1 7661693 (index:0)::GetCommand:item1 -> len:3893 7661766 (index:0)::GetCommand:delinv -> len:1 7662278 (index:0)::GetCommand:item1 -> len:3893 7662279 (index:1)::GetCommand:delinv -> len:1 The server sends the whole pile over and over!!! Thats because the upitem is broken! This is of course a serious bug. But there is one good thing: it shows us what the real problem is: Well, as i test, killing a SINGLE DRAGON will let drop him only some items - But the data length of them in the item1 cmd is about 1.5k !! So, imagine a monster, casting slows and paralyze on the player! This will FORCE THE SERVER to update a pile under him again and again too! And we got again a socket load of >10k per second because also a small pile of around 10 to 15 items will have a size of 1.5 to 2.5k!! I think, there is one more performance problem on server side too, perhaps in control of sorting the items or so. But the send amount of server->client is enough to invoke the problems: For a single ISDN line a permanent download of >10k per second in a real time enviroment not a trivial thing! Even permanent >2k are bad.And even with faster connections, these 'blocks' has a bad effect on your smooth game play. We can't remove this problem by brute force like change update speed or so. What we need is some more intelligent update procedure -which means: - Sending a delinv and then a item1 command is senseless when the reason the send it is, that a new item1 command comes in! Lets use a itemup1 cmd. Calling this instead of item1 cmd, will let make the delinv command on client side automatically. You only need it, when you move or the pile get removed without new items come in or whatever. This will also remove flicker to client. - Below windows don't need animation update by server! Client can handle it, in fact they do it yet to normal inventory - so the changes should be done in a few minutes coding! - We don't need send the player 20 fire animation or any other mass spell effect more than one time in the below window!! THIS WILL ALSO FORCE EVERY UPDATE AROUND 1000 bytes of DATA CASTED FROM A 2-3 DRAGONS!! THIS IS NOT A THING WE CAN IGNORE! Mark the mass spell effects with a spell effect flag! Thats trivial, we have a small and known amount of spell effect arches like fire, ice and so on! Do a dirty flag list for every effect object. When send the arch, you OR the spell effect flag(s) of the object. When the flag is set before, skip the face sending. We don't need to merge them or something, simple don't send them! Serious: You got around 5-10 updates of the below window very second. You can't scroll through them in this speed, you can't even notice them if they are outside of the visible window part, you can't read them or calc how much you see - WHY IN HELL ARE THEY SEND TO PLAYER? - Don't send bottom layer objects! This is a little complexer change, but there is no need to send the player a grass tile! You can't apply it, you can see on map what and where it is - it makes no sense to send this to player, so why we do it? Only send them relevant or applyable item objects in below window! Mark them as "NOTSEND" in arches, and add a DOSEND cmd to arches. SO, they don't get send by default but you can change this when the map design need it! - And the last thing is the one is the serioused one: We need a working update below item stack. Means, its absolut idiotic to send the player the whole stack of the below window again and again when he drops a item or manipulete the stack. Even adding or removing a item from a chained list like what the below pile is, is a TRIVIAL thing. So, when we drop a item from our inventory adding it to below pile of 30 items, we should get a remitem cmd for our inventory and a additem cmd for our below windows. For changing stats of a item we had the updateitem cmd. Well, because we got this problems, let do this YET, before 1.0! We have no choice! All other tricks are only hacks. No one can test all the side effect of it. I thing time will be same, and so its more than intellingent to code the working changes instead of some hacks. If Mark, peter and i code together, we can handle this fast and has removed the bug and do some major improvement to CF in one action. Michael From hsteoh at quickfur.yi.org Tue Mar 27 16:33:03 2001 From: hsteoh at quickfur.yi.org (H. S. Teoh) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] Compile problems Message-ID: <20010327173303.A16108@crystal> I had problems compiling crossfire on my machine: the build breaks at server/c_misc.c with some syntax errors. It seems that it was missing an #include ? I'm running Debian GNU/Linux, latest glibc. I'm not sure if this is a problem with the CF source per se, or just due to the fact that struct tm is only defined in /usr/include/time.h on Linux (I seem to remember other systems having struct tm elsewhere as well). Or