From crossfire-devel-admin at archives.real-time.com Sat Mar 1 02:58:28 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:05 2005 Subject: [CF-Devel] New Arch awall_w_A.base.11x.png In-Reply-To: <27888.1046179291@www16.gmx.net> Message-ID: <5.1.0.14.0.20030301024513.00a83030@postoffice.worldnet.att.net> At 07:21 AM 2/25/03, you wrote: >As you have already noticed, some weak walls are real messy. >Those are still leftovers from the scale-up-png-conversion. >The only weak walls that have been redrawn nicely >are the castle walls and horizontal part for white walls. > >You have added your weak_wall_A without replacing the >ugly original (weak_wall_2), is that intention? >I'd suggest to replace the original because it's real ugly and >only your new version fits with the wall style. > >Your drawings are fine. >Only suggestions: > >The "straight lines" as you described it are really a bit irritating. >You could reduce the pielup to fit in the image without extending >to the left-/right borders. When you're at it, why not use the >gap "in front" of the wall to add some dirt there too? That would >make it look more spatial and less flat. > >You could try showing the thickness of the wall by drawing >two cracklines with a marginal offset on the right side. >If you don't know what I mean, look at "cwall_w_1.119" and "wwall_w_1.117". > >AndreasV Ok, suggestions taken... Here is a rework of the images... And, I've changed the names to replace the "ugly original weak_wall_2". I just supposed that maybe it would not be kosher to suggest deleting someone else's image without knowing for sure that the wall style was intentional or not, though I agree that they don't belong in the awall directory since they don't match. I think you'll find these files to be vastly superior to the first attempt. I've eliminated the dirt pile straight lines, improved the animation sequence, added thickness to the wall, and did what you suggested regarding putting dirt "in front" of the wall as it is broken. This type of editing takes longer than one might think... at least for a greenhorn. Kevin R. Bulgrien -------------- next part -------------- A non-text attachment was scrubbed... Name: awall_w_1_preview.gif Type: image/gif Size: 2102 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030301/d9412bbf/awall_w_1_preview.gif -------------- next part -------------- A non-text attachment was scrubbed... Name: awall_w_1.base.zip Type: application/zip Size: 5723 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030301/d9412bbf/awall_w_1.base.zip From crossfire-devel-admin at archives.real-time.com Sun Mar 2 20:17:16 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:05 2005 Subject: [CF-Devel] map-reset on metalforge References: <200303010147521.SM01196@adsl-68-21-161-131.dsl.chcgil.ameritech.net> Message-ID: <3E62BB2C.8010406@sonic.net> phil@theperlguru.com wrote: > On Sat, 1 Mar 2003 01:54:48 +0100 (MET), Bernd Edler wrote: > > >>Since the latest update, the shops don't reset any more. >>Other maps still do, but they are not visited that frequently. >> >>The shops are looking really messy now. >> >>I assume that the reset logic has changed. > > > According to the maps command, it seems that quite a few maps are long > overdue for a reset, and not just shops. Reset logic didn't change. IT appears to be some issue with the temp maps stuff, and bogus reset times being set. In fact, it isn't that the code isn't resetting maps that it should - it is in that some maps (at least one I examined) has a reset time/date of Aug 2006. However, the maps command just displays hour/minute/second, on the basis that normally all maps reset within a few hours. I'll put some code into the read_map_log that does sanity checking of those values. I'm not sure how they got so off in the first place - however, once a bogus value was established, that just got carried forward. Most all the other code, that establishes next reset (or first rest in case of fixed reset time maps) do sanity checking on things like the reset time set in the map and what not. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 4 18:05:11 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:05 2005 Subject: [CF-Devel] PATCH: inscription couldn't write spells, and prepended garbage to text Message-ID: <20030305010511.A10767@ds217-115-141-141.dedicated.hosteurope.de> Hi! This small patch does two things: 1) When writing a text message, it prevents the binary garbage at the start of the written message by initializing the *buf = 0 before strcpying into it. 2) When no message is given to use_skill, write the current spell into the scroll. This previously depended on the type of the marked scroll, though it should depend on what the user wanted. As if it isn't confusing enough that we have scrolls with type==book. If you try to write a spell into a book or a message into a scroll, you'll get an appropriate message anyway. Bye Jochen --------------- patch ---------------------- Index: skills.c =================================================================== RCS file: /cvsroot/crossfire/crossfire/server/skills.c,v retrieving revision 1.38 diff -u -r1.38 skills.c --- skills.c 21 Feb 2003 07:55:37 -0000 1.38 +++ skills.c 4 Mar 2003 23:58:22 -0000 @@ -1098,7 +1098,7 @@ "You had better pay for that before you write on it."); return 0; } - switch(item->type) { + switch(msgtype) { case SCROLL: return write_scroll(pl,item); break; @@ -1161,6 +1161,8 @@ return strlen(msg); } } + + buf[0] = 0; if(!book_overflow(item->msg,msg,BOOK_BUF)) { /* add msg string to book */ if(item->msg) { strcpy(buf,item->msg); -- Jochen Suckfuell --- http://www.suckfuell.net/jochen/ --- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 3 20:33:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:05 2005 Subject: [CF-Devel] crossfire-devel post from pc-crossfire@croscastle.net requires approval Message-ID: <20030304023301.2113.62321.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: pc-crossfire@croscastle.net Subject: new random map bug Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Sun Mar 2 17:03:22 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:05 2005 Subject: [CF-Devel] Enchant Armour doesn't work any more Message-ID: <20030303000322.A5517@ds217-115-141-141.dedicated.hosteurope.de> Hi! Since a few weeks, Enchant Armour scrolls don't work any more for my level 105 player on metalforge. Applying an enchant armour on a plain cloak of Gaea says "This armour will not accept further enchantment." I think I should be able to do increase the bonus up to level/10 + 1 = 11? At least it used to be that way. Since enchanting armour is the only way for high level characters to improve their armour (if they don't find a better one), this should be fixed. Bye Jochen -- Jochen Suckfuell --- http://www.suckfuell.net/jochen/ --- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 3 20:14:26 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:05 2005 Subject: [CF-Devel] item destruction Message-ID: <200303040214.h242EQMp022504@lol1120.lss.emc.com> I've noticed recently that items are getting destroyed by poison clouds, much like they do in a fireball (only there's no burning item). I think I've seen cold attacks to this, too (when they don't encase things in ice). I've also noticed that scrolls seem to survive fireballs more often than they used to. I think that was at about the time the new material types came in. --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sun Mar 2 00:22:47 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:05 2005 Subject: Final Draft? (was Re: [CF-Devel] DRAFT of release notice for In-Reply-To: Message-ID: On 02-Mar-03 Rick Tanner wrote: > No one else has any suggested changes, tweaks or improvements for the > release summary? I say we do it ASAP.. We've allready set the release out there and need to get cracking on hyping it up if we want to take advantage of this at all. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 08:16:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:05 2005 Subject: [CF-Devel] crossfire-devel post from pc-crossfire@croscastle.net requires approval Message-ID: <20030305141600.14722.16195.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: pc-crossfire@croscastle.net Subject: Re: [CF-Devel] Client Sound Server Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Tue Mar 4 17:05:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:06 2005 Subject: [CF-Devel] [Crossfire-devel] Client Sound Server and ALSA9 In-Reply-To: <20030228175411.3dd466a6.tth@one.net> References: <20030228175411.3dd466a6.tth@one.net> Message-ID: <200303041705.02572@join.TCLUG.at.www.mn-linux.org> On Friday 28 February 2003 04:54 pm, Tim Hentenaar wrote: > Hallo all, > > Is anyone working on writing ALSA9 code for the Sound Server? > > I've been working at it, and if no one else is working on it, i'll go ahead > and finish it, then send a patch :P The sounds are so pathetic I don't think ALSA9 is worth it. :-) If we had better sounds I could see the effort. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 00:35:43 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:06 2005 Subject: [CF-Devel] PATCH, fixing, ac/wc, overflow, after, holy, possession/bless/curse References: <20030304185037.A6088@ds217-115-141-141.dedicated.hosteurope.de> Message-ID: <3E659ABF.6040408@sonic.net> Jochen Suckfuell wrote: > Hi! > > The following patch fixes an overflow that happened when the ac/wc bonus from > holy possession, bless or curse exceeded the signed byte limit. > > It's done by using short tmp values to check for an overflow, and then > limiting the bonus to 127/-128 . Is this actually a problem? I looked at the code, and the current spell params - the spell the gains the most rapidly is 'holy possession' - if I read the code right, for every 4 levels, it should increase the damage by 1. Looking further, it appears the problem is that if you cast bless over and over, the effects stack. IMO, I don't think that is really the intended behaviour - I think what is really intended is that if you have bless, you can re-cast it to reset the duration so that it doesn't expire as soon. I'd personally think that the += values currently in place should just be replaced with = values. In any case, the patch as you submitted isn't acceptably anyway - it doesn't use standard C constructs - you are using // comments as well as declaring new variables in the middle of code blocks. These would be easy points to fix if people think this is the desired fix. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 3 23:56:45 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:06 2005 Subject: [CF-Devel] new random map bug References: <200303040211.h242BLkY022487@lol1120.lss.emc.com> Message-ID: <3E64401D.2080404@sonic.net> Preston Crow wrote: > On Metalforge this evening, I encountered a new disconnected map: > > (null) (/random/pirateisland0038) xsize 23 ysize 23 wallstyle dungeon > floorstyle lightdirt monsterstyle undead decorstyle creepy exitstyle sstair > dungeon_level 7 dungeon_depth 50 orientation 1 origin_x 21 origin_y 1 > random_seed 1046743401 > > There's just one long hallway with no exit except the one I entered by. I've fixed this in CVS. Probably another problem with maps that are too small, but the problem is more that in such a case, it should place both the up and down exit in the same room. There are some odd bits in the random map code - symmetrizing spirals makes some sense to get a double/quadruple spiral, but really doesn't make much sense for the roguelike layout - probably just better off to start off with a bigger map size and let the roguelike code connect it as appropriate. that code would probably do a better job, and have a more interesting map. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 1 03:47:25 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:06 2005 Subject: [CF-Devel] PATCH that shows dragon metabolism focus in perceive self Message-ID: <20030301104725.A5693@ds217-115-141-141.dedicated.hosteurope.de> Hi! There has often been confusion among dragon players if the metabolism has changed or not, and there's currently no way to find out your current focus. I think that the perceive self spell is the right place for the focus information, so I added the output there. It would be nice if you could include this in CVS. Bye Jochen ------------------ patch ----------------------- Index: spell_effect.c =================================================================== RCS file: /cvsroot/crossfire/crossfire/server/spell_effect.c,v retrieving revision 1.100 diff -u -r1.100 spell_effect.c --- spell_effect.c 25 Feb 2003 07:18:07 -0000 1.100 +++ spell_effect.c 1 Mar 2003 09:39:09 -0000 @@ -772,6 +772,25 @@ } } } + + if (is_dragon_pl(op)) + { + /* now grab the 'dragon_ability'-force from the player's inventory */ + for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { + if (tmp->type == FORCE) { + if (strcmp(tmp->arch->name, "dragon_ability_force") == 0) { + if(tmp->stats.exp == 0) { + sprintf(buf, "Your metabolism isn't focused on anything."); + } else { + sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); + } + new_draw_info(NDI_UNIQUE, 0,op, buf); + break; + } + } + } + } + return 1; } -- Jochen Suckfuell --- http://www.suckfuell.net/jochen/ --- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 1 00:55:34 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:06 2005 Subject: [CF-Devel] map-reset on metalforge In-Reply-To: References: Message-ID: <200303010147521.SM01196@adsl-68-21-161-131.dsl.chcgil.ameritech.net> On Sat, 1 Mar 2003 01:54:48 +0100 (MET), Bernd Edler wrote: >Since the latest update, the shops don't reset any more. >Other maps still do, but they are not visited that frequently. > >The shops are looking really messy now. > >I assume that the reset logic has changed. According to the maps command, it seems that quite a few maps are long overdue for a reset, and not just shops. -Philip _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 1 10:03:27 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:06 2005 Subject: [CF-Devel] New Arch awall_w_A.base.11x.png References: <5.1.0.14.0.20030301024513.00a83030@postoffice.worldnet.att.net> Message-ID: <19220.1046534607@www31.gmx.net> Kevin R. Bulgrien wrote: > Here is a rework of the images... And, I've changed the names > to replace the "ugly original weak_wall_2". [...] > > I think you'll find these files to be vastly superior to the > first attempt. I've eliminated the dirt pile straight lines, > improved the animation sequence, added thickness to the wall, > and did what you suggested regarding putting dirt "in front" > of the wall as it is broken. Wow, it looks fantastic now. In your latest zip package I have the impression the image "awall_w_1.base.111.png" is of the old kind though. That's no problem, the first package contains a fitting version of that image. Just in case you also changed awall_w_1.111, you might want to re-post it? > This type of editing takes longer than one might think... at > least for a greenhorn. Yes, I know how long it takes... You did a great job though, so don't think of yourself as a greenhorn. ;-) AndreasV -- +++ GMX - Mail, Messaging & more http://www.gmx.net +++ Bitte l?cheln! Fotogalerie online mit GMX ohne eigene Homepage! _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 02:13:59 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:06 2005 Subject: [CF-Devel] PATCH, fixing ac/wc overflow after holy possession/bless/curse In-Reply-To: <3E659ABF.6040408@sonic.net>; from mwedel@sonic.net on Tue, Mar 04, 2003 at 10:35:43PM -0800 References: <20030304185037.A6088@ds217-115-141-141.dedicated.hosteurope.de> <3E659ABF.6040408@sonic.net> Message-ID: <20030305091359.A15444@ds217-115-141-141.dedicated.hosteurope.de> On Tue, Mar 04, 2003 at 10:35:43PM -0800, Mark Wedel wrote: > Jochen Suckfuell wrote: > > Hi! > > > > The following patch fixes an overflow that happened when the ac/wc bonus from > > holy possession, bless or curse exceeded the signed byte limit. > > > Is this actually a problem? I looked at the code, and the current spell > params - the spell the gains the most rapidly is 'holy possession' - if I read > the code right, for every 4 levels, it should increase the damage by 1. It's just not logical that you gain AC and WC with every holy possession, and then suddenly you're back to normal values that don't improve any more (until you overflow a second time). The very common problem I have with this is that I cast holy possession to max out my AC, and oops, I did one too much and my AC rolled over and stays at my normal values. Now I have to wait until the possessions wear off and then refresh them, until I can go and fight. This happens that way for years now and I find it very annoying. > Looking further, it appears the problem is that if you cast bless over and > over, the effects stack. IMO, I don't think that is really the intended > behaviour - I think what is really intended is that if you have bless, you can > re-cast it to reset the duration so that it doesn't expire as soon. I'd > personally think that the += values currently in place should just be replaced > with = values. There are monsters in the game that are very dangerous until you have AC -80 or lower (I can't imagine fighting evil masters with AC -30). If possessions don't stack any more, I see no chance to reach such a low AC. I think even those hyper kobolds in the Cave of Ordeal would hurt very much if you don't have a better AC than what you can reach with your armour (_if_ you're allowed to wear any). > > In any case, the patch as you submitted isn't acceptably anyway - it doesn't > use standard C constructs - you are using // comments as well as declaring new > variables in the middle of code blocks. These would be easy points to fix if > people think this is the desired fix. I have done C++ for years, so I'm used to do it that way, sorry. And gcc didn't complain. :} If people agree that we want to keep accumulating the holy possessions, then this patch fixes the overflow in the right place. And this is the only place to do it, unless you make stats.ac and stats.wc short values. Bye Jochen -- Jochen Suckfuell --- http://www.suckfuell.net/jochen/ --- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 3 20:11:21 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:06 2005 Subject: [CF-Devel] new random map bug Message-ID: <200303040211.h242BLkY022487@lol1120.lss.emc.com> On Metalforge this evening, I encountered a new disconnected map: (null) (/random/pirateisland0038) xsize 23 ysize 23 wallstyle dungeon floorstyle lightdirt monsterstyle undead decorstyle creepy exitstyle sstair dungeon_level 7 dungeon_depth 50 orientation 1 origin_x 21 origin_y 1 random_seed 1046743401 There's just one long hallway with no exit except the one I entered by. --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 4 11:00:27 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:06 2005 Subject: [CF-Devel] potion images In-Reply-To: References: Message-ID: On Mon, 3 Mar 2003, Tim Rightnour wrote: > Do you have a screenshot you could put up on the web with these potions like > littering the ground in the magic shop or something? If you can't post it on > the web, maybe you could send it to the list. It's hard to judge how they > would look in the game. > There you are. I linked the gfx like this: potion_aether.111.png -> potion_tt_grey.png potion_fire2.111.png -> potion_tt_red.png potion_freeze.111.png -> potion_tt_white.png potion_heal2.111.png -> potion_tt_blue.png potion_ishock.111.png -> potion_tt_yellow.png potion_mimm.111.png -> potion_tt_green.png potion_resist.111.png -> potion_tt_magenta.png potion_shock.111.png -> potion_tt_yellow.png potion_util.111.png -> potion_tt_cyan.png based mainly on the colors of the equivalent classic set images. -------------- next part -------------- A non-text attachment was scrubbed... Name: Test_tube_shop.png Type: application/octet-stream Size: 42984 bytes Desc: alchemy shop in scorn Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030304/96edce81/Test_tube_shop.obj From crossfire-devel-admin at archives.real-time.com Mon Mar 3 03:14:48 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:06 2005 Subject: [CF-Devel] potion images Message-ID: There are a lot of different images for potions in the classic set. In the basic set lots of potions look the same. Thus i have created a set of differently colored potions in a test tube style which should be suitable for the basic set. I have no special suggestion as to which image should be used for which potion type. I also included a version of haggis.png where i added an alpha channel to get transparency. (neither my gcf/cf-client nor my gimp could see one in the other image.) I tested the files by putting them into my ~/.crossfire/gfx dir. There i had some trouble to find out how to do this. I think the README in the client ought to be more precise about that. "copy them into ~/.crossfire/gfx" I couldn't tell if i should : a) use the directory structure similar to arch b) use the directory structure similar to .crossfire/crossfire-images c) just put the files directly into gfx c) is correct. nor which naming scheme to use: a) blah.111.base.0 b) blah.111.base.png c) blah.111.0 d) blah.111.png d) is correct. Thus, i think a little example like in this diff might be helpful. ------ snip ---- --- README.old 2003-03-03 10:02:43.000000000 +0100 +++ README 2003-03-03 10:07:45.000000000 +0100 @@ -173,6 +173,8 @@ way images are placed into the gfx directory is by the user actually copying them to that directory. The gfx directory allows a user to override images with versions he prefers. +Example: ~/.crossfire/gfx/food.111.png for a personal version of the +food image. 2) Look in ~/.crossfire/crossfire-images then /share/cfclient/crossfire-images. If the checksum matches the image from the ------ snap ---- -------------- next part -------------- A non-text attachment was scrubbed... Name: potions_tt.tar.bz2 Type: application/octet-stream Size: 1142 bytes Desc: tar of pngs Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030303/02085d91/potions_tt.tar.obj From crossfire-devel-admin at archives.real-time.com Sat Mar 1 10:49:15 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:07 2005 Subject: [CF-Devel] New Arch awall_w_A.base.11x.png In-Reply-To: <19220.1046534607@www31.gmx.net> References: <5.1.0.14.0.20030301024513.00a83030@postoffice.worldnet.att.net> Message-ID: <5.1.0.14.0.20030301104555.00a83220@postoffice.worldnet.att.net> At 10:03 AM 3/1/03, you wrote: >In your latest zip package I have the impression the image >"awall_w_1.base.111.png" is of the old kind though. >That's no problem, the first package contains a fitting version >of that image. Just in case you also changed awall_w_1.111, you >might want to re-post it? Oops... -------------- next part -------------- A non-text attachment was scrubbed... Name: awall_w_1.base.zip Type: application/zip Size: 5443 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030301/3dba6176/awall_w_1.base.zip From crossfire-devel-admin at archives.real-time.com Mon Mar 3 02:14:23 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:07 2005 Subject: [CF-Devel] Random map problems References: <200302252252.h1PMqLtG026801@lol1120.lss.emc.com> Message-ID: <3E630EDF.107@sonic.net> Preston Crow wrote: > Two issues with random maps. > > First, I've noticed that recently when going through a series of maps, > they're almost all the same style. A day or two ago on Metalforge, I went > through /random/gorokh# and level after level was a spiral into the center. > There were slight variations, but often even a latter to a special level was > in the same place. Today, I had a similar situation, only it was a blocky > spiral or rectangular rooms. this should now be fixed. The fact that the random seed was being preserved was the problem - some aspects of the map, like the style, are determined very early on in the map process, and given the same random seed, the same style would always be chosen. Before I modified the code, I think think the random seed was even preserved, adn rather it just took current time each time for random seed. However, there was also code that when it stored the random seed in the buffer, it stored it as seed + 1 - that is enough to get very different maps, and I put that back in. I 'll just have to remember that if there are more disconnected maps, to decrement the random seed that is displayed by one to really get the same map out. > > Second, I ran into another disconnected map: Ok - I was able to reproduce it with those parameters. IT appears that the problem is taht if the layout is a square spiral, that layout only works if the map is a mininmum size (that may seem odd given the map, but that is because the map was doubled after the original layout was done). the square spiral basically starts as a 2 layer onion - however, if the map is too small, the inner layer touches the outer layer, and thus where it wants to put a door, it can't. This I think is now fixed by just saying minimum map size is 10x10. The min map size is non optimal - it basically does a min map size for any random map, and it could be much more refined (eg, if this layout, min map size is 10x10, if this layout, min size is 7x7, or whatever) - I think this bug may have been introduced to fix the treasure level problems where you'd periodically get massive treasure levels. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 10:01:03 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:07 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303051101.AA02160@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A00000840; Wed, 5 Mar 2003 01:43:34 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id AC968C70062; Wed, 05 Mar 2003 01:43:34 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qStg-0002C3-00; Wed, 05 Mar 2003 01:01:00 -0600 Received: from a.smtp-out.sonic.net ([208.201.224.38]) by pirate.real-time.com with smtp (Exim 4.11 #5 (Red Hat Linux)) id 18qStM-0002Bo-00 for ; Wed, 05 Mar 2003 01:00:40 -0600 Received: (qmail 31330 invoked from network); 5 Mar 2003 06:39:44 -0000 Received: from prop.sonic.net (208.201.224.193) by a.smtp-out.sonic.net with SMTP; 5 Mar 2003 06:39:44 -0000 Received: from sonic.net (tavern.santa-clara.ca.us [209.204.178.229]) by prop.sonic.net (8.11.6/8.8.5) with ESMTP id h256dij10986 for ; Tue, 4 Mar 2003 22:39:44 -0800 X-envelope-info: Message-ID: <3E659ABF.6040408@sonic.net> Date: Tue, 04 Mar 2003 22:35:43 -0800 From: Mark Wedel User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.0.1) Gecko/20020712 X-Accept-Language: en-us, en MIME-Version: 1.0 To: crossfire-devel@lists.real-time.com Subject: Re: [CF-Devel] PATCH, fixing, ac/wc, overflow, after, holy, possession/bless/curse References: <20030304185037.A6088@ds217-115-141-141.dedicated.hosteurope.de> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit X-Spam-Score: -1.0 (-) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qStM-0002Bo-00*3udCQMj1cZk* Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com X-Mailman-Version: 2.0.13 Precedence: bulk Reply-To: crossfire-devel@lists.real-time.com List-Help: [message truncated] From crossfire-devel-admin at archives.real-time.com Mon Mar 3 13:33:11 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:07 2005 Subject: [CF-Devel] Re: Map bug: navar library rare books door References: <3E63ABDA.17289C50@gmx.at> Message-ID: <3E63ADF7.1334FC6E@gmx.at> Bernhard Kuemel wrote: > > The door is slaying navar_rare_books while > the key is slaying rare_books_navar. I hear that problem is already fixed. debian/testing still has it. Bernhard, not on the list -- Low end Serverhousing ab 25 e inkl. 1x 11 e/GB, etc.: http://bksys.at _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 4 23:56:17 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:07 2005 Subject: [CF-Devel] [Crossfire-devel] Client Sound Server and ALSA9 References: <20030228175411.3dd466a6.tth@one.net> Message-ID: <3E659181.20907@sonic.net> Tim Hentenaar wrote: > Hallo all, > > Is anyone working on writing ALSA9 code for the Sound Server? > > I've been working at it, and if no one else is working on it, i'll go ahead and finish it, then send a patch :P > To answer your question, which I didn't do in the other message, to my knowledge, no one is working on support for alsa9 in the sound server. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 4 11:50:37 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:07 2005 Subject: [CF-Devel] PATCH, fixing, ac/wc, overflow, after, holy, possession/bless/curse Message-ID: <20030304185037.A6088@ds217-115-141-141.dedicated.hosteurope.de> Hi! The following patch fixes an overflow that happened when the ac/wc bonus from holy possession, bless or curse exceeded the signed byte limit. It's done by using short tmp values to check for an overflow, and then limiting the bonus to 127/-128 . Bye Jochen -------------------------- patch ----------------------------- (patch taken in crossfire/server/) Index: spell_effect.c =================================================================== RCS file: /cvsroot/crossfire/crossfire/server/spell_effect.c,v retrieving revision 1.101 diff -u -r1.101 spell_effect.c --- spell_effect.c 3 Mar 2003 05:13:08 -0000 1.101 +++ spell_effect.c 4 Mar 2003 17:44:21 -0000 @@ -1637,8 +1637,25 @@ new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you mightily!", op->name); } - force->stats.wc += SP_level_dam_adjust(op, caster,SP_HOLY_POSSESSION); - force->stats.ac += SP_level_dam_adjust(op, caster,SP_HOLY_POSSESSION); + + short tmp_wc = force->stats.wc + SP_level_dam_adjust(op, caster,SP_HOLY_POSSESSION); + if(tmp_wc > 127) { + force->stats.wc = 127; + } + else { + // We don't have to check for an overflow at -128, because we increased + // the value. + force->stats.wc = tmp_wc; + } + + short tmp_ac = force->stats.ac + SP_level_dam_adjust(op, caster,SP_HOLY_POSSESSION); + if(tmp_ac > 127) { + force->stats.ac = 127; + } + else { + force->stats.ac = tmp_ac; + } + break; } case SP_REGENERATION: force->stats.hp = 1 + SP_level_dam_adjust(op, caster,SP_REGENERATION); @@ -1655,8 +1672,22 @@ if(tmp!=op && caster->type==PLAYER) new_draw_info_format(NDI_UNIQUE, 0, caster, "You curse %s!",tmp->name); - force->stats.ac -= SP_level_dam_adjust(op, caster,SP_CURSE); - force->stats.wc -= SP_level_dam_adjust(op, caster,SP_CURSE); + short tmp_wc = force->stats.wc - SP_level_dam_adjust(op, caster,SP_HOLY_POSSESSION); + if(tmp_wc < -128) { + force->stats.wc = -128; + } + else { + force->stats.wc = tmp_wc; + } + + short tmp_ac = force->stats.ac - SP_level_dam_adjust(op, caster,SP_HOLY_POSSESSION); + if(tmp_ac < -128) { + force->stats.ac = -128; + } + else { + force->stats.ac = tmp_ac; + } + break; } case SP_BLESS: { object *god = find_god(determine_god(op)); @@ -1681,8 +1712,23 @@ new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); } - force->stats.wc += SP_level_dam_adjust(op, caster,SP_BLESS); - force->stats.ac += SP_level_dam_adjust(op, caster,SP_BLESS); + + short tmp_wc = force->stats.wc + SP_level_dam_adjust(op, caster,SP_HOLY_POSSESSION); + if(tmp_wc > 127) { + force->stats.wc = 127; + } + else { + force->stats.wc = tmp_wc; + } + + short tmp_ac = force->stats.ac + SP_level_dam_adjust(op, caster,SP_HOLY_POSSESSION); + if(tmp_ac > 127) { + force->stats.ac = 127; + } + else { + force->stats.ac = tmp_ac; + } + break; } case SP_DARK_VISION: SET_FLAG(force,FLAG_SEE_IN_DARK); @@ -1798,8 +1844,7 @@ force = insert_ob_in_ob(force,tmp); } change_abil(tmp,force); /* Mostly to display any messages */ - fix_player(tmp); /* This takes care of some stuff that change_abil() */ - /* unfortunately is incapable off. */ + /* fix_player() is called from inside change_abil(). */ return 1; } -- Jochen Suckfuell --- http://www.suckfuell.net/jochen/ --- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 07:54:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:07 2005 Subject: [CF-Devel] Client Sound Server Message-ID: <200303051354.h25Ds24B013973@lol1120.lss.emc.com> [I have no clue how sound is implemented now, so my comments may be somewhat ignorant.] > To me, right now, one sound that I would like to see added is something for >the grates - that is a rare enough event that it wouldn't 'pollute' things so >much as to get overplayed. But could add some nice atmosphere - pull that >lever, and even if the gate it activates isn't visible, might still hear the >workings of the machinery. This indicates that sound activations should definitely be part of the arches. That way a map maker can turn off sounds for machinery that the player isn't supposed to know about, such as grates that roll boulders to generate random actions depending on which button they land on. Volume could be a factor of distance. Of course, as you point out, this gives the player more information, so it is something map designers need to think about carefully. --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 23:59:34 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:07 2005 Subject: [CF-Devel] PATCH: allow building a director beneath the player References: <20030305205654.A25853@ds217-115-141-141.dedicated.hosteurope.de> Message-ID: <3E66E3C6.2060100@sonic.net> Jochen Suckfuell wrote: > Hi! > > For quite some time, it wasn't possible any more to build a director right > beneath the player. But this is a very important thing, because you often use > directors to shoot around corners where the room is only one space wide. One could argue that is a design limitation of the spell. > > Until now, you got the message "Something is in the way." when trying to cast > a director with "." (stay fire). This was presumably done to prevent build * > walls to build a wall beneath the player (all build * spells are handled in > the same function). > I moved the check whether the destination field is blocked into the cases > where we know which object is created. For directors, we then apply the > "blocked" check only if the destination is different from the player's > position. I think this is fine. I'd actually replace your code with something a bit less redundant: *************** *** 2668,2674 **** m = op->map; ! if(get_map_flags(m, &m, x, y, &x, &y) & (P_BLOCKED | P_OUT_OF_MAP)) { new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); return 0; } --- 2667,2681 ---- m = op->map; ! /* Basically, if player is casting build directory, they can cast it on ! * the space they are standing, so don't check for blocked in that ! * case (we'll also presume that the fact that the player is on a space ! * means he's withing the map). Always check the map if we're not ! * doing a directory, or if the target space for the feature does not ! * match the space the player (op) is on. ! */ ! if ((spell_effect != SP_BUILD_DIRECTOR || x != op->x || y != op->y) && ! (get_map_flags(m, &m, x, y, &x, &y) & (P_BLOCKED | P_OUT_OF_MAP))) { new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); return 0; } Arguable, there is some other code in that function that could be reduced, like the setting of the food/hp/maxhp values, which all the functions set in the exact same code. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 4 23:09:52 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:07 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303050009.AA02188@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A00000894; Tue, 4 Mar 2003 14:42:36 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id A1ABB500132; Tue, 04 Mar 2003 14:42:35 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qIa2-0007Py-00; Tue, 04 Mar 2003 14:00:02 -0600 Received: from enchanter.real-time.com ([208.20.202.11] ident=[2QT5B83PQiR3S06ZYNvHAqO3SbY0cZ1i]) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qIWz-0007Og-00 for ; Tue, 04 Mar 2003 13:56:53 -0600 Received: from enchanter.real-time.com (IDENT:udxMTfibQFGP9qdoo/XgWtPNDTS4Sz/q@localhost [127.0.0.1]) by enchanter.real-time.com (8.12.8/8.12.8) with ESMTP id h24Ja4ul004234 (version=TLSv1/SSLv3 cipher=EDH-RSA-DES-CBC3-SHA bits=168 verify=NO) for ; Tue, 4 Mar 2003 13:36:05 -0600 Received: from localhost (leaf@localhost) by enchanter.real-time.com (8.12.8/8.12.8/Submit) with ESMTP id h24Ja4L1004230 for ; Tue, 4 Mar 2003 13:36:04 -0600 X-Authentication-Warning: enchanter.real-time.com: leaf owned process doing -bs X-Received: from sc8-sf-list2.sourceforge.net (lists.sourceforge.net [66.35.250.206]) by enchanter.real-time.com (8.11.6/8.11.6) with ESMTP id h1SMw8P23408 (using TLSv1/SSLv3 with cipher EDH-RSA-DES-CBC3-SHA (168 bits) verified NO) for ; Fri, 28 Feb 2003 16:58:14 -0600 X-Received: from sc8-sf-list1-b.sourceforge.net ([10.3.1.13] helo=sc8-sf-list1.sourceforge.net) by sc8-sf-list2.sourceforge.net with esmtp (Exim 3.31-VA-mm2 #1 (Debian)) id 18otSK-0001tJ-00; Fri, 28 Feb 2003 14:58:16 -0800 X-Received: from mx04.gvl.sys.nuvox.net ([64.89.70.86]) by sc8-sf-list1.sourceforge.net with esmtp (Exim 3.31-VA-mm2 #1 (Debian)) id 18otRU-00036o-00 for ; Fri, 28 Feb 2003 14:57:24 -0800 [message truncated] From crossfire-devel-admin at archives.real-time.com Wed Mar 5 06:59:54 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:07 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303050759.AA02224@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A000006D0; Tue, 4 Mar 2003 22:42:47 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id A22A1C05013A; Tue, 04 Mar 2003 22:42:34 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qQ4Y-0001Fn-00; Tue, 04 Mar 2003 22:00:02 -0600 Received: from mtiwmhc13.worldnet.att.net ([204.127.131.117]) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qQ3r-0001FL-00 for ; Tue, 04 Mar 2003 21:59:19 -0600 Received: from krayhome.worldnet.att.net (150.dallas-21rh15rt-tx.dial-access.att.net[12.86.240.150]) by mtiwmhc13.worldnet.att.net (mtiwmhc13) with SMTP id <2003030503372511300htjlle>; Wed, 5 Mar 2003 03:37:25 +0000 Message-Id: <5.1.0.14.0.20030304213304.00a86ba0@postoffice.worldnet.att.net> X-Sender: kbulgrien@postoffice.worldnet.att.net X-Mailer: QUALCOMM Windows Eudora Version 5.1 Date: Tue, 04 Mar 2003 21:37:57 -0600 To: crossfire-devel@lists.real-time.com From: "Kevin R. Bulgrien" In-Reply-To: <3E64401D.2080404@sonic.net> References: <200303040211.h242BLkY022487@lol1120.lss.emc.com> Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="=====================_13330492==_" X-Spam-Score: -0.5 (/) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qQ3r-0001FL-00*hNu6S0TdIyg* Subject: [CF-Devel] Map bug Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com X-Mailman-Version: 2.0.13 Precedence: bulk Reply-To: crossfire-devel@lists.real-time.com List-Help: List-Post: List-Subscribe: , [message truncated] From crossfire-devel-admin at archives.real-time.com Wed Mar 5 09:30:19 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:07 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303051030.AA02136@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A00000834; Wed, 5 Mar 2003 00:59:30 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id A24188F0062; Wed, 05 Mar 2003 00:59:29 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qSD7-0001xC-00; Wed, 05 Mar 2003 00:17:01 -0600 Received: from b.smtp-out.sonic.net ([208.201.224.39]) by pirate.real-time.com with smtp (Exim 4.11 #5 (Red Hat Linux)) id 18qSCG-0001wr-00 for ; Wed, 05 Mar 2003 00:16:08 -0600 Received: (qmail 10189 invoked from network); 5 Mar 2003 05:55:13 -0000 Received: from prop.sonic.net (208.201.224.193) by b.smtp-out.sonic.net with SMTP; 5 Mar 2003 05:55:13 -0000 Received: from sonic.net (tavern.santa-clara.ca.us [209.204.178.229]) by prop.sonic.net (8.11.6/8.8.5) with ESMTP id h255tCY02651 for ; Tue, 4 Mar 2003 21:55:13 -0800 X-envelope-info: Message-ID: <3E65904F.5060802@sonic.net> Date: Tue, 04 Mar 2003 21:51:11 -0800 From: Mark Wedel User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.0.1) Gecko/20020712 X-Accept-Language: en-us, en MIME-Version: 1.0 To: crossfire-devel@lists.real-time.com Subject: Re: [CF-Devel] PATCH: inscription couldn't write spells, and prepended garbage to text References: <20030305010511.A10767@ds217-115-141-141.dedicated.hosteurope.de> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit X-Spam-Score: -1.5 (-) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qSCG-0001wr-00*Oy0mmVFzrIk* Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com X-Mailman-Version: 2.0.13 Precedence: bulk Reply-To: crossfire-devel@lists.real-time.com List-Help: [message truncated] From crossfire-devel-admin at archives.real-time.com Thu Mar 6 00:32:33 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:07 2005 Subject: [CF-Devel] new DreadKnight & DShield graphics In-Reply-To: <8726.1046911116@www7.gmx.net> References: <8726.1046911116@www7.gmx.net> Message-ID: <20030306063233.GA22510@hawthorn.csse.monash.edu.au> > I've drawn a new animated graphic for the DreadKnight. > It's designed in the base set style, the alternate set > already has a nice DK image anyways. Yes that was one of my ones ;) > While I drew it, I realized that the DShield in the base set > looks kinda bad: Trying to apply that black square shield thing > to my new DK - it looked quite ridiculous. > So I came up with an all new DShield, designed to look a bit > more interesting than the old one. It features a small red demon > face, but see for yourself... This is exactly what I ended up doing. dnh ps. mine looks better ;) pps. The one in the alternate set is the same perspective as the base set if i'm not mistaken. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 31 06:24:04 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:08 2005 Subject: [CF-Devel] (automatic) apply rings References: <3E86EA81.BA2EB008@gmx.at> <3E87E154.7060103@sonic.net> Message-ID: <3E883364.42BC2704@gmx.at> Mark Wedel wrote: > > Some could consider unwearing the ring worn the longest to not be ideal. Eg, > this ring is one I want to always wear, it is the other ring I want to swap on > and off. OTOH, that isn't really supported right now anyways. Good point. > I was thinking that it could be nice to bind the rings to specific locations, > eg, apply left finger ring of the like. But since there is no requirement that > a creature only has 2 ring fingers, doing this could be difficult. Snake characters :). If a creature has only one ring finger, it had to remove the outer ring first, before it could unapply the inner ring - but we don't have to be that realistic, of course. Or consider some ring magic :) when even our real world magicians can join rings. > One question is - at what resolution does first need to be tracked? Just a boolean resolution. When a ring is applied it get's a last recently applied tag and before that all such tags are removed. If we had more than 2 rings we would number the rings, increase the numbers and remove the ring that gets MAX_RINGFINGERS+1. Something like this. > But as I think about this further, the less I think it should be the server > tracking this - it should really be the client. Mhm. But the client could not keep track of last recently applied rings after quitting or sleeping in bed of reality. It could try so in a save file but there might be some confusion if the player used a different client in the meanwhile. That would not matter much for my FIFO, but for your stack (keep longest worn ring on). > Would it be sufficient to just have a command that unapplies all your rings? That would help with keybound commands, yes. But when I apply a ring with the mouse and then another the one applied just before may still get unapplied which is annoying. Hmm, we could make a mixed mode: When no action (except something like examine rings) happens between applying 2 rings then the FIFO scheme is used. If there is some action between, then the stack scheme is used. Sounds good. Somebody who applies 2 rings in a row probably wants them both on. Hmm, we could make the body parts containers in the players directory. This way one could also lock a ring on the fingers. Hmm, that would remove the used rings from the main directory. But somehow locking a ring out of the FIFO would be good when you want to keep a ring while switching the other. Hmm, probably even better would be a new additional type of locking that prevents only implicit unapplying when something else is applied. But then we need some way to break out of this lock if we need to put on 2 emergency rings. 'unwear all rings' would work here. > Would it be sufficient to just have a command that unapplies all your rings? I also like it much better not to remove things before I use others. This is an extra command that takes time and may open a short time vulnerability. If the unapply happens automatically (in the server) this is maybe even an atomic action. But, well, atomic key changing is not realistic so it need not be in the game. An extra command also takes up space in the byte limited keybindings. Bernhard -- Low end Serverhousing ab 25 e inkl. 1x 11 e/GB, etc.: http://bksys.at _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sun Mar 30 08:11:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:08 2005 Subject: [CF-Devel] crossfire-devel post from claudia.simon@gmx.net requires approval Message-ID: <20030330141100.13619.40667.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: claudia.simon@gmx.net Subject: Werbung Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Sun Mar 30 04:30:31 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:08 2005 Subject: [CF-Devel] Santo Dominion Sale waste bin Message-ID: <3E86C747.AD668DF5@gmx.at> Hi All! Here's a brilliant idea :) : Please make a waste bin in the Santo Dominion Sale (shop that doesn't reset) so unwanted items can be put there and removed with the lever instead of the whole shop (accidently) emptied. Bernhard -- Low end Serverhousing ab 25 e inkl. 1x 11 e/GB, etc.: http://bksys.at _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sun Mar 30 07:00:49 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:08 2005 Subject: [CF-Devel] (automatic) apply rings Message-ID: <3E86EA81.BA2EB008@gmx.at> Hi! It is currently difficult to apply a specific set of (2) rings. Say I wear rings A and B: $ apply ring C you unwear ring A you apply ring C $ apply ring D you unwear ring C you wear ring D So I end up with AD instead of CD, because ring B has a higher priority. 'help applymode' tells us: "The ring unequipped is fairly indeterminate - it depends on how the server has ordered your inventory (which is not the same as the order your window displays)." The solution would be to let the server keep track of the order when rings were applied and always unapply the ring worn longest. This way I could bind "wear ring of ice;wear ring of ice" to a key and be sure I quickly get cold protection when I need it. It would also be cool if I could make a keybinding that put the rings worn in a (specific) sack and another that put's the rings from the sack back on. E.g. 'open sack;empty finger1;empty finger2;wear ring of ice;wear ring of ice'. And then? Hmm, 'wear ring from sack;wear ring from sack' is probably too complicated to implement. And this would also require to unlock the rings which I maybe don't want. We might also need/want to label items or allow some kind of indexing like 'open sack #3' or 'label sack "sack1"'. But the first thing, the order in which rings are unapplied is quite simple and really helpful. Please do it. Thank you, Bernhard -- Low end Serverhousing ab 25 e inkl. 1x 11 e/GB, etc.: http://bksys.at _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 19 12:34:22 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:08 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings References: <1047936349.3e763d5d15427@imp.free.fr> <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> <1048026707.3e779e53cce8a@imp.free.fr> <3E7801BD.50105@sonic.net> <1048084255.3e787f1f7c379@imp.free.fr> Message-ID: <002101c2ee46$2a4ce8c0$0802a8c0@ott.ca.dmr> > I've tried with one of the servers listed by the client when it launch (its IP > started with 210 or 211, something like that), and it worked well, but I have > some snow on this server, and not on mine : it's perhaps linked with weather, > as Todd Mitchell said. I will check weather options, but I've taken all > defaults one. If you have not set up weather then it is not likely. You will know if you have it set up cause it involves some deliberate changes to the settings file and the initial weather map generation is very obvious (hey, maybe we could have the weather map generation not echo to the log except when it starts, stops or fails? This may even speed it up a little bit). If you do have weather running - you may notice that multipart buildings can have their non-head tiles covered up by snow or rain. It does not sound like this is the case here. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 18 23:31:44 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:08 2005 Subject: [CF-Devel] bug in some libc 64 bit parsing References: <1047935512.3e763a181ab0c@imp.free.fr> <3E76C153.80404@sonic.net> <1048030096.3e77ab905e664@imp.free.fr> Message-ID: <3E7800C0.7030009@sonic.net> huet.o@free.fr wrote: > Hello, > > > Yes this release of Linux Mandrake (Redhat derived) 6.0 is quite old, and had > some other problems : so it's possible that there are few people that already > have it at this time. > > But this is perhaps not the only OS that have this problem : it's perhaps this > release of glibc (2.1.1) on x86 ?? (does anyone have this release ?) > > > I was the first surprised with this bug, and for my own, on this computer, I > will perhaps change atoll at system wide .h files. The other worry is that if the system does not support 64 bit in all the places that it should, there could be other issues. Eg, if %lld ends up not working right and stripping the value to 32 bit, you get issues there, etc. I'm not saying that is necessary the case - I'm just saying that it could be difficult to know for sure if everything works as it should - one could think that if one area is broken, there could be others. > > > I understand very well your problem : and it's perhaps better to see if someone > else have the same problem. If someone ask why he have the message "Experience > for level 112 is lower than previous level (1988232704 <= 3141600000)" at server > start, it's that problem. Note that there is a pretty simple workaround to this problem - just set maxlevel to 110 in the exp table file, and comment out the last five levels. Perhaps not ideal, but I'm pretty sure if you do that, everything should work as expected. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 19 22:24:49 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:08 2005 Subject: [CF-Devel] problems with darkness Message-ID: Hello If i walk through darkness with X-ray vision the gfx is disturbed like you can see in the attached png. The tiles are just copied against walking direction including the darkness shading. The game also seems to think that i can't see the adijacent squares because it is dark there, although i have x-ray. Therefore i can see spelleffects that in reality are long gone. The server seems to think i need no update information. You can test this nicely in the dragonquest caves. I get this on gcfclient 1.5 and 1.4 as well. Bernd Edler -------------- next part -------------- A non-text attachment was scrubbed... Name: darkness.png Type: application/octet-stream Size: 36303 bytes Desc: disturbed darkness Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030320/12ad3fc6/darkness.obj From crossfire-devel-admin at archives.real-time.com Thu Mar 27 00:05:14 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:08 2005 Subject: [CF-Devel] crossfire + glibc-3.2.2 / gcc 3.2.2 Message-ID: Hello, I recently updated my Linux to glibc-3.2.2 . With the new errno implementation, errno.h is no longer automatically included. Thus one needs to #include in gx11.c for the gtk-client. As it does already for the cygwin environment. That's all. Server + client are running fine. :-) Bernd Edler _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 18 23:35:57 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:08 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings References: <1047936349.3e763d5d15427@imp.free.fr> <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> <1048026707.3e779e53cce8a@imp.free.fr> Message-ID: <3E7801BD.50105@sonic.net> huet.o@free.fr wrote: > Hello, > > > I used the default compile options (and default config.h/config files). The map > file are from the 1.5.0 bigworld tarballs. > > I had "default" client options : Fog of war, Darkness Code, and Best Per Pixel > Lightning, but I've just tested while disabling some options, and with the X11 > Client too : It's the same. > > I've tried with some of my players : with /wo Xray, with /wo dark vision, with/ > wo Glowing : it looks that it's the same. > > > I've just made another test : The 1.5.0 client with the 1.4.0 Server, and it > works very well. > > > --> So it's probably a server issue (?) > > I've tried to use small maps too, and it's the same with them. > > > BUT I've noticed I forgot to say it on the previous mail : it appear only on > undiscovered lands. When I go on an invalid square (to "see" it) and go away, > when returning on this "screen", It appear correctly. I can't explain it. Is your server available someplace to test against? If you connect to metalforge (if possible), does the display work right there? The fact that changing the server fixes the problem suggests something in the server is the problem. It could be something peculiar to your server, eg, how memory is initialzed or cleared or something. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 19 22:39:47 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:09 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings References: <1047936349.3e763d5d15427@imp.free.fr> <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> <1048026707.3e779e53cce8a@imp.free.fr> <3E7801BD.50105@sonic.net> <1048084255.3e787f1f7c379@imp.free.fr> Message-ID: <3E794613.7060803@sonic.net> huet.o@free.fr wrote: > > It's the last cvs code, and it appear at the starting of the server. I will > perhaps try to start it after a flush of the var directory : it's perhaps my > players or permenent objects (?). There loading could perhaps alter some memory > structures ???? > Could be related to darkness - even if you turn darkness off in the client, the server still enforces it. fog of war interacts 'oddly' with darkness. Fog of war remembers what you can't see, and the way it is drawn is such that you can't easily distinguish a fog of war space from a dark space. So you could have something like the map is totally black. As you step over spaces, you get information, which fog of war remembers. I presume you have tried with different characters on your server? Very hard to diagnosis. I haven't seen any oddities with my server, which is running CVS code. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 18 23:59:05 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:09 2005 Subject: [CF-Devel] Altar reconsecration References: <200303121838.h2CIcFZj014353@lol1120.lss.emc.com> <20030312211021.1da33c77.tth@one.net> Message-ID: <3E780729.2010508@sonic.net> Tim Hentenaar wrote: > Yeah, I agree. it's senseless to have an "Altar of Mostrai of Valriel of Lythander" or other such names. > > I've written a patch that addresses the issue and attached it to this email. I've taken a simpler approach - as of now, for all gods, its an Altar of %s, so just hardcode that Altar portion in, instead of taking it from the clone name, eg: *** spell_effect.c 8 Mar 2003 05:35:33 -0000 1.102 --- spell_effect.c 19 Mar 2003 05:56:55 -0000 *************** *** 3399,3405 **** } else { /* If we got here, we are consecrating an altar */ if(tmp->name) free_string(tmp->name); ! sprintf(buf,"%s of %s",tmp->arch->clone.name,god->name); tmp->name = add_string(buf); tmp->level = SK_level(op); tmp->other_arch = god->arch; --- 3399,3405 ---- } else { /* If we got here, we are consecrating an altar */ if(tmp->name) free_string(tmp->name); ! sprintf(buf,"Altar of %s",god->name); tmp->name = add_string(buf); tmp->level = SK_level(op); tmp->other_arch = god->arch; I can't see that ever not doing the right thing. The patch you posted has a severe problem: + /* Reassign the name, removing the existing god's + * name if the altar is already consecrated. + */ + if (sscanf(tmp->arch->clone.name,"%s of %s",_nt,_ng) > 0) + tmp->arch->clone.name = _nt; The clone attributes should never be modified. if tmp is say an altar of mostrai, what the above will do is now change the archetype (clone) name to just be 'altar'. Now whenever an altar of mostrai is loaded from a map, it will just have the name 'altar', because that is what the archetype says. Note however that the problem of 'Altar of mostrai of gnarg' will only appear in the case when the altar be re-consecrated is a 'special' altar to start out with. I don't think you'd ever have more than two 'of's - if that above altar was consecrated again, it would have become 'altar of mostrai of lythander' for example. I only mention this at all is that while the above code will now make the right name for it, since these 'special' altars, the image will still be that of the original. So one could reconsecrate that altar of lythander, but the image presented would still be that altar with green cloth. Fixing that is a bit more of a problem. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sun Mar 30 05:57:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:09 2005 Subject: [CF-Devel] crossfire-devel post from darsie@gmx.at requires approval Message-ID: <20030330115701.2621.92719.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: darsie@gmx.at Subject: Santo Dominion Sale waste bin Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Wed Mar 19 08:30:55 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:09 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings In-Reply-To: <3E7801BD.50105@sonic.net> References: <1047936349.3e763d5d15427@imp.free.fr> <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> <1048026707.3e779e53cce8a@imp.free.fr> <3E7801BD.50105@sonic.net> Message-ID: <1048084255.3e787f1f7c379@imp.free.fr> Hello, En r?ponse ? Mark Wedel : > I can't explain it. Is your server available someplace to test > against? I can make some other tests, but it's on a "modem" connected computer, so it's not a permanent connexion. > If > you connect to metalforge (if possible), does the display work right > there? > I've tried with one of the servers listed by the client when it launch (its IP started with 210 or 211, something like that), and it worked well, but I have some snow on this server, and not on mine : it's perhaps linked with weather, as Todd Mitchell said. I will check weather options, but I've taken all defaults one. > The fact that changing the server fixes the problem suggests something > in the > server is the problem. It could be something peculiar to your server, > eg, how > memory is initialzed or cleared or something. > It's the last cvs code, and it appear at the starting of the server. I will perhaps try to start it after a flush of the var directory : it's perhaps my players or permenent objects (?). There loading could perhaps alter some memory structures ???? Olivier. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 24 18:01:05 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:09 2005 Subject: [CF-Devel] Alternate cobblestone/sign In-Reply-To: <200303241851.03444.oberdorf@earthlink.net> Message-ID: Hello, The gfx folder reference is for the DirectX client and JavaClient, only. To preview your test images, you'll need to follow the "Linux/Unix Server:" steps listed at: http://crossfire.real-time.com/faq/faq.html#6.6 HTH, - Rick Tanner leaf@real-time.com On Mon, 24 Mar 2003, Oliver wrote: > One question; the website mentions deploying graphics on the "client side" by > copying them to the gfx folder - I don't seem to have one. Where should it > be? (compiled from source for Linux). I'm able to use them in a local > server, but it would be nice to override my display of tiles on other > servers. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 20 05:32:57 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:09 2005 Subject: [CF-Devel] Re: [Crossfire-devel] ALSA 0.9.x sound server patches In-Reply-To: <3E796D81.1000307@sonic.net> References: <20030311071633.63064a69.tth@one.net> <20030311160756.2849dc8e.tth@one.net> <3E796D81.1000307@sonic.net> Message-ID: <20030320063257.1a3de4d9.tth@one.net> On Wed, 19 Mar 2003 23:28:01 -0800 Mark Wedel wrote: > It seems that if alsa9 is being used, you have set up its own functions for > things like init_audio. yet I also see changes to the old init_audio that was > used for older versions of alsa, with #ifdef ALSA9 .. stuff, yet that code would > not seemed used, so just seems odd to be in place. > ah, i had forgotten about that :P i added it there because my original plan was to have it just define ALSA_SOUND as normal, but i realized i had to do another define for it. I had forgotten to take that out :P if ALSA9_SOUND is defined ALSA_SOUND won't be defined anyway :P Tim Hentenaar _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 02:29:55 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:09 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303050329.AA02220@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A000006D0; Tue, 4 Mar 2003 18:08:37 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id A1F4377B0142; Tue, 04 Mar 2003 18:08:36 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qLnN-0008V3-00; Tue, 04 Mar 2003 17:26:01 -0600 Received: from enchanter.real-time.com ([208.20.202.11] ident=[Fot0R0cpdQkjZxl0/Rn5CMjVWn4GAx1E]) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qLnI-0008Uk-00 for ; Tue, 04 Mar 2003 17:25:56 -0600 Received: from transmuter (000-043-930.area2.spcsdns.net [68.24.172.243]) (authenticated bits=0) by enchanter.real-time.com (8.12.8/8.12.8) with ESMTP id h24N4vul028854 (version=TLSv1/SSLv3 cipher=EDH-RSA-DES-CBC3-SHA bits=168 verify=NO) for ; Tue, 4 Mar 2003 17:05:05 -0600 Received: from tanner by transmuter with local (Exim 4.11) id 18qLT4-0007Ur-00 for crossfire-devel@lists.real-time.com; Tue, 04 Mar 2003 17:05:02 -0600 Content-Type: text/plain; charset="iso-8859-1" From: Bob Tanner Organization: Real Time Enterprises, Inc. To: crossfire-devel@lists.real-time.com Subject: Re: [CF-Devel] [Crossfire-devel] Client Sound Server and ALSA9 Date: Tue, 4 Mar 2003 17:05:02 -0600 User-Agent: KMail/1.4.3 References: <20030228175411.3dd466a6.tth@one.net> In-Reply-To: <20030228175411.3dd466a6.tth@one.net> X-message-flag: If it was easy to read it won't be called code. MIME-Version: 1.0 Content-Transfer-Encoding: quoted-printable Message-Id: <200303041705.02572@join.TCLUG.at.www.mn-linux.org> X-Spam-Score: -4.9 (----) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qLnI-0008Uk-00*5bBL73Czm66* Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com [message truncated] From crossfire-devel-admin at archives.real-time.com Tue Mar 4 23:47:29 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:09 2005 Subject: [CF-Devel] Map bug References: <200303040211.h242BLkY022487@lol1120.lss.emc.com> <5.1.0.14.0.20030304213304.00a86ba0@postoffice.worldnet.att.net> Message-ID: <3E658F71.2020802@sonic.net> Kevin R. Bulgrien wrote: > March 3 CVS image: > > Bug may be reproduced by entering the Goblin King's Quest > cave northeast of Scorn. Exit the cave. > > You will be unable to cross the map tile to the north until > you travel south so that the map tile edge scrolls up to the > top of the visible map. In fact, the system shows the map > as black like there is something blocking your view. > > IOW, you can't enter the town immediately to the northeast > because it is on an adjoining map tile. Walk down to scorn > and back, and everything is normal again. > > Other map anomalies occur. See png. The road is disjointed. The exit of the goblinchief is now fixed. This is only a problem on the small world mapset. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 25 12:51:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:09 2005 Subject: [CF-Devel] crossfire-devel post from treasurebeachtci@27017.com requires approval Message-ID: <20030325185100.13028.19729.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: treasurebeachtci@27017.com Subject: The Vacation of a lifetime Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Mon Mar 17 15:11:52 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:10 2005 Subject: [CF-Devel] bug in some libc 64 bit parsing Message-ID: <1047935512.3e763a181ab0c@imp.free.fr> Hello, I took the last cvs snapshot of Crossfire Server, and I had a problem when I launch the compiled server : the "experience" table don't load at the first "big" (real 64 bit) level value (12 I think). After some tracing, I noticed it's because my "atoll" libc function is broken (the one with GLIBC_2.1.1 of a Mandrake/Redhat 6.0 Linux Distribution on x86). atoll in this version of the libc+distribution act on 32 bit values only : see example of this program : /************************************************************* /* fichier longlong.c */ /* Olivier Huet */ #include #include #include typedef long long sint64; sint64 myatoll(const char *ch) { sint64 res = 0; if (ch != NULL) { while (isdigit(*ch)) { res=res*10 + (*ch-'0'); ++ch; } } return res; } int main() { long long toto = 6283200000LL; const char *sToto = "6283200000"; long long interToto = atoll(sToto); long long myInterToto = myatoll(sToto); printf("sizeof(long long)=%i" ", toto=%lld" ", interToto=%lld" ", myInterToto=%lld\n" , sizeof(long long), toto, interToto, myInterToto ); return 0; } /************************************************************************/ --> When compiled and ran : gcc -Wall -o longlong longlong.c && longlong sizeof(long long)=8, toto=6283200000, interToto=1988232704, myInterToto=6283200000 atoll don't work with this. When replacing all "atoll" calls in the crossfire server with this "myatoll" function, it looks like it worked well (the server launched), but I didn't try with these real experience value (I don't have such powerfull players). So it would perhaps be a good idea to put something like that... (in porting.c ?), perhaps embraced with a define that is defined when there is this "buggy 64 bit parsing". Olivier. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Fri Mar 21 07:09:37 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:10 2005 Subject: AW: [CF-Devel] problems with darkness In-Reply-To: <3E7AA97D.9070002@sonic.net> Message-ID: i think i posted releated fix information about darkness 2 times in the past. Sadly, the response was not "as it should". Some of the fixes and some of the extensions i put in daimonin are now reput in crossfire. But this always comes in a bit odd way ignoring daimonin and the code. I really wish more sharing here - it will be help us all and reduce work for all of us. For the darkness bug: The big bug is, that we call for the map redraw a old code artifact, which destroys our LOS information. This is not only a darkness problem - it effects the whole LOS. The problem with this bug is, that it don't comes with bug messages or something. The only way to notice it, is to generate a set of test maps and test situations. Then the tester have to drive with a char over the maps and test the functions with it. Sadly, nor crossfire or daimonin has it. This is a major mistake from both projects and i will change it for daimonin asap when i have some more time after beta. We should think for both projects about the right test maps. When a map is redrawn, this function in info.c is called first: void draw(object *pl) { if(pl->map == NULL || pl->map->in_memory != MAP_IN_MEMORY) return; if(pl->contr->do_los) { update_los(pl); <- *here is the bug* pl->contr->do_los = 0; } draw_client_map(pl); } This function is redundant code and must be removed - the functions who calls it must call draw_client_map() direct instead. Now, look at the funktion draw_client_map() in socket/request.c. There we handle the los once more. As you can see, we do some more stuff before it. Because draw() update the LOS before we prepare the LOS stuff in draw_client_map(), the whole LOS correction in draw_client_map() will fail all the time. There is a good way to see the broken LOS and how this fix it. In Navar is in the south-east corner a tower which is totally dark in it. Enter it, stay on the door and cast a spell like firebolt which lights up the area in a flash effect. Then apply the door without moving and you will see outside still artifact of the other map including LOS/darkness bugs. You have perhaps try it one or two times - even try different positions. This kind of effects are hard to track without test maps desinged for it. michtoen > -----Ursprungliche Nachricht----- > Von: crossfire-devel-admin@lists.real-time.com > [mailto:crossfire-devel-admin@lists.real-time.com]Im Auftrag von Mark > Wedel > Gesendet: Freitag, 21. Marz 2003 06:56 > An: crossfire-devel@lists.real-time.com > Betreff: Re: [CF-Devel] problems with darkness > > > Preston Crow wrote: > >> Turn off fog of war (if on) and report back. Most likely, the > client is > >>storing this information in its fog of war - it stores what it last knew > >>the space to look like, which includes monsters, spell effects, > etc. Fog > >>of war is completely done on the client - for this reason, the server > >>doesn't see any reason that the client needs updated info on > those spaces. > > > > > > I'm also seeing fog of war problems. In my case, it happens most often > > when I'm running quickly through visibility-obstructing squares. What > > happens is that a copy of my character image is left on some of the > > squares. My guess is that I'm moving fast enough that the > server doesn't > > do a full update for every square that I move over. (If it > would help, I > > could try to see if this only happens when my movement rate is > above some > > threshold.) I've also seen a few cases where a monster image is left on > > the screen, though this is quite rare. > > I've not been able to reproduce it, and thus hard to fix. The > thing to really > see is where the data is wrong, eg, does the server have the > wrong impression of > what a space looks like, or is it the client. > > Also, this bug seems pretty rare, so isn't all that high > priority to fix. > > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sun Mar 16 23:15:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:10 2005 Subject: [CF-Devel] crossfire-devel post from dstuart@rogers.com requires approval Message-ID: <20030317051502.12527.25069.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: dstuart@rogers.com Subject: Dragon Guild and Devourers cult Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Tue Mar 4 22:17:44 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:10 2005 Subject: [CF-Devel] Map tile bug (Near Euthville) In-Reply-To: <5.1.0.14.0.20030304213304.00a86ba0@postoffice.worldnet.att .net> References: <3E64401D.2080404@sonic.net> <200303040211.h242BLkY022487@lol1120.lss.emc.com> Message-ID: <5.1.0.14.0.20030304221539.00a885d0@postoffice.worldnet.att.net> At 09:37 PM 3/4/03, you wrote: >March 3 CVS image: > >Bug may be reproduced by entering the Goblin King's Quest >cave northeast of Scorn. Exit the cave. > >You will be unable to cross the map tile to the north until >you travel south so that the map tile edge scrolls up to the >top of the visible map. In fact, the system shows the map >as black like there is something blocking your view. > >IOW, you can't enter the town immediately to the northeast >because it is on an adjoining map tile. Walk down to scorn >and back, and everything is normal again. > >Other map anomalies occur. See png. The road is disjointed. This may only happen if you are on the bottom level of the Goblin Chief's cave and you click the lower stair to shortcut out of the cave instead of having to climb back up through all the levels to get out. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 4 21:37:57 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:10 2005 Subject: [CF-Devel] Map bug In-Reply-To: <3E64401D.2080404@sonic.net> References: <200303040211.h242BLkY022487@lol1120.lss.emc.com> Message-ID: <5.1.0.14.0.20030304213304.00a86ba0@postoffice.worldnet.att.net> March 3 CVS image: Bug may be reproduced by entering the Goblin King's Quest cave northeast of Scorn. Exit the cave. You will be unable to cross the map tile to the north until you travel south so that the map tile edge scrolls up to the top of the visible map. In fact, the system shows the map as black like there is something blocking your view. IOW, you can't enter the town immediately to the northeast because it is on an adjoining map tile. Walk down to scorn and back, and everything is normal again. Other map anomalies occur. See png. The road is disjointed. -------------- next part -------------- A non-text attachment was scrubbed... Name: map_error.png Type: image/png Size: 53619 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030304/0eb519e3/map_error.png From crossfire-devel-admin at archives.real-time.com Tue Mar 4 13:57:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:10 2005 Subject: [CF-Devel] crossfire-devel post from tth@one.net requires approval Message-ID: <20030304195701.28446.89935.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: tth@one.net Subject: [Crossfire-devel] Client Sound Server and ALSA9 Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Wed Mar 5 13:56:54 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:10 2005 Subject: [CF-Devel] PATCH: allow building a director beneath the player Message-ID: <20030305205654.A25853@ds217-115-141-141.dedicated.hosteurope.de> Hi! For quite some time, it wasn't possible any more to build a director right beneath the player. But this is a very important thing, because you often use directors to shoot around corners where the room is only one space wide. Until now, you got the message "Something is in the way." when trying to cast a director with "." (stay fire). This was presumably done to prevent build * walls to build a wall beneath the player (all build * spells are handled in the same function). I moved the check whether the destination field is blocked into the cases where we know which object is created. For directors, we then apply the "blocked" check only if the destination is different from the player's position. Bye Jochen ---------------- patch ------------------- Index: server/spell_effect.c =================================================================== RCS file: /cvsroot/crossfire/crossfire/server/spell_effect.c,v retrieving revision 1.101 diff -c -r1.101 spell_effect.c *** server/spell_effect.c 3 Mar 2003 05:13:08 -0000 1.101 --- server/spell_effect.c 5 Mar 2003 19:47:01 -0000 *************** *** 2668,2680 **** m = op->map; - if(get_map_flags(m, &m, x, y, &x, &y) & (P_BLOCKED | P_OUT_OF_MAP)) { - new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); - return 0; - } - switch(spell_effect) { case SP_BUILD_DIRECTOR: sprintf(buf1,"director_%d",dir); tmp=get_archetype(buf1); SET_FLAG(tmp, FLAG_IS_USED_UP); --- 2668,2680 ---- m = op->map; switch(spell_effect) { case SP_BUILD_DIRECTOR: + if((x != op->x || y != op->y) && (get_map_flags(m, &m, x, y, &x, &y) & (P_BLOCKED | P_OUT_OF_MAP))) { + new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); + return 0; + } + sprintf(buf1,"director_%d",dir); tmp=get_archetype(buf1); SET_FLAG(tmp, FLAG_IS_USED_UP); *************** *** 2684,2689 **** --- 2684,2694 ---- break; case SP_BUILD_LWALL: + if(get_map_flags(m, &m, x, y, &x, &y) & (P_BLOCKED | P_OUT_OF_MAP)) { + new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); + return 0; + } + sprintf(buf1,"lightningwall_%d",dir); tmp=get_archetype(buf1); SET_FLAG(tmp, FLAG_IS_USED_UP); *************** *** 2695,2700 **** --- 2700,2710 ---- break; case SP_BUILD_BWALL: + if(get_map_flags(m, &m, x, y, &x, &y) & (P_BLOCKED | P_OUT_OF_MAP)) { + new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); + return 0; + } + sprintf(buf1,"lbulletwall_%d",dir); tmp=get_archetype(buf1); SET_FLAG(tmp, FLAG_IS_USED_UP); *************** *** 2706,2711 **** --- 2716,2726 ---- break; case SP_BUILD_FWALL: + if(get_map_flags(m, &m, x, y, &x, &y) & (P_BLOCKED | P_OUT_OF_MAP)) { + new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); + return 0; + } + sprintf(buf1,"firewall_%d",dir); tmp=get_archetype(buf1); SET_FLAG(tmp, FLAG_IS_USED_UP); -- Jochen Suckfuell --- http://www.suckfuell.net/jochen/ --- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 6 00:11:08 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:11 2005 Subject: [CF-Devel] Client Sound Server References: <200303051354.h25Ds24B013973@lol1120.lss.emc.com> Message-ID: <3E66E67C.1060009@sonic.net> Preston Crow wrote: > [I have no clue how sound is implemented now, so my comments may be > somewhat ignorant.] right now, its basically that sprinkled through the server are things like 'playe_sound...'. The sound they play is basically hardcoded to certain events, like pulling of levers, buttons, going through trap doors, eating poison, etc. For spells, when one is cast, it basically says 'play spell sound xxx'. > > > This indicates that sound activations should definitely be part of the > arches. That way a map maker can turn off sounds for machinery that the > player isn't supposed to know about, such as grates that roll boulders to > generate random actions depending on which button they land on. > > Volume could be a factor of distance. > > Of course, as you point out, this gives the player more information, so it > is something map designers need to think about carefully. Well, in the sound command send to the player, on offset to the player is sent (eg, -4, -2). Thus, the client can adjust volume, as well as adjust the balance for two speakers (if something is just to the left of hte player, only play on the left channel for example)). I suppose if someone wanted to get adventurous, they could put support into the client for full surround sound also. But yes, I think sound should be part of the object. A simple implimentation should just have one sound/object, and a flag which says when to play that sound (eg, when player applies it, etc). A more complex method is what I described briefly before - ability to add repeating sounds (so something like a fountain constantly makes noise), ability for objects to have multiple sounds (if applied, play this, if dropped, play this, constantly play this, etc). However, this is near the bottom of my list of things to do. So unless someone else does it, not likely to happen anytime soon. You are right in that it would give out more information. I'm not sure how big a deal this really is - I know when discussion about increasing the size of the window the player sees was discussed, there was some concern about the extra information it gives out (what might have been a gate connected to a lever that were too far apart to both be seen might now be visible to the player. Or you could have cases where player could now easily see the other side of the room and try to make more clever decisions, etc). I think its pretty unlikely that a player hearing an event they didn't hear before isn't likely to significantly change any maps. The most likely case I'd see is where you have cases of objects like gates/buttons used for effects the player shouldn't really notice. As an aside, since the server sends instructions to the client like 'play sound X, offset x,y', the client could certainly be made to display that in an 'intelligent' fashion even if the player doesn't want audio effects. Eg, something like 'you hear a grate to the north' or the like. > > --PC > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 8 10:45:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:11 2005 Subject: [CF-Devel] Other games and sugerences Message-ID: <200303081645.13981.paco@arsfortunata.com> A non-text attachment was scrubbed... Name: not available Type: application/pgp Size: 2442 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030308/7e5e337f/attachment.bin From crossfire-devel-admin at archives.real-time.com Thu Mar 6 22:14:31 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:11 2005 Subject: [CF-Devel] Client Sound Server References: <200303051354.h25Ds24B013973@lol1120.lss.emc.com> <3E66E67C.1060009@sonic.net> <200303060405408.SM01196@adsl-68-22-207-195.dsl.chcgil.ameritech.net> Message-ID: <3E681CA7.60801@sonic.net> phil@theperlguru.com wrote: > On Wed, 05 Mar 2003 22:11:08 -0800, Mark Wedel wrote: > > ... > >>and try to make more clever decisions, etc). I think its pretty unlikely that a >>player hearing an event they didn't hear before isn't likely to significantly >>change any maps. The most likely case I'd see is where you have cases of >>objects like gates/buttons used for effects the player shouldn't really notice. > > > Assuming that it isn't too CPU intensive, if a player can magic map > the square with the sound event, and it's not too far away, they > should be able to hear it. the magic map stuff actually is quite cpu intensive. This isn't that big a deal, since it is used very rarely. If this was a real concern, one could always track the connected spaces in the map or flags. IF something changes that would block/unblock spaces, just re-calculate for the entire map. However, for sounds, I'd probably do something a bit simpler. Presumably, all sounds would have some range, potentially variable (eg, ticking of a clock may be a 1 space range, grates moving may be 10 spaces). When a sound is played, first do a simple check to see if any players are within range (by going through the players list). If so, then do a quick path check between the player and sound. Depending on what is on the space, have different dampening factors. open spaces would have a factor of 1 (eg, consume 1 space of the range). A wall might have a factor of 5. Thus, in the case where the grate range is 10, a double wall will always block someone on the opposite side from hearing it. A single wall would reduce the range by 5 spaces - now, the wall has to with X spaces of the intervening wall, and player within Y spaces, where X+Y < 5 (10 - 5). Easier to just code that is - as you traverse each space, increase range by 1, if a wall, increase by 5 - this would be a quick check, as well checking is just a matter of checking the flags for the space, and not the objects themselves (one could very easily add something like a 'blocks_noise flag, which basically adds a range factor of 100 or whatever). This isn't perfect, but does help in some other cases. For a real life example, I can be in a room with the door closed, yet can still hear things not in the room, but they are muted. Thus, that big dragon behind a door could be heard from a player on the opposite side of the door. To follow up on this, one could even add something like a 'hear noise' skill - use it in a direction, and it reduces the blocking factor somewhat. However, in this case, you'd probably print something out to the players screen in addition to perhaps playing a sound. The magic map case also isn't perfect. Think of the case of a maze - there could be a noise just 5 spaces from you as the wiz walks, but to actually walk there is 20 spaces (do to twisting passages or whatever). The fact it is within 5 spaces and magic mapping can reach it still probably shouldn't mean you can hear it. > > -Philip > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 17 15:25:49 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:11 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings Message-ID: <1047936349.3e763d5d15427@imp.free.fr> Hello, With the last release of Crossfire Server/gtk Client (1.5.0) and with the last Server CVS too, I have a bug with the displaying and refreshing of the buildings. It's with the big world maps (and perhaps with the others, I've only tried the new maps) : When buildings appears, there's only the top left square that is displayed (and sometimes, all top squares), and the other squares appears only when I go "in them". And it's the same when it's the "day" and the "night". Some ideas ? Olivier. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 18:38:36 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:11 2005 Subject: [CF-Devel] new DreadKnight & DShield graphics Message-ID: <8726.1046911116@www7.gmx.net> I've drawn a new animated graphic for the DreadKnight. It's designed in the base set style, the alternate set already has a nice DK image anyways. While I drew it, I realized that the DShield in the base set looks kinda bad: Trying to apply that black square shield thing to my new DK - it looked quite ridiculous. So I came up with an all new DShield, designed to look a bit more interesting than the old one. It features a small red demon face, but see for yourself... You can see it and download the arch images on this page: I've also added a self-made voting mechanism. It's a very simplistic php script. You can easily cheat on the votings, so please be kind and don't mess with it. ;-) Well, I hope you'll like it. Note that the alternate set versions of the DK/DShield images and -animations are not going to be affected. Cheers, AndreasV -- +++ GMX - Mail, Messaging & more http://www.gmx.net +++ Bitte l?cheln! Fotogalerie online mit GMX ohne eigene Homepage! _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 19 23:23:25 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:11 2005 Subject: [CF-Devel] attacktype proposal References: Message-ID: <3E79504D.5020600@sonic.net> Bernd Edler wrote: > As the resistances have been changed from simple bits to > integer values , it seems natural to me to change the > attacktypes to integers also. > > Then we could have a weapon like this: > > damage: pysical : 12, fire : 8, poison : 15, paralyse 20 Interesting idea. > > If you have more strength, then only the physical damage would rise. > Maybe weaponmagic too. > The number for slow would indicate about the probability of a > successful paralyzation, depending an the enemy's level and resistance. > It could also influence the duration of the effect. IMO, it should probably do one or the other. Either increase likelihood of getting hit by effect, or increasing potency of effect. To do both then makes minor increases in something like paralyzation really powerful - not only will you more often paralyze creatures, but those you do paralyzed will be paralyzed for longer. It'd probably be simplest (intuitive) to make the damage for effect type things to be how long the effect last fors. Eg, damage_paralyze 3 means the creature is paralyzed for 3 ticks, adjusted by resistance. damage_paralyze 20 means it is paralyzed for 20 ticks. I like this because you could much better tune some things - at low levels, you could have very short duration paralyzations which would be annoying and dangerous, but not instantly deadly. > With this is would not only be important what attacktypes a weapon > has, but how strong these are. > > The weapons would be a lot more different / interesting. Yep. there are two ways you could deal with this however: 1) Weapon does damage of all attacktypes it has. Eg, a dam_fire 10, dam_physical 10 dam_magic 10 could do 30 points of damage, adjusted by creatures resistances. Thus, you could add something like 'dam_fire 6' to a weapon, which gives is some minor fire damage in addition to what it already has. 2) Weapon only does damage for the most a damaging attack. In the case above, if the creature had armor (resist physical) and fire protection, then it would take that 10 magic damage, and nothing else. Special non damaging effects (drain, paralyze, slow) would still always effect the player. This is how it is currently done, but one reason because since the same damage is used for all attacktypes, if you didn't do it this way, weapons with multiple attacktypes would be much deadlier. In both these cases, the question of how damage is rolled would need to be figured. For example, if a weapon does 20 fire damage and 10 physical damage, on any single hit, do we roll a 1d20 for the fire, and 1d10 for the physical, and see which of those did the most damage (in this case, the damage done my go between being physical and fire depending on that the value was rolled). Or do we roll something like a 1d1000 (or other large value it) and scale it down for both attacktypes, eg, val = 1d1000, fire_dam = val * dam[fire] / 1000, phys_dam = val * dam[phys] / 1000. The later case more of less says 'this was a solid hit, so all the damage types are high'. It pretty much means that if physical is the best attacktype against that monster, you'd always do physical damage, since a crappy damage roll would be crappy for both physical and fire. > > Negative: > I am sure it would be a LOT of work to change the damage routine, > adjust existing weapons, maps , archetypes etc. The hard part is that hit_player passes in the damage, so the calling structure would need to get changed - basically, hit_player (or new function) would be needed that passes in the victim and what is hitting it, and then figures out damage based on all the attacktypes. There is code currently in place the cycles through the attacktypes figuring out the most damaging. Updating the arch's should be rather easy for a first pass (take existing dam and distribute it to all the attacks the monster does) - I used scripts to do this for the resist_ changes, and those could easily be modified for attacktype. But there would be a lot of tuning involved most likely _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 19 22:53:47 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:11 2005 Subject: [CF-Devel] attacktype proposal Message-ID: As the resistances have been changed from simple bits to integer values , it seems natural to me to change the attacktypes to integers also. Then we could have a weapon like this: damage: pysical : 12, fire : 8, poison : 15, paralyse 20 If you have more strength, then only the physical damage would rise. Maybe weaponmagic too. The number for slow would indicate about the probability of a successful paralyzation, depending an the enemy's level and resistance. It could also influence the duration of the effect. If you are Rugilli follower he might increase the fire damage. Others could use "Improve fire damage" scolls on enchanted weapons. If they need more fire damage. Else they have to look for a better weapon.... With this is would not only be important what attacktypes a weapon has, but how strong these are. The weapons would be a lot more different / interesting. Negative: I am sure it would be a LOT of work to change the damage routine, adjust existing weapons, maps , archetypes etc. Bernd Edler _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 1 17:12:20 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:11 2005 Subject: [CF-Devel] PATCH fixing town portal bug if remembered map couldn't be loaded Message-ID: <20030302001220.A16510@ds217-115-141-141.dedicated.hosteurope.de> Hi! If you remembered a position with town portal and the map isn't available any more, you get a message "Something strange happens.\nYou can't remember where to go!?". But after that, the force object marking the lost location isn't removed from the player, so he gets this message each time he casts town portal, from now on. Several players on metalforge are already affected by this. The attached patch removes and frees the relevant force object, so that the next time town portal is cast, the player will remember a new position. Bye Jochen --------------- patch ----------------------------- Index: spell_effect.c =================================================================== RCS file: /cvsroot/crossfire/crossfire/server/spell_effect.c,v retrieving revision 1.100 diff -u -r1.100 spell_effect.c --- spell_effect.c 25 Feb 2003 07:18:07 -0000 1.100 +++ spell_effect.c 1 Mar 2003 22:59:52 -0000 @@ -913,6 +932,8 @@ /* If we were unable to load (ex. random map deleted), warn player*/ if (exitmap==NULL) { new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); + remove_ob (force); + free_object (force); return 1; } -- Jochen Suckfuell --- http://www.suckfuell.net/jochen/ --- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Fri Mar 21 02:22:14 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:11 2005 Subject: [CF-Devel] potion images In-Reply-To: References: Message-ID: <3E7ACBB6.10806@sonic.net> Bernd Edler wrote: > > On Mon, 3 Mar 2003, Tim Rightnour wrote: > > >>Do you have a screenshot you could put up on the web with these potions like >>littering the ground in the magic shop or something? If you can't post it on >>the web, maybe you could send it to the list. It's hard to judge how they >>would look in the game. >> > > There you are. > > I linked the gfx like this: > > potion_aether.111.png -> potion_tt_grey.png > potion_fire2.111.png -> potion_tt_red.png > potion_freeze.111.png -> potion_tt_white.png > potion_heal2.111.png -> potion_tt_blue.png > potion_ishock.111.png -> potion_tt_yellow.png > potion_mimm.111.png -> potion_tt_green.png > potion_resist.111.png -> potion_tt_magenta.png > potion_shock.111.png -> potion_tt_yellow.png > potion_util.111.png -> potion_tt_cyan.png > > based mainly on the colors of the equivalent classic set images. Thought I replied to this a while ago, but still see it in my mailbox, so I guess not. IMO, the images themselves look nice enough. I'm just not sure if I'm all the keen replacing the potion images with those. I'd rather have the round bottles or whatnot that more look like something you'd actually dring something out of. I'd think updating colors on existing potion images probably wouldn't be that hard. that said, I think they'd work fine for use in a alchemy or perhaps other formula type stuff (essence of red dragon or whatever). _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 25 01:37:53 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:11 2005 Subject: [CF-Devel] Alternate cobblestone/sign In-Reply-To: References: Message-ID: <3E800751.8010601@sonic.net> Bernd Edler wrote: > > On Mon, 24 Mar 2003, Rick Tanner wrote: > > >>The gfx folder reference is for the DirectX client and JavaClient, only. >> > > > Not true. > While cfclient does not afaik, the gcflient does. > I don't know since which version, but the 1.5 does. > > Just create the directory: > > mkdir ~/.crossfire/gfx > > Then copy the png into this diretory. > > Naming scheme: > > ~/.crossfire/gfx/cobblesto1.111.png Actually, that should work for the x11 client just as well as for the gcfclient - the image caching/loading is common to both of those now, so both should do the same thing. Note, however, that using this gfx directory only works if you turn image caching on. If image caching is off, the client never gets the name of the image from the server, and thus can't load it locally. It could be that the gcfclient provides nicer front end to selecting cached images, but you can use something like -cache or -cache_images with the x11 client jsut as well. Note also that the file name does not include the base/clsc suffix. Images in the gfx directory will be used no matter what the image set is - they override everything else. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 24 19:08:09 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:11 2005 Subject: [CF-Devel] Returned mail: Delivery Status Notification Message-ID: <1048554487-1173@smtp-send.myrealbox.com> The original message was received Sat, 22 Mar 2003 00:41:33 -0700 from - ----- The following address(es) had permanent fatal errors ----- ; originally to yann.chachkoff@smtp-send.myrealbox.com (unrecoverable error) The mail system encountered a delivery failure, code -11. This failure could be due to circumstances out of its control, please check the transcript for details -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: Mark Wedel Subject: Re: [CF-Devel] Re: [Crossfire-devel] ALSA 0.9.x sound server patches Date: Fri, 21 Mar 2003 23:36:11 -0800 Size: 2817 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030324/8d23aaa6/attachment.mht From crossfire-devel-admin at archives.real-time.com Thu Mar 20 23:51:46 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:12 2005 Subject: [CF-Devel] problem with darkness pt.2 References: Message-ID: <3E7AA872.7050506@sonic.net> Bernd Edler wrote: > With switching to "per tile lighting" i got rid of > these lighting artifacts. > > But the spell residues remain, with and without > fog of war. > > They will appear exactly when i use spells that produce light, > in squares that are completely dark. > > As you can see in the png the residue of the firebolt is exactly > 2 tiles long. It appeared in the 2 spaces of complete darkness. > > While the spell is "running" , i can see the bolt even in the > dark tiles, because it produces light by itself. > > When the effect ends, the tiles become dark again. (of course) > > When i walk towards these tiles so that they are within my > visual range again, i will have these residues there. This is odd - I'll have to look into it. > > Thus it looks to me as if this happens like that: > "This space is now dark" > "The spell effect is gone" > -> I won't tell the client, he can't see that, because it is dark there. > "This space is visible again" (because player moved) > "You don't need any update information, this space still looks the same > as it did before you moved" It could be something related to the darkness - I'll have to re-look at the code. There is some code that tries to be helpful to the client in trying to inform if it is a dark space at the edge of the vision, or something completely beyond the vision. This was only really done to make per pixel lighting appear better, but the complication it adds probably isn't worth it. The way lighting is handled could perhaps be re-done - the server would still need to know what spaces the client can see, but leave more of the lighting to the client (eg, light sources at x, y, color r, brightness b, etc. Not sure the best way that could be done. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 11 15:39:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:12 2005 Subject: [CF-Devel] crossfire-devel post from tth@one.net requires approval Message-ID: <20030311213902.22160.25989.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: tth@one.net Subject: Re: [Crossfire-devel] ALSA 0.9.x sound server patches Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Tue Mar 25 01:49:12 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:12 2005 Subject: [CF-Devel] Alternate cobblestone/sign In-Reply-To: <200303241851.03444.oberdorf@earthlink.net> References: <200303241851.03444.oberdorf@earthlink.net> Message-ID: <3E8009F8.1050803@sonic.net> Oliver wrote: > I made an alternate version of the cobblestones for use in town. I made a > version with/without visible dirt (I prefer the dirt grid version). Also, > screenshots of the existing as well as these alternates. I don't know how much I really like those for the outdoor cobblestones - each tile just seems a bit big for the outdoor scale. OTOH, I think those would probably look fine for indoor graphics for tiled floors and whatnot - while all images are the same size, the perceived image of indoor stuff being smaller scale than outdoor. > > Also, an updated sign to replace the black lines with a slightly more natural > look. I guessed I never noticed that much. > And another one: My original modified "sign" graphic had a drop-shadow, but > alpha values in the Gtk client seem to be clamped. Is this a bug or > desirable? What do people think of supporting alpha in the overlays? > Technically problematic? If you use SDL graphics, true alpha support should be present. If using gtk graphics, then true alpha support is not present - you can have transparent and opaque, and nothing in between. I don't expect this to change - the gtk code uses the drawing primitive that gtk provides, and these don't allow for true alpha (this is probably because for xwindows, those calls pretty directly translate to the x11 image drawing functions, which don't support true alpha). So that said, I don't see there being much of a problem with making images with true alpha qualities, but it shouldn't be presumed that the client will display them properly. Meaning basically, you could put in drop shadows or other such bits, and verify that the image looks OK with non true alpha. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 18 23:46:04 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:12 2005 Subject: [CF-Devel] Books References: <200303182035.h2IKZf98013015@lol1120.lss.emc.com> Message-ID: <3E78041C.20503@sonic.net> Preston Crow wrote: >> My personal thought is to eliminate a lot of that. Maybe I'm the non typical >>player, but I personally don't find multiple names for the same equivalant (or >>near equivalant) item all that interesting - I'd much rather my items merge, and >>know that all the items are sorted sensibly (Eg, if I'm looking for a wizard >>spell, know it starts with spellbook or grimoir, but not any of grimoire, tomb, >>and several other names). > > > I found it annoying at first, but now that the name of the spellbook is > based on the level of the spell, it's not a problem. In fact, it makes it > a little easier to find a spell when you know what you're looking for. > > Granted, there are a few maps where there are spellbooks that don't have > the right name (in the tower of demonology, I believe), so they don't > stack, but those are rare cases. the problem here is more the random readable - it has a bunch of names which it chooses from. The common/readable probably will undergone some signifcant changes down the road - but from a simple basis, it probably makes sense to replace the new_text_name() calls with something that chooses the book name more sensible. Or simplest would be to just make one book name for recipe books, one name for armor, etc. This would still leave about a half dozen book names for the different topics that show up in books, but it just means that a book on the same subject would always have the same name. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 23:12:59 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:13 2005 Subject: [CF-Devel] Some oddities - Mar 3 CVS References: <5.1.0.14.0.20030305214927.00a8bbe0@postoffice.worldnet.att.net> Message-ID: <3E66D8DB.8050303@sonic.net> Kevin R. Bulgrien wrote: > 1) Large money rooms are back... Some time back a change > was made that made all the treasure rooms tiny. After > finding two such rooms, I ended up with maybe 1500 plat > worth of money. Not that I think this is a problem... > :-) but it makes me think something changed because this > is the first time in many moons that I got rooms this > size. Of course, I haven't been playing that much > either since I've been drawing pictures and making > maps. Yeah, I'll fix that - the problem is there was no global definition of what the minimum map size for random maps was - so when I fixed the bug for some maps being too small, now ranodm maps were made too small, so they automatically get resized larger. > > 2) Random maps... These screen shots show an amulet that I > picked up in a cave near a generated shop. It is > unpaid... I went back to the cave and stood where I > found it. mapinfo is on one of the png's. > > As I was carrying loot back to a store, the store would > not let me enter because I had an unpaid item in my bag. Unable to reproduce it. My only thought is that the special mini store that get created would put an object on the same space as the exit map to the store - probably not a good thing - its possible with that, an amulet was created and teleported out. Its 'normal' that even if you enter a store with unpaid equipment, it will try to pay for it - the shop maps aren't aware of direction (enter/exit) - whenever they are used for whatever direction, they try to charge the player. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 09:02:20 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:14 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303051002.AA02196@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A000008AC; Wed, 5 Mar 2003 00:55:34 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id A1548840062; Wed, 05 Mar 2003 00:55:32 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qS9F-0001vH-00; Wed, 05 Mar 2003 00:13:01 -0600 Received: from a.smtp-out.sonic.net ([208.201.224.38]) by pirate.real-time.com with smtp (Exim 4.11 #5 (Red Hat Linux)) id 18qS8g-0001uw-00 for ; Wed, 05 Mar 2003 00:12:26 -0600 Received: (qmail 26084 invoked from network); 5 Mar 2003 05:51:30 -0000 Received: from turbo.sonic.net (208.201.224.26) by a.smtp-out.sonic.net with SMTP; 5 Mar 2003 05:51:30 -0000 Received: from sonic.net (tavern.santa-clara.ca.us [209.204.178.229]) by turbo.sonic.net (8.11.6/8.8.5) with ESMTP id h255pUF23288 for ; Tue, 4 Mar 2003 21:51:30 -0800 X-envelope-info: Message-ID: <3E658F71.2020802@sonic.net> Date: Tue, 04 Mar 2003 21:47:29 -0800 From: Mark Wedel User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.0.1) Gecko/20020712 X-Accept-Language: en-us, en MIME-Version: 1.0 To: crossfire-devel@lists.real-time.com Subject: Re: [CF-Devel] Map bug References: <200303040211.h242BLkY022487@lol1120.lss.emc.com> <5.1.0.14.0.20030304213304.00a86ba0@postoffice.worldnet.att.net> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit X-Spam-Score: -1.8 (-) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qS8g-0001uw-00*Q.3baKQm1HA* Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com X-Mailman-Version: 2.0.13 Precedence: bulk Reply-To: crossfire-devel@lists.real-time.com List-Help: [message truncated] From crossfire-devel-admin at archives.real-time.com Mon Mar 10 00:57:37 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:14 2005 Subject: [CF-Devel] Spell object idea. Message-ID: <3E6C3761.2090901@sonic.net> One of the TODO items for almost eternity is the idea of making spells be objects, instead of having a table. What is below is my write up of that idea. The reason I am thinking about this mor right now is because of the skill redo - one of the ideas mentiond that seem to receive a bit of positive support was to split the current set of wizardry into a few subcategories. While having spell objects isn't necessary to do that, it makes things easier - it is likely there are some number of spells that should be available to these multiple disciplines - under the current mechanism, that basically means adding a new spell for each of those cases, with some amount of code. With spell objects, its just a matter of another arch, and that's it. Plus, I think its a good idea put as many things as reasonable into object form - this reduces code. One case this coudl be considered an advantage is scripting - if spells are objects, the basic building blocks are already there for the scripts to manipulate this informatin (give playera new spell, remove one from their inventory, etc). -- In the old model, each spell had a specific number associated with it. Monster spell abilities, while object, just said to use spell number X. Given that everything else in the game is object, this hardcoding of spells was less than ideal. In the new system, spells are objects. The spell object the player knows has the characteristics of the spell. As a first pass, the existing spells are just converted to object form. As time passes, new spells can be easily added in this system. It also simplifies the code - the spells a player knows are now objects in his inventory. The spell a wand casts is the spell in its inventory. The spell a scroll casts is the spell in its inventory, and the spell you learn by reading a spellbook is the spell in its inventory. This model makes it very easy to make variations of some spells. Want to make an extra large fireball? All this is needed is to take the large fireball arch, increase a few paramters, and your all set. The following is the fields in the object structure, and how they correspond to a spell. Fields that are not mentioned are not used. char *name: Name of the spell (large fireball, icestorm, etc) char *lore: Description of the spell to be put in books, or perhaps even to just let the player see. In a sense, this puts documentation of the spells within the object, instead of having to maintain seperate files. float casting_speed: How long it takes to cast the spell (was time) face/anim: If the spells is a generic spell that doesn't have an other_arch pointer, this is the face (or animation to use when the spell is cast. uint8 type: SPELL (to denote this is spell object) sint16 resist[] values: For protection spells, resistance they provide. uint32 attacktype: Attacktype of the spell. uint32 path_*: spell path information. Note as of this writing, only path_attuned is expected to mean anything. However, I can envision the user of path_repelled/denied to denote that if the caster is attuned to some path, they have penalties in casting this spell. sint32 value: Base value of this spell for scroll, spellbooks, wands, rods. sint16 level: Level of the spell other_arch: archetype this spell uses. char *skill (new): Skill needed to cast this spell. sint32 subtype (new): Sub classification for this spell. It sort of relates to the existing spell number, but in a more general form. At first pass, subtypes would fall into protection spells, bolt spells, ball spells, cone spells, stat increase spells. There are a number of spells which can not be abstracted and are unique in their own right (dimension door, word of recall, polymorph, etc). In these cases, there will be one value for that spell type. From living/stats substructure: Str, Dex, etc: If spell changes and ability, this is the ability it changes. sint16 dam: Base damage the spell does: sint16 sp: how many spellpoints the spell costs sint16 grace: how much grace the spell costs sint16 maxsp/maxgrace: Every 'maxsp/maxgrace' levels beyond its base level, the spell cost doubles (this is pro rated like the old code. For example, if a first level spell costs 5 sp, and maxsp is 5, then at level 6 it would cost 10 sp. However, at level 2, it is 6 sp, level 3 is 7 sp, etc. TBD: bdur (base duration), ldam (level adjustment for damage), ldur (level adjustment for duration): These need to get put into some field - I'm undecided if it makes more sense to add new fields (instead of overloading existing ones). There are also many fields in the spell structure which are not copied - charges, scrolls, scroll_chance, books, range, defensive, cleric, onself. The defensive, range, and onself can largely be derived from the subtype above. if subtype is protection or healing, it'd be self. A cone, bolt, or ball would be range. range is very important - range would determine blast area of ball spells, range of cones, etc, and thus probably be one of the fields that people are more likely to update (huge fireball, etc). cleric is basically redundant now - the skill says what skill to use for this spell. Note that a spell could in theory cost both mana and grace - what it costs is not necessarily tied to a skill. However, it would be bad practice to make a wizardry spell use mana. However, I could potentially see hybrid skills that have some variosu benefits, or if we have say a 'magic' god, perhaps some special spells it provides a use mana. So lets next touch on the idea of treasurelist for spell objects. As mentioned above, spell objects, like wands, spellbooks, scrolls, etc, contain the spell they cast. The way spells end up in those objects is via a mechanism there is already code for - treasurelists. Currently, the treasure generation code notices if a wand, rod, spellbook, or scroll is generated. If so, it calls special code that looks at the field of the spell structure and randomly chooses a spell. Instead, this is just replaced with treasurelists. The scroll object would have a 'randomitems scroll', wands a 'randomitems wand',etc. These may be big treasure lists, but that shouldn't post any problem. More likely, these lists would be broken up into smaller pieces (eg, scroll_low_level, scroll_medium_level, scroll_high_level). This provides finer resolution than is currently allowed in the spell structure - you could make some spell available only in rods, but not wands. you can better adjust things to better spells show up in tougher dungeons, etc, The only thing that is really missing here is how to figure out how many charges to put into wands. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 8 10:19:42 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:14 2005 Subject: [CF-Devel] New graphics Message-ID: <200303081619.51053.paco@arsfortunata.com> A non-text attachment was scrubbed... Name: not available Type: application/pgp Size: 558 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030308/b7dc93cc/attachment.bin From crossfire-devel-admin at archives.real-time.com Sat Mar 8 10:04:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:14 2005 Subject: [CF-Devel] crossfire-devel post from paco@arsfortunata.com requires approval Message-ID: <20030308160400.10272.78635.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: paco@arsfortunata.com Subject: Other games and sugerences Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Tue Mar 11 02:18:35 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:14 2005 Subject: [CF-Devel] Spell object idea. References: Message-ID: <3E6D9BDB.3070708@sonic.net> Tim Rightnour wrote: > On 10-Mar-03 Mark Wedel wrote: > >>TBD: >>bdur (base duration), ldam (level adjustment for damage), ldur (level >>adjustment for duration): These need to get put into some field - >>I'm undecided if it makes more sense to add new fields (instead of >>overloading existing ones). > > > You yourself said we aren't supposed to overload anymore.. :) I don't think > any of the current fields available make sense for these anyhow. Yeah, I agree. I was just trying to think if there was anything else I'm missing that would need to add. > > >>The defensive, range, and onself can largely be derived from the >>subtype above. if subtype is protection or healing, it'd be >>self. A cone, bolt, or ball would be range. > > > What if I want to make a cone of healing? What about area effect protection > spells? Probably the best way is to support negative damage values. Eg, bolt of healing, subtype bolt, damage = -10, attacktype godpower, etc. Code would need to be modified to properly deal with negative damage values - proably just easiest to do something like have hit_map or one of those fucntions check for negative damage values, and if so, call different routine. Arguably, attacktype for healing spells could just be ignored, in which case you don't even need an attacktype. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 11 15:07:56 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:15 2005 Subject: [CF-Devel] Re: [Crossfire-devel] ALSA 0.9.x sound server patches In-Reply-To: <20030311071633.63064a69.tth@one.net> References: <20030311071633.63064a69.tth@one.net> Message-ID: <20030311160756.2849dc8e.tth@one.net> sorry for replying to my own message, but i realized that there was an error in my patches when i tried to apply them. I fixed it, and here are the applyable patches :P On Tue, 11 Mar 2003 07:16:32 -0500 Tim Hentenaar wrote: > Hey all, > > Attached is the patch(since i don't have CVS write access) for the ALSA 0.9.x API implementation in cfsndserver, and a configure.in patch so that alsa 0.9.x is detected at configure time :P > > Tim Hentenaar > -------------- next part -------------- A non-text attachment was scrubbed... Name: alsa9-cfsndserver.patch Type: application/octet-stream Size: 6887 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030311/0c9cca74/alsa9-cfsndserver.obj -------------- next part -------------- A non-text attachment was scrubbed... Name: alsa9-configure-in.patch Type: application/octet-stream Size: 851 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030311/0c9cca74/alsa9-configure-in.obj From crossfire-devel-admin at archives.real-time.com Tue Mar 11 05:32:37 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:15 2005 Subject: [CF-Devel] Spell object idea. References: <3E6D9BDB.3070708@sonic.net> Message-ID: <24694.1047382357@www5.gmx.net> What you proposed about spell objects sounds quite good. One question that came to my mind though is what are you going to do about the magical attacktype component for spells? You sure know that spells used to add a magic component to the effect's attacktypes, which makes magic resistance work against spells. AFAIK, only prayers and monster's abilities were non-magic. I'm sure it is possible to realize this with the new spell-object code, but you didn't adress it in your first description. Somewhat related to that, the ability object type will need special treatment because of it's extra functionality as long-/short-range spells, and "use-frequency-factor". AndreasV -- +++ GMX - Mail, Messaging & more http://www.gmx.net +++ Bitte l?cheln! Fotogalerie online mit GMX ohne eigene Homepage! _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 12 20:10:21 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:15 2005 Subject: [CF-Devel] Altar reconsecration In-Reply-To: <200303121838.h2CIcFZj014353@lol1120.lss.emc.com> References: <200303121838.h2CIcFZj014353@lol1120.lss.emc.com> Message-ID: <20030312211021.1da33c77.tth@one.net> Yeah, I agree. it's senseless to have an "Altar of Mostrai of Valriel of Lythander" or other such names. I've written a patch that addresses the issue and attached it to this email. Tim Hentenaar On Wed, 12 Mar 2003 13:38:15 -0500 Preston Crow wrote: > When you consecrate an altar, it adds "of " to the name. This > is fine for unconsecrated altars, but when reconsecrating an altar, it > should remove the reference to the old diety first. > -------------- next part -------------- A non-text attachment was scrubbed... Name: altar-consecration.patch Type: application/octet-stream Size: 846 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030312/cbf0aa5b/altar-consecration.obj From crossfire-devel-admin at archives.real-time.com Wed Mar 5 21:57:24 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:15 2005 Subject: [CF-Devel] Some oddities - Mar 3 CVS Message-ID: <5.1.0.14.0.20030305214927.00a8bbe0@postoffice.worldnet.att.net> 1) Large money rooms are back... Some time back a change was made that made all the treasure rooms tiny. After finding two such rooms, I ended up with maybe 1500 plat worth of money. Not that I think this is a problem... :-) but it makes me think something changed because this is the first time in many moons that I got rooms this size. Of course, I haven't been playing that much either since I've been drawing pictures and making maps. 2) Random maps... These screen shots show an amulet that I picked up in a cave near a generated shop. It is unpaid... I went back to the cave and stood where I found it. mapinfo is on one of the png's. As I was carrying loot back to a store, the store would not let me enter because I had an unpaid item in my bag. -------------- next part -------------- A non-text attachment was scrubbed... Name: unpaid_item_here.png Type: image/png Size: 50386 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030305/b80d4d95/unpaid_item_here.png -------------- next part -------------- A non-text attachment was scrubbed... Name: unpaid_item.png Type: image/png Size: 49533 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030305/b80d4d95/unpaid_item.png From crossfire-devel-admin at archives.real-time.com Tue Mar 4 23:51:11 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:15 2005 Subject: [CF-Devel] PATCH: inscription couldn't write spells, and prepended garbage to text References: <20030305010511.A10767@ds217-115-141-141.dedicated.hosteurope.de> Message-ID: <3E65904F.5060802@sonic.net> Jochen Suckfuell wrote: > Hi! > > This small patch does two things: > > 1) When writing a text message, it prevents the binary garbage at the start of > the written message by initializing the *buf = 0 before strcpying into it. > > 2) When no message is given to use_skill, write the current spell into the > scroll. This previously depended on the type of the marked scroll, though it > should depend on what the user wanted. As if it isn't confusing enough that > we have scrolls with type==book. If you try to write a spell into a book or a > message into a scroll, you'll get an appropriate message anyway. I don't see any problem with this patch, and I'll apply it an put it in CVS. Note that if you put patches to the list, please use context diffs - I've had about a 50% success rate on applying your patches as is - don't know if it is related to it being a unified diff or not, but context diffs seem to be more forgiving, and tend to be easier to hand apply if there is some problem in automatic application. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 12 12:46:11 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:16 2005 Subject: [CF-Devel] client-server confusion Message-ID: <200303121846.h2CIkBWL014419@lol1120.lss.emc.com> >> There are still a few cases where something is created on the same square >> as the player, and it shows up in the "you see" window, but if you hit 'A' >> to apply it, it acts like it isn't there. The one case I'm still aware of >> is with town portals, but I think I'm forgetting another. > > I've fixed the problem with town portal - problem is that its difficult to >find all those cases, so as people report the problem, its no too hard to fix. Here's another case: When you're standing on top of a chest and it is destroyed by fire (or by paralysis, poison cloud, or such--until that bug is fixed), the objects underneath you aren't treated correctly. --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 18 00:42:36 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:16 2005 Subject: [CF-Devel] Dragon Guild and Devourers cult References: <1047876653.1342.10.camel@CPE0080c6f8615f-CM.cpe.net.cable.rogers.com> Message-ID: <3E76BFDC.4050104@sonic.net> David Stuart wrote: > Hi All, > > I started a dragon character recently and am having problems with the > devourer cult. Basically I joined up and it changed my race to "undead" > and I cannot enter the Dragon Guild anymore. > > I am using v 1.4.0 of the client. > > I worked around it for now by patching my race back to dragon, but I > imagine that changes something else.. > > I also tried setting my race to "undead,dragon" but that didn't work > either. changing it back to dragon basically removes the advantages of being undead. One could argue this is the right behavor - when you join the devourers, you become undead, and thus lose your normal racial abilities. However, this is probably a bit harsh. At some level, the idea that a new convert is now undead seems a bit extreme - it would probably make more sense that at some time, you can do a quest and become undead. To become a lich or whatever shouldn't be a simple matter - I could certainly (from a role playing perspective) be an ideal of people joining the cult to become undead. It's perhaps even a bit odder than if you then worship some other god, you become living again. which is a bit odd. I actually don't have a good fix. Devourers need to be undead. The simple solution is that if you are a dragon player, don't become a follower of the devourers. I don't believe all the code supports common seperated values for races for monsters. Eg, a weapon could be something like 'slaying goblin,orc' and the way the logic work, would be OK. However, a race of 'undead,dragon' may not be handled right. BTW, if it was, it would be a disadavantage, as you'd be suscpetible to things that hits either undead or dragons (eg, could get killed by those arrows of dragon slaying, or arrows of undead slaying). _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 09:30:40 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:16 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303051030.AA02136@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A00000834; Wed, 5 Mar 2003 01:03:29 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id A3318960062; Wed, 05 Mar 2003 01:03:29 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qSGz-0001zH-00; Wed, 05 Mar 2003 00:21:01 -0600 Received: from b.smtp-out.sonic.net ([208.201.224.39]) by pirate.real-time.com with smtp (Exim 4.11 #5 (Red Hat Linux)) id 18qSGV-0001z1-00 for ; Wed, 05 Mar 2003 00:20:31 -0600 Received: (qmail 10774 invoked from network); 5 Mar 2003 05:59:36 -0000 Received: from ultra.sonic.net (208.201.224.22) by b.smtp-out.sonic.net with SMTP; 5 Mar 2003 05:59:36 -0000 Received: from sonic.net (tavern.santa-clara.ca.us [209.204.178.229]) by ultra.sonic.net (8.11.6/8.8.5) with ESMTP id h255xaQ06122 for ; Tue, 4 Mar 2003 21:59:36 -0800 X-envelope-info: Message-ID: <3E659156.90007@sonic.net> Date: Tue, 04 Mar 2003 21:55:34 -0800 From: Mark Wedel User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.0.1) Gecko/20020712 X-Accept-Language: en-us, en MIME-Version: 1.0 To: crossfire-devel@lists.real-time.com Subject: Re: [CF-Devel] [Crossfire-devel] Client Sound Server and ALSA9 References: <20030228175411.3dd466a6.tth@one.net> <200303041705.02572@join.TCLUG.at.www.mn-linux.org> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit X-Spam-Score: -1.3 (-) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qSGV-0001z1-00*qQEQLVRy1/2* Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com X-Mailman-Version: 2.0.13 Precedence: bulk Reply-To: crossfire-devel@lists.real-time.com List-Help: [message truncated] From crossfire-devel-admin at archives.real-time.com Tue Mar 11 19:52:13 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:16 2005 Subject: [CF-Devel] Delivery Status Notification (Failure) Message-ID: This is an automatically generated Delivery Status Notification. Unable to deliver message to the following recipients, due to being unable to connect successfully to the destination mail server. dweeves@hotmail.com -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: Mark Wedel Subject: Re: SDL client WAS Re: [CF-Devel] gcfclient again (W32) Date: Wed, 26 Feb 2003 21:12:57 -0800 Size: 4406 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030311/5469ab96/attachment.mht From crossfire-devel-admin at archives.real-time.com Tue Mar 18 14:35:41 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:16 2005 Subject: [CF-Devel] Books Message-ID: <200303182035.h2IKZf98013015@lol1120.lss.emc.com> > My personal thought is to eliminate a lot of that. Maybe I'm the non typical >player, but I personally don't find multiple names for the same equivalant (or >near equivalant) item all that interesting - I'd much rather my items merge, and >know that all the items are sorted sensibly (Eg, if I'm looking for a wizard >spell, know it starts with spellbook or grimoir, but not any of grimoire, tomb, >and several other names). I found it annoying at first, but now that the name of the spellbook is based on the level of the spell, it's not a problem. In fact, it makes it a little easier to find a spell when you know what you're looking for. Granted, there are a few maps where there are spellbooks that don't have the right name (in the tower of demonology, I believe), so they don't stack, but those are rare cases. --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 19 23:45:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:16 2005 Subject: [CF-Devel] Various bugs in the server. References: <200303170019418.SM01492@adsl-68-22-198-25.dsl.chcgil.ameritech.net> Message-ID: <3E79555E.8090403@sonic.net> phil@theperlguru.com wrote: > Three bugs. The first, Glaurung reported in IRC. A dragon joining > the devourers cult can't enter the dragon guild, as the race gets set > to 'undead' upon joining the cult. This was discovered on a 1.4.0 > server, but I'm guessing it's still a bug. Or feature, depending on your point of view. It probably should be considered a bug - a dragon that is unable to get his dragon abilities would probably be a pretty uninteresting player. I don't see any convenient way of fixing this. One could easily document it away, eg, 'The dragon guild is open to all dragons. However, the guild masters look down on any dragons that forsake their heritage and join the ranks of the undead followers of Devourers. Such undead dragons are no longer allowed into the guild'. > > The second bug is that the chests in the snake pit, which are supposed > to be openable only with the key, can be opened by being burned open. > No key? Simple, cast firebolt, and grab the venomtooth from the > rubble. > The right approach is to probably change the material on this so that it can't be destroyed (change the material for this one depositbox on the map). We could add special code which tries to check for this, but that just makes things more complicated (now need to check for object type + if it has slaying) - i'd much rather just set the object to be non destroyable on that map. One could also make for interesting maps other places. Eg, put some spellbooks in a similar chest - sure, you could burn the chest open, but who knows, good chance you'd burn those spellbooks you want. But such grey areas of adventuring are probably what make things more interesting. > The third bug is that poison cloud, icestorm, and other attacks that > really shouldn't cause items to blow up, cause items to blow up. I > seem to recall someone else reporting this, but it's really obvious > when you get a screenful of burnouts from a poison cloud. I've fixed this. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 12 02:26:16 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:16 2005 Subject: [CF-Devel] Spell object idea. References: <3E6D9BDB.3070708@sonic.net> <24694.1047382357@www5.gmx.net> Message-ID: <3E6EEF28.4050802@sonic.net> Andreas Vogl wrote: > What you proposed about spell objects sounds quite good. > > One question that came to my mind though is what are you going > to do about the magical attacktype component for spells? Just like there is no limitation for other archetypes having more than one attacktype set, I'd do the same for the spells. Spells that the player will cast (as defined by treasurelists in appearing in books) will have the bit in the attacktype set to be magic. Those cast by monsters won't have it set. This really isn't much different than now. Monsters would have things like ability_fireball, while players might have it as spell_fireball. > > You sure know that spells used to add a magic component to the > effect's attacktypes, which makes magic resistance work against spells. > AFAIK, only prayers and monster's abilities were non-magic. Yep. IMO, it is best to do as much as reasonably possible in the archs. Thus, if someone at some point wants to make a spell taht doesn't use magic, they could. Developers can always put in unbalanced objects - the same would continue here (perhaps a bigger case compared to the magic attacktype set would be something like a large fireball that costs 1 sp or the like). > > I'm sure it is possible to realize this with the new spell-object code, > but you didn't adress it in your first description. Yep - I'm sure there are various bits that are missing that will be realized once implementation starts. The best one can hope is they cover most of the important bits, and it seems to make sense. > > > Somewhat related to that, the ability object type will need special > treatment because of it's extra functionality as long-/short-range > spells, and "use-frequency-factor". Well, long and short range can probably be derived from the attacktype (cone = short, bolt/ball = long, etc). IMO, it should be possible to actually make this smarter with the new code (since all the relevant details are now in the object, one could write a function that returns more detail on the type of spell which can't easily be done now). I'd have to look at the frequency stuff. I thought that was largely controlled by just having the monster have like 4 firebreaths and 1 fear - thus, it would cast firebreath 4 times as often as fear. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 27 23:24:05 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:17 2005 Subject: [CF-Devel] some oddities Message-ID: Hello, 1. Wisdom It seems that players wisdom is always one point bigger then it should be naturally. eg.: Statistics of a Fireborn Stat Nat/Real/Max Str 15/ 15/ 15 Dex 24/ 24/ 24 Con 20/ 20/ 20 Int 22/ 22/ 22 Wis 22/ 23/ 22 <- Pow 27/ 27/ 27 Cha 18/ 18/ 18 Wearing no items of course. I tested with lots of race/class combinations on my test server. It is always there. I asked other players on metalforge: they get it too. Well, no player will complain about having his stats too big :-) 2. Holy Word One can kill ants with holy word of mostrai. Ants are race insects. Not giant nor goblin. No, i am not talking about holy wrath. Ask Hoz. Again, nobody will complain about being too powerful. :-) But every bug could indicate something more serious being wrong. Bernd Edler _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 22 11:13:35 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:17 2005 Subject: [CF-Devel] Warning: could not send message for past 1 hour Message-ID: <200303221713.h2MGDYgA023525@blake.timetraveller.org> ********************************************** ** THIS IS A WARNING MESSAGE ONLY ** ** YOU DO NOT NEED TO RESEND YOUR MESSAGE ** ********************************************** The original message was received at Sun, 23 Mar 2003 02:13:34 +1000 from pirate.real-time.com [208.20.202.13] ----- Transcript of session follows ----- <<< DATA 451 4.4.1 timeout waiting for input during message collect Warning: message still undelivered after 1 hour Will keep trying until message is 2 days old -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: crossfire-devel-admin@lists.real-time.com Subject: no subject Date: Sun, 23 Mar 2003 02:13:34 +1000 Size: 458 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030323/f55d286b/attachment.mht From crossfire-devel-admin at archives.real-time.com Thu Mar 6 03:04:55 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:17 2005 Subject: [CF-Devel] Client Sound Server In-Reply-To: <3E66E67C.1060009@sonic.net> References: <200303051354.h25Ds24B013973@lol1120.lss.emc.com> <3E66E67C.1060009@sonic.net> Message-ID: <200303060405408.SM01196@adsl-68-22-207-195.dsl.chcgil.ameritech.net> On Wed, 05 Mar 2003 22:11:08 -0800, Mark Wedel wrote: ... >and try to make more clever decisions, etc). I think its pretty unlikely that a >player hearing an event they didn't hear before isn't likely to significantly >change any maps. The most likely case I'd see is where you have cases of >objects like gates/buttons used for effects the player shouldn't really notice. Assuming that it isn't too CPU intensive, if a player can magic map the square with the sound event, and it's not too far away, they should be able to hear it. -Philip _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 6 00:47:43 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:17 2005 Subject: [CF-Devel] PATCH, fixing ac/wc overflow after holy possession/bless/curse References: <20030304185037.A6088@ds217-115-141-141.dedicated.hosteurope.de> <3E659ABF.6040408@sonic.net> <20030305091359.A15444@ds217-115-141-141.dedicated.hosteurope.de> Message-ID: <3E66EF0F.7000807@sonic.net> Jochen Suckfuell wrote: > On Tue, Mar 04, 2003 at 10:35:43PM -0800, Mark Wedel wrote: > > > It's just not logical that you gain AC and WC with every holy possession, and > then suddenly you're back to normal values that don't improve any more (until > you overflow a second time). The very common problem I have with this is that > I cast holy possession to max out my AC, and oops, I did one too much and my > AC rolled over and stays at my normal values. Now I have to wait until the > possessions wear off and then refresh them, until I can go and fight. This > happens that way for years now and I find it very annoying. I agree that if it is decided that holy possessions should stack, that should be fixed. > > There are monsters in the game that are very dangerous until you have AC -80 > or lower (I can't imagine fighting evil masters with AC -30). If possessions > don't stack any more, I see no chance to reach such a low AC. > I think even those hyper kobolds in the Cave of Ordeal would hurt very much if > you don't have a better AC than what you can reach with your armour (_if_ > you're allowed to wear any). > I note that none of the other force type objects (eg, protection spells) stack with each other. And in fact, there is even code in that function to prevent a player from having both holy possession and bless at the same time. These facts lead me to believe it is an unintended consequence that the effects are in fact currently stacking. I also have a problem in that the fact it does stack basically means that how you get wc and ac bonuses from other sources really isn't important - cast the spell a dozen times, and it really doesn't make a difference what ac your getting from your items, and likewise wc. I think to some extent the difficulty of monsters will get adjusted if necessary. OTOH, it could also be a case where monsters really were meant to be that tough, and the fact that there was a way to get such a good ac/wc was not intentional. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 29 01:33:54 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:17 2005 Subject: [CF-Devel] Map edges and whatnot. In-Reply-To: <20030328230736.SM01220@adsl-68-21-3-232.dsl.chcgil.ameritech.net> References: <200301221811493.SM02120@adsl-66-72-99-242.dsl.chcgil.ameritech.net> <3E49EFC2.6020904@sonic.net> <20030328230736.SM01220@adsl-68-21-3-232.dsl.chcgil.ameritech.net> Message-ID: <3E854C62.4090601@sonic.net> phil@theperlguru.com wrote: > > I did a check on a recent server, and the same bug occured. Exact > steps taken to duplicate: > > Go to Siegfried's house in Ancient Pupland. Go to the second tree > right of the entrance, apply it. Go to the east edge. Then all the > way up to the north edge. Then step west until you see the around the > blocked tiles. I discovered this with the DXClient. > > Screenshot (taken a few minutes ago on metalforge) available at > http://www.theperlguru.com/crossfire/SeeAroundCorners.png thanks for providing detailed directions on how to reproduce the problem. That is very helpul. I've found the bug, and have a fix for it, and will check it into CVS in a short while. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 6 00:57:57 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:17 2005 Subject: [CF-Devel] PATCH, fixing ac/wc overflow after holy possession/bless/curse In-Reply-To: <3E66EF0F.7000807@sonic.net> References: <20030304185037.A6088@ds217-115-141-141.dedicated.hosteurope.de> <3E659ABF.6040408@sonic.net> <20030305091359.A15444@ds217-115-141-141.dedicated.hosteurope.de> <3E66EF0F.7000807@sonic.net> Message-ID: <20030306065757.GA22900@hawthorn.csse.monash.edu.au> I agree with Mark, it really shouldn't stack.. another spell that probably shouldn't stack, at least not 1000 times is the flaming aura for gorokh. While not super powerful, you can wiz through anything not fire immune at incredible speeds once cast enough :). dnh > Jochen Suckfuell wrote: > >On Tue, Mar 04, 2003 at 10:35:43PM -0800, Mark Wedel wrote: > > > > > > >It's just not logical that you gain AC and WC with every holy possession, > >and > >then suddenly you're back to normal values that don't improve any more > >(until > >you overflow a second time). The very common problem I have with this is > >that > >I cast holy possession to max out my AC, and oops, I did one too much and > >my > >AC rolled over and stays at my normal values. Now I have to wait until the > >possessions wear off and then refresh them, until I can go and fight. This > >happens that way for years now and I find it very annoying. > > I agree that if it is decided that holy possessions should stack, that > should be fixed. > > > > > > >There are monsters in the game that are very dangerous until you have AC > >-80 > >or lower (I can't imagine fighting evil masters with AC -30). If > >possessions > >don't stack any more, I see no chance to reach such a low AC. > >I think even those hyper kobolds in the Cave of Ordeal would hurt very > >much if > >you don't have a better AC than what you can reach with your armour (_if_ > >you're allowed to wear any). > > > > > I note that none of the other force type objects (eg, protection spells) > stack with each other. > > And in fact, there is even code in that function to prevent a player from > having both holy possession and bless at the same time. > > These facts lead me to believe it is an unintended consequence that the > effects are in fact currently stacking. > > I also have a problem in that the fact it does stack basically means that > how you get wc and ac bonuses from other sources really isn't important - > cast the spell a dozen times, and it really doesn't make a difference what > ac your getting from your items, and likewise wc. > > I think to some extent the difficulty of monsters will get adjusted if > necessary. OTOH, it could also be a case where monsters really were meant > to be that tough, and the fact that there was a way to get such a good > ac/wc was not intentional. > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Fri Mar 28 22:03:48 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:18 2005 Subject: [CF-Devel] Map edges and whatnot. In-Reply-To: <3E49EFC2.6020904@sonic.net> References: <200301221811493.SM02120@adsl-66-72-99-242.dsl.chcgil.ameritech.net> <3E49EFC2.6020904@sonic.net> Message-ID: <20030328230736.SM01220@adsl-68-21-3-232.dsl.chcgil.ameritech.net> On Tue, 11 Feb 2003 22:54:58 -0800, Mark Wedel wrote: >phil@theperlguru.com wrote: > >> >> In /pup_land/ancient/village/tavern1, if a player is in the second "room", they can see >> the walls from around the edge of the map. >> >> A generalized map: >> >> +------+##.@..... >> |......|##....... >> |......|##....... >> +------+##....... >> >> # = blocked tile >> @ = player >> . = floor >> >> The player can see: >> >> -+##.@..... >> ##....... >> ##....... >> ##....... >> > > Is this still a bug? I remember seeing it at the time, but was more cosmetic >so didn't work too hard to tracking it down compared to bugs that actually cause >crashes. > > I just ran some quick checks, and things seems to be behaving properly now, >but I didn't do extensive checks. I did a check on a recent server, and the same bug occured. Exact steps taken to duplicate: Go to Siegfried's house in Ancient Pupland. Go to the second tree right of the entrance, apply it. Go to the east edge. Then all the way up to the north edge. Then step west until you see the around the blocked tiles. I discovered this with the DXClient. Screenshot (taken a few minutes ago on metalforge) available at http://www.theperlguru.com/crossfire/SeeAroundCorners.png -Philip _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 29 11:05:49 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:18 2005 Subject: [CF-Devel] python plugin In-Reply-To: <3E8555C7.9020108@sonic.net> References: <3E8555C7.9020108@sonic.net> Message-ID: <3E85D26D.1020702@sympatico.ca> Mark Wedel wrote: > Bernd Edler wrote: > >> I think that in the configure script >> line 13038: >> >> for dir in /usr{,local}/include/python{,2.2,2.1,2.0} ; do >> >> should rather be: >> >> for dir in /usr{,/local}/include/python{,2.2,2.1,2.0} ; do >> >> as i assume it wants to look rather in /usr/local than in /usrlocal . > > > Yeah, apparantly I fixed that at one point, and somehow managed to > unfix that. Ya you fixed it before. >> On my local server the plugin seems to work stable. >> Is there a technical or a gameplay reason, it is not >> enabled on metalforge? > > > I believe the plugin is in fact installed on metalforge. It's just by > default, I don't think anything uses the plugin, and I haven't > bothered to do bits to set up stuff to use it. Prior to the path fixes to the plugin - it wasn't wise to include python powered map stuff into the regular map sets, so there was just some stuff you could set up manually from the unlinked folder. That was fixed not too long ago by gros so there is no reason that carefully constructed python powered stuff can't be included in the default mapsets (meaning that they degrade well without the plugin either by not allowing access to the area or by *properly* not working.) I have worked over the IPO (Imperial Post Office) scripts so that they could work by default (no admin intervention required) if anyone wanted to put the IPO on the map so to speak - this is only for Bigworld, but could be put into the Smallworld mapset too (I didn't in case it somehow messed up mids server since I think he was using the IPO as it was, and because I wanted to seperate the banking stuff from the mail stuff to keep things clean and avoid clever monkeys.) Including the IPO wouldn't break anything, but maybe it would be better to alter it so that you couldn't enter unless the plugin was installed just to avoid any confusion... I was also thinking to put a couple of slotmachines in Goths tavern. The slots would degrade nicely anyway if there was no plugin installed. The python plugin is pretty stable as far as I can tell so long as you don't do silly stuff which may not be stable in the crossfire code (like remove objects that aren't there). It would be good to have some more python powered stuff built since it would serve as an example of the usefulness of the plugin (and provide example code to mapmakers) and encourage more servers to run it. This was a while ago so I may have to double check my facts and figures, but everything I have said I believe to be true. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 26 13:55:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:18 2005 Subject: [CF-Devel] crossfire-devel post from a1gallery@km.ru requires approval Message-ID: <20030326195501.14736.6622.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: a1gallery@km.ru Subject: 0594428672-ID: Fine arts treasures from Russia for You Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Sat Mar 29 23:42:46 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:18 2005 Subject: [CF-Devel] new firebolt gfx In-Reply-To: References: Message-ID: <3E8683D6.5090206@sonic.net> Bernd Edler wrote: > The easiest way to remove this stuff is to > "select by alpha" > "reverse selection" > "fill" with black or whatever is background > (i like to use something that gives nice contrast when viewing in > xv or other viewer ) > now erase the selection again to transparency I've fixed these up in CVS. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 26 17:00:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:18 2005 Subject: [CF-Devel] 1 crossfire-devel admin request(s) waiting Message-ID: <20030326230002.23016.81102.Mailman@pirate.real-time.com> The crossfire-devel@lists.real-time.com mailing list has 1 request(s) waiting for your consideration at: https://mailman.real-time.com/mailman/admindb/crossfire-devel Please attend to this at your earliest convenience. This notice of pending requests, if any, will be sent out daily. Pending posts: From: a1gallery@km.ru on Wed Mar 26 13:55:01 2003 Cause: Post by non-member to a members-only list From crossfire-devel-admin at archives.real-time.com Sat Mar 22 11:39:26 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:18 2005 Subject: [CF-Devel] Warning: could not send message for past 1 hour Message-ID: <200303221739.h2MFdPgA023231@blake.timetraveller.org> ********************************************** ** THIS IS A WARNING MESSAGE ONLY ** ** YOU DO NOT NEED TO RESEND YOUR MESSAGE ** ********************************************** The original message was received at Sun, 23 Mar 2003 01:39:26 +1000 from [202.83.74.222] ----- Transcript of session follows ----- <<< DATA 451 4.4.1 collect: I/O error on connection from [202.83.74.222], from= Warning: message still undelivered after 1 hour Will keep trying until message is 2 days old -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: crossfire-devel-admin@lists.real-time.com Subject: no subject Date: Sun, 23 Mar 2003 01:39:25 +1000 Size: 1341 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030323/9abe2672/attachment.mht From crossfire-devel-admin at archives.real-time.com Sun Mar 30 04:39:04 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:18 2005 Subject: [CF-Devel] moderator, cancel message References: <20030330115701.2621.33302.Mailman@pirate.real-time.com> Message-ID: <3E86C948.CF4CC668@gmx.at> crossfire-devel-admin@lists.real-time.com wrote: > > Your mail to 'crossfire-devel' with the subject > > Santo Dominion Sale waste bin > > Is being held until the list moderator can review it for approval. Don't post it. I already sent it to the correct list, crossfire-maps. Bernhard -- Low end Serverhousing ab 25 e inkl. 1x 11 e/GB, etc.: http://bksys.at From crossfire-devel-admin at archives.real-time.com Sat Mar 29 01:57:56 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:18 2005 Subject: [CF-Devel] some oddities In-Reply-To: References: Message-ID: <3E855204.1070604@sonic.net> Bernd Edler wrote: > Hello, > > 1. Wisdom > > It seems that players wisdom is always one > point bigger then it should be naturally. > > eg.: Statistics of a Fireborn > > Stat Nat/Real/Max > Str 15/ 15/ 15 > Dex 24/ 24/ 24 > Con 20/ 20/ 20 > Int 22/ 22/ 22 > Wis 22/ 23/ 22 <- > Pow 27/ 27/ 27 > Cha 18/ 18/ 18 > > Wearing no items of course. > I tested with lots of race/class combinations on my test server. > It is always there. > I asked other players on metalforge: they get it too. > > Well, no player will complain about having his stats too big :-) This is a problem with the wisdom experience category - it is 'Wis 1'. I'm not positive how this gets equipped, as its not really a skill (interesting enough, there are also categories that have Str, Pow, and Con values). However, that code will go away with the skill redo. The idea of putting a stat in the skill to denote what they of skill it is seems odd to me - there is already information available on that type of information. > > > 2. Holy Word > > One can kill ants with holy word of mostrai. > Ants are race insects. Not giant nor goblin. > No, i am not talking about holy wrath. > Ask Hoz. > > Again, nobody will complain about being too powerful. :-) This is due to sloppy use of strstr. If you do a 'strstr("giant", "ant")', it rightfully returns a match. This is unlikely to cause any significant problems - creatures with short names (or race names) are likely exploits of this bug. The ant may very well be the only one. I'll add the following note to the TODO list under bugs: Slaying is sloppy in that it uses strstr. This, an item that has 'slaying giant' (like holyword of mostrai) will kill ants. strstr matching was most likely added to support comma seperated slaying lists (slaying demon,undead). However, the code should really insist on exact matching, and if necessary break apart the comma seperated list. Probably best to make something like a 'does_slay()' function which can be used all over the place (consistent behaviour is a good thing). If performance for this becomes an issue, making a slaying a set of pointers could be done (char **slaying), and it gets filled in at load time, and at save time, gets filled in the opposite direction. However, from a simple basis, a check in does_slay() can be done to see if slaying does contain a comma, and if not, just do simple strcmp, and only if it does does extra work need to be done. MSW 2003-03-28 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 31 23:36:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:19 2005 Subject: [CF-Devel] (automatic) apply rings In-Reply-To: <3E87E154.7060103@sonic.net> References: <3E86EA81.BA2EB008@gmx.at> <3E87E154.7060103@sonic.net> Message-ID: On Sun, 30 Mar 2003, Mark Wedel wrote: > > Would it be sufficient to just have a command that unapplies all your rings? > That is much easier to do - don't need to store any extra information in the > ring object itself, and as said, something like that could probably be done in > the client. > A command to unapply all rings is not sufficient. It would not save the problem of applying two rings of ice. "apply ring of ice; apply ring of ice" would still first equip one ring, then unequip this ring, while "apply -a ring of ice; apply -a ring of ice" would try to apply the same ring twice, whichever that is. But, i think i have found a quick solution that will solve most problems; without further blowing up object structure. I have changed the behavior of the "apply -a" and the "apply -u" commands. Now "apply -u" will only match to applied objects, while "apply -a" will only match unapplied ones. (see attached patchfile) Thus, "apply -u ring; apply -u ring; apply -a ring of ice; apply -a ring of ice" will now unequip any two rings you have equipped, then equip both rings of ice. Even fireborns will be able to juggle their 4 rings and 2 amulets with bound commands. However, i agree : this kind of stuff should be done in the client. Bernd Edler -------------- next part -------------- *** orig/server/c_object.c Tue Apr 1 06:39:25 2003 --- server/c_object.c Tue Apr 1 06:42:29 2003 *************** *** 72,77 **** --- 72,97 ---- } return best; } + /* Simlilar to find_best_object_match , but accepts an + * additional parameter for apply -u , and apply -a to + * only unapply applied , or apply unapplied objects + */ + object *find_best_apply_object_match(object *pl, char *params, enum apply_flag aflag) + { + object *tmp, *best=NULL; + int match_val=0,tmpmatch; + + for (tmp=pl->inv; tmp; tmp=tmp->below) { + if (tmp->invisible) continue; + if ((tmpmatch=item_matched_string(pl, tmp, params))>=match_val) { + if ((aflag==AP_APPLY) && (QUERY_FLAG(tmp,FLAG_APPLIED))) continue; + if ((aflag==AP_UNAPPLY) && (!QUERY_FLAG(tmp,FLAG_APPLIED))) continue; + match_val=tmpmatch; + best=tmp; + } + } + return best; + } /* * Notes about item creation: *************** *** 426,432 **** } while (*params==' ') params++; ! inv=find_best_object_match(op, params); if (inv) { player_apply(op,inv,aflag,0); } else --- 446,452 ---- } while (*params==' ') params++; ! inv=find_best_apply_object_match(op, params, aflag); if (inv) { player_apply(op,inv,aflag,0); } else From crossfire-devel-admin at archives.real-time.com Sun Mar 30 08:28:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:20 2005 Subject: [CF-Devel] crossfire-devel post from darsie@gmx.at requires approval Message-ID: <20030330142801.15116.85858.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: darsie@gmx.at Subject: (automatic) apply rings Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Mon Mar 24 18:17:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:20 2005 Subject: [CF-Devel] crossfire-devel post from oberdorf@earthlink.net requires approval Message-ID: <20030325001702.29517.3188.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: oberdorf@earthlink.net Subject: Alternate cobblestone/sign Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Thu Mar 20 13:17:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:20 2005 Subject: [CF-Devel] crossfire-devel post from pc-crossfire@crowcastl.net requires approval Message-ID: <20030320191700.11251.36445.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: pc-crossfire@crowcastl.net Subject: Re: [CF-Devel] problems with darkness Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Sat Mar 22 11:07:19 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:21 2005 Subject: [CF-Devel] Warning: could not send message for past 1 hour Message-ID: <200303221707.h2MF7JgA023034@blake.timetraveller.org> ********************************************** ** THIS IS A WARNING MESSAGE ONLY ** ** YOU DO NOT NEED TO RESEND YOUR MESSAGE ** ********************************************** The original message was received at Sun, 23 Mar 2003 01:07:19 +1000 from [202.83.74.222] ----- Transcript of session follows ----- <<< DATA 451 4.4.1 collect: I/O error on connection from [202.83.74.222], from= Warning: message still undelivered after 1 hour Will keep trying until message is 2 days old -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: crossfire-devel-admin@lists.real-time.com Subject: no subject Date: Sun, 23 Mar 2003 01:07:19 +1000 Size: 1437 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030323/cab9b42a/attachment.mht From crossfire-devel-admin at archives.real-time.com Sat Mar 22 01:31:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:21 2005 Subject: AW: [CF-Devel] problems with darkness In-Reply-To: References: Message-ID: <3E7C1136.60302@sonic.net> Michael Toennies wrote: > Some of the fixes and some of the extensions i put in daimonin are now reput > in > crossfire. But this always comes in a bit odd way ignoring daimonin and the > code. > I really wish more sharing here - it will be help us all and reduce work for > all of us. Probably true. The 'problem' is that someone from each project needs to monitor the other project and see if there is interesting things to crossport. That obviously involves some people time - it's hard enough for me to keep up with my mailbox when just related to crossfire information. Also, doing a quick search on sourceforge, it seems there are 3-4 projects that list crossfire as a basis or inspiration (interestingly enough, Daimonin is not one that shows up). But the point is really that as this number grows, that just means more things that people have to watch (now some of these may have very little or no cross project interest, as they are sufficiently different). Watching what goes on in other project, looking at code added, etc, is probably one of the less interesting things to do (most people would rather write new code, maps, whatever) - just look at bug fixing - it is one of the less glamorous areas of development, but something that needs to be done. But most people would rather add some new feature than track down a few bugs (unless those bugs proved very annoying). > > The only way to notice it, is to generate a set of test maps and test > situations. Then the > tester have to drive with a char over the maps and test the functions with > it. Sadly, nor > crossfire or daimonin has it. This is a major mistake from both projects and > i will change > it for daimonin asap when i have some more time after beta. We should think > for both projects about the right test maps. Well, this bug as described was very easy to track down on a simple test map. But yes, crossfire for the most part has no test suite to really evaluate if things are working as expect. Something shows up, and then a test map is made to isolate the problem. This really isn't the ideal solution - it'd obviously be better to have test maps to find these bugs first. But once again, writing test suites/maps is probably one of the less interesting areas of development. > > When a map is redrawn, this function in info.c is called first: > > void draw(object *pl) { > > if(pl->map == NULL || pl->map->in_memory != MAP_IN_MEMORY) > return; > > if(pl->contr->do_los) { > update_los(pl); <- *here is the bug* > pl->contr->do_los = 0; > } > > draw_client_map(pl); > } > > This function is redundant code and must be removed - the functions who > calls it must call > draw_client_map() direct instead. Yep - I've removed that from crossfire source - since draw_client_map does the right thing, that isn't needed. In face, the draw function really isn't needed anymore - I think I'll remove it. > There is a good way to see the broken LOS and how this fix it. > In Navar is in the south-east corner a tower which is totally dark in it. > Enter it, > stay on the door and cast a spell like firebolt which lights up the area in > a > flash effect. Then apply the door without moving and you will see outside > still artifact > of the other map including LOS/darkness bugs. > > You have perhaps try it one or two times - even try different positions. > This kind of > effects are hard to track without test maps desinged for it. Well, I also found this bug in just a dark map with nothing special. It turns out it was related to my hack to handle spaces at the edge of darkness special - while the server cleared what it things the space should look like, instead, the client just got a 'that space is really dark', so it wouldn't draw it, but would still hold the the faces that were on that space for potential fog of war use. In theory, it could perhaps be a client fix. But really, that bit in the server was a bit of a hack to try and make per pixel lighting look better. There isn't a really good reason for that code - per tile lighting didn't need that hack. Also, once that code is removed from the server, it seems the fog of war works a bit better with dark maps. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 20 01:13:44 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:21 2005 Subject: [CF-Devel] client-server confusion References: <200303121846.h2CIkBWL014419@lol1120.lss.emc.com> Message-ID: <3E796A28.70700@sonic.net> Preston Crow wrote: >>>There are still a few cases where something is created on the same square >>>as the player, and it shows up in the "you see" window, but if you hit 'A' >>>to apply it, it acts like it isn't there. The one case I'm still aware of >>>is with town portals, but I think I'm forgetting another. >> >> I've fixed the problem with town portal - problem is that its difficult to >>find all those cases, so as people report the problem, its no too hard to fix. > > > Here's another case: When you're standing on top of a chest and it is > destroyed by fire (or by paralysis, poison cloud, or such--until that bug > is fixed), the objects underneath you aren't treated correctly. This problem unfortunately isn't so easy to fix. Since the thing resulting in objects being placed on the space (destruction of a container) is unrelated to a player being on the space, there is no way to know if there is in fact a player on that space except by looking at all the objects. The code that destroys the object has no idea this may be the case, so can't pass the right value into insert_ob_in_map to say insert below the player. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 20 01:28:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:21 2005 Subject: [CF-Devel] Re: [Crossfire-devel] ALSA 0.9.x sound server patches References: <20030311071633.63064a69.tth@one.net> <20030311160756.2849dc8e.tth@one.net> Message-ID: <3E796D81.1000307@sonic.net> Tim Hentenaar wrote: > sorry for replying to my own message, but i realized that there was an error > in my patches when i tried to apply them. I fixed it, and here are the > applyable patches :P > I looked at it - one thing that seemed odd to me was in the patch to the cfsndserv.c file. It seems that if alsa9 is being used, you have set up its own functions for things like init_audio. yet I also see changes to the old init_audio that was used for older versions of alsa, with #ifdef ALSA9 .. stuff, yet that code would not seemed used, so just seems odd to be in place. As for the copyright, that another issue - generally, people that contribute code don't get added to the copyright header for the file - doing so may create odd licensing issues (if someone had a question about the copyright/reuse permissions on that file, do they ask you, ask me, ask crossfire team, etc). However, I'll certainly add you to the credits section of the README. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 19 23:05:54 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:22 2005 Subject: [CF-Devel] problems with darkness References: Message-ID: <3E794C32.6070602@sonic.net> Bernd Edler wrote: > Hello > > If i walk through darkness with X-ray vision the gfx > is disturbed like you can see in the attached png. > The tiles are just copied against walking direction > including the darkness shading. The client has some issues with shading with best (per pixel) lighting. I've not bothered to track it down. You don't see that with per square lighting. > The game also seems to think that i can't see the adijacent > squares because it is dark there, although i have x-ray. Xray lets you see 5 space area immediately around the player (2 spaces in each direction). darkness doesn't come into the picture. However, that is all x-ray lets you see. For example, if you have something like: 123456 .|.... P|.... .