I might've misconfigured the ./configure step? Adding in an #include seems to fix it. Just thought I'd mention this in case it's a real bug. T -- This sentence is false. From mwedel at scruz.net Wed Mar 28 00:01:38 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] Compile problems References: <20010327173303.A16108@crystal> Message-ID: <3AC17E42.8BD2BA1A@scruz.net> The crossfire configure scripts looks for sys/time.h, and if it finds it, includes it (this is done in include/includes.h) This seems to work on most all systems. Now if gnu/linux only has a include/time.h and not a include/sys/time.h, that would be the cause of the problem. It is actually fairly easy to modify the configure and include/includes.h file to deal with this properly. I would just like for this to be confirmed and not just that configure for whatever reason did not properly detect the sys/time.h file. "H. S. Teoh" wrote: > > I had problems compiling crossfire on my machine: the build breaks at > server/c_misc.c with some syntax errors. It seems that it was missing an > #include ? > > I'm running Debian GNU/Linux, latest glibc. I'm not sure if this is a > problem with the CF source per se, or just due to the fact that struct tm > is only defined in /usr/include/time.h on Linux (I seem to remember other > systems having struct tm elsewhere as well). Or I might've misconfigured > the ./configure step? > > Adding in an #include seems to fix it. Just thought I'd mention > this in case it's a real bug. > > T > > -- > This sentence is false. > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From mwedel at scruz.net Wed Mar 28 02:08:54 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] Sound References: Message-ID: <3AC19C16.53926B4B@scruz.net> dnh wrote: > > I am running debian and I recently got my whole cvs thing figured out. Now > when the client starts this operation 'cfsndserv' it blocks out all other > sound requests. The only way I can get sound to work again is to kill that > process. I am not sure if this is only a problem I am getting, but it > means I can't use sound... annoying.. maybe ;). > > Any ideas why this is happening? I take this to mean that once cfsndserv starts up, other applications can not play sounds, but crossfire sounds still play. The simple answeer is this is really a OS/sound device limitation issue. Some sound implementations can have multiple applications opening the same device, while others can only have one application playing a sound at a time. Other than crossfire not opening a sound device (and thus not playing sounds), there really isn't much that can be done to improve this. From dnh at hawthorn.csse.monash.edu.au Wed Mar 28 04:29:22 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] Major bug with item piles Message-ID: ARGH, if you drop a large pile of anything, anywhere, it disappears for the latest cvs gcfclients inventory list. Basically it means you can't see what is in the pile unless you either pick it up, or click on the tile to see what is there. Mark? argh... dnh From hsteoh at quickfur.yi.org Wed Mar 28 09:39:34 2001 From: hsteoh at quickfur.yi.org (H. S. Teoh) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] Compile problems In-Reply-To: <3AC17E42.8BD2BA1A@scruz.net>; from mwedel@scruz.net on Tue, Mar 27, 2001 at 10:01:38PM -0800 References: <20010327173303.A16108@crystal> <3AC17E42.8BD2BA1A@scruz.net> Message-ID: <20010328103934.A23279@crystal> On Tue, Mar 27, 2001 at 10:01:38PM -0800, Mark Wedel wrote: > > The crossfire configure scripts looks for sys/time.h, and if it finds it, > includes it (this is done in include/includes.h) This seems to work on most all > systems. > > Now if gnu/linux only has a include/time.h and not a include/sys/time.h, that > would be the cause of the problem. It is actually fairly easy to modify the > configure and include/includes.h file to deal with this properly. I would just > like for this to be confirmed and not just that configure for whatever reason > did not properly detect the sys/time.h file. [snip] Actually, Linux (at least as configured on my system) has *both* include/time.h and include/sys/time.h, and they are actually *different*. For example, include/sys/time.h does not define struct tm (which is the cause of the problem), but include/time.h does. I notice there's a flag in the code to the effect of, "safe to include both time.h and sys/time.h" -- ./configure detects that it is safe on my system, but for whatever reason only includes sys/time.h when actually compiling the program. Perhaps this can be modified? T P.S. no need to Cc: me in replies, I'm on the list. -- "One disk to rule them all, One disk to find them. One disk to bring them all and in the darkness grind them. In the Land of Redmond where the shadows lie." -- The Silicon Valley Tarot From joel at mamia.prninfo.com Thu Mar 29 08:49:03 2001 From: joel at mamia.prninfo.com (Joel South) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] the main map Message-ID: <200103291449.JAA19811@mamia.prninfo.com> I've read the todo list and am interested in doing the one about making the main map larger and making a journey more of an adventure. If no one else is currently working on this,I might try to do it. I will begin work on the main continent first. I must warn you,though,I am quite busy. If I actually finish this project,it probally won't be for a while. Joel Southall From crow at bear.cs.dartmouth.edu Thu Mar 29 13:35:56 2001 From: crow at bear.cs.dartmouth.edu (Preston Crow) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] object movers Message-ID: <200103291935.f2TJZum27447@bear.cs.dartmouth.edu> PeterM wrote: >I think your proposed generalization makes >a great deal of sense. You need one more flag: >8 -- paralyze living objects so they MUST move > as directed > >Are you going to code this? I suppose I should try coding this. Before I start, though, we should agree on the design Currently the paralyze status is determined by attacktype and hp. It seems to make sense that we should set the attacktype to paralyze for this. I suppose we could allow other attacktypes to have movers that cause dammage of various types (for example, a lava stream that causes fire dammage). On the other hand, I don't see as that needs to be a part of the mover, so unless someone sees a good reason to implement that, I'll leave it out. So I'll create a new generic_mover object. Once people are happy with it, I'll convert the player_movers over to the generic_movers. Here's how it's slated to work right now (mostly based on the player_mover): sp: direction in which to move (0 for random) speed: how often to move lifesave: disappear after hp+1 moves if set hp: number of moves (plus one) before disappearing, if lifesave is set. attacktype: paralyze when moving maxsp: how long to paralyze (relative to victim->speed/speed) [default to 2 if zero] level: bitmap to determine which objects move; add the values together 1 -- move monsters 2 -- move players 4 -- move non-living objects 8 -- move flying objects (was maxhp in player_mover) 16 -- don't move non-flying objects slaying: only move objects that match the text string maxhp: control how slaying matches are performed: 0 -- ignore slaying field 1 -- exact match 2 -- fuzzy match [similar to item_matched_string()] Notes: The only reason that level 16 is not "move non-flying objects" is because it would probably always be set. This way it can be ignored most of the time. For the fuzzy slaying match, I would use item_matched_string() to do the match, except that it uses pl->contr->count. I may be missing something, but I think we want to ignore counts here. --PC From peterm at alfven.EECS.Berkeley.EDU Thu Mar 29 18:18:43 2001 From: peterm at alfven.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] object movers In-Reply-To: Message from Preston Crow of "Thu, 29 Mar 2001 14:35:56 EST." <200103291935.f2TJZum27447@bear.cs.dartmouth.edu> Message-ID: <200103300018.f2U0IhB27645@alfven.EECS.Berkeley.EDU> > PeterM wrote: > >I think your proposed generalization makes > >a great deal of sense. You need one more flag: > >8 -- paralyze living objects so they MUST move > > as directed > > > >Are you going to code this? > > I suppose I should try coding this. Before I start, though, we should agree >on the design What you have proposed looks good to me. My only other request is that you make editor/maps/picks/special have some reasonable default movers in it. PeterM > Currently the paralyze status is determined by attacktype and hp. It seems > to make sense that we should set the attacktype to paralyze for this. I > suppose we could allow other attacktypes to have movers that cause dammage > of various types (for example, a lava stream that causes fire dammage). On > the other hand, I don't see as that needs to be a part of the mover, so > unless someone sees a good reason to implement that, I'll leave it out. > > So I'll create a new generic_mover object. Once people are happy with it, > I'll convert the player_movers over to the generic_movers. > > Here's how it's slated to work right now (mostly based on the player_mover): > > sp: direction in which to move (0 for random) > speed: how often to move > lifesave: disappear after hp+1 moves if set > hp: number of moves (plus one) before disappearing, if lifesave is se >t. > attacktype: paralyze when moving > maxsp: how long to paralyze (relative to victim->speed/speed) [default t >o 2 if zero] > level: bitmap to determine which objects move; add the values together > 1 -- move monsters > 2 -- move players > 4 -- move non-living objects > 8 -- move flying objects (was maxhp in player_mover) > 16 -- don't move non-flying objects > slaying: only move objects that match the