|.... Xray will let you see row 2 (wall) and row 3 (empty spaces), but nothing more. In a sense, it expands your view to be 5x5 no matter what, but if there is a wall you can now see through, it still doesn't let you see the entire room (like if the wall was not there). > Therefore i can see spelleffects that in reality are long gone. > The server seems to think i need no update information. > You can test this nicely in the dragonquest caves. > I get this on gcfclient 1.5 and 1.4 as well. Turn off fog of war (if on) and report back. Most likely, the client is storing this information in its fog of war - it stores what it last knew the space to look like, which includes monsters, spell effects, etc. Fog of war is completely done on the client - for this reason, the server doesn't see any reason that the client needs updated info on those spaces. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 31 00:33:56 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:22 2005 Subject: [CF-Devel] (automatic) apply rings In-Reply-To: <3E86EA81.BA2EB008@gmx.at> References: <3E86EA81.BA2EB008@gmx.at> Message-ID: <3E87E154.7060103@sonic.net> Bernhard Kuemel wrote: > Hi! > > "The ring unequipped is fairly indeterminate - it depends on how the > server has ordered your inventory (which is not the same as the order > your window displays)." > > The solution would be to let the server keep track of the order when > rings were applied and always unapply the ring worn longest. This way > I could bind "wear ring of ice;wear ring of ice" to a key and be sure > I quickly get cold protection when I need it. Some could consider unwearing the ring worn the longest to not be ideal. Eg, this ring is one I want to always wear, it is the other ring I want to swap on and off. OTOH, that isn't really supported right now anyways. I was thinking that it could be nice to bind the rings to specific locations, eg, apply left finger ring of the like. But since there is no requirement that a creature only has 2 ring fingers, doing this could be difficult. One question is - at what resolution does first need to be tracked? To actually track when items were equipped in a sensible fashion, one can't use the internal values within the server (eg, pticks), as if the server is restarted, that value is bogus compared to items equipped from before the server restarts. So it needs to be tied to something like time(), but that only has resolution to one second, which means if you have a keybinding, it is very likely that both rings will get the same value. This, something like 'apply ring of fire; apply ring of thieves', following by something like 'unapply ring, apply ring of X' - that unapply ring might equip either the ring of fire or ring of thieves, because as far as the server knows (within its one second resolution), they were both equiped at the same time. But as I think about this further, the less I think it should be the server tracking this - it should really be the client. there is a lot of stuff in the server right, which in a sense is legacy information (left over from when the display was built into the server, and thus those convenience had to be there). For something like equip/unequip, really all the server should probably support (if redone) would be taking an item tag to equip/unequip. It shouldn't be searching for matching strings. I'm much happier adding lots of code to the client than to the server - stability of the client, while desirable, isn't quite as important as stability to the server. So adding something to the client like 'unapply all rings' would make perfect sense to add. Let the client figure out what rings are applied, and what ones it should apply - it really shouldn't be part of the server to do this - all the server should really done is verify the integrity of the request the client is sending - if your trying to equip three rings but are only allowed to, it shouldn't allow it. one could argue that it shouldn't even unequip items when player is trying to equip something new, but that bit of code isn't that big a deal. > > It would also be cool if I could make a keybinding that put the rings > worn in a (specific) sack and another that put's the rings from the > sack back on. E.g. 'open sack;empty finger1;empty finger2;wear ring of > ice;wear ring of ice'. And then? Hmm, 'wear ring from sack;wear ring > from sack' is probably too complicated to implement. And this would > also require to unlock the rings which I maybe don't want. We might > also need/want to label items or allow some kind of indexing like > 'open sack #3' or 'label sack "sack1"'. Well, once again, this should all be in the client logic. Eg, if something like 'wear ring from sack' is done, the client should know to apply the sack, move the ring to the players inventory, then apply it. But more probably, it would make sense to break these into smaller pieces in terms of command, eg, open sack, unapply ring X, move ring X into sack, close sack, open sack1, move ring Y from sack to player inventory, close sack 1, apply ring Y' > > But the first thing, the order in which rings are unapplied is quite > simple and really helpful. Please do it. Would it be sufficient to just have a command that unapplies all your rings? That is much easier to do - don't need to store any extra information in the ring object itself, and as said, something like that could probably be done in the client. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 20 23:56:13 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:22 2005 Subject: [CF-Devel] problems with darkness References: <200303201852.h2KIq6Hu019192@lol1120.lss.emc.com> Message-ID: <3E7AA97D.9070002@sonic.net> Preston Crow wrote: >> Turn off fog of war (if on) and report back. Most likely, the client is >>storing this information in its fog of war - it stores what it last knew >>the space to look like, which includes monsters, spell effects, etc. Fog >>of war is completely done on the client - for this reason, the server >>doesn't see any reason that the client needs updated info on those spaces. > > > I'm also seeing fog of war problems. In my case, it happens most often > when I'm running quickly through visibility-obstructing squares. What > happens is that a copy of my character image is left on some of the > squares. My guess is that I'm moving fast enough that the server doesn't > do a full update for every square that I move over. (If it would help, I > could try to see if this only happens when my movement rate is above some > threshold.) I've also seen a few cases where a monster image is left on > the screen, though this is quite rare. I've not been able to reproduce it, and thus hard to fix. The thing to really see is where the data is wrong, eg, does the server have the wrong impression of what a space looks like, or is it the client. Also, this bug seems pretty rare, so isn't all that high priority to fix. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 12 12:55:07 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:22 2005 Subject: [CF-Devel] Books Message-ID: <200303121855.h2CIt7Wk014461@lol1120.lss.emc.com> I've noticed that a bunch of identical-looking books (beastiaries, formulas, etc.) don't stack. My guess is that like scrolls and spellbooks, they have a level value associated with them. While I can see some sort of reasoning for that, the level should be based on the contents, not random. Also, I have a bunch of different types of books for the same formula. It would be nice if when creating a book for "water of the wise," it would always select the same book type. --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 12 12:38:15 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:22 2005 Subject: [CF-Devel] Altar reconsecration Message-ID: <200303121838.h2CIcFZj014353@lol1120.lss.emc.com> When you consecrate an altar, it adds "of " to the name. This is fine for unconsecrated altars, but when reconsecrating an altar, it should remove the reference to the old diety first. Also, I would think you shouldn't need to be quite so high level to reconsecrate altars for non-enemy gods. Or perhaps there should be a separate desecrate spell that unconsecrates an altar? --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 29 02:17:46 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:22 2005 Subject: [CF-Devel] crossfire + glibc-3.2.2 / gcc 3.2.2 In-Reply-To: References: Message-ID: <3E8556AA.7000108@sonic.net> Bernd Edler wrote: > Hello, > > I recently updated my Linux to glibc-3.2.2 . > With the new errno implementation, errno.h is no > longer automatically included. Thus one needs to > > #include > > in gx11.c for the gtk-client. > As it does already for the cygwin environment. > > That's all. Server + client are running fine. :-) Probably other systems have the same problem. Interesting enough, that include was in a #ifdef _CYGWIN_/#endif area, but other files include errno.h without any qualifications of what the environment is. So I'll just try removing the #ifdef stuff around it. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 13 17:00:03 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:22 2005 Subject: [CF-Devel] 1 crossfire-devel admin request(s) waiting Message-ID: <20030313230003.25381.78081.Mailman@pirate.real-time.com> The crossfire-devel@lists.real-time.com mailing list has 1 request(s) waiting for your consideration at: https://mailman.real-time.com/mailman/admindb/crossfire-devel Please attend to this at your earliest convenience. This notice of pending requests, if any, will be sent out daily. Pending posts: From: worldsubmit@hotmail.com on Thu Mar 13 03:18:01 2003 Cause: Post by non-member to a members-only list From crossfire-devel-admin at archives.real-time.com Thu Mar 20 20:27:20 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:22 2005 Subject: [CF-Devel] problem with darkness pt.2 Message-ID: With switching to "per tile lighting" i got rid of these lighting artifacts. But the spell residues remain, with and without fog of war. They will appear exactly when i use spells that produce light, in squares that are completely dark. As you can see in the png the residue of the firebolt is exactly 2 tiles long. It appeared in the 2 spaces of complete darkness. While the spell is "running" , i can see the bolt even in the dark tiles, because it produces light by itself. When the effect ends, the tiles become dark again. (of course) When i walk towards these tiles so that they are within my visual range again, i will have these residues there. Thus it looks to me as if this happens like that: "This space is now dark" "The spell effect is gone" -> I won't tell the client, he can't see that, because it is dark there. "This space is visible again" (because player moved) "You don't need any update information, this space still looks the same as it did before you moved" Bernd Edler -------------- next part -------------- A non-text attachment was scrubbed... Name: darkness2.png Type: application/octet-stream Size: 37142 bytes Desc: spell residues due to darkness Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030321/2ed0af0b/darkness2.obj From crossfire-devel-admin at archives.real-time.com Sat Mar 29 02:13:59 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:23 2005 Subject: [CF-Devel] python plugin In-Reply-To: References: Message-ID: <3E8555C7.9020108@sonic.net> Bernd Edler wrote: > I think that in the configure script > line 13038: > > for dir in /usr{,local}/include/python{,2.2,2.1,2.0} ; do > > should rather be: > > for dir in /usr{,/local}/include/python{,2.2,2.1,2.0} ; do > > as i assume it wants to look rather in /usr/local than in /usrlocal . Yeah, apparantly I fixed that at one point, and somehow managed to unfix that. > > It would also be nice, if the script would look for the python > libraries in LD_LIBRARY_PATH and not only /usr/lib . Probably nicer would be some way to pass the location of these files on the command line, like you can for the client to find various bits. I think you could also do something like 'setenv LDFLAGS -L/.../...' and that would work. The python library stuff is a bit of a pain - it is a static library that includes the version number. Thus, you can't just check to see if libpython.a exists in any of the directories - you need to check for any of the various versions it may be known as. > On my local server the plugin seems to work stable. > Is there a technical or a gameplay reason, it is not > enabled on metalforge? I believe the plugin is in fact installed on metalforge. It's just by default, I don't think anything uses the plugin, and I haven't bothered to do bits to set up stuff to use it. My support on that is basically to do cvs updates, see why it crashses, and to look at player files that seem unusual. Going in and doing special customizations is a bit more than I want to get involved with (consider metalforge a 'reference' implemenation of a crossfire server. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 22 01:36:11 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:23 2005 Subject: [CF-Devel] Re: [Crossfire-devel] ALSA 0.9.x sound server patches In-Reply-To: <20030320063257.1a3de4d9.tth@one.net> References: <20030311071633.63064a69.tth@one.net> <20030311160756.2849dc8e.tth@one.net> <3E796D81.1000307@sonic.net> <20030320063257.1a3de4d9.tth@one.net> Message-ID: <3E7C126B.8020209@sonic.net> Tim Hentenaar wrote: > On Wed, 19 Mar 2003 23:28:01 -0800 > Mark Wedel wrote: > > >> It seems that if alsa9 is being used, you have set up its own functions for >>things like init_audio. yet I also see changes to the old init_audio that was >>used for older versions of alsa, with #ifdef ALSA9 .. stuff, yet that code would >>not seemed used, so just seems odd to be in place. >> > > > ah, i had forgotten about that :P > > i added it there because my original plan was to have it just define ALSA_SOUND as normal, but i realized i had to do another define for it. I had forgotten to take that out :P > > if ALSA9_SOUND is defined ALSA_SOUND won't be defined anyway :P Can you provide a patch without that unneeded code? While it won't actually have an effect on how the code works, I'd rather not have the code 'cluttered' up with stuff that is redundant. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 20 12:54:10 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:23 2005 Subject: [CF-Devel] attacktype proposal References: <3E79504D.5020600@sonic.net> <20030320105601.A13771@ds217-115-141-141.dedicated.hosteurope.de> Message-ID: <001a01c2ef12$18f8bf00$0802a8c0@ott.ca.dmr> > > > > 1) Weapon does damage of all attacktypes it has. Eg, a dam_fire 10, dam_physical > > 10 dam_magic 10 could do 30 points of damage, adjusted by creatures resistances. > > Thus, you could add something like 'dam_fire 6' to a weapon, which gives is > > some minor fire damage in addition to what it already has. > > > I think this would fit in nicely with the dragon race, where the claws > could have a damage relative to the levels the player spent focused on this > element. Could be the basis for some neat spells too - to temporary enchant a weapon to do some type of damage in addition to the regular. -Roderick the Goodly quickly cast 'flame tongues (dam_fire 6)' on Boromia's axe. The axe was consumed in a firey aura. As Boromia chopped into the ice creature - it screamed in pain as the flames licked out and consumed it. You would have to figure out what to do with the damage messages however. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 22 10:13:14 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:23 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings In-Reply-To: <3E794613.7060803@sonic.net> References: <1047936349.3e763d5d15427@imp.free.fr> <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> <1048026707.3e779e53cce8a@imp.free.fr> <3E7801BD.50105@sonic.net> <1048084255.3e787f1f7c379@imp.free.fr> <3E794613.7060803@sonic.net> Message-ID: <1048349594.3e7c8b9a48b33@imp.free.fr> En r?ponse ? Mark Wedel : > > I presume you have tried with different characters on your server? > Yes, I've tried with some players : some having dark vision, some having xray, some having glowing. It does the same for each. > Very hard to diagnosis. I haven't seen any oddities with my server, > which is > running CVS code. > I've tried with metalforge too (the other day it was on a server that appear on the "metaservers" list, but not metalforge), and it work very well with it. Yes it's very strange, but I didn't noticed before : it's not the only displaying bug : it's the same with some "one square" spells : Some displaying are quite buggy now : firebolt, frostbolt, small/large lightning, ball lighting, comet, bullets etc. And For "create food" too : I create a food, don't see it, and then, turn on all adjacent squares : don't see it, and after, when I go on the exact square of the food, it appear. And with the 1.4.0 release of the server, it work perfectly. Has been a lot of server issue on the displaying between 1.4.0 and 1.5.0/last cvs ? It's perhaps not the code but the pictures or maps ??? but why could it makes problems on the server code ? Olivier. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 22 04:18:40 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:23 2005 Subject: [CF-Devel] Re: [Crossfire-devel] ALSA 0.9.x sound server patches In-Reply-To: <3E7C126B.8020209@sonic.net> References: <20030311071633.63064a69.tth@one.net> <20030311160756.2849dc8e.tth@one.net> <3E796D81.1000307@sonic.net> <20030320063257.1a3de4d9.tth@one.net> <3E7C126B.8020209@sonic.net> Message-ID: <20030322051840.3a09338d.tth@one.net> Sure.. i'll re-diff it today. Tim Hentenaar On Fri, 21 Mar 2003 23:36:11 -0800 Mark Wedel wrote: > Tim Hentenaar wrote: > > On Wed, 19 Mar 2003 23:28:01 -0800 > > Mark Wedel wrote: > > > > > >> It seems that if alsa9 is being used, you have set up its own functions for > >>things like init_audio. yet I also see changes to the old init_audio that was > >>used for older versions of alsa, with #ifdef ALSA9 .. stuff, yet that code would > >>not seemed used, so just seems odd to be in place. > >> > > > > > > ah, i had forgotten about that :P > > > > i added it there because my original plan was to have it just define ALSA_SOUND as normal, but i realized i had to do another define for it. I had forgotten to take that out :P > > > > if ALSA9_SOUND is defined ALSA_SOUND won't be defined anyway :P > > Can you provide a patch without that unneeded code? While it won't actually > have an effect on how the code works, I'd rather not have the code 'cluttered' > up with stuff that is redundant. > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 22 11:04:17 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:23 2005 Subject: [CF-Devel] Warning: could not send message for past 1 hour Message-ID: <200303221704.h2MF4GgA022982@blake.timetraveller.org> ********************************************** ** THIS IS A WARNING MESSAGE ONLY ** ** YOU DO NOT NEED TO RESEND YOUR MESSAGE ** ********************************************** The original message was received at Sun, 23 Mar 2003 01:04:17 +1000 from [202.83.74.222] ----- Transcript of session follows ----- <<< DATA 451 4.4.1 collect: I/O error on connection from [202.83.74.222], from= Warning: message still undelivered after 1 hour Will keep trying until message is 2 days old -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: crossfire-devel-admin@lists.real-time.com Subject: no subject Date: Sun, 23 Mar 2003 01:04:16 +1000 Size: 1316 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030323/6fd78e91/attachment.mht From crossfire-devel-admin at archives.real-time.com Mon Mar 24 00:21:17 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:23 2005 Subject: [CF-Devel] sdl fog of war change. Message-ID: <3E7EA3DD.40405@sonic.net> Just checked into cvs: The following bits changes how fog of war looks in SDL mode. Now, fog of war spaces are drawn in greyscale, instead of half darkness. This makes it clearer what the status of the space is (fog of war/darkness). This change probably uses less cpu to draw, but uses more memory for the images (as it now has to store a rendered greyscale image). If not using SDL, you'll still have the old behaviour (dimmed spaces for fog of war), and no significant amount of extra memory will be used. -- gtk/gx11.h: Add fog_image pointer to PixmapInfo structure. gtk/image.c: Add code to render greyscale image. Also add code to free greyscale image. gtk/sdl.c: Modify map draw code to use grey fog image if space is fog of war space. Disable dimming of fog spaces - no longer necessary as space now looks different. MSW 2003-03-24 As a note, it probably wouldn't be really hard to make this a config option. However, I'm a bit reluctant to make everything a config option - this is more code to maintain, which then makes it harder to debug problems and whatnot. The only real issue is the extra amount of memory the above change takes up. If you make the approximation that each image takes up about 4 k (32 x 32 x 4), then that means if every image is rendered, that adds up to about 16-17 MB of extra memory that is required. Given that this change is only for SDL mode, I'd say that if memory is a concern, probably could just not use sdl mode. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 8 00:58:08 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:24 2005 Subject: [CF-Devel] 64 bit experience values Message-ID: <3E699480.9060906@sonic.net> I just recently checked in changes that support 64 bit experience values. Thus pushes the max experience way beyond the 2.1 billion it was before. It also supports an arbitrary max level total, just by changing the exp_table file. A few notes on this: You'll need to re-run configure for it to pick up the new defines for 64 bit types. It currently tries to see if the long type is 64 bit, and long long is 64 bit, and uses whichever one is so. it should generate a slew of error messages if it didn't find an appropriate 64 bit type. You'll need to copy over/install an upated exp_table file. The server no longer has any built in defaults. For new installations, this won't be an issue as there is an exp_table distributed that does work. However, the install mechanism won't overwrite the exp_table file if it already exists. As an aside, I increased the max level for the three tables to 115. These additional 5 levels double from each other (eg, level 115 is 32 times more than level 110) - this should 'fix' the problem of players not being able to maximize their skills. the client/server protocl needs to get updated to support 64 bit exp values. However, this commit was a precursor to the split up of skills/expereience categories, so when that is done, some mechanism to send all those values to the client will have to get done anyways, and at that time, I'll fix that problem. Note that until the characters experience needs those extra bits, the current values display fine, so for most players, this shouldn't be an issue. also, things like that 'stats' and 'skills' command should display properly values in all cases. The code that passes expereience to reward to the player is still limited to 32 bits - I'll need to update this, but this generally shouldn't be a problem - there shouldn't be any need to give exp rewards more than 2 billion. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sun Mar 16 23:15:31 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:24 2005 Subject: [CF-Devel] Various bugs in the server. Message-ID: <200303170019418.SM01492@adsl-68-22-198-25.dsl.chcgil.ameritech.net> Three bugs. The first, Glaurung reported in IRC. A dragon joining the devourers cult can't enter the dragon guild, as the race gets set to 'undead' upon joining the cult. This was discovered on a 1.4.0 server, but I'm guessing it's still a bug. The second bug is that the chests in the snake pit, which are supposed to be openable only with the key, can be opened by being burned open. No key? Simple, cast firebolt, and grab the venomtooth from the rubble. The third bug is that poison cloud, icestorm, and other attacks that really shouldn't cause items to blow up, cause items to blow up. I seem to recall someone else reporting this, but it's really obvious when you get a screenful of burnouts from a poison cloud. -Philip _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 18 00:48:51 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:24 2005 Subject: [CF-Devel] bug in some libc 64 bit parsing References: <1047935512.3e763a181ab0c@imp.free.fr> Message-ID: <3E76C153.80404@sonic.net> huet.o@free.fr wrote: > Hello, > > I took the last cvs snapshot of Crossfire Server, and I had a problem when I > launch the compiled server : the "experience" table don't load at the first > "big" (real 64 bit) level value (12 I think). > > After some tracing, I noticed it's because my "atoll" libc function is broken > (the one with GLIBC_2.1.1 of a Mandrake/Redhat 6.0 Linux Distribution on x86). > > atoll in this version of the libc+distribution act on 32 bit values only : see > example of this program : > I'd note that redhat 6.0 is pretty darn old. I'm a bit mixed on this. On the one hand, I'd like for crossfire to work on as many systems as reasonably possible (however if that was really the case, then I shouldn't use long long). OTOH, I really don't want to include functions for every call that may not work quite right on every system. This is more of a problem - this isn't an issue of missing a function (in which case something like a #ifndef HAVE_ATOLL myatoll() ... #endif) - something like a myatoll would be needed. this poses problems in that a developer could use the wrong call someplace, getting the wrong behaviour. It also means that if the OS in question has a more optimized version, that won't get used. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 11 06:16:32 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:24 2005 Subject: [CF-Devel] [Crossfire-devel] ALSA 0.9.x sound server patches Message-ID: <20030311071633.63064a69.tth@one.net> Hey all, Attached is the patch(since i don't have CVS write access) for the ALSA 0.9.x API implementation in cfsndserver, and a configure.in patch so that alsa 0.9.x is detected at configure time :P Tim Hentenaar -------------- next part -------------- A non-text attachment was scrubbed... Name: alsa9-cfsndserver.patch Type: application/octet-stream Size: 6887 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030311/737f63b0/alsa9-cfsndserver.obj -------------- next part -------------- A non-text attachment was scrubbed... Name: alsa9-configure-in.patch Type: application/octet-stream Size: 851 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030311/737f63b0/alsa9-configure-in.obj From crossfire-devel-admin at archives.real-time.com Tue Mar 11 12:29:58 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:24 2005 Subject: [CF-Devel] player animations References: <1047358262.388.7.camel@oberon.kameria> <3E6D9E00.9020306@sonic.net> Message-ID: <000401c2e7fc$39c0b2a0$0802a8c0@ott.ca.dmr> excellent - I was not doing it wrong then. I am doing animations for the player race faces but only the frontal (151 - 152) for now (unless I get inspired). While I am doing this I would like to know once and for all what the proper convention is - the general form for these appears to be is 111 is back side(moving north) 131 is right side(moving east) 151 is front (standing, moving south) and 171 is left side (moving west). This is what the documentation says too. 8 1 2 \ | / 7-0-3 / | \ 6 5 4 The default face is up for grabs (111, 171...) There seems to be a bit of variation on these and I would like to fix that since it has burned me in the past. If there is a common agreement on this convention now would be a good time for me to fix these to use it. Also - what about retiring old images? I recently updated the 'classic' Ent and was wondering is there a process where images are retired. Am I supposed to be doing this? Also what is the deal with the alternate image set? ----- Original Message ----- From: Mark Wedel > Todd Mitchell wrote: > > Can someone tell me again how to animate player arches. > > there is some bogus code in move_player that I need to fix - it is using its > own animation scheme instead of calling animate_object(). > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 11 15:39:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:25 2005 Subject: [CF-Devel] crossfire-devel post from tth@one.net requires approval Message-ID: <20030311213901.22160.28615.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: tth@one.net Subject: [Crossfire-devel] ALSA 0.9.x sound server patches Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Tue Mar 4 23:55:34 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:25 2005 Subject: [CF-Devel] [Crossfire-devel] Client Sound Server and ALSA9 References: <20030228175411.3dd466a6.tth@one.net> <200303041705.02572@join.TCLUG.at.www.mn-linux.org> Message-ID: <3E659156.90007@sonic.net> Bob Tanner wrote: > On Friday 28 February 2003 04:54 pm, Tim Hentenaar wrote: > >>Hallo all, >> >>Is anyone working on writing ALSA9 code for the Sound Server? >> >>I've been working at it, and if no one else is working on it, i'll go ahead >>and finish it, then send a patch :P > > > The sounds are so pathetic I don't think ALSA9 is worth it. :-) If we had > better sounds I could see the effort. > To some extent, I agree that the sounds aren't very good. However, I'm never really going to discourage people from adding support for more platforms. Adding new/better sounds has varying amounts of difficulty - if you just want to add a new sound for an event that is already defined, thats very simple. However, the way sounds are currently done in the server (IMO) is not very good, since they are all hardcoded references. I've probably mentioned ideas in the past for improving this - basic idea would be to something something for sounds similar to the anim for images (eg, sound_speed, sound sequence, etc). However, related to that, when to play sounds should somehow be tagged in the object (play when applied, play when killed, etc). To me, right now, one sound that I would like to see added is something for the grates - that is a rare enough event that it wouldn't 'pollute' things so much as to get overplayed. But could add some nice atmosphere - pull that lever, and even if the gate it activates isn't visible, might still hear the workings of the machinery. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 11 02:27:44 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:25 2005 Subject: [CF-Devel] player animations References: <1047358262.388.7.camel@oberon.kameria> Message-ID: <3E6D9E00.9020306@sonic.net> Todd Mitchell wrote: > Can someone tell me again how to animate player arches. there is some bogus code in move_player that I need to fix - it is using its own animation scheme instead of calling animate_object(). _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 18 17:28:16 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:25 2005 Subject: [CF-Devel] bug in some libc 64 bit parsing In-Reply-To: <3E76C153.80404@sonic.net> References: <1047935512.3e763a181ab0c@imp.free.fr> <3E76C153.80404@sonic.net> Message-ID: <1048030096.3e77ab905e664@imp.free.fr> Hello, Yes this release of Linux Mandrake (Redhat derived) 6.0 is quite old, and had some other problems : so it's possible that there are few people that already have it at this time. But this is perhaps not the only OS that have this problem : it's perhaps this release of glibc (2.1.1) on x86 ?? (does anyone have this release ?) I was the first surprised with this bug, and for my own, on this computer, I will perhaps change atoll at system wide .h files. I understand very well your problem : and it's perhaps better to see if someone else have the same problem. If someone ask why he have the message "Experience for level 112 is lower than previous level (1988232704 <= 3141600000)" at server start, it's that problem. Olivier. En r?ponse ? Mark Wedel : > huet.o@free.fr wrote: > > Hello, > > > > I took the last cvs snapshot of Crossfire Server, and I had a problem > when I > > launch the compiled server : the "experience" table don't load at the > first > > "big" (real 64 bit) level value (12 I think). > > > > After some tracing, I noticed it's because my "atoll" libc function is > broken > > (the one with GLIBC_2.1.1 of a Mandrake/Redhat 6.0 Linux Distribution > on x86). > > > > atoll in this version of the libc+distribution act on 32 bit values > only : see > > example of this program : > > > > I'd note that redhat 6.0 is pretty darn old. > > I'm a bit mixed on this. On the one hand, I'd like for crossfire to > work on > as many systems as reasonably possible (however if that was really the > case, > then I shouldn't use long long). OTOH, I really don't want to include > functions > for every call that may not work quite right on every system. > > This is more of a problem - this isn't an issue of missing a function > (in > which case something like a #ifndef HAVE_ATOLL myatoll() ... #endif) - > something > like a myatoll would be needed. > > this poses problems in that a developer could use the wrong call > someplace, > getting the wrong behaviour. It also means that if the OS in question > has a > more optimized version, that won't get used. > > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 09:31:24 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:25 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303051031.AA02136@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A00000884; Wed, 5 Mar 2003 01:04:29 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id A36C3720126; Wed, 05 Mar 2003 01:04:28 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qSHw-000219-00; Wed, 05 Mar 2003 00:22:00 -0600 Received: from a.smtp-out.sonic.net ([208.201.224.38]) by pirate.real-time.com with smtp (Exim 4.11 #5 (Red Hat Linux)) id 18qSHD-00020t-00 for ; Wed, 05 Mar 2003 00:21:16 -0600 Received: (qmail 27236 invoked from network); 5 Mar 2003 06:00:19 -0000 Received: from prop.sonic.net (208.201.224.193) by a.smtp-out.sonic.net with SMTP; 5 Mar 2003 06:00:19 -0000 Received: from sonic.net (tavern.santa-clara.ca.us [209.204.178.229]) by prop.sonic.net (8.11.6/8.8.5) with ESMTP id h2560JY11887; Tue, 4 Mar 2003 22:00:19 -0800 X-envelope-info: Message-ID: <3E659181.20907@sonic.net> Date: Tue, 04 Mar 2003 21:56:17 -0800 From: Mark Wedel User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.0.1) Gecko/20020712 X-Accept-Language: en-us, en MIME-Version: 1.0 To: crossfire-devel@lists.real-time.com CC: crossfire-devel@lists.sourceforge.net Subject: Re: [CF-Devel] [Crossfire-devel] Client Sound Server and ALSA9 References: <20030228175411.3dd466a6.tth@one.net> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit X-Spam-Score: -1.8 (-) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qSHD-00020t-00*R9d7W9dlIVA* Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com X-Mailman-Version: 2.0.13 Precedence: bulk Reply-To: crossfire-devel@lists.real-time.com List-Help: [message truncated] From crossfire-devel-admin at archives.real-time.com Sat Mar 8 09:38:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:25 2005 Subject: [CF-Devel] crossfire-devel post from paco@arsfortunata.com requires approval Message-ID: <20030308153801.9728.14323.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: paco@arsfortunata.com Subject: New graphics Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Tue Mar 18 16:31:47 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:25 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings In-Reply-To: <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> References: <1047936349.3e763d5d15427@imp.free.fr> <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> Message-ID: <1048026707.3e779e53cce8a@imp.free.fr> Hello, I used the default compile options (and default config.h/config files). The map file are from the 1.5.0 bigworld tarballs. I had "default" client options : Fog of war, Darkness Code, and Best Per Pixel Lightning, but I've just tested while disabling some options, and with the X11 Client too : It's the same. I've tried with some of my players : with /wo Xray, with /wo dark vision, with/ wo Glowing : it looks that it's the same. I've just made another test : The 1.5.0 client with the 1.4.0 Server, and it works very well. --> So it's probably a server issue (?) I've tried to use small maps too, and it's the same with them. BUT I've noticed I forgot to say it on the previous mail : it appear only on undiscovered lands. When I go on an invalid square (to "see" it) and go away, when returning on this "screen", It appear correctly. Olivier. En r?ponse ? Todd Mitchell : > are you using weather? > > ----- Original Message ----- > From: > To: > Sent: Monday, March 17, 2003 4:25 PM > Subject: [CF-Devel] Problem in displaying and refreshing of buildings > > > > Hello, > > > > > > With the last release of Crossfire Server/gtk Client (1.5.0) and with > the > last > > Server CVS too, I have a bug with the displaying and refreshing of > the > buildings. > > > > It's with the big world maps (and perhaps with the others, I've only > tried > the > > new maps) : > > > > When buildings appears, there's only the top left square that is > displayed > (and > > sometimes, all top squares), and the other squares appears only when I > go > "in them". > > > > And it's the same when it's the "day" and the "night". > > > > Some ideas ? > > > > Olivier. > > > > _______________________________________________ > > crossfire-devel mailing list > > crossfire-devel@lists.real-time.com > > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 31 19:41:54 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:25 2005 Subject: [CF-Devel] python plugin In-Reply-To: <3E8555C7.9020108@sonic.net> References: <3E8555C7.9020108@sonic.net> Message-ID: On Sat, 29 Mar 2003, Mark Wedel wrote: > > I believe the plugin is in fact installed on metalforge. > It's just by default, > I don't think anything uses the plugin. > Afaik the occidental stuff is there by default. The 1.5 tarballs has it. When i use the occidental sword on my local server, i get quite frequently reactions from it. e.g "Your weapon feels warmer" (attacktype switched to fire) I cleared the whole newbie tower with this sword on metalforge. As nothing special happened,i assumed the plugin was not enabled. Bernd Edler _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 31 06:51:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:26 2005 Subject: [CF-Devel] crossfire-devel post from darsie@gmx.at requires approval Message-ID: <20030331125101.5690.1231.