text string > maxhp: control how slaying matches are performed: > 0 -- ignore slaying field > 1 -- exact match > 2 -- fuzzy match [similar to item_matched_string()] > > Notes: > > The only reason that level 16 is not "move non-flying objects" is because > it would probably always be set. This way it can be ignored most of the > time. > > For the fuzzy slaying match, I would use item_matched_string() to do the > match, except that it uses pl->contr->count. I may be missing something, > but I think we want to ignore counts here. > > --PC > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From mwedel at scruz.net Thu Mar 29 22:06:31 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] object movers References: <200103291935.f2TJZum27447@bear.cs.dartmouth.edu> Message-ID: <3AC40647.1190DB3A@scruz.net> A few thoughts (which may already be addressed, I just glanced over the message): 1) Your changes either need to be compatible with the existing archs (ie, field doesn't change meaning), or you should create a new arch that does this. We do not want to force a change such that all the movers currently used in maps do not work. 2) As for the bitmask of what to move - I personally really dislike inverse logic - especially if it contradicts the other values. so having '16 -- don't move non-flying objects' to me just seems like a bad idea. its just confusing to have some fields be 'move XXX', and another field in the same structure be 'done move XXXX'. And a decent default value can easily be set in the master archetype. 3) item_matched_string use pl->contr->count because it is only meant to be used by players for dropping and picking things up. If you use it with a non player structure, the server will crash (and ob->contr only has value for players). I would think youu could take item_matched_string and make a simpler derivation of it. item_matched_string also returns values based on the closeness of the map (so that if you say pickup XXXX over a large pile of stuff, it picks up the item with the closes match) - that is not relevant for this object - if the match is close enough in the fuzzy range, we want to move it regardless. 4) is the bitmask value of level and slaying a AND or OR operation? Ie, if the leve lsays move monsters, and the slaying has orc (with say fuzzy match), does that mean we only move orc monsters, or orc monsters + orc bodyparts? Same question for level to move monsters but slaying to say 'swords'. Do nothing get moved (unless there is a monster named 'swords')? Not a big deal either way, but this is somethign that should be determined - more than once in the past we have been bitten by non precise behavioour of things like this. 5) either as part of fuzzy match or perhaps another flag for maxhp would be more general item types, but not exact. ie, slaying could be 'weapons', in which case anything of type weapon would be moved along. Note if this is done to include 'players' and 'monsters', then the level field would not need to include these fields. the dropall function has some examples of this. 6) In any case, the actual of integration of this should not happen until post 1.0 From michael.toennies at nord-com.net Wed Mar 28 17:13:15 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] Crossfire movie with sound Message-ID: Hi I create a little crossfire movie with sound. It show the guy walking through a corridor with beholders and skulls, which are casting like mad on him. Thats my first try to dumb the map gfx direct from the client, so the gfx is little 'hot washed' and the sound is out of sync at the end (i must trick there, because its not easy to grab dx sound there), but its nice to look and give some idea how action like the game is. http://mids.student.utwente.nl/~michtoen/wiztower1.mpg Enjoy Michael From dnh at hawthorn.csse.monash.edu.au Thu Mar 29 01:47:50 2001 From: dnh at hawthorn.csse.monash.edu.au (dnh) Date: Thu Jan 13 18:00:20 2005 Subject: [CF-Devel] Re: Crossfire movie with sound In-Reply-To: Message-ID: Heh cool dnh On Thu, 29 Mar 2001, Michael Toennies wrote: > Hi > > I create a little crossfire movie with sound. It show the guy walking > through a corridor > with beholders and skulls, which are casting like mad on him. > > Thats my first try to dumb the map gfx direct from the client, so the gfx is > little > 'hot washed' and the sound is out of sync at the end (i must trick there, > because its not > easy to grab dx sound there), but its nice to look and give some idea how > action like the game is. > > http://mids.student.utwente.nl/~michtoen/wiztower1.mpg > > Enjoy > Michael > From mwedel at scruz.net Thu Mar 29 02:00:38 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:21 2005 Subject: [CF-Devel] Compile problems References: <20010327173303.A16108@crystal> <3AC17E42.8BD2BA1A@scruz.net> <20010328103934.A23279@crystal> Message-ID: <3AC2EBA6.81CE3AEA@scruz.net> I've checked in the followinng change (among some others): configure, configure.in, include/autoconf.h, includes.h: add check for time.h and include it if we find it. I'm not sure what check is doing the more complex checks for time.h and sys/time.h compatibility. But I've added a check so that it will only include time.h if that is safe to include with sys/time.h "H. S. Teoh" wrote: > > On Tue, Mar 27, 2001 at 10:01:38PM -0800, Mark Wedel wrote: > > > > The crossfire configure scripts looks for sys/time.h, and if it finds it, > > includes it (this is done in include/includes.h) This seems to work on most all > > systems. > > > > Now if gnu/linux only has a include/time.h and not a include/sys/time.h, that > > would be the cause of the problem. It is actually fairly easy to modify the > > configure and include/includes.h file to deal with this properly. I would just > > like for this to be confirmed and not just that configure for whatever reason > > did not properly detect the sys/time.h file. > [snip] > > Actually, Linux (at least as configured on my system) has *both* > include/time.h and include/sys/time.h, and they are actually *different*. > For example, include/sys/time.h does not define struct tm (which is the > cause of the problem), but include/time.h does. > > I notice there's a flag in the code to the effect of, "safe to include > both time.h and sys/time.h" -- ./configure detects that it is safe on my > system, but for whatever reason only includes sys/time.h when actually > compiling the program. Perhaps this can be modified? > > T > > P.S. no need to Cc: me in replies, I'm on the list. > > -- > "One disk to rule them all, One disk to find them. One disk to bring them all > and in the darkness grind them. In the Land of Redmond where the shadows > lie." -- The Silicon Valley Tarot > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel From peterm at alfven.EECS.Berkeley.EDU Sat Mar 31 14:29:54 2001 From: peterm at alfven.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:21 2005 Subject: [CF-Devel] Poor interaction between random maps and temp maps Message-ID: <200103312029.f2VKTsW02150@alfven.EECS.Berkeley.EDU> Hello, Playing on metalforge with 97.0, I noticed this: 1) Server crashes 2) Random map files are saved 3) Server restarts 4) recycled temp random maps lead to VERY nasty and unpredictable random maps the names are like /random/0000000001 if those get saved as temp maps and are recycled and then the server crashes/restarts the server will recycle the old maps into the current exit I recommend that the server NEVER use a recycled tmp map for a random map either that or we change the naming scheme for random maps so that loading of the wrong old random map never happens. PeterM From peterm at alfven.EECS.Berkeley.EDU Thu Mar 29 14:53:21 2001 From: peterm at alfven.EECS.Berkeley.EDU (Peter Mardahl) Date: Thu Jan 13 18:00:21 2005 Subject: [CF-Devel] invisible objects show up under "examine"? Message-ID: <200103292053.f2TKrL318049@alfven.EECS.Berkeley.EDU> Hello, A player has reported that 'examine' will report things about an invisible object in a square. This happens in 97.0. The particular weirdness is that a disease object lying on the ground may be examined. PeterM From crow at bear.cs.dartmouth.edu Thu Mar 29 17:15:14 2001 From: crow at bear.cs.dartmouth.edu (Preston Crow) Date: Thu Jan 13 18:00:21 2005 Subject: [CF-Devel] object movers Message-ID: <200103292315.f2TNFEn27926@bear.cs.dartmouth.edu> On a side note, I think I found a bug in the current player_mover code in time.c:move_player_mover(). The code checks to see if the mover is moving the object to another playermover. However, the direction of movement is random if op->stats.sp is zero, and the random direction hasn't yet been determined. I doubt that there are many movers with random direction, so it's not a big deal. --PC From mwedel at scruz.net Fri Mar 30 02:11:46 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:00:21 2005 Subject: [CF-Devel] various fixes. Message-ID: <3AC43FC2.DBFF86E7@scruz.net> In the past couple of days, I've put in the following changes that should the various problems reported. Now at most 50 items in the look window will be sent at any one time. this should eliminate connection getting dropped when you wander onto spaces with lots of objects. pseudo objects are added to the look window which basically lets you scroll through without needing any additional client support. The bugs for dropping and picking up objects really quickly should also be fixed. Animations for the look window are no longer sent to the window vie update face commanmds. Instead, it is up to the client to animate this window (client was updated as of last night in CVS to do this) This should hopefully fix the big bugs out there. From michael.toennies at nord-com.net Wed Mar 21 18:20:46 