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: darsie@gmx.at Subject: Re: [CF-Devel] (automatic) apply rings Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Tue Mar 25 02:08:57 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:26 2005 Subject: [CF-Devel] Alternate cobblestone/sign In-Reply-To: References: Message-ID: On Mon, 24 Mar 2003, Rick Tanner wrote: > > The gfx folder reference is for the DirectX client and JavaClient, only. > Not true. While cfclient does not afaik, the gcflient does. I don't know since which version, but the 1.5 does. Just create the directory: mkdir ~/.crossfire/gfx Then copy the png into this diretory. Naming scheme: ~/.crossfire/gfx/cobblesto1.111.png _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 24 21:47:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:26 2005 Subject: [CF-Devel] Returned mail: Delivery Status Notification Message-ID: <1048564012-1418@smtp-send.myrealbox.com> The original message was received Sat, 22 Mar 2003 03:25:42 -0700 from - ----- The following address(es) had permanent fatal errors ----- ; originally to yann.chachkoff@smtp-send.myrealbox.com (unrecoverable error) The mail system encountered a delivery failure, code -11. This failure could be due to circumstances out of its control, please check the transcript for details -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: Tim Hentenaar Subject: Re: [CF-Devel] Re: [Crossfire-devel] ALSA 0.9.x sound server patches Date: Sat, 22 Mar 2003 05:18:40 -0500 Size: 2612 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030324/d06d0e3b/attachment.mht From crossfire-devel-admin at archives.real-time.com Mon Mar 24 21:00:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:26 2005 Subject: [CF-Devel] Returned mail: Delivery Status Notification Message-ID: <1048561193-1056@smtp-send.myrealbox.com> The original message was received Sat, 22 Mar 2003 00:36:37 -0700 from - ----- The following address(es) had permanent fatal errors ----- ; originally to yann.chachkoff@smtp-send.myrealbox.com (unrecoverable error) The mail system encountered a delivery failure, code -11. This failure could be due to circumstances out of its control, please check the transcript for details -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: Mark Wedel Subject: Re: AW: [CF-Devel] problems with darkness Date: Fri, 21 Mar 2003 23:31:02 -0800 Size: 2711 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030324/b17d02d2/attachment.mht From crossfire-devel-admin at archives.real-time.com Tue Mar 25 03:05:56 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:26 2005 Subject: [CF-Devel] new firebolt gfx Message-ID: I think i found the reason why somebody claimed the image was broken. A friend showed me the effect on Windows-XP with the dx-client. The | bolt looks like + . What happens here, is that some png libraries don't expect more than one color to be transparent. If you open the image in the gimp, you can see what is "wrong" with the picture. Activate the "color pick" tool. By clicking around in the transparent area you can see, that there are different colors in the alpha channel. When you erase a pixel to transparency in the gimp, it will keep it's color information. Thus, one can't get rid of these "residues" with the eraser. The easiest way to remove this stuff is to "select by alpha" "reverse selection" "fill" with black or whatever is background (i like to use something that gives nice contrast when viewing in xv or other viewer ) now erase the selection again to transparency The problem ought to be gone then. Additionally the picture will be shorter, as there are more areas with the same color. ps. I like the new firebolt graphics. Bernd Edler _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 24 19:59:34 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:26 2005 Subject: [CF-Devel] Returned mail: Delivery Status Notification Message-ID: <1048557572-851@smtp-send.myrealbox.com> The original message was received Sat, 22 Mar 2003 09:13:37 -0700 from - ----- The following address(es) had permanent fatal errors ----- ; originally to yann.chachkoff@smtp-send.myrealbox.com (unrecoverable error) The mail system encountered a delivery failure, code -11. This failure could be due to circumstances out of its control, please check the transcript for details -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: huet.o@free.fr Subject: Re: [CF-Devel] Problem in displaying and refreshing of buildings Date: Sat, 22 Mar 2003 17:13:14 +0100 (CET) Size: 2711 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030324/35211612/attachment.mht From crossfire-devel-admin at archives.real-time.com Mon Mar 24 11:59:48 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:26 2005 Subject: [CF-Devel] Crossfire highscore list script In-Reply-To: <20030324194422.B11292@cc.jyu.fi>; from pjka@cc.jyu.fi on Mon, Mar 24, 2003 at 07:44:22PM +0200 References: <20030324194422.B11292@cc.jyu.fi> Message-ID: <20030324195948.A11704@cc.jyu.fi> And of course there had to be a bug in the script :-) Please replace the line: print "\n"; with line: print "\n"; roWer -- BSc. Pertti Karppinen | Online Solutions Ltd |'Bridge Players | | http://www.solutions.fi | Do | http://www.iki.fi/~pjka/ | Office : +358 14 445 5110 | It | HAM: OH6KTR QTH: KP22UF | Cellular: +358 40 564 0786 | on the Table' | _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 24 11:44:22 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:27 2005 Subject: [CF-Devel] Crossfire highscore list script Message-ID: <20030324194422.B11292@cc.jyu.fi> Enclosed with this message is my scores.pl higihscore html-generator script. The source code is not pretty, as the state-machine was done without reading the actual source code that makes that file. It was done in a reverse-engineering fashion, but it seems to be working ... :-) To use that script, as it reloads the page every 6 minutes, you should add it to crontab like: */5 * * * * $HOME/crossfire/var/www/bin/scores.pl > /dev/null 2>&1 (*/5 means every five minutes, if Your crontab doesn't support it, use 0,5,10,15,20,25,30,35,40,45,50,55 * * * * ... ) If You have any questions, please feel free to ask. roWer -- BSc. Pertti Karppinen | Online Solutions Ltd |'Bridge Players | | http://www.solutions.fi | Do | http://www.iki.fi/~pjka/ | Office : +358 14 445 5110 | It | HAM: OH6KTR QTH: KP22UF | Cellular: +358 40 564 0786 | on the Table' | -------------- next part -------------- #!/usr/bin/perl # scores.pl # (c) Pertti Karppinen a.k.a roWer # # thanks for Sami Yl?nen a.k.a klux for some cleaning up # # This program is free software; you can redistribute it # and/or modify it under the terms of the GNU General Public # License as published by the Free Software Foundation; # either version 2 of the License, or (at your option) any # later version. # This program is distributed in the hope that it will be # useful, but WITHOUT ANY WARRANTY; without even the implied # warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR # PURPOSE. See the GNU General Public License for more # details. use File::Basename; #Your Crossfire folder my $crossfire_home="/crossfire"; #html output file my $outfile="/var/www/html/cscores.html"; #complete url to the output my $scoreurl="http://192.168.0.1/cscores.html"; #background color of the webpage my $bgcolor="#eeeeee"; #background color of the outer table my $outertablebgcolor="#dddddd"; #background color of the inner table my $innertablebgcolor="#dddddd"; #background color for my $tabletrcolor="#a9b4f2"; #the title of your score webpage my $title="Crossfire scores"; #the name of the server admin my $admin_name="Pertti Karppinen"; #the email of the server admin my $admin_email="pjka\@iki.fi"; #the levels =) my @levels=(0,2000,4000, 8000, 16000,32000,64000,125000,250000, 500000,900000,1400000,2000000,2600000, 3300000,4100000,4900000,5700000,6600000, 7500000,8400000,9300000,10300000,11300000, 12300000,13300000,14400000,15500000,16600000, 17700000,18800000,19900000,21100000,22300000, 23500000,24700000,25900000,27100000,28300000, 29500000,30800000,32100000,33400000,34700000, 36000000,37300000,38600000,39900000,41200000, 42600000,44000000,45400000,46800000,48200000, 49600000,51000000,52400000,53800000,55200000, 56600000,58000000,59400000,60800000,62200000, 63700000,65200000,66700000,68200000,69700000, 71200000,72700000,74200000,75700000,77200000, 78700000,80200000,81700000,83200000,84700000, 86200000,87700000,89300000,90900000,92500000, 94100000,95700000,97300000,98900000,100500000, 102100000,103700000,105300000,106900000,108500000, 110100000,111700000,113300000,114900000,116500000, 118100000,119700000,121300000,122900000,124500000, 126100000,127700000,129300000,130900000,785400000, 1570800000); my $DEBUG=0; #prototypes sub parse_file($); sub html_print_player($@); sub html_print_table_header(); sub html_print_header(); sub html_print_footer(); sub read_dms(); my @files= glob("$crossfire_home/var/crossfire/players/*/*.pl"); foreach(sort @files) { print "$_\n" if $DEBUG; parse_file($_); } for($i=0;$i<$#scores+1;$i++) { my $exp=$scores[$i][6]; my $name=$scores[$i][0]; $score_hash{$name}=$exp; $ranking{$name}=$i; } my %dms; read_dms(); my $rank=1; $saved_exp=-1; $saved_rank=-1; open(OUT,">$outfile") or die("Couldn't open outputfile $outfile: $!\n"); my $ofh=select(OUT); $|=1; html_print_header(); html_print_table_header(); foreach(sort {$score_hash{$b} <=> $score_hash{$a}} keys %ranking) { my $i=$ranking{$_}; my @tmp; print "$scores[$i][0]\t$scores[$i][6]\n" if $DEBUG; for($j=0;$j<12;$j++) { $tmp[$j]=$scores[$i][$j]; } html_print_player($rank++,@tmp); } print "\n"; html_print_footer(); close(OUT); select($ofh); exit 0; sub parse_file($) { my $player_file=shift; my($name,$title,$race,$class,$killer,$exp,$map,$maxhp,$maxsp,$maxgrace,$level,$god); my $state=0; my $count=0; my $no_class=0; $killer="left"; $god=" "; open(PLAYER_FILE,"$player_file") or die("autch $!"); while() { if(/no_class_face_change/) { $no_class=1; } if($state==0) { if(/^title/) { /^title\s*(.*)$/; $title=$1; $count++; next; } elsif(/^map/) { chomp; $map=basename($_); $count++; next; } $state=2 if($count==2); $state=2 if(/^arch.*_player/ || /^arch.*pl_.*/); next unless($state==2); } if($state==2||$state==3) { next unless($state==3||/^arch.*_player/ || /^arch.*pl_.*/); next if(/^name_pl/); if($state==2&&/^arch.*_player/) { /^arch\s*(.*?)_player/; $race=$1; $count++; $state=3; next; } if($state==2&&/^arch.*pl_.*/) { /^arch.*pl_(\S*)/; $race=$1; $race =~ s/_/ /g; $count++; $state=3; next; } if(/^title/) { /^title\s*(.*)$/; $title=$1; $count++; next; } if(/^name/) { /^name\s*(.*)$/; $name=$1; $count++; next; } if(/^face/) { /^face\s*([^_]*).*\.\d+/; $class=$1; $count++; next; } if(/^maxhp/) { /^maxhp\s*(\d*)/; $maxhp=$1; $count++; next; } if(/^maxsp/) { /^maxsp\s*(\d*)/; $maxsp=$1; $count++; next; } if(/^maxgrace/) { /^maxgrace\s*(\d*)/; $maxgrace=$1; $count++; next; } if(/^exp/) { /^exp\s*(\d*)/; $exp=$1; $count++; next; } if(/^level/) { /^level\s*(\d*)/; $level=$1; $count++; next; } # $state=4 if($count==8); $state=4 if(/^arch/ || /^end/); next; } elsif($state==4) { next unless(/^arch experience_wis/); $state=5; next; } elsif($state==5) { $state=6 if(/^end/); next unless(/^title/); /^title\s*(.*)/; $god=$1; $state=6; } } close(PLAYER_FILE); $class=$race if($no_class); $title=$class unless defined $title; if(!defined $level) { for($level=0;$level<$#levels;$level++) { last if($exp<$levels[$level]); } } if(defined $exp) { my @tmp= ($name, $title ,$race,$class,$killer,$map,$exp,$level,$maxhp,$maxsp,$maxgrace,$god); push(@scores,\@tmp); print STDERR "$name the $title ($race $class) $killer the game on map $map with $exp points (level $level)" if $DEBUG; print STDERR " and maxhp of $maxhp, maxsp of $maxsp and maxgrace" if $DEBUG; print STDERR " (from $god)" if (defined $god && $DEBUG); print STDERR " of $maxgrace.\n" if $DEBUG; } } sub html_print_player($@) { my($rank,@table)=@_; my $name = $table[0]; my $title = $table[1]; my $race = $table[2]; my $class = $table[3]; my $killer = $table[4]; my $map = $table[5]; my $exp = $table[6]; my $level = $table[7]; my $maxhp = $table[8]; my $maxsp = $table[9]; my $maxgrace = $table[10]; my $god = $table[11]; print "\n"; if ($saved_exp!=$exp) { $saved_exp=$exp; $saved_rank=$rank; } if ($saved_rank<11) { print " $saved_rank.\n"; } else { print " $saved_rank.\n"; } if ($dms{$name}) { print " $name the $title DM\n"; } else { print " $name the $title\n"; } print " $race\n"; print " $exp\n" unless($exp>=785400000); print " $exp\n" if($exp>=785400000); print " $level\n"; print " $maxhp\n"; print " $maxsp\n"; print " $maxgrace\n"; print " $god\n"; print " $map\n"; print "\n"; } sub html_print_table_header() { print "\n"; print "\n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print "\n"; } sub html_print_header() { print "\n"; print "$title\n"; print "\n"; print "\n"; print << "EOF"; EOF print "\n"; print "
\n"; print "
RankCharacterRaceScoreLevelMaxHPMaxSPMaxGPGodLocation
\n"; print "

$title

\n"; } sub html_print_footer() { my ($sec,$min,$hour,$mday,$mon,$year,$wday,$yday,$isdst) = localtime(time); $year+=1900; my @months=("Jan","Feb","Mar","Apr","May","Jun","Jul","Aug","Sep","Oct","Nov","Dec"); my @days=("Sun","Mon","Tue","Wed","Thu","Fri","Sat"); print "Back\n\n"; print "
\n
$admin_name
\n"; printf ("Last modified: $days[$wday] $months[$mon] $mday %2.2d:%2.2d:%2.2d EET $year\n",$hour,$min,$sec); print "
\n"; print "\n"; } sub read_dms() { open(DMLIST, "$crossfire_home/etc/crossfire/dm_file"); while() { next if(/^\s*#/); chomp; /\s*([^\s:]+):/; $dms{$1}=1; } close(DMLIST); } From crossfire-devel-admin at archives.real-time.com Mon Mar 3 13:24:10 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:27 2005 Subject: [CF-Devel] Map bug: navar library rare books door Message-ID: <3E63ABDA.17289C50@gmx.at> The door is slaying navar_rare_books while the key is slaying rare_books_navar. Bernhard, not on the list -- Low end Serverhousing ab 25 e inkl. 1x 11 e/GB, etc.: http://bksys.at _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 3 20:36:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:27 2005 Subject: [CF-Devel] crossfire-devel post from pc-crossfire@croscastle.net requires approval Message-ID: <20030304023600.2194.40156.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: pc-crossfire@croscastle.net Subject: item destruction Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Mon Mar 3 11:01:53 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:27 2005 Subject: [CF-Devel] potion images In-Reply-To: Message-ID: On 03-Mar-03 Bernd Edler wrote: > I tested the files by putting them into my ~/.crossfire/gfx dir. Do you have a screenshot you could put up on the web with these potions like littering the ground in the magic shop or something? If you can't post it on the web, maybe you could send it to the list. It's hard to judge how they would look in the game. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 3 13:45:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:27 2005 Subject: [CF-Devel] crossfire-devel post from darsie@gmx.at requires approval Message-ID: <20030303194501.25192.92780.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: darsie@gmx.at Subject: Map bug: navar library rare books door Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Mon Mar 3 13:54:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:28 2005 Subject: [CF-Devel] crossfire-devel post from darsie@gmx.at requires approval Message-ID: <20030303195401.25397.2634.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: darsie@gmx.at Subject: Re: Map bug: navar library rare books door Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Sun Mar 16 22:50:53 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:29 2005 Subject: [CF-Devel] Dragon Guild and Devourers cult Message-ID: <1047876653.1342.10.camel@CPE0080c6f8615f-CM.cpe.net.cable.rogers.com> Hi All, I started a dragon character recently and am having problems with the devourer cult. Basically I joined up and it changed my race to "undead" and I cannot enter the Dragon Guild anymore. I am using v 1.4.0 of the client. I worked around it for now by patching my race back to dragon, but I imagine that changes something else.. I also tried setting my race to "undead,dragon" but that didn't work either. Dave -- Cynic, n.: Experienced. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 10 01:19:36 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:29 2005 Subject: [CF-Devel] Spell object idea. In-Reply-To: <3E6C3761.2090901@sonic.net> Message-ID: On 10-Mar-03 Mark Wedel wrote: > TBD: > bdur (base duration), ldam (level adjustment for damage), ldur (level > adjustment for duration): These need to get put into some field - > I'm undecided if it makes more sense to add new fields (instead of > overloading existing ones). You yourself said we aren't supposed to overload anymore.. :) I don't think any of the current fields available make sense for these anyhow. > The defensive, range, and onself can largely be derived from the > subtype above. if subtype is protection or healing, it'd be > self. A cone, bolt, or ball would be range. What if I want to make a cone of healing? What about area effect protection spells? --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 12 02:35:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:29 2005 Subject: [CF-Devel] player animations References: <1047358262.388.7.camel@oberon.kameria> <3E6D9E00.9020306@sonic.net> <000401c2e7fc$39c0b2a0$0802a8c0@ott.ca.dmr> Message-ID: <3E6EF136.6070609@sonic.net> Todd Mitchell wrote: > excellent - I was not doing it wrong then. > > I am doing animations for the player race faces but only the frontal (151 - > 152) for now (unless I get inspired). While I am doing this I would like to > know once and for all what the proper convention is - the general form for > these appears to be is 111 is back side(moving north) 131 is right > side(moving east) 151 is front (standing, moving south) and 171 is left side > (moving west). This is what the documentation says too. > > 8 1 2 > \ | / > 7-0-3 > / | \ > 6 5 4 > > The default face is up for grabs (111, 171...) There seems to be a bit of > variation on these and I would like to fix that since it has burned me in > the past. > If there is a common agreement on this convention now would be a good time > for me to fix these to use it. the table you have above is correct in how it deals with direction (eg, direction 1 is up, direction 5 is down). It is also correct in that the code deals with directions the same way. EG, if an animation has 8 facings, they would be ordered in that same method. If an object has 4 facings, it would be 1, 3, 5, 7. If it had 2, it would most likely be 3 and 7 (vs 1 and 5). However, the numbering convention is to make things easy. I could do something like: anim facings 8 face1.111.png face2.111.png ... face8.111.png mina In other word, the code itself doesn't actually care what the face is called. You could have 8 random file names there, and it would work. It'd just be really confusing (and messy) to store in the directory. What this means, is if someone has the 3 and 7 facings reversed in the images, but they also reverse them in anim/mina, everything would look as expected. It'd just be confusing for people that come to work on the archs later on. > > Also - what about retiring old images? > I recently updated the 'classic' Ent and was wondering is there a process > where images are retired. Am I supposed to be doing this? Also what is the > deal with the alternate image set? Not a simple answer. if you replace an image with a newer one, that old image is basically retired in the sense it doesn't exist anymore. IT really shouldn't be renamed. The problem comes in in the opininion of people of 'is that new image better than the old one'. In some cases, the answer is a pretty basic yes (eg, for images that were scaled up from the 24x24 to 32x32, if you clean it up, it'd be a yes). However, when completely new images are made, people have differing opinions. The alternate set is now the 'classic' set (vs base). At one point, support for it wasn't very good, so there was basically a seperate tree for images in the classic set, and the collect script was modified to use it (looked in the altnernate directory, if it didn't find it there, then used the base version). A server would only support one set, which basically depended on what the server admin set up. So you should completely ignore the alternate_images directory/tree. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 17 17:00:03 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:29 2005 Subject: [CF-Devel] 1 crossfire-devel admin request(s) waiting Message-ID: <20030317230003.32332.96330.Mailman@pirate.real-time.com> The crossfire-devel@lists.real-time.com mailing list has 1 request(s) waiting for your consideration at: https://mailman.real-time.com/mailman/admindb/crossfire-devel Please attend to this at your earliest convenience. This notice of pending requests, if any, will be sent out daily. Pending posts: From: dstuart@rogers.com on Sun Mar 16 23:15:02 2003 Cause: Post by non-member to a members-only list From crossfire-devel-admin at archives.real-time.com Sun Mar 2 00:03:13 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:29 2005 Subject: Final Draft? (was Re: [CF-Devel] DRAFT of release notice for crossfire 1.5) In-Reply-To: Message-ID: No one else has any suggested changes, tweaks or improvements for the release summary? Crossfire is an open source, cooperative multiplayer graphical RPG and adventure game. Since its initial release, Crossfire has grown to encompass over 150 monsters, about 3000 maps to explore, an elaborate magic system, 12 races, 15 character classes, a system of skills, and many artifacts and treasures. Crossfire is based in a medieval fantasy world and is similar to other games of this genre. Changes from 1.4: Many bug fixes and stability enhancements Countless new images and graphics fixups. New alternate worldmap, giving a much larger world for players to explore. Full weather system allowing dynamic changes to the world as seasons progress. New material system giving greater variety of weapons and armour. Greater control over pets, and refined archery skills. Enhanced item creation skills, allowing players to customize thier magical items. - Rick Tanner leaf@real-time.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 13 03:18:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:29 2005 Subject: [CF-Devel] crossfire-devel post from worldsubmit@hotmail.com requires approval Message-ID: <20030313091801.7101.20072.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: worldsubmit@hotmail.com Subject: Cheap International Calls for 10p/min. Just dial 0871-871-0610 NOW! Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Mon Mar 24 17:51:03 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:30 2005 Subject: [CF-Devel] Alternate cobblestone/sign Message-ID: <200303241851.03444.oberdorf@earthlink.net> I made an alternate version of the cobblestones for use in town. I made a version with/without visible dirt (I prefer the dirt grid version). Also, screenshots of the existing as well as these alternates. Also, an updated sign to replace the black lines with a slightly more natural look. One question; the website mentions deploying graphics on the "client side" by copying them to the gfx folder - I don't seem to have one. Where should it be? (compiled from source for Linux). I'm able to use them in a local server, but it would be nice to override my display of tiles on other servers. And another one: My original modified "sign" graphic had a drop-shadow, but alpha values in the Gtk client seem to be clamped. Is this a bug or desirable? What do people think of supporting alpha in the overlays? Technically problematic? Let me know if people want to see more of these. Feel free to redistribute/modify etc. -Oly -------------- next part -------------- A non-text attachment was scrubbed... Name: OldCobblestone.png Type: image/png Size: 5221 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030324/832da643/OldCobblestone.png -------------- next part -------------- A non-text attachment was scrubbed... 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Name: sign.base.111.png Type: image/png Size: 575 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030324/832da643/sign.base.111.png From crossfire-devel-admin at archives.real-time.com Mon Mar 17 11:47:46 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:30 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings References: <1047936349.3e763d5d15427@imp.free.fr> Message-ID: <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> are you using weather? ----- Original Message ----- From: To: Sent: Monday, March 17, 2003 4:25 PM Subject: [CF-Devel] Problem in displaying and refreshing of buildings > Hello, > > > With the last release of Crossfire Server/gtk Client (1.5.0) and with the last > Server CVS too, I have a bug with the displaying and refreshing of the buildings. > > It's with the big world maps (and perhaps with the others, I've only tried the > new maps) : > > When buildings appears, there's only the top left square that is displayed (and > sometimes, all top squares), and the other squares appears only when I go "in them". > > And it's the same when it's the "day" and the "night". > > Some ideas ? > > Olivier. > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 18 00:55:22 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:31 2005 Subject: [CF-Devel] Books References: <200303121855.h2CIt7Wk014461@lol1120.lss.emc.com> Message-ID: <3E76C2DA.2040301@sonic.net> Preston Crow wrote: > I've noticed that a bunch of identical-looking books (beastiaries, > formulas, etc.) don't stack. My guess is that like scrolls and spellbooks, > they have a level value associated with them. While I can see some sort of > reasoning for that, the level should be based on the contents, not random. Well, some amount of the data is automatically generated. Eg, it pulls formula out its known formula, monster info from archetypes, etc. Level for the book could certainly be based on the object we are copying from - as it is now, I think it basically is coming from the level of the map the book was generated on. > > Also, I have a bunch of different types of books for the same formula. It > would be nice if when creating a book for "water of the wise," it would > always select the same book type. This is one of those cases of adding something for extra 'dressing', and the effect being more annoying than useful. Eg, way back, multiple names for books were added, because 'spellbook' and 'prayerbook' and just 'book' wasn't interesting enough, and then it leads to all sorts of merging problems. My personal thought is to eliminate a lot of that. Maybe I'm the non typical player, but I personally don't find multiple names for the same equivalant (or near equivalant) item all that interesting - I'd much rather my items merge, and know that all the items are sorted sensibly (Eg, if I'm looking for a wizard spell, know it starts with spellbook or grimoir, but not any of grimoire, tomb, and several other names). _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 20 03:56:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:31 2005 Subject: [CF-Devel] attacktype proposal In-Reply-To: <3E79504D.5020600@sonic.net>; from mwedel@sonic.net on Wed, Mar 19, 2003 at 09:23:25PM -0800 References: <3E79504D.5020600@sonic.net> Message-ID: <20030320105601.A13771@ds217-115-141-141.dedicated.hosteurope.de> On Wed, Mar 19, 2003 at 09:23:25PM -0800, Mark Wedel wrote: > > 1) Weapon does damage of all attacktypes it has. Eg, a dam_fire 10, dam_physical > 10 dam_magic 10 could do 30 points of damage, adjusted by creatures resistances. > Thus, you could add something like 'dam_fire 6' to a weapon, which gives is > some minor fire damage in addition to what it already has. > I think this would fit in nicely with the dragon race, where the claws could have a damage relative to the levels the player spent focused on this element. Bye Jochen -- Jochen Suckfuell --- http://www.suckfuell.net/jochen/ --- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 20 12:52:06 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:31 2005 Subject: [CF-Devel] problems with darkness Message-ID: <200303201852.h2KIq6Hu019192@lol1120.lss.emc.com> > Turn off fog of war (if on) and report back. Most likely, the client is >storing this information in its fog of war - it stores what it last knew >the space to look like, which includes monsters, spell effects, etc. Fog >of war is completely done on the client - for this reason, the server >doesn't see any reason that the client needs updated info on those spaces. I'm also seeing fog of war problems. In my case, it happens most often when I'm running quickly through visibility-obstructing squares. What happens is that a copy of my character image is left on some of the squares. My guess is that I'm moving fast enough that the server doesn't do a full update for every square that I move over. (If it would help, I could try to see if this only happens when my movement rate is above some threshold.) I've also seen a few cases where a monster image is left on the screen, though this is quite rare. --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 25 01:56:08 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:31 2005 Subject: [CF-Devel] Directory permissions In-Reply-To: <20030324163809.GA28159@mids.student.utwente.nl> References: <20030324163809.GA28159@mids.student.utwente.nl> Message-ID: <3E800B98.4020900@sonic.net> Joris Bontje wrote: > New directories created by the crossfire server are mode 777 > which means that they are world readable and writable! > > The filemodes however are 660. > Would there be a problem changing the directory mode in (atleast) 770 ? Well, there is a SAVE_MODE value in config.h, set to 660, which is probably why you see the filemodes show up that way. There should probably be something like a SAVE_MODE_DIR or whatever to set what hte directory permissions should be. Having it hardcode to 777 is pretty horendous. I'd tend to guess that most of the save modes are back from the day when the server was the client, so you might get multiple users running it at the same time (or different users running it). That certainly isn't the case anymore. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 24 01:16:32 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:31 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings In-Reply-To: <1048349594.3e7c8b9a48b33@imp.free.fr> References: <1047936349.3e763d5d15427@imp.free.fr> <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> <1048026707.3e779e53cce8a@imp.free.fr> <3E7801BD.50105@sonic.net> <1048084255.3e787f1f7c379@imp.free.fr> <3E794613.7060803@sonic.net> <1048349594.3e7c8b9a48b33@imp.free.fr> Message-ID: <3E7EB0D0.7030104@sonic.net> huet.o@free.fr wrote: > > I've tried with metalforge too (the other day it was on a server that appear on > the "metaservers" list, but not metalforge), and it work very well with it. > > Yes it's very strange, but I didn't noticed before : it's not the only > displaying bug : it's the same with some "one square" spells : > > Some displaying are quite buggy now : firebolt, frostbolt, small/large > lightning, ball lighting, comet, bullets etc. > > And For "create food" too : I create a food, don't see it, and then, turn on all > adjacent squares : don't see it, and after, when I go on the exact square of the > food, it appear. > > And with the 1.4.0 release of the server, it work perfectly. Has been a lot of > server issue on the displaying between 1.4.0 and 1.5.0/last cvs ? No, not really. Note that metalforge is latest CVS - if it is native to all server code, you should see the problem when you play there. So that would suggest it is something peculiar to your server/system. It wouldn't seem like that should be the case, but who knows - an obscure bug that for some reason shows up in 1.5 but not 1.4. > > It's perhaps not the code but the pictures or maps ??? but why could it makes > problems on the server code ? Could be. You coudl probably try the 1.4 pictures or maps - I don't think anything really changed that should result in those not working with 1.5. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 24 10:38:09 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:31 2005 Subject: [CF-Devel] Directory permissions Message-ID: <20030324163809.GA28159@mids.student.utwente.nl> New directories created by the crossfire server are mode 777 which means that they are world readable and writable! The filemodes however are 660. Would there be a problem changing the directory mode in (atleast) 770 ? Joris Bontje / mids -- PGP Key: http://pgp.dtype.org:11371/pks/lookup?op=get&search=0xF19326A9 Key fingerprint = 730D 9B3A F406 F28A 957D 6397 31E8 6D4C F193 26A9 -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030324/f4e1d923/attachment.pgp From crossfire-devel-admin at archives.real-time.com Thu Mar 27 01:22:45 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:31 2005 Subject: [CF-Devel] python plugin Message-ID: I think that in the configure script line 13038: for dir in /usr{,local}/include/python{,2.2,2.1,2.0} ; do should rather be: for dir in /usr{,/local}/include/python{,2.2,2.1,2.0} ; do as i assume it wants to look rather in /usr/local than in /usrlocal . It would also be nice, if the script would look for the python libraries in LD_LIBRARY_PATH and not only /usr/lib . Else people with more "exotic" distros (like me) will need to edit the configure script manually. On my local server the plugin seems to work stable. Is there a technical or a gameplay reason, it is not enabled on metalforge? _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 29 23:56:35 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:31 2005 Subject: [CF-Devel] Alternate cobblestone/sign In-Reply-To: <200303241851.03444.oberdorf@earthlink.net> References: <200303241851.03444.oberdorf@earthlink.net> Message-ID: <3E868713.6000901@sonic.net> Oliver wrote: > I made an alternate version of the cobblestones for use in town. I made a > version with/without visible dirt (I prefer the dirt grid version). Also, > screenshots of the existing as well as these alternates. I've put these into CVS. instead of replacing the cobblestones, I instead whipped up a few new archs for these. So people can use them on new maps and what not. BTW, if someone is up to it, making little icons the corresponds to the different skills could be call. I envision using these in the client. You click on the little icon in your stat display, and it readies the skill for you. Note that given these are for the client, size should actually be smaller than the typical 32x32 for images for the maps - 16x16 is probably about right, given the text size. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 22 12:29:23 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:32 2005 Subject: [CF-Devel] Warning: could not send message for past 1 hour Message-ID: <200303221829.h2MGTNgA023612@blake.timetraveller.org> ********************************************** ** THIS IS A WARNING MESSAGE ONLY ** ** YOU DO NOT NEED TO RESEND YOUR MESSAGE ** ********************************************** The original message was received at Sun, 23 Mar 2003 02:29:24 +1000 from [202.83.74.222] ----- Transcript of session follows ----- <<< DATA 451 4.4.1 collect: I/O error on connection from [202.83.74.222], from= Warning: message still undelivered after 1 hour Will keep trying until message is 2 days old -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: crossfire-devel-admin@lists.real-time.com Subject: no subject Date: Sun, 23 Mar 2003 02:29:23 +1000 Size: 1316 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030323/b56f4bcf/attachment.mht From crossfire-devel-admin at archives.real-time.com Wed Mar 5 03:37:40 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:32 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303050437.AA02196@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A00000884; Tue, 4 Mar 2003 19:09:38 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id A0411268012A; Tue, 04 Mar 2003 19:09:37 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qMkP-0000Gw-00; Tue, 04 Mar 2003 18:27:01 -0600 Received: from ds217-115-141-141.dedicated.hosteurope.de ([217.115.141.141]) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qMjU-0000Gf-00 for ; Tue, 04 Mar 2003 18:26:04 -0600 Received: by ds217-115-141-141.dedicated.hosteurope.de (Postfix, from userid 500) id B8CC17D96; Wed, 5 Mar 2003 01:05:11 +0100 (CET) Date: Wed, 5 Mar 2003 01:05:11 +0100 From: Jochen Suckfuell To: crossfire-devel@lists.real-time.com Message-ID: <20030305010511.A10767@ds217-115-141-141.dedicated.hosteurope.de> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5.1i X-Spam-Score: -0.7 (/) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qMjU-0000Gf-00*1cHraWo5eko* Subject: [CF-Devel] PATCH: inscription couldn't write spells, and prepended garbage to text Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com X-Mailman-Version: 2.0.13 Precedence: bulk Reply-To: crossfire-devel@lists.real-time.com List-Help: List-Post: List-Subscribe: , List-Id: Crossfire Development Mailing List List-Unsubscribe: , [message truncated] From crossfire-devel-admin at archives.real-time.com Wed Mar 5 07:29:34 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:32 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303050829.AA02264@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A00000360; Tue, 4 Mar 2003 23:21:31 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id AB4A7E50062; Tue, 04 Mar 2003 23:21:30 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qQgH-0001S0-00; Tue, 04 Mar 2003 22:39:01 -0600 Received: from mtiwmhc12.worldnet.att.net ([204.127.131.116]) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qQfs-0001Rk-00 for ; Tue, 04 Mar 2003 22:38:36 -0600 Received: from krayhome.worldnet.att.net (235.dallas-21rh15rt-tx.dial-access.att.net[12.86.240.235]) by mtiwmhc12.worldnet.att.net (mtiwmhc12) with SMTP id <2003030504171111200sk94de>; Wed, 5 Mar 2003 04:17:11 +0000 Message-Id: <5.1.0.14.0.20030304221539.00a885d0@postoffice.worldnet.att.net> X-Sender: kbulgrien@postoffice.worldnet.att.net X-Mailer: QUALCOMM Windows Eudora Version 5.1 Date: Tue, 04 Mar 2003 22:17:44 -0600 To: crossfire-devel@lists.real-time.com From: "Kevin R. Bulgrien" Subject: Re: [CF-Devel] Map tile bug (Near Euthville) In-Reply-To: <5.1.0.14.0.20030304213304.00a86ba0@postoffice.worldnet.att .net> References: <3E64401D.2080404@sonic.net> <200303040211.h242BLkY022487@lol1120.lss.emc.com> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" X-Spam-Score: -2.1 (--) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qQfs-0001Rk-00*0xfUEODV2Qo* Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com X-Mailman-Version: 2.0.13 Precedence: bulk Reply-To: crossfire-devel@lists.real-time.com List-Help: List-Post: List-Subscribe: , [message truncated] From crossfire-devel-admin at archives.real-time.com Mon Mar 10 22:51:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:32 2005 Subject: [CF-Devel] player animations Message-ID: <1047358262.388.7.camel@oberon.kameria> Can someone tell me again how to animate player arches. I tried anim elf.111 elf.111 elf.131 elf.131 elf.151 elf.152 elf.171 elf.171 mina and anim facings 8 human.111 human.111 human.131 human.131 human.151 human.152 human.171 human.171 mina and every variation on this I could think of (facings 4, is_animated 1, is animated 0 ...) the best I can get is either a constantly spinning PC or one that uses the first four lines only. using the server CVS from march 10th I would have reread the e-mail on this, but the mailing list archives seem to have stopped archiving. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 1 02:58:28 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:33 2005 Subject: [CF-Devel] New Arch awall_w_A.base.11x.png In-Reply-To: <27888.1046179291@www16.gmx.net> Message-ID: <5.1.0.14.0.20030301024513.00a83030@postoffice.worldnet.att.net> At 07:21 AM 2/25/03, you wrote: >As you have already noticed, some weak walls are real messy. >Those are still leftovers from the scale-up-png-conversion. >The only weak walls that have been redrawn nicely >are the castle walls and horizontal part for white walls. > >You have added your weak_wall_A without replacing the >ugly original (weak_wall_2), is that intention? >I'd suggest to replace the original because it's real ugly and >only your new version fits with the wall style. > >Your drawings are fine. >Only suggestions: > >The "straight lines" as you described it are really a bit irritating. >You could reduce the pielup to fit in the image without extending >to the left-/right borders. When you're at it, why not use the >gap "in front" of the wall to add some dirt there too? That would >make it look more spatial and less flat. > >You could try showing the thickness of the wall by drawing >two cracklines with a marginal offset on the right side. >If you don't know what I mean, look at "cwall_w_1.119" and "wwall_w_1.117". > >AndreasV Ok, suggestions taken... Here is a rework of the images... And, I've changed the names to replace the "ugly original weak_wall_2". I just supposed that maybe it would not be kosher to suggest deleting someone else's image without knowing for sure that the wall style was intentional or not, though I agree that they don't belong in the awall directory since they don't match. I think you'll find these files to be vastly superior to the first attempt. I've eliminated the dirt pile straight lines, improved the animation sequence, added thickness to the wall, and did what you suggested regarding putting dirt "in front" of the wall as it is broken. This type of editing takes longer than one might think... at least for a greenhorn. Kevin R. Bulgrien -------------- next part -------------- A non-text attachment was scrubbed... Name: awall_w_1_preview.gif Type: image/gif Size: 2102 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030301/d9412bbf/awall_w_1_preview-0001.gif -------------- next part -------------- A non-text attachment was scrubbed... Name: awall_w_1.base.zip Type: application/zip Size: 5723 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030301/d9412bbf/awall_w_1.base-0001.zip From crossfire-devel-admin at archives.real-time.com Sat Mar 1 03:47:25 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:33 2005 Subject: [CF-Devel] PATCH that shows dragon metabolism focus in perceive self Message-ID: <20030301104725.A5693@ds217-115-141-141.dedicated.hosteurope.de> Hi! There has often been confusion among dragon players if the metabolism has changed or not, and there's currently no way to find out your current focus. I think that the perceive self spell is the right place for the focus information, so I added the output there. It would be nice if you could include this in CVS. Bye Jochen ------------------ patch ----------------------- Index: spell_effect.c =================================================================== RCS file: /cvsroot/crossfire/crossfire/server/spell_effect.c,v retrieving revision 1.100 diff -u -r1.100 spell_effect.c --- spell_effect.c 25 Feb 2003 07:18:07 -0000 1.100 +++ spell_effect.c 1 Mar 2003 09:39:09 -0000 @@ -772,6 +772,25 @@ } } } + + if (is_dragon_pl(op)) + { + /* now grab the 'dragon_ability'-force from the player's inventory */ + for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { + if (tmp->type == FORCE) { + if (strcmp(tmp->arch->name, "dragon_ability_force") == 0) { + if(tmp->stats.exp == 0) { + sprintf(buf, "Your metabolism isn't focused on anything."); + } else { + sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); + } + new_draw_info(NDI_UNIQUE, 0,op, buf); + break; + } + } + } + } + return 1; } -- Jochen Suckfuell --- http://www.suckfuell.net/jochen/ --- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 1 10:49:15 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:33 2005 Subject: [CF-Devel] New Arch awall_w_A.base.11x.png In-Reply-To: <19220.1046534607@www31.gmx.net> References: <5.1.0.14.0.20030301024513.00a83030@postoffice.worldnet.att.net> Message-ID: <5.1.0.14.0.20030301104555.00a83220@postoffice.worldnet.att.net> At 10:03 AM 3/1/03, you wrote: >In your latest zip package I have the impression the image >"awall_w_1.base.111.png" is of the old kind though. >That's no problem, the first package contains a fitting version >of that image. Just in case you also changed awall_w_1.111, you >might want to re-post it? Oops... -------------- next part -------------- A non-text attachment was scrubbed... Name: awall_w_1.base.zip Type: application/zip Size: 5443 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030301/3dba6176/awall_w_1.base-0001.zip From crossfire-devel-admin at archives.real-time.com Sat Mar 1 10:03:27 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:33 2005 Subject: [CF-Devel] New Arch awall_w_A.base.11x.png References: <5.1.0.14.0.20030301024513.00a83030@postoffice.worldnet.att.net> Message-ID: <19220.1046534607@www31.gmx.net> Kevin R. Bulgrien wrote: > Here is a rework of the images... And, I've changed the names > to replace the "ugly original weak_wall_2". [...] > > I think you'll find these files to be vastly superior to the > first attempt. I've eliminated the dirt pile straight lines, > improved the animation sequence, added thickness to the wall, > and did what you suggested regarding putting dirt "in front" > of the wall as it is broken. Wow, it looks fantastic now. In your latest zip package I have the impression the image "awall_w_1.base.111.png" is of the old kind though. That's no problem, the first package contains a fitting version of that image. Just in case you also changed awall_w_1.111, you might want to re-post it? > This type of editing takes longer than one might think... at > least for a greenhorn. Yes, I know how long it takes... You did a great job though, so don't think of yourself as a greenhorn. ;-) AndreasV -- +++ GMX - Mail, Messaging & more http://www.gmx.net +++ Bitte l?cheln! Fotogalerie online mit GMX ohne eigene Homepage! _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 3 13:45:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:33 2005 Subject: [CF-Devel] crossfire-devel post from darsie@gmx.at requires approval Message-ID: <20030303194501.25192.92780.