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:33 2005 Subject: [CF-Devel] new directx client 1.16 Message-ID: Direct Client 1.16 is out now. I fixed a bug with the png transparency loading. As i try some out in the last versions with png loading, i forget a code line in the loader, so it don't handle a special palette index situation right. This is fixed now. Notice, that the dx client reads in gray color (which uses alpha mask for transparency) and alpha masks with transparency, but the client don't show the transparency right. Thats because in future the png loader is changed, so it tranfers the alpha mask in a native format to directX or openGL. For true color pngs the client handles all pixel with the RGB value 0 as transparent, so its IS possible to use true color pngs with transparency- even without alpha mask. Perhaps the unix client can handle this too, then we have a easy transparent format for true color. ** Notice that even the Netscape Navigator and Internet Explorer have problems to handle all true color pngs with alpha mask and 8bit alpha masks too. Both are counted from png host as not 100% compatible. ** T From michael.toennies at nord-com.net Sun Mar 25 13:10:11 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:38 2005 Subject: [CF-Devel] destroy boulders Message-ID: Has the way you can destroy boulders (with medium fireballs) changed? I run in the ruins of the sisters quests in the room where behind the door the sister body part is. As a trap, you can put in a fight a boulder in front of the door. In fact, you will do this in 90% of all approaches. Normally i can destroy this boulder with medium/large fireballs. But after i cast now about 40, i give up. Hm, because this "little traps" are part of the maop design, there are 2 "kind of boulders" out. Some, you should be able to destroy and some which you should not. A boulder which got destroyed in past i remember was the one you must use in the quest you find the warrior helmet. There sometimes, the red dragons destroy him. I prefer before 1.0 to include a new boulder type. With a new flag/vulnerable type. And we have the spell earth to dust. It is must better when this will work in this destroyable boulders. From michael.toennies at nord-com.net Sun Mar 25 13:11:22 2001 From: michael.toennies at nord-com.net (Michael Toennies) Date: Thu Jan 13 18:00:38 2005 Subject: [CF-Devel] containers Message-ID: I have noticed that i can't anymore put and item from the inventory direct in a container. I have to drop it. Because for all of this is used the client cmd MOVE, this must be part of a server change. What has changed and why? From mwedel at scruz.net Tue Mar 20 01:44:57 2001 From: mwedel at scruz.net (Mark Wedel) Date: Thu Jan 13 18:03:53 2005 Subject: [CF List] Crossfire 0.97.0 released. Message-ID: <3AB70A79.EAEB68DE@scruz.net> Crossfire 0.97.0 has been released. Unless serious bugs are detected, this will be the last release before 1.0. Main changes: All known server crashing bugs fixed. Various fixes to exit code. All exits should now work properly. NOTE TO MIRROR SITES: The primary site (ftp.scruz.net) has limited download bandwidth per day. You can also get this release off of sourceforge.net. Files released for this version: sums (bsd) filename 25647 1587 crossfire-0.97.0.arch.tar.bz2 25529 1911 crossfire-0.97.0.arch.tar.gz 09309 2724 crossfire-0.97.0.maps.tar.bz2 52601 3917 crossfire-0.97.0.maps.tar.gz 42177 2654 crossfire-0.97.0.tar.bz2 20334 2979 crossfire-0.97.0.tar.gz 37495 239 crossfire-client-0.97.0.tar.gz Sums (md5) 741f8d40acccee291fa79123528134a2 crossfire-0.97.0.arch.tar.bz2 0498e28ac5b867925d120753c68e4489 crossfire-0.97.0.arch.tar.gz 47b72b99b8aa58a9b0e8f59121be7a40 crossfire-0.97.0.maps.tar.bz2 6ef6c7e9dd3929c3e40ab6a8467a57aa crossfire-0.97.0.maps.tar.gz 441971f04bc61632afdc3f18e92e541c crossfire-0.97.0.tar.bz2 e34ef338c87c5855af2ef11a75ede71f crossfire-0.97.0.tar.gz 13d40c5f6031c970135f81dc14ca4fd7 crossfire-client-0.97.0.tar.gz crossfire-client-0.97.0 is the client (X11) distribution - standard X11 and gtk interfaces are provided. crossfire-0.97.0.tar.{gz/bz2} contains the server code with prebuilt archetype and image files. crossfire-0.97.0.arch.tar.{gz/bz2} contains the unpacked archetype changes. This is not needed if you only want to compile the server and play the game. crossfire-0.97.0-maps.tar.