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: darsie@gmx.at Subject: Map bug: navar library rare books door Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Mon Mar 3 11:01:53 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:33 2005 Subject: [CF-Devel] potion images In-Reply-To: Message-ID: On 03-Mar-03 Bernd Edler wrote: > I tested the files by putting them into my ~/.crossfire/gfx dir. Do you have a screenshot you could put up on the web with these potions like littering the ground in the magic shop or something? If you can't post it on the web, maybe you could send it to the list. It's hard to judge how they would look in the game. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 4 11:50:37 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:33 2005 Subject: [CF-Devel] PATCH, fixing, ac/wc, overflow, after, holy, possession/bless/curse Message-ID: <20030304185037.A6088@ds217-115-141-141.dedicated.hosteurope.de> Hi! The following patch fixes an overflow that happened when the ac/wc bonus from holy possession, bless or curse exceeded the signed byte limit. It's done by using short tmp values to check for an overflow, and then limiting the bonus to 127/-128 . Bye Jochen -------------------------- patch ----------------------------- (patch taken in crossfire/server/) Index: spell_effect.c =================================================================== RCS file: /cvsroot/crossfire/crossfire/server/spell_effect.c,v retrieving revision 1.101 diff -u -r1.101 spell_effect.c --- spell_effect.c 3 Mar 2003 05:13:08 -0000 1.101 +++ spell_effect.c 4 Mar 2003 17:44:21 -0000 @@ -1637,8 +1637,25 @@ new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you mightily!", op->name); } - force->stats.wc += SP_level_dam_adjust(op, caster,SP_HOLY_POSSESSION); - force->stats.ac += SP_level_dam_adjust(op, caster,SP_HOLY_POSSESSION); + + short tmp_wc = force->stats.wc + SP_level_dam_adjust(op, caster,SP_HOLY_POSSESSION); + if(tmp_wc > 127) { + force->stats.wc = 127; + } + else { + // We don't have to check for an overflow at -128, because we increased + // the value. + force->stats.wc = tmp_wc; + } + + short tmp_ac = force->stats.ac + SP_level_dam_adjust(op, caster,SP_HOLY_POSSESSION); + if(tmp_ac > 127) { + force->stats.ac = 127; + } + else { + force->stats.ac = tmp_ac; + } + break; } case SP_REGENERATION: force->stats.hp = 1 + SP_level_dam_adjust(op, caster,SP_REGENERATION); @@ -1655,8 +1672,22 @@ if(tmp!=op && caster->type==PLAYER) new_draw_info_format(NDI_UNIQUE, 0, caster, "You curse %s!",tmp->name); - force->stats.ac -= SP_level_dam_adjust(op, caster,SP_CURSE); - force->stats.wc -= SP_level_dam_adjust(op, caster,SP_CURSE); + short tmp_wc = force->stats.wc - SP_level_dam_adjust(op, caster,SP_HOLY_POSSESSION); + if(tmp_wc < -128) { + force->stats.wc = -128; + } + else { + force->stats.wc = tmp_wc; + } + + short tmp_ac = force->stats.ac - SP_level_dam_adjust(op, caster,SP_HOLY_POSSESSION); + if(tmp_ac < -128) { + force->stats.ac = -128; + } + else { + force->stats.ac = tmp_ac; + } + break; } case SP_BLESS: { object *god = find_god(determine_god(op)); @@ -1681,8 +1712,23 @@ new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); } - force->stats.wc += SP_level_dam_adjust(op, caster,SP_BLESS); - force->stats.ac += SP_level_dam_adjust(op, caster,SP_BLESS); + + short tmp_wc = force->stats.wc + SP_level_dam_adjust(op, caster,SP_HOLY_POSSESSION); + if(tmp_wc > 127) { + force->stats.wc = 127; + } + else { + force->stats.wc = tmp_wc; + } + + short tmp_ac = force->stats.ac + SP_level_dam_adjust(op, caster,SP_HOLY_POSSESSION); + if(tmp_ac > 127) { + force->stats.ac = 127; + } + else { + force->stats.ac = tmp_ac; + } + break; } case SP_DARK_VISION: SET_FLAG(force,FLAG_SEE_IN_DARK); @@ -1798,8 +1844,7 @@ force = insert_ob_in_ob(force,tmp); } change_abil(tmp,force); /* Mostly to display any messages */ - fix_player(tmp); /* This takes care of some stuff that change_abil() */ - /* unfortunately is incapable off. */ + /* fix_player() is called from inside change_abil(). */ return 1; } -- Jochen Suckfuell --- http://www.suckfuell.net/jochen/ --- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 31 23:36:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:33 2005 Subject: [CF-Devel] (automatic) apply rings In-Reply-To: <3E87E154.7060103@sonic.net> References: <3E86EA81.BA2EB008@gmx.at> <3E87E154.7060103@sonic.net> Message-ID: On Sun, 30 Mar 2003, Mark Wedel wrote: > > Would it be sufficient to just have a command that unapplies all your rings? > That is much easier to do - don't need to store any extra information in the > ring object itself, and as said, something like that could probably be done in > the client. > A command to unapply all rings is not sufficient. It would not save the problem of applying two rings of ice. "apply ring of ice; apply ring of ice" would still first equip one ring, then unequip this ring, while "apply -a ring of ice; apply -a ring of ice" would try to apply the same ring twice, whichever that is. But, i think i have found a quick solution that will solve most problems; without further blowing up object structure. I have changed the behavior of the "apply -a" and the "apply -u" commands. Now "apply -u" will only match to applied objects, while "apply -a" will only match unapplied ones. (see attached patchfile) Thus, "apply -u ring; apply -u ring; apply -a ring of ice; apply -a ring of ice" will now unequip any two rings you have equipped, then equip both rings of ice. Even fireborns will be able to juggle their 4 rings and 2 amulets with bound commands. However, i agree : this kind of stuff should be done in the client. Bernd Edler -------------- next part -------------- *** orig/server/c_object.c Tue Apr 1 06:39:25 2003 --- server/c_object.c Tue Apr 1 06:42:29 2003 *************** *** 72,77 **** --- 72,97 ---- } return best; } + /* Simlilar to find_best_object_match , but accepts an + * additional parameter for apply -u , and apply -a to + * only unapply applied , or apply unapplied objects + */ + object *find_best_apply_object_match(object *pl, char *params, enum apply_flag aflag) + { + object *tmp, *best=NULL; + int match_val=0,tmpmatch; + + for (tmp=pl->inv; tmp; tmp=tmp->below) { + if (tmp->invisible) continue; + if ((tmpmatch=item_matched_string(pl, tmp, params))>=match_val) { + if ((aflag==AP_APPLY) && (QUERY_FLAG(tmp,FLAG_APPLIED))) continue; + if ((aflag==AP_UNAPPLY) && (!QUERY_FLAG(tmp,FLAG_APPLIED))) continue; + match_val=tmpmatch; + best=tmp; + } + } + return best; + } /* * Notes about item creation: *************** *** 426,432 **** } while (*params==' ') params++; ! inv=find_best_object_match(op, params); if (inv) { player_apply(op,inv,aflag,0); } else --- 446,452 ---- } while (*params==' ') params++; ! inv=find_best_apply_object_match(op, params, aflag); if (inv) { player_apply(op,inv,aflag,0); } else From crossfire-devel-admin at archives.real-time.com Sun Mar 16 22:50:53 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:33 2005 Subject: [CF-Devel] Dragon Guild and Devourers cult Message-ID: <1047876653.1342.10.camel@CPE0080c6f8615f-CM.cpe.net.cable.rogers.com> Hi All, I started a dragon character recently and am having problems with the devourer cult. Basically I joined up and it changed my race to "undead" and I cannot enter the Dragon Guild anymore. I am using v 1.4.0 of the client. I worked around it for now by patching my race back to dragon, but I imagine that changes something else.. I also tried setting my race to "undead,dragon" but that didn't work either. Dave -- Cynic, n.: Experienced. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sun Mar 30 05:57:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:33 2005 Subject: [CF-Devel] crossfire-devel post from darsie@gmx.at requires approval Message-ID: <20030330115701.2621.92719.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: darsie@gmx.at Subject: Santo Dominion Sale waste bin Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Wed Mar 5 18:38:36 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:33 2005 Subject: [CF-Devel] new DreadKnight & DShield graphics Message-ID: <8726.1046911116@www7.gmx.net> I've drawn a new animated graphic for the DreadKnight. It's designed in the base set style, the alternate set already has a nice DK image anyways. While I drew it, I realized that the DShield in the base set looks kinda bad: Trying to apply that black square shield thing to my new DK - it looked quite ridiculous. So I came up with an all new DShield, designed to look a bit more interesting than the old one. It features a small red demon face, but see for yourself... You can see it and download the arch images on this page: I've also added a self-made voting mechanism. It's a very simplistic php script. You can easily cheat on the votings, so please be kind and don't mess with it. ;-) Well, I hope you'll like it. Note that the alternate set versions of the DK/DShield images and -animations are not going to be affected. Cheers, AndreasV -- +++ GMX - Mail, Messaging & more http://www.gmx.net +++ Bitte l?cheln! Fotogalerie online mit GMX ohne eigene Homepage! _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 12 12:38:15 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:34 2005 Subject: [CF-Devel] Altar reconsecration Message-ID: <200303121838.h2CIcFZj014353@lol1120.lss.emc.com> When you consecrate an altar, it adds "of " to the name. This is fine for unconsecrated altars, but when reconsecrating an altar, it should remove the reference to the old diety first. Also, I would think you shouldn't need to be quite so high level to reconsecrate altars for non-enemy gods. Or perhaps there should be a separate desecrate spell that unconsecrates an altar? --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 18 23:35:57 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:34 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings References: <1047936349.3e763d5d15427@imp.free.fr> <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> <1048026707.3e779e53cce8a@imp.free.fr> Message-ID: <3E7801BD.50105@sonic.net> huet.o@free.fr wrote: > Hello, > > > I used the default compile options (and default config.h/config files). The map > file are from the 1.5.0 bigworld tarballs. > > I had "default" client options : Fog of war, Darkness Code, and Best Per Pixel > Lightning, but I've just tested while disabling some options, and with the X11 > Client too : It's the same. > > I've tried with some of my players : with /wo Xray, with /wo dark vision, with/ > wo Glowing : it looks that it's the same. > > > I've just made another test : The 1.5.0 client with the 1.4.0 Server, and it > works very well. > > > --> So it's probably a server issue (?) > > I've tried to use small maps too, and it's the same with them. > > > BUT I've noticed I forgot to say it on the previous mail : it appear only on > undiscovered lands. When I go on an invalid square (to "see" it) and go away, > when returning on this "screen", It appear correctly. I can't explain it. Is your server available someplace to test against? If you connect to metalforge (if possible), does the display work right there? The fact that changing the server fixes the problem suggests something in the server is the problem. It could be something peculiar to your server, eg, how memory is initialzed or cleared or something. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 1 17:12:20 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:34 2005 Subject: [CF-Devel] PATCH fixing town portal bug if remembered map couldn't be loaded Message-ID: <20030302001220.A16510@ds217-115-141-141.dedicated.hosteurope.de> Hi! If you remembered a position with town portal and the map isn't available any more, you get a message "Something strange happens.\nYou can't remember where to go!?". But after that, the force object marking the lost location isn't removed from the player, so he gets this message each time he casts town portal, from now on. Several players on metalforge are already affected by this. The attached patch removes and frees the relevant force object, so that the next time town portal is cast, the player will remember a new position. Bye Jochen --------------- patch ----------------------------- Index: spell_effect.c =================================================================== RCS file: /cvsroot/crossfire/crossfire/server/spell_effect.c,v retrieving revision 1.100 diff -u -r1.100 spell_effect.c --- spell_effect.c 25 Feb 2003 07:18:07 -0000 1.100 +++ spell_effect.c 1 Mar 2003 22:59:52 -0000 @@ -913,6 +932,8 @@ /* If we were unable to load (ex. random map deleted), warn player*/ if (exitmap==NULL) { new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); + remove_ob (force); + free_object (force); return 1; } -- Jochen Suckfuell --- http://www.suckfuell.net/jochen/ --- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 11 19:52:13 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:34 2005 Subject: [CF-Devel] Delivery Status Notification (Failure) Message-ID: This is an automatically generated Delivery Status Notification. Unable to deliver message to the following recipients, due to being unable to connect successfully to the destination mail server. dweeves@hotmail.com -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: Mark Wedel Subject: Re: SDL client WAS Re: [CF-Devel] gcfclient again (W32) Date: Wed, 26 Feb 2003 21:12:57 -0800 Size: 4406 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030311/5469ab96/attachment-0001.mht From crossfire-devel-admin at archives.real-time.com Sun Mar 30 04:39:04 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:34 2005 Subject: [CF-Devel] moderator, cancel message References: <20030330115701.2621.33302.Mailman@pirate.real-time.com> Message-ID: <3E86C948.CF4CC668@gmx.at> crossfire-devel-admin@lists.real-time.com wrote: > > Your mail to 'crossfire-devel' with the subject > > Santo Dominion Sale waste bin > > Is being held until the list moderator can review it for approval. Don't post it. I already sent it to the correct list, crossfire-maps. Bernhard -- Low end Serverhousing ab 25 e inkl. 1x 11 e/GB, etc.: http://bksys.at From crossfire-devel-admin at archives.real-time.com Wed Mar 5 13:56:54 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:34 2005 Subject: [CF-Devel] PATCH: allow building a director beneath the player Message-ID: <20030305205654.A25853@ds217-115-141-141.dedicated.hosteurope.de> Hi! For quite some time, it wasn't possible any more to build a director right beneath the player. But this is a very important thing, because you often use directors to shoot around corners where the room is only one space wide. Until now, you got the message "Something is in the way." when trying to cast a director with "." (stay fire). This was presumably done to prevent build * walls to build a wall beneath the player (all build * spells are handled in the same function). I moved the check whether the destination field is blocked into the cases where we know which object is created. For directors, we then apply the "blocked" check only if the destination is different from the player's position. Bye Jochen ---------------- patch ------------------- Index: server/spell_effect.c =================================================================== RCS file: /cvsroot/crossfire/crossfire/server/spell_effect.c,v retrieving revision 1.101 diff -c -r1.101 spell_effect.c *** server/spell_effect.c 3 Mar 2003 05:13:08 -0000 1.101 --- server/spell_effect.c 5 Mar 2003 19:47:01 -0000 *************** *** 2668,2680 **** m = op->map; - if(get_map_flags(m, &m, x, y, &x, &y) & (P_BLOCKED | P_OUT_OF_MAP)) { - new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); - return 0; - } - switch(spell_effect) { case SP_BUILD_DIRECTOR: sprintf(buf1,"director_%d",dir); tmp=get_archetype(buf1); SET_FLAG(tmp, FLAG_IS_USED_UP); --- 2668,2680 ---- m = op->map; switch(spell_effect) { case SP_BUILD_DIRECTOR: + if((x != op->x || y != op->y) && (get_map_flags(m, &m, x, y, &x, &y) & (P_BLOCKED | P_OUT_OF_MAP))) { + new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); + return 0; + } + sprintf(buf1,"director_%d",dir); tmp=get_archetype(buf1); SET_FLAG(tmp, FLAG_IS_USED_UP); *************** *** 2684,2689 **** --- 2684,2694 ---- break; case SP_BUILD_LWALL: + if(get_map_flags(m, &m, x, y, &x, &y) & (P_BLOCKED | P_OUT_OF_MAP)) { + new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); + return 0; + } + sprintf(buf1,"lightningwall_%d",dir); tmp=get_archetype(buf1); SET_FLAG(tmp, FLAG_IS_USED_UP); *************** *** 2695,2700 **** --- 2700,2710 ---- break; case SP_BUILD_BWALL: + if(get_map_flags(m, &m, x, y, &x, &y) & (P_BLOCKED | P_OUT_OF_MAP)) { + new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); + return 0; + } + sprintf(buf1,"lbulletwall_%d",dir); tmp=get_archetype(buf1); SET_FLAG(tmp, FLAG_IS_USED_UP); *************** *** 2706,2711 **** --- 2716,2726 ---- break; case SP_BUILD_FWALL: + if(get_map_flags(m, &m, x, y, &x, &y) & (P_BLOCKED | P_OUT_OF_MAP)) { + new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); + return 0; + } + sprintf(buf1,"firewall_%d",dir); tmp=get_archetype(buf1); SET_FLAG(tmp, FLAG_IS_USED_UP); -- Jochen Suckfuell --- http://www.suckfuell.net/jochen/ --- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 3 02:14:23 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:34 2005 Subject: [CF-Devel] Random map problems References: <200302252252.h1PMqLtG026801@lol1120.lss.emc.com> Message-ID: <3E630EDF.107@sonic.net> Preston Crow wrote: > Two issues with random maps. > > First, I've noticed that recently when going through a series of maps, > they're almost all the same style. A day or two ago on Metalforge, I went > through /random/gorokh# and level after level was a spiral into the center. > There were slight variations, but often even a latter to a special level was > in the same place. Today, I had a similar situation, only it was a blocky > spiral or rectangular rooms. this should now be fixed. The fact that the random seed was being preserved was the problem - some aspects of the map, like the style, are determined very early on in the map process, and given the same random seed, the same style would always be chosen. Before I modified the code, I think think the random seed was even preserved, adn rather it just took current time each time for random seed. However, there was also code that when it stored the random seed in the buffer, it stored it as seed + 1 - that is enough to get very different maps, and I put that back in. I 'll just have to remember that if there are more disconnected maps, to decrement the random seed that is displayed by one to really get the same map out. > > Second, I ran into another disconnected map: Ok - I was able to reproduce it with those parameters. IT appears that the problem is taht if the layout is a square spiral, that layout only works if the map is a mininmum size (that may seem odd given the map, but that is because the map was doubled after the original layout was done). the square spiral basically starts as a 2 layer onion - however, if the map is too small, the inner layer touches the outer layer, and thus where it wants to put a door, it can't. This I think is now fixed by just saying minimum map size is 10x10. The min map size is non optimal - it basically does a min map size for any random map, and it could be much more refined (eg, if this layout, min map size is 10x10, if this layout, min size is 7x7, or whatever) - I think this bug may have been introduced to fix the treasure level problems where you'd periodically get massive treasure levels. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 31 19:41:54 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:34 2005 Subject: [CF-Devel] python plugin In-Reply-To: <3E8555C7.9020108@sonic.net> References: <3E8555C7.9020108@sonic.net> Message-ID: On Sat, 29 Mar 2003, Mark Wedel wrote: > > I believe the plugin is in fact installed on metalforge. > It's just by default, > I don't think anything uses the plugin. > Afaik the occidental stuff is there by default. The 1.5 tarballs has it. When i use the occidental sword on my local server, i get quite frequently reactions from it. e.g "Your weapon feels warmer" (attacktype switched to fire) I cleared the whole newbie tower with this sword on metalforge. As nothing special happened,i assumed the plugin was not enabled. Bernd Edler _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sun Mar 30 08:11:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:35 2005 Subject: [CF-Devel] crossfire-devel post from claudia.simon@gmx.net requires approval Message-ID: <20030330141100.13619.40667.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: claudia.simon@gmx.net Subject: Werbung Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Sun Mar 2 00:22:47 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:35 2005 Subject: Final Draft? (was Re: [CF-Devel] DRAFT of release notice for In-Reply-To: Message-ID: On 02-Mar-03 Rick Tanner wrote: > No one else has any suggested changes, tweaks or improvements for the > release summary? I say we do it ASAP.. We've allready set the release out there and need to get cracking on hyping it up if we want to take advantage of this at all. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 11 15:39:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:35 2005 Subject: [CF-Devel] crossfire-devel post from tth@one.net requires approval Message-ID: <20030311213902.22160.25989.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: tth@one.net Subject: Re: [Crossfire-devel] ALSA 0.9.x sound server patches Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Sun Mar 2 17:03:22 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:35 2005 Subject: [CF-Devel] Enchant Armour doesn't work any more Message-ID: <20030303000322.A5517@ds217-115-141-141.dedicated.hosteurope.de> Hi! Since a few weeks, Enchant Armour scrolls don't work any more for my level 105 player on metalforge. Applying an enchant armour on a plain cloak of Gaea says "This armour will not accept further enchantment." I think I should be able to do increase the bonus up to level/10 + 1 = 11? At least it used to be that way. Since enchanting armour is the only way for high level characters to improve their armour (if they don't find a better one), this should be fixed. Bye Jochen -- Jochen Suckfuell --- http://www.suckfuell.net/jochen/ --- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sun Mar 2 20:17:16 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:35 2005 Subject: [CF-Devel] map-reset on metalforge References: <200303010147521.SM01196@adsl-68-21-161-131.dsl.chcgil.ameritech.net> Message-ID: <3E62BB2C.8010406@sonic.net> phil@theperlguru.com wrote: > On Sat, 1 Mar 2003 01:54:48 +0100 (MET), Bernd Edler wrote: > > >>Since the latest update, the shops don't reset any more. >>Other maps still do, but they are not visited that frequently. >> >>The shops are looking really messy now. >> >>I assume that the reset logic has changed. > > > According to the maps command, it seems that quite a few maps are long > overdue for a reset, and not just shops. Reset logic didn't change. IT appears to be some issue with the temp maps stuff, and bogus reset times being set. In fact, it isn't that the code isn't resetting maps that it should - it is in that some maps (at least one I examined) has a reset time/date of Aug 2006. However, the maps command just displays hour/minute/second, on the basis that normally all maps reset within a few hours. I'll put some code into the read_map_log that does sanity checking of those values. I'm not sure how they got so off in the first place - however, once a bogus value was established, that just got carried forward. Most all the other code, that establishes next reset (or first rest in case of fixed reset time maps) do sanity checking on things like the reset time set in the map and what not. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 12 12:46:11 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:35 2005 Subject: [CF-Devel] client-server confusion Message-ID: <200303121846.h2CIkBWL014419@lol1120.lss.emc.com> >> There are still a few cases where something is created on the same square >> as the player, and it shows up in the "you see" window, but if you hit 'A' >> to apply it, it acts like it isn't there. The one case I'm still aware of >> is with town portals, but I think I'm forgetting another. > > I've fixed the problem with town portal - problem is that its difficult to >find all those cases, so as people report the problem, its no too hard to fix. Here's another case: When you're standing on top of a chest and it is destroyed by fire (or by paralysis, poison cloud, or such--until that bug is fixed), the objects underneath you aren't treated correctly. --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sun Mar 2 00:03:13 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:35 2005 Subject: Final Draft? (was Re: [CF-Devel] DRAFT of release notice for crossfire 1.5) In-Reply-To: Message-ID: No one else has any suggested changes, tweaks or improvements for the release summary? Crossfire is an open source, cooperative multiplayer graphical RPG and adventure game. Since its initial release, Crossfire has grown to encompass over 150 monsters, about 3000 maps to explore, an elaborate magic system, 12 races, 15 character classes, a system of skills, and many artifacts and treasures. Crossfire is based in a medieval fantasy world and is similar to other games of this genre. Changes from 1.4: Many bug fixes and stability enhancements Countless new images and graphics fixups. New alternate worldmap, giving a much larger world for players to explore. Full weather system allowing dynamic changes to the world as seasons progress. New material system giving greater variety of weapons and armour. Greater control over pets, and refined archery skills. Enhanced item creation skills, allowing players to customize thier magical items. - Rick Tanner leaf@real-time.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 3 03:14:48 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:36 2005 Subject: [CF-Devel] potion images Message-ID: There are a lot of different images for potions in the classic set. In the basic set lots of potions look the same. Thus i have created a set of differently colored potions in a test tube style which should be suitable for the basic set. I have no special suggestion as to which image should be used for which potion type. I also included a version of haggis.png where i added an alpha channel to get transparency. (neither my gcf/cf-client nor my gimp could see one in the other image.) I tested the files by putting them into my ~/.crossfire/gfx dir. There i had some trouble to find out how to do this. I think the README in the client ought to be more precise about that. "copy them into ~/.crossfire/gfx" I couldn't tell if i should : a) use the directory structure similar to arch b) use the directory structure similar to .crossfire/crossfire-images c) just put the files directly into gfx c) is correct. nor which naming scheme to use: a) blah.111.base.0 b) blah.111.base.png c) blah.111.0 d) blah.111.png d) is correct. Thus, i think a little example like in this diff might be helpful. ------ snip ---- --- README.old 2003-03-03 10:02:43.000000000 +0100 +++ README 2003-03-03 10:07:45.000000000 +0100 @@ -173,6 +173,8 @@ way images are placed into the gfx directory is by the user actually copying them to that directory. The gfx directory allows a user to override images with versions he prefers. +Example: ~/.crossfire/gfx/food.111.png for a personal version of the +food image. 2) Look in ~/.crossfire/crossfire-images then /share/cfclient/crossfire-images. If the checksum matches the image from the ------ snap ---- -------------- next part -------------- A non-text attachment was scrubbed... Name: potions_tt.tar.bz2 Type: application/octet-stream Size: 1142 bytes Desc: tar of pngs Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030303/02085d91/potions_tt.tar-0001.obj From crossfire-devel-admin at archives.real-time.com Tue Mar 11 12:29:58 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:36 2005 Subject: [CF-Devel] player animations References: <1047358262.388.7.camel@oberon.kameria> <3E6D9E00.9020306@sonic.net> Message-ID: <000401c2e7fc$39c0b2a0$0802a8c0@ott.ca.dmr> excellent - I was not doing it wrong then. I am doing animations for the player race faces but only the frontal (151 - 152) for now (unless I get inspired). While I am doing this I would like to know once and for all what the proper convention is - the general form for these appears to be is 111 is back side(moving north) 131 is right side(moving east) 151 is front (standing, moving south) and 171 is left side (moving west). This is what the documentation says too. 8 1 2 \ | / 7-0-3 / | \ 6 5 4 The default face is up for grabs (111, 171...) There seems to be a bit of variation on these and I would like to fix that since it has burned me in the past. If there is a common agreement on this convention now would be a good time for me to fix these to use it. Also - what about retiring old images? I recently updated the 'classic' Ent and was wondering is there a process where images are retired. Am I supposed to be doing this? Also what is the deal with the alternate image set? ----- Original Message ----- From: Mark Wedel > Todd Mitchell wrote: > > Can someone tell me again how to animate player arches. > > there is some bogus code in move_player that I need to fix - it is using its > own animation scheme instead of calling animate_object(). > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 18 00:55:22 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:36 2005 Subject: [CF-Devel] Books References: <200303121855.h2CIt7Wk014461@lol1120.lss.emc.com> Message-ID: <3E76C2DA.2040301@sonic.net> Preston Crow wrote: > I've noticed that a bunch of identical-looking books (beastiaries, > formulas, etc.) don't stack. My guess is that like scrolls and spellbooks, > they have a level value associated with them. While I can see some sort of > reasoning for that, the level should be based on the contents, not random. Well, some amount of the data is automatically generated. Eg, it pulls formula out its known formula, monster info from archetypes, etc. Level for the book could certainly be based on the object we are copying from - as it is now, I think it basically is coming from the level of the map the book was generated on. > > Also, I have a bunch of different types of books for the same formula. It > would be nice if when creating a book for "water of the wise," it would > always select the same book type. This is one of those cases of adding something for extra 'dressing', and the effect being more annoying than useful. Eg, way back, multiple names for books were added, because 'spellbook' and 'prayerbook' and just 'book' wasn't interesting enough, and then it leads to all sorts of merging problems. My personal thought is to eliminate a lot of that. Maybe I'm the non typical player, but I personally don't find multiple names for the same equivalant (or near equivalant) item all that interesting - I'd much rather my items merge, and know that all the items are sorted sensibly (Eg, if I'm looking for a wizard spell, know it starts with spellbook or grimoir, but not any of grimoire, tomb, and several other names). _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 3 13:24:10 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:36 2005 Subject: [CF-Devel] Map bug: navar library rare books door Message-ID: <3E63ABDA.17289C50@gmx.at> The door is slaying navar_rare_books while the key is slaying rare_books_navar. Bernhard, not on the list -- Low end Serverhousing ab 25 e inkl. 1x 11 e/GB, etc.: http://bksys.at _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 19 22:24:49 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:36 2005 Subject: [CF-Devel] problems with darkness Message-ID: Hello If i walk through darkness with X-ray vision the gfx is disturbed like you can see in the attached png. The tiles are just copied against walking direction including the darkness shading. The game also seems to think that i can't see the adijacent squares because it is dark there, although i have x-ray. Therefore i can see spelleffects that in reality are long gone. The server seems to think i need no update information. You can test this nicely in the dragonquest caves. I get this on gcfclient 1.5 and 1.4 as well. Bernd Edler -------------- next part -------------- A non-text attachment was scrubbed... Name: darkness.png Type: application/octet-stream Size: 36303 bytes Desc: disturbed darkness Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030320/12ad3fc6/darkness-0001.obj From crossfire-devel-admin at archives.real-time.com Mon Mar 31 06:24:04 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:36 2005 Subject: [CF-Devel] (automatic) apply rings References: <3E86EA81.BA2EB008@gmx.at> <3E87E154.7060103@sonic.net> Message-ID: <3E883364.42BC2704@gmx.at> Mark Wedel wrote: > > Some could consider unwearing the ring worn the longest to not be ideal. Eg, > this ring is one I want to always wear, it is the other ring I want to swap on > and off. OTOH, that isn't really supported right now anyways. Good point. > I was thinking that it could be nice to bind the rings to specific locations, > eg, apply left finger ring of the like. But since there is no requirement that > a creature only has 2 ring fingers, doing this could be difficult. Snake characters :). If a creature has only one ring finger, it had to remove the outer ring first, before it could unapply the inner ring - but we don't have to be that realistic, of course. Or consider some ring magic :) when even our real world magicians can join rings. > One question is - at what resolution does first need to be tracked? Just a boolean resolution. When a ring is applied it get's a last recently applied tag and before that all such tags are removed. If we had more than 2 rings we would number the rings, increase the numbers and remove the ring that gets MAX_RINGFINGERS+1. Something like this. > But as I think about this further, the less I think it should be the server > tracking this - it should really be the client. Mhm. But the client could not keep track of last recently applied rings after quitting or sleeping in bed of reality. It could try so in a save file but there might be some confusion if the player used a different client in the meanwhile. That would not matter much for my FIFO, but for your stack (keep longest worn ring on). > Would it be sufficient to just have a command that unapplies all your rings? That would help with keybound commands, yes. But when I apply a ring with the mouse and then another the one applied just before may still get unapplied which is annoying. Hmm, we could make a mixed mode: When no action (except something like examine rings) happens between applying 2 rings then the FIFO scheme is used. If there is some action between, then the stack scheme is used. Sounds good. Somebody who applies 2 rings in a row probably wants them both on. Hmm, we could make the body parts containers in the players directory. This way one could also lock a ring on the fingers. Hmm, that would remove the used rings from the main directory. But somehow locking a ring out of the FIFO would be good when you want to keep a ring while switching the other. Hmm, probably even better would be a new additional type of locking that prevents only implicit unapplying when something else is applied. But then we need some way to break out of this lock if we need to put on 2 emergency rings. 'unwear all rings' would work here. > Would it be sufficient to just have a command that unapplies all your rings? I also like it much better not to remove things before I use others. This is an extra command that takes time and may open a short time vulnerability. If the unapply happens automatically (in the server) this is maybe even an atomic action. But, well, atomic key changing is not realistic so it need not be in the game. An extra command also takes up space in the byte limited keybindings. Bernhard -- Low end Serverhousing ab 25 e inkl. 1x 11 e/GB, etc.: http://bksys.at _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 3 13:54:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:36 2005 Subject: [CF-Devel] crossfire-devel post from darsie@gmx.at requires approval Message-ID: <20030303195401.25397.2634.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: darsie@gmx.at Subject: Re: Map bug: navar library rare books door Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Tue Mar 4 11:00:27 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:37 2005 Subject: [CF-Devel] potion images In-Reply-To: References: Message-ID: On Mon, 3 Mar 2003, Tim Rightnour wrote: > Do you have a screenshot you could put up on the web with these potions like > littering the ground in the magic shop or something? If you can't post it on > the web, maybe you could send it to the list. It's hard to judge how they > would look in the game. > There you are. I linked the gfx like this: potion_aether.111.png -> potion_tt_grey.png potion_fire2.111.png -> potion_tt_red.png potion_freeze.111.png -> potion_tt_white.png potion_heal2.111.png -> potion_tt_blue.png potion_ishock.111.png -> potion_tt_yellow.png potion_mimm.111.png -> potion_tt_green.png potion_resist.111.png -> potion_tt_magenta.png potion_shock.111.png -> potion_tt_yellow.png potion_util.111.png -> potion_tt_cyan.png based mainly on the colors of the equivalent classic set images. -------------- next part -------------- A non-text attachment was scrubbed... Name: Test_tube_shop.png Type: application/octet-stream Size: 42984 bytes Desc: alchemy shop in scorn Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030304/96edce81/Test_tube_shop-0001.obj From crossfire-devel-admin at archives.real-time.com Mon Mar 3 13:33:11 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:37 2005 Subject: [CF-Devel] Re: Map bug: navar library rare books door References: <3E63ABDA.17289C50@gmx.at> Message-ID: <3E63ADF7.1334FC6E@gmx.at> Bernhard Kuemel wrote: > > The door is slaying navar_rare_books while > the key is slaying rare_books_navar. I hear that problem is already fixed. debian/testing still has it. Bernhard, not on the list -- Low end Serverhousing ab 25 e inkl. 1x 11 e/GB, etc.: http://bksys.at _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 12 20:10:21 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:37 2005 Subject: [CF-Devel] Altar reconsecration In-Reply-To: <200303121838.h2CIcFZj014353@lol1120.lss.emc.com> References: <200303121838.h2CIcFZj014353@lol1120.lss.emc.com> Message-ID: <20030312211021.1da33c77.tth@one.net> Yeah, I agree. it's senseless to have an "Altar of Mostrai of Valriel of Lythander" or other such names. I've written a patch that addresses the issue and attached it to this email. Tim Hentenaar On Wed, 12 Mar 2003 13:38:15 -0500 Preston Crow wrote: > When you consecrate an altar, it adds "of " to the name. This > is fine for unconsecrated altars, but when reconsecrating an altar, it > should remove the reference to the old diety first. > -------------- next part -------------- A non-text attachment was scrubbed... Name: altar-consecration.patch Type: application/octet-stream Size: 846 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030312/cbf0aa5b/altar-consecration-0001.obj From crossfire-devel-admin at archives.real-time.com Sat Mar 22 10:13:14 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:37 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings In-Reply-To: <3E794613.7060803@sonic.net> References: <1047936349.3e763d5d15427@imp.free.fr> <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> <1048026707.3e779e53cce8a@imp.free.fr> <3E7801BD.50105@sonic.net> <1048084255.3e787f1f7c379@imp.free.fr> <3E794613.7060803@sonic.net> Message-ID: <1048349594.3e7c8b9a48b33@imp.free.fr> En r?ponse ? Mark Wedel : > > I presume you have tried with different characters on your server? > Yes, I've tried with some players : some having dark vision, some having xray, some having glowing. It does the same for each. > Very hard to diagnosis. I haven't seen any oddities with my server, > which is > running CVS code. > I've tried with metalforge too (the other day it was on a server that appear on the "metaservers" list, but not metalforge), and it work very well with it. Yes it's very strange, but I didn't noticed before : it's not the only displaying bug : it's the same with some "one square" spells : Some displaying are quite buggy now : firebolt, frostbolt, small/large lightning, ball lighting, comet, bullets etc. And For "create food" too : I create a food, don't see it, and then, turn on all adjacent squares : don't see it, and after, when I go on the exact square of the food, it appear. And with the 1.4.0 release of the server, it work perfectly. Has been a lot of server issue on the displaying between 1.4.0 and 1.5.0/last cvs ? It's perhaps not the code but the pictures or maps ??? but why could it makes problems on the server code ? Olivier. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 3 20:14:26 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:37 2005 Subject: [CF-Devel] item destruction Message-ID: <200303040214.h242EQMp022504@lol1120.lss.emc.com> I've noticed recently that items are getting destroyed by poison clouds, much like they do in a fireball (only there's no burning item). I think I've seen cold attacks to this, too (when they don't encase things in ice). I've also noticed that scrolls seem to survive fireballs more often than they used to. I think that was at about the time the new material types came in. --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 11 06:16:32 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:38 2005 Subject: [CF-Devel] [Crossfire-devel] ALSA 0.9.x sound server patches Message-ID: <20030311071633.63064a69.tth@one.net> Hey all, Attached is the patch(since i don't have CVS write access) for the ALSA 0.9.x API implementation in cfsndserver, and a configure.in patch so that alsa 0.9.x is detected at configure time :P Tim Hentenaar -------------- next part -------------- A non-text attachment was scrubbed... Name: alsa9-cfsndserver.patch Type: application/octet-stream Size: 6887 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030311/737f63b0/alsa9-cfsndserver-0001.obj -------------- next part -------------- A non-text attachment was scrubbed... Name: alsa9-configure-in.patch Type: application/octet-stream Size: 851 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030311/737f63b0/alsa9-configure-in-0001.obj From crossfire-devel-admin at archives.real-time.com Thu Mar 13 03:18:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:38 2005 Subject: [CF-Devel] crossfire-devel post from worldsubmit@hotmail.com requires approval Message-ID: <20030313091801.7101.20072.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: worldsubmit@hotmail.com Subject: Cheap International Calls for 10p/min. Just dial 0871-871-0610 NOW! Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Sat Mar 29 11:05:49 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:38 2005 Subject: [CF-Devel] python plugin In-Reply-To: <3E8555C7.9020108@sonic.net> References: <3E8555C7.9020108@sonic.net> Message-ID: <3E85D26D.1020702@sympatico.ca> Mark Wedel wrote: > Bernd Edler wrote: > >> I think that in the configure script >> line 13038: >> >> for dir in /usr{,local}/include/python{,2.2,2.1,2.0} ; do >> >> should rather be: >> >> for dir in /usr{,/local}/include/python{,2.2,2.1,2.0} ; do >> >> as i assume it wants to look rather in /usr/local than in /usrlocal . > > > Yeah, apparantly I fixed that at one point, and somehow managed to > unfix that. Ya you fixed it before. >> On my local server the plugin seems to work stable. >> Is there a technical or a gameplay reason, it is not >> enabled on metalforge? > > > I believe the plugin is in fact installed on metalforge. It's just by > default, I don't think anything uses the plugin, and I haven't > bothered to do bits to set up stuff to use it. Prior to the path fixes to the plugin - it wasn't wise to include python powered map stuff into the regular map sets, so there was just some stuff you could set up manually from the unlinked folder. That was fixed not too long ago by gros so there is no reason that carefully constructed python powered stuff can't be included in the default mapsets (meaning that they degrade well without the plugin either by not allowing access to the area or by *properly* not working.) I have worked over the IPO (Imperial Post Office) scripts so that they could work by default (no admin intervention required) if anyone wanted to put the IPO on the map so to speak - this is only for Bigworld, but could be put into the Smallworld mapset too (I didn't in case it somehow messed up mids server since I think he was using the IPO as it was, and because I wanted to seperate the banking stuff from the mail stuff to keep things clean and avoid clever monkeys.) Including the IPO wouldn't break anything, but maybe it would be better to alter it so that you couldn't enter unless the plugin was installed just to avoid any confusion... I was also thinking to put a couple of slotmachines in Goths tavern. The slots would degrade nicely anyway if there was no plugin installed. The python plugin is pretty stable as far as I can tell so long as you don't do silly stuff which may not be stable in the crossfire code (like remove objects that aren't there). It would be good to have some more python powered stuff built since it would serve as an example of the usefulness of the plugin (and provide example code to mapmakers) and encourage more servers to run it. This was a while ago so I may have to double check my facts and figures, but everything I have said I believe to be true. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 17 17:00:03 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:38 2005 Subject: [CF-Devel] 1 crossfire-devel admin request(s) waiting Message-ID: <20030317230003.32332.96330.Mailman@pirate.real-time.com> The crossfire-devel@lists.real-time.com mailing list has 1 request(s) waiting for your consideration at: https://mailman.real-time.com/mailman/admindb/crossfire-devel Please attend to this at your earliest convenience. This notice of pending requests, if any, will be sent out daily. Pending posts: From: dstuart@rogers.com on Sun Mar 16 23:15:02 2003 Cause: Post by non-member to a members-only list From crossfire-devel-admin at archives.real-time.com Thu Mar 20 01:28:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:39 2005 Subject: [CF-Devel] Re: [Crossfire-devel] ALSA 0.9.x sound server patches References: <20030311071633.63064a69.tth@one.net> <20030311160756.2849dc8e.tth@one.net> Message-ID: <3E796D81.1000307@sonic.net> Tim Hentenaar wrote: > sorry for replying to my own message, but i realized that there was an error > in my patches when i tried to apply them. I fixed it, and here are the > applyable patches :P > I looked at it - one thing that seemed odd to me was in the patch to the cfsndserv.c file. It seems that if alsa9 is being used, you have set up its own functions for things like init_audio. yet I also see changes to the old init_audio that was used for older versions of alsa, with #ifdef ALSA9 .. stuff, yet that code would not seemed used, so just seems odd to be in place. As for the copyright, that another issue - generally, people that contribute code don't get added to the copyright header for the file - doing so may create odd licensing issues (if someone had a question about the copyright/reuse permissions on that file, do they ask you, ask me, ask crossfire team, etc). However, I'll certainly add you to the credits section of the README. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 27 01:22:45 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:39 2005 Subject: [CF-Devel] python plugin Message-ID: I think that in the configure script line 13038: for dir in /usr{,local}/include/python{,2.2,2.1,2.0} ; do should rather be: for dir in /usr{,/local}/include/python{,2.2,2.1,2.0} ; do as i assume it wants to look rather in /usr/local than in /usrlocal . It would also be nice, if the script would look for the python libraries in LD_LIBRARY_PATH and not only /usr/lib . Else people with more "exotic" distros (like me) will need to edit the configure script manually. On my local server the plugin seems to work stable. Is there a technical or a gameplay reason, it is not enabled on metalforge? _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 20 01:13:44 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:39 2005 Subject: [CF-Devel] client-server confusion References: <200303121846.h2CIkBWL014419@lol1120.lss.emc.com> Message-ID: <3E796A28.70700@sonic.net> Preston Crow wrote: >>>There are still a few cases where something is created on the same square >>>as the player, and it shows up in the "you see" window, but if you hit 'A' >>>to apply it, it acts like it isn't there. The one case I'm still aware of >>>is with town portals, but I think I'm forgetting another. >> >> I've fixed the problem with town portal - problem is that its difficult to >>find all those cases, so as people report the problem, its no too hard to fix. > > > Here's another case: When you're standing on top of a chest and it is > destroyed by fire (or by paralysis, poison cloud, or such--until that bug > is fixed), the objects underneath you aren't treated correctly. This problem unfortunately isn't so easy to fix. Since the thing resulting in objects being placed on the space (destruction of a container) is unrelated to a player being on the space, there is no way to know if there is in fact a player on that space except by looking at all the objects. The code that destroys the object has no idea this may be the case, so can't pass the right value into insert_ob_in_map to say insert below the player. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 25 12:51:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:39 2005 Subject: [CF-Devel] crossfire-devel post from treasurebeachtci@27017.com requires approval Message-ID: <20030325185100.13028.19729.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: treasurebeachtci@27017.com Subject: The Vacation of a lifetime Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Sat Mar 29 02:13:59 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:39 2005 Subject: [CF-Devel] python plugin In-Reply-To: References: Message-ID: <3E8555C7.9020108@sonic.net> Bernd Edler wrote: > I think that in the configure script > line 13038: > > for dir in /usr{,local}/include/python{,2.2,2.1,2.0} ; do > > should rather be: > > for dir in /usr{,/local}/include/python{,2.2,2.1,2.0} ; do > > as i assume it wants to look rather in /usr/local than in /usrlocal . Yeah, apparantly I fixed that at one point, and somehow managed to unfix that. > > It would also be nice, if the script would look for the python > libraries in LD_LIBRARY_PATH and not only /usr/lib . Probably nicer would be some way to pass the location of these files on the command line, like you can for the client to find various bits. I think you could also do something like 'setenv LDFLAGS -L/.../...' and that would work. The python library stuff is a bit of a pain - it is a static library that includes the version number. Thus, you can't just check to see if libpython.a exists in any of the directories - you need to check for any of the various versions it may be known as. > On my local server the plugin seems to work stable. > Is there a technical or a gameplay reason, it is not > enabled on metalforge? I believe the plugin is in fact installed on metalforge. It's just by default, I don't think anything uses the plugin, and I haven't bothered to do bits to set up stuff to use it. My support on that is basically to do cvs updates, see why it crashses, and to look at player files that seem unusual. Going in and doing special customizations is a bit more than I want to get involved with (consider metalforge a 'reference' implemenation of a crossfire server. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Fri Mar 28 22:03:48 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:39 2005 Subject: [CF-Devel] Map edges and whatnot. In-Reply-To: <3E49EFC2.6020904@sonic.net> References: <200301221811493.SM02120@adsl-66-72-99-242.dsl.chcgil.ameritech.net> <3E49EFC2.6020904@sonic.net> Message-ID: <20030328230736.SM01220@adsl-68-21-3-232.dsl.chcgil.ameritech.net> On Tue, 11 Feb 2003 22:54:58 -0800, Mark Wedel wrote: >phil@theperlguru.com wrote: > >> >> In /pup_land/ancient/village/tavern1, if a player is in the second "room", they can see >> the walls from around the edge of the map. >> >> A generalized map: >> >> +------+##.@..... >> |......|##....... >> |......|##....... >> +------+##....... >> >> # = blocked tile >> @ = player >> . = floor >> >> The player can see: >> >> -+##.@..... >> ##....... >> ##....... >> ##....... >> > > Is this still a bug? I remember seeing it at the time, but was more cosmetic >so didn't work too hard to tracking it down compared to bugs that actually cause >crashes. > > I just ran some quick checks, and things seems to be behaving properly now, >but I didn't do extensive checks. I did a check on a recent server, and the same bug occured. Exact steps taken to duplicate: Go to Siegfried's house in Ancient Pupland. Go to the second tree right of the entrance, apply it. Go to the east edge. Then all the way up to the north edge. Then step west until you see the around the blocked tiles. I discovered this with the DXClient. Screenshot (taken a few minutes ago on metalforge) available at http://www.theperlguru.com/crossfire/SeeAroundCorners.png -Philip _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 25 01:56:08 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:40 2005 Subject: [CF-Devel] Directory permissions In-Reply-To: <20030324163809.GA28159@mids.student.utwente.nl> References: <20030324163809.GA28159@mids.student.utwente.nl> Message-ID: <3E800B98.4020900@sonic.net> Joris Bontje wrote: > New directories created by the crossfire server are mode 777 > which means that they are world readable and writable! > > The filemodes however are 660. > Would there be a problem changing the directory mode in (atleast) 770 ? Well, there is a SAVE_MODE value in config.h, set to 660, which is probably why you see the filemodes show up that way. There should probably be something like a SAVE_MODE_DIR or whatever to set what hte directory permissions should be. Having it hardcode to 777 is pretty horendous. I'd tend to guess that most of the save modes are back from the day when the server was the client, so you might get multiple users running it at the same time (or different users running it). That certainly isn't the case anymore. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 25 01:49:12 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:40 2005 Subject: [CF-Devel] Alternate cobblestone/sign In-Reply-To: <200303241851.03444.oberdorf@earthlink.net> References: <200303241851.03444.oberdorf@earthlink.net> Message-ID: <3E8009F8.1050803@sonic.net> Oliver wrote: > I made an alternate version of the cobblestones for use in town. I made a > version with/without visible dirt (I prefer the dirt grid version). Also, > screenshots of the existing as well as these alternates. I don't know how much I really like those for the outdoor cobblestones - each tile just seems a bit big for the outdoor scale. OTOH, I think those would probably look fine for indoor graphics for tiled floors and whatnot - while all images are the same size, the perceived image of indoor stuff being smaller scale than outdoor. > > Also, an updated sign to replace the black lines with a slightly more natural > look. I guessed I never noticed that much. > And another one: My original modified "sign" graphic had a drop-shadow, but > alpha values in the Gtk client seem to be clamped. Is this a bug or > desirable? What do people think of supporting alpha in the overlays? > Technically problematic? If you use SDL graphics, true alpha support should be present. If using gtk graphics, then true alpha support is not present - you can have transparent and opaque, and nothing in between. I don't expect this to change - the gtk code uses the drawing primitive that gtk provides, and these don't allow for true alpha (this is probably because for xwindows, those calls pretty directly translate to the x11 image drawing functions, which don't support true alpha). So that said, I don't see there being much of a problem with making images with true alpha qualities, but it shouldn't be presumed that the client will display them properly. Meaning basically, you could put in drop shadows or other such bits, and verify that the image looks OK with non true alpha. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 11 02:18:35 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:40 2005 Subject: [CF-Devel] Spell object idea. References: Message-ID: <3E6D9BDB.3070708@sonic.net> Tim Rightnour wrote: > On 10-Mar-03 Mark Wedel wrote: > >>TBD: >>bdur (base duration), ldam (level adjustment for damage), ldur (level >>adjustment for duration): These need to get put into some field - >>I'm undecided if it makes more sense to add new fields (instead of >>overloading existing ones). > > > You yourself said we aren't supposed to overload anymore.. :) I don't think > any of the current fields available make sense for these anyhow. Yeah, I agree. I was just trying to think if there was anything else I'm missing that would need to add. > > >>The defensive, range, and onself can largely be derived from the >>subtype above. if subtype is protection or healing, it'd be >>self. A cone, bolt, or ball would be range. > > > What if I want to make a cone of healing? What about area effect protection > spells? Probably the best way is to support negative damage values. Eg, bolt of healing, subtype bolt, damage = -10, attacktype godpower, etc. Code would need to be modified to properly deal with negative damage values - proably just easiest to do something like have hit_map or one of those fucntions check for negative damage values, and if so, call different routine. Arguably, attacktype for healing spells could just be ignored, in which case you don't even need an attacktype. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 25 02:08:57 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:40 2005 Subject: [CF-Devel] Alternate cobblestone/sign In-Reply-To: References: Message-ID: On Mon, 24 Mar 2003, Rick Tanner wrote: > > The gfx folder reference is for the DirectX client and JavaClient, only. > Not true. While cfclient does not afaik, the gcflient does. I don't know since which version, but the 1.5 does. Just create the directory: mkdir ~/.crossfire/gfx Then copy the png into this diretory. Naming scheme: ~/.crossfire/gfx/cobblesto1.111.png _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 26 17:00:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:40 2005 Subject: [CF-Devel] 1 crossfire-devel admin request(s) waiting Message-ID: <20030326230002.23016.81102.Mailman@pirate.real-time.com> The crossfire-devel@lists.real-time.com mailing list has 1 request(s) waiting for your consideration at: https://mailman.real-time.com/mailman/admindb/crossfire-devel Please attend to this at your earliest convenience. This notice of pending requests, if any, will be sent out daily. Pending posts: From: a1gallery@km.ru on Wed Mar 26 13:55:01 2003 Cause: Post by non-member to a members-only list From crossfire-devel-admin at archives.real-time.com Sat Mar 29 01:57:56 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:40 2005 Subject: [CF-Devel] some oddities In-Reply-To: References: Message-ID: <3E855204.1070604@sonic.net> Bernd Edler wrote: > Hello, > > 1. Wisdom > > It seems that players wisdom is always one > point bigger then it should be naturally. > > eg.: Statistics of a Fireborn > > Stat Nat/Real/Max > Str 15/ 15/ 15 > Dex 24/ 24/ 24 > Con 20/ 20/ 20 > Int 22/ 22/ 22 > Wis 22/ 23/ 22 <- > Pow 27/ 27/ 27 > Cha 18/ 18/ 18 > > Wearing no items of course. > I tested with lots of race/class combinations on my test server. > It is always there. > I asked other players on metalforge: they get it too. > > Well, no player will complain about having his stats too big :-) This is a problem with the wisdom experience category - it is 'Wis 1'. I'm not positive how this gets equipped, as its not really a skill (interesting enough, there are also categories that have Str, Pow, and Con values). However, that code will go away with the skill redo. The idea of putting a stat in the skill to denote what they of skill it is seems odd to me - there is already information available on that type of information. > > > 2. Holy Word > > One can kill ants with holy word of mostrai. > Ants are race insects. Not giant nor goblin. > No, i am not talking about holy wrath. > Ask Hoz. > > Again, nobody will complain about being too powerful. :-) This is due to sloppy use of strstr. If you do a 'strstr("giant", "ant")', it rightfully returns a match. This is unlikely to cause any significant problems - creatures with short names (or race names) are likely exploits of this bug. The ant may very well be the only one. I'll add the following note to the TODO list under bugs: Slaying is sloppy in that it uses strstr. This, an item that has 'slaying giant' (like holyword of mostrai) will kill ants. strstr matching was most likely added to support comma seperated slaying lists (slaying demon,undead). However, the code should really insist on exact matching, and if necessary break apart the comma seperated list. Probably best to make something like a 'does_slay()' function which can be used all over the place (consistent behaviour is a good thing). If performance for this becomes an issue, making a slaying a set of pointers could be done (char **slaying), and it gets filled in at load time, and at save time, gets filled in the opposite direction. However, from a simple basis, a check in does_slay() can be done to see if slaying does contain a comma, and if not, just do simple strcmp, and only if it does does extra work need to be done. MSW 2003-03-28 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 22 04:18:40 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:41 2005 Subject: [CF-Devel] Re: [Crossfire-devel] ALSA 0.9.x sound server patches In-Reply-To: <3E7C126B.8020209@sonic.net> References: <20030311071633.63064a69.tth@one.net> <20030311160756.2849dc8e.tth@one.net> <3E796D81.1000307@sonic.net> <20030320063257.1a3de4d9.tth@one.net> <3E7C126B.8020209@sonic.net> Message-ID: <20030322051840.3a09338d.tth@one.net> Sure.. i'll re-diff it today. Tim Hentenaar On Fri, 21 Mar 2003 23:36:11 -0800 Mark Wedel wrote: > Tim Hentenaar wrote: > > On Wed, 19 Mar 2003 23:28:01 -0800 > > Mark Wedel wrote: > > > > > >> It seems that if alsa9 is being used, you have set up its own functions for > >>things like init_audio. yet I also see changes to the old init_audio that was > >>used for older versions of alsa, with #ifdef ALSA9 .. stuff, yet that code would > >>not seemed used, so just seems odd to be in place. > >> > > > > > > ah, i had forgotten about that :P > > > > i added it there because my original plan was to have it just define ALSA_SOUND as normal, but i realized i had to do another define for it. I had forgotten to take that out :P > > > > if ALSA9_SOUND is defined ALSA_SOUND won't be defined anyway :P > > Can you provide a patch without that unneeded code? While it won't actually > have an effect on how the code works, I'd rather not have the code 'cluttered' > up with stuff that is redundant. > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 29 02:17:46 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:41 2005 Subject: [CF-Devel] crossfire + glibc-3.2.2 / gcc 3.2.2 In-Reply-To: References: Message-ID: <3E8556AA.7000108@sonic.net> Bernd Edler wrote: > Hello, > > I recently updated my Linux to glibc-3.2.2 . > With the new errno implementation, errno.h is no > longer automatically included. Thus one needs to > > #include > > in gx11.c for the gtk-client. > As it does already for the cygwin environment. > > That's all. Server + client are running fine. :-) Probably other systems have the same problem. Interesting enough, that include was in a #ifdef _CYGWIN_/#endif area, but other files include errno.h without any qualifications of what the environment is. So I'll just try removing the #ifdef stuff around it. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 29 01:33:54 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:41 2005 Subject: [CF-Devel] Map edges and whatnot. In-Reply-To: <20030328230736.SM01220@adsl-68-21-3-232.dsl.chcgil.ameritech.net> References: <200301221811493.SM02120@adsl-66-72-99-242.dsl.chcgil.ameritech.net> <3E49EFC2.6020904@sonic.net> <20030328230736.SM01220@adsl-68-21-3-232.dsl.chcgil.ameritech.net> Message-ID: <3E854C62.4090601@sonic.net> phil@theperlguru.com wrote: > > I did a check on a recent server, and the same bug occured. Exact > steps taken to duplicate: > > Go to Siegfried's house in Ancient Pupland. Go to the second tree > right of the entrance, apply it. Go to the east edge. Then all the > way up to the north edge. Then step west until you see the around the > blocked tiles. I discovered this with the DXClient. > > Screenshot (taken a few minutes ago on metalforge) available at > http://www.theperlguru.com/crossfire/SeeAroundCorners.png thanks for providing detailed directions on how to reproduce the problem. That is very helpul. I've found the bug, and have a fix for it, and will check it into CVS in a short while. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 6 22:14:31 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:41 2005 Subject: [CF-Devel] Client Sound Server References: <200303051354.h25Ds24B013973@lol1120.lss.emc.com> <3E66E67C.1060009@sonic.net> <200303060405408.SM01196@adsl-68-22-207-195.dsl.chcgil.ameritech.net> Message-ID: <3E681CA7.60801@sonic.net> phil@theperlguru.com wrote: > On Wed, 05 Mar 2003 22:11:08 -0800, Mark Wedel wrote: > > ... > >>and try to make more clever decisions, etc). I think its pretty unlikely that a >>player hearing an event they didn't hear before isn't likely to significantly >>change any maps. The most likely case I'd see is where you have cases of >>objects like gates/buttons used for effects the player shouldn't really notice. > > > Assuming that it isn't too CPU intensive, if a player can magic map > the square with the sound event, and it's not too far away, they > should be able to hear it. the magic map stuff actually is quite cpu intensive. This isn't that big a deal, since it is used very rarely. If this was a real concern, one could always track the connected spaces in the map or flags. IF something changes that would block/unblock spaces, just re-calculate for the entire map. However, for sounds, I'd probably do something a bit simpler. Presumably, all sounds would have some range, potentially variable (eg, ticking of a clock may be a 1 space range, grates moving may be 10 spaces). When a sound is played, first do a simple check to see if any players are within range (by going through the players list). If so, then do a quick path check between the player and sound. Depending on what is on the space, have different dampening factors. open spaces would have a factor of 1 (eg, consume 1 space of the range). A wall might have a factor of 5. Thus, in the case where the grate range is 10, a double wall will always block someone on the opposite side from hearing it. A single wall would reduce the range by 5 spaces - now, the wall has to with X spaces of the intervening wall, and player within Y spaces, where X+Y < 5 (10 - 5). Easier to just code that is - as you traverse each space, increase range by 1, if a wall, increase by 5 - this would be a quick check, as well checking is just a matter of checking the flags for the space, and not the objects themselves (one could very easily add something like a 'blocks_noise flag, which basically adds a range factor of 100 or whatever). This isn't perfect, but does help in some other cases. For a real life example, I can be in a room with the door closed, yet can still hear things not in the room, but they are muted. Thus, that big dragon behind a door could be heard from a player on the opposite side of the door. To follow up on this, one could even add something like a 'hear noise' skill - use it in a direction, and it reduces the blocking factor somewhat. However, in this case, you'd probably print something out to the players screen in addition to perhaps playing a sound. The magic map case also isn't perfect. Think of the case of a maze - there could be a noise just 5 spaces from you as the wiz walks, but to actually walk there is 20 spaces (do to twisting passages or whatever). The fact it is within 5 spaces and magic mapping can reach it still probably shouldn't mean you can hear it. > > -Philip > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 31 06:51:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:41 2005 Subject: [CF-Devel] crossfire-devel post from darsie@gmx.at requires approval Message-ID: <20030331125101.5690.1231.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: darsie@gmx.at Subject: Re: [CF-Devel] (automatic) apply rings Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Sun Mar 30 07:00:49 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:41 2005 Subject: [CF-Devel] (automatic) apply rings Message-ID: <3E86EA81.BA2EB008@gmx.at> Hi! It is currently difficult to apply a specific set of (2) rings. Say I wear rings A and B: $ apply ring C you unwear ring A you apply ring C $ apply ring D you unwear ring C you wear ring D So I end up with AD instead of CD, because ring B has a higher priority. 'help applymode' tells us: "The ring unequipped is fairly indeterminate - it depends on how the server has ordered your inventory (which is not the same as the order your window displays)." The solution would be to let the server keep track of the order when rings were applied and always unapply the ring worn longest. This way I could bind "wear ring of ice;wear ring of ice" to a key and be sure I quickly get cold protection when I need it. It would also be cool if I could make a keybinding that put the rings worn in a (specific) sack and another that put's the rings from the sack back on. E.g. 'open sack;empty finger1;empty finger2;wear ring of ice;wear ring of ice'. And then? Hmm, 'wear ring from sack;wear ring from sack' is probably too complicated to implement. And this would also require to unlock the rings which I maybe don't want. We might also need/want to label items or allow some kind of indexing like 'open sack #3' or 'label sack "sack1"'. But the first thing, the order in which rings are unapplied is quite simple and really helpful. Please do it. Thank you, Bernhard -- Low end Serverhousing ab 25 e inkl. 1x 11 e/GB, etc.: http://bksys.at _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 26 13:55:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:41 2005 Subject: [CF-Devel] crossfire-devel post from a1gallery@km.ru requires approval Message-ID: <20030326195501.14736.6622.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: a1gallery@km.ru Subject: 0594428672-ID: Fine arts treasures from Russia for You Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Thu Mar 27 00:05:14 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:41 2005 Subject: [CF-Devel] crossfire + glibc-3.2.2 / gcc 3.2.2 Message-ID: Hello, I recently updated my Linux to glibc-3.2.2 . With the new errno implementation, errno.h is no longer automatically included. Thus one needs to #include in gx11.c for the gtk-client. As it does already for the cygwin environment. That's all. Server + client are running fine. :-) Bernd Edler _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 4 18:05:11 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:41 2005 Subject: [CF-Devel] PATCH: inscription couldn't write spells, and prepended garbage to text Message-ID: <20030305010511.A10767@ds217-115-141-141.dedicated.hosteurope.de> Hi! This small patch does two things: 1) When writing a text message, it prevents the binary garbage at the start of the written message by initializing the *buf = 0 before strcpying into it. 2) When no message is given to use_skill, write the current spell into the scroll. This previously depended on the type of the marked scroll, though it should depend on what the user wanted. As if it isn't confusing enough that we have scrolls with type==book. If you try to write a spell into a book or a message into a scroll, you'll get an appropriate message anyway. Bye Jochen --------------- patch ---------------------- Index: skills.c =================================================================== RCS file: /cvsroot/crossfire/crossfire/server/skills.c,v retrieving revision 1.38 diff -u -r1.38 skills.c --- skills.c 21 Feb 2003 07:55:37 -0000 1.38 +++ skills.c 4 Mar 2003 23:58:22 -0000 @@ -1098,7 +1098,7 @@ "You had better pay for that before you write on it."); return 0; } - switch(item->type) { + switch(msgtype) { case SCROLL: return write_scroll(pl,item); break; @@ -1161,6 +1161,8 @@ return strlen(msg); } } + + buf[0] = 0; if(!book_overflow(item->msg,msg,BOOK_BUF)) { /* add msg string to book */ if(item->msg) { strcpy(buf,item->msg); -- Jochen Suckfuell --- http://www.suckfuell.net/jochen/ --- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 02:29:55 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:41 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303050329.AA02220@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A000006D0; Tue, 4 Mar 2003 18:08:37 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id A1F4377B0142; Tue, 04 Mar 2003 18:08:36 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qLnN-0008V3-00; Tue, 04 Mar 2003 17:26:01 -0600 Received: from enchanter.real-time.com ([208.20.202.11] ident=[Fot0R0cpdQkjZxl0/Rn5CMjVWn4GAx1E]) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qLnI-0008Uk-00 for ; Tue, 04 Mar 2003 17:25:56 -0600 Received: from transmuter (000-043-930.area2.spcsdns.net [68.24.172.243]) (authenticated bits=0) by enchanter.real-time.com (8.12.8/8.12.8) with ESMTP id h24N4vul028854 (version=TLSv1/SSLv3 cipher=EDH-RSA-DES-CBC3-SHA bits=168 verify=NO) for ; Tue, 4 Mar 2003 17:05:05 -0600 Received: from tanner by transmuter with local (Exim 4.11) id 18qLT4-0007Ur-00 for crossfire-devel@lists.real-time.com; Tue, 04 Mar 2003 17:05:02 -0600 Content-Type: text/plain; charset="iso-8859-1" From: Bob Tanner Organization: Real Time Enterprises, Inc. To: crossfire-devel@lists.real-time.com Subject: Re: [CF-Devel] [Crossfire-devel] Client Sound Server and ALSA9 Date: Tue, 4 Mar 2003 17:05:02 -0600 User-Agent: KMail/1.4.3 References: <20030228175411.3dd466a6.tth@one.net> In-Reply-To: <20030228175411.3dd466a6.tth@one.net> X-message-flag: If it was easy to read it won't be called code. MIME-Version: 1.0 Content-Transfer-Encoding: quoted-printable Message-Id: <200303041705.02572@join.TCLUG.at.www.mn-linux.org> X-Spam-Score: -4.9 (----) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qLnI-0008Uk-00*5bBL73Czm66* Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com [message truncated] From crossfire-devel-admin at archives.real-time.com Wed Mar 5 03:37:40 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:41 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303050437.AA02196@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A00000884; Tue, 4 Mar 2003 19:09:38 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id A0411268012A; Tue, 04 Mar 2003 19:09:37 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qMkP-0000Gw-00; Tue, 04 Mar 2003 18:27:01 -0600 Received: from ds217-115-141-141.dedicated.hosteurope.de ([217.115.141.141]) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qMjU-0000Gf-00 for ; Tue, 04 Mar 2003 18:26:04 -0600 Received: by ds217-115-141-141.dedicated.hosteurope.de (Postfix, from userid 500) id B8CC17D96; Wed, 5 Mar 2003 01:05:11 +0100 (CET) Date: Wed, 5 Mar 2003 01:05:11 +0100 From: Jochen Suckfuell To: crossfire-devel@lists.real-time.com Message-ID: <20030305010511.A10767@ds217-115-141-141.dedicated.hosteurope.de> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5.1i X-Spam-Score: -0.7 (/) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qMjU-0000Gf-00*1cHraWo5eko* Subject: [CF-Devel] PATCH: inscription couldn't write spells, and prepended garbage to text Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com X-Mailman-Version: 2.0.13 Precedence: bulk Reply-To: crossfire-devel@lists.real-time.com List-Help: List-Post: List-Subscribe: , List-Id: Crossfire Development Mailing List List-Unsubscribe: , [message truncated] From crossfire-devel-admin at archives.real-time.com Wed Mar 5 02:13:59 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:43 2005 Subject: [CF-Devel] PATCH, fixing ac/wc overflow after holy possession/bless/curse In-Reply-To: <3E659ABF.6040408@sonic.net>; from mwedel@sonic.net on Tue, Mar 04, 2003 at 10:35:43PM -0800 References: <20030304185037.A6088@ds217-115-141-141.dedicated.hosteurope.de> <3E659ABF.6040408@sonic.net> Message-ID: <20030305091359.A15444@ds217-115-141-141.dedicated.hosteurope.de> On Tue, Mar 04, 2003 at 10:35:43PM -0800, Mark Wedel wrote: > Jochen Suckfuell wrote: > > Hi! > > > > The following patch fixes an overflow that happened when the ac/wc bonus from > > holy possession, bless or curse exceeded the signed byte limit. > > > Is this actually a problem? I looked at the code, and the current spell > params - the spell the gains the most rapidly is 'holy possession' - if I read > the code right, for every 4 levels, it should increase the damage by 1. It's just not logical that you gain AC and WC with every holy possession, and then suddenly you're back to normal values that don't improve any more (until you overflow a second time). The very common problem I have with this is that I cast holy possession to max out my AC, and oops, I did one too much and my AC rolled over and stays at my normal values. Now I have to wait until the possessions wear off and then refresh them, until I can go and fight. This happens that way for years now and I find it very annoying. > Looking further, it appears the problem is that if you cast bless over and > over, the effects stack. IMO, I don't think that is really the intended > behaviour - I think what is really intended is that if you have bless, you can > re-cast it to reset the duration so that it doesn't expire as soon. I'd > personally think that the += values currently in place should just be replaced > with = values. There are monsters in the game that are very dangerous until you have AC -80 or lower (I can't imagine fighting evil masters with AC -30). If possessions don't stack any more, I see no chance to reach such a low AC. I think even those hyper kobolds in the Cave of Ordeal would hurt very much if you don't have a better AC than what you can reach with your armour (_if_ you're allowed to wear any). > > In any case, the patch as you submitted isn't acceptably anyway - it doesn't > use standard C constructs - you are using // comments as well as declaring new > variables in the middle of code blocks. These would be easy points to fix if > people think this is the desired fix. I have done C++ for years, so I'm used to do it that way, sorry. And gcc didn't complain. :} If people agree that we want to keep accumulating the holy possessions, then this patch fixes the overflow in the right place. And this is the only place to do it, unless you make stats.ac and stats.wc short values. Bye Jochen -- Jochen Suckfuell --- http://www.suckfuell.net/jochen/ --- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 07:54:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:44 2005 Subject: [CF-Devel] Client Sound Server Message-ID: <200303051354.