{gz/bz2} contains the maps. This is needed with the server distribution. FOR FIRST TIME USERS: You will only need the appropriate server, map and client file. You do not need the arch file. If you are a first time user, you may want the doc file unless you are using a web based player referance. If you just want to play the game at some remote server, you need the client and perhaps some version of the doc file. Crossfire is avaible on the following ftp sites Primary: ftp://ftp.scruz.net:/users/mwedel/public (165.227.192.254) ftp://ftp.sourceforge.net:/pub/sourceforge/crossfire (64.28.67.101) ftp://ftp.ifi.uio.no:/pub/crossfire (129.240.64.44) Secondary: ftp://ftp.real-time.com/pub/games/crossfire (206.10.252.12) ftp://ftp.cs.city.ac.uk:/pub/games/crossfire/ ftp://ftp.sunet.se:/pub/unix/games/crossfire (130.238.127.3) ftp://ftp.cs.titech.ac.jp:/pub/games/crossfire ftp://mirror.aarnet.edu.au/games/roguelike/crossfire/ ftp://crossfire.futt.org//pub/crossfire I uploaded this version to just ftp.scruz.net - it should be on the other ftp sites in a short time. Mark Wedel mwedel@scruz.net ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Changes: Client: Changes for 0.97.0: MSW 2001/03/18 Change so that containers on the ground still keep proper contents even if the map space itself changes (spells or other objects going onto the space). This is done by using the cpl.container pointer and when getting an updated map space, seeing if one of the map space object tags match that. commands.c: update the cpl.container tags when opening/closing containers. item.c: Have locate_object see if the container matches the tag. Don't have remove_item remove the object contents of other attributes if it is the container, but still remove it from the list it is on. item.h: remove function prototypes - these are in proto.h MSW 2001/03/13: png.c: New png -> X11 (or gdk) creation routines that are much faster. This should make a noticable difference in performance. Note that the X11 and gdk implementations are very different now - the gdk implementation lets the gdk library do most of the work. gx11.c: remove some dead code, add call to gdk_rgb_init() if using png images - needed by new png loader. x11.c: Add call to init_pngx_loader if running in png mode. Also pass colormap by pointer so png_to_xpixmap can modify it. xutil.c: pass colormap by pointer to init_pngx_loader (same reason as above) MSW 2001/03/06: Makefile.in: Add DMALLOC_LIB definition instead of it going in with the the default libraries. cfsndserv will now get properly linked with dmalloc. configure.in, configure: add --disable-sound option, and make relevant changes to use that option (which basically amounts to not checking for any of the sound systems). Add check for dmalloc.h. change substitution for -ldmalloc. cfsndserv.c: Modified so it now compiles with the modern ALSA sound system. No idea if it actually works. MSW 2001/03/04 metaserver.c: Modified so it uses the value of -port if that command line option is given by a user. MSW 2001/03/01 x11.c: Fixes for info window resizing. This should fix some crashes and the code is a bit simpler now. MSW 2001/02/28 Makefile.in: Modify so that it installs the target (cfclient, gcfclient, cfsndserv) one at a time so it works with the install script. item.c: add insert_item_before_item function. Modify the sorting function so it first sorts by type, then by locked/unlocked status, and then by alphabetical order (not including the number prefix). item_types, item_types.h: More updates of missing objects or ones that need more specific matching rules. x11.c: Remove a lot of duplicate code that was in place for metaserver support - instead, just add checks to the existing X event handling code to know not to do some things if we're in metaserver selection mode. This fixes a bug in that resize events would not be handled if in metaserver selection mode. MSW 2001/02/22 ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Changes for 0.97.0: MSW 2001/03/18: common/init.c: add RESET_LOCATION_TIME initializer to settings structure. include/config.h: Add RESET_LOCATION_TIME value. If nonzero and the save was longer than the specified time in seconds, player will be returned home upon login from save. include/global.h: Add reset_loc_time field to settings structure. server/login.c: Remove some unused variables, add support to return player home as described above. server/spell_effect.c: Fix for crashes when casting control undead and your god does not have an enemy. Now properly check to make sure we are not dereferencing null pointers. MSW 2001/03/16: Change code so that if player dies and loading the players savebed map does not work, return player to EMERGENCY_MAPPATH instead. New function added to server/main.c called enter_player_savebed which does the work, Files changed: include/sproto.h server/main.c server/player.c server/spell_effect.c (comment added) Unrelated change: Remove messages about multiple resist types set. Files changed: common/loader.l common/loader.c MSW 2001/03/15: server/spell_effect.c: Add physical attacktype when casting holy possession. Otherwise, characters who use karate end up not being able to damaage anything. MSW 2001/03/09: crossedit/App.c: Move the loading of images to later in the editor startup state. In this way, the client can allocate the colors it needs for its windows before the the png images use up all the colors. crossedit/png.c: New png loader implementation. New version is much faster (50 times faster). As part of this, only 8 bit displays, a private colormap will be allocated, and after that gets filled up, a color mapping routine will be used - this makes the png images loadable on an 8 bit system in addition to the speedup. crossedit/xutil.c: Adding timing information for loading of images. call init_pngx_loader before starting to load png images. Pass colormap to png_to_xpixmap by pointer and not value so that the loader can change the colormap. AV 2001/03/09: common/button.c: Added new attribute to altar triggers: "last_sp 1". If set, the altar trigger will push the connected value only by dropping the sacrifice, NOT by altar reset. If unset ("last_sp 0") it will work like it used to (push by sacrifice and by reset). MSW 2001/03/06: server/spell_effect.c: Fix message when consecration fails - use the ob->name field and not the ob->title field. Also fix broken logic that checked for the floor. server/init.c: Related to 3-4 change which changed the default name of the logfile to "" so we know to use stderr. This doesn't work for daemon mode, so if the name is "", we use the default logfile instead. MSW 2001/03/04: TODO: add re-connecting player to new client if client logs in with right name/password. common/init.c: Open up the logfile with the provide filename when given the -log option. server/init.c: Make set_logfile a first pass option so the init_library has the right logfile name to work with. server/main.c: Fix crash if map has an exit path yet that file does not exist. Give proper error message. MSW 2001/03/01: server/main.c: Modified random_map code so the server will not crash if the exit object has no message (and thus variables to set for the random map). Modified so that golems move away from player when player changes map. Values were reversed before, causing the golem to move towards the player. MSW 2001/02/25: General player login cleanup. This should fix the crash when players re-roll stats too often. So far, it also seems to have the additional effect that calculated players on map now appears to be correct. common/player.c: No longer allocate the player object structure in get_player_ob (function is really misnamed). Callers to this function were not using the allocated function. server/login.c: Add leave_map call when player is loaded. server/main.c: Add leave_map function. server/player.c: Move get_player function to start of file - can declare it static that way. Move some initialize from add_player to get_player. Add set_first_map function. Add appropriate calls to leave_map and set_first_map when players join and leaves the game. MSW 2001/02/22: TODO: Add some items, remove some others, remove outline of future versions, since it was out of date. common/loader.l,loader.c: Declare msgbuf a static outside the lex_load function. lex_load was otherwise clearing it each time it was called, which resulted in empty messages for the random artifacts (since the call lex_load one line at a time). Instead, we just zero this at start of load_object. Original reason of this change was due to purify errors - as I look at the code, it appears even before these changes that it was clearing the buffer properly. common/map.c: removing pending field from map objects. common/re-cmp.c: Comment out some code which was resulting in too many false compares. include/config.h: increase default for MAX_OBJECTS. 6000 is a bit small on current systems. include/map.h: Remove pending field from map structure. random_maps/treasure.c: Increase size of doorlist. Fixes crash, in that if a random map could place 8 doors around the treasure, the list was not terminated, so the problem would eventually try to read/dereference random memory after the array. server/c_misc.c: Remove pending field from maps, so remove functions and other places that referred to it (like the maps command) server/c_wiz.c: fix up wiz map reset command. Not really tested, but old code had some definate problems just from visual inspection. server/main.c: Further fix for unique exits - relative paths to unique maps from non unique maps should now work. server/monster.c: Various fixes - one is that should get more reliable distance values for multipart monsters. Second, modify dist_att to calculate from closest part of monster, and not the head of the monster. server/pets.c: Remove code dealing with pending objects. server/player.c: Don't remove invisible objects in players inventory when playing with permadeath mode. server/spell_util.c: If you try to cast denied spell, it no longer costs any spellpoints. socket/item.c: Fix bug where it was using 'item' protocol command instead of 'item1' End of MSW 2001/02/22 checkin. ------------------------------------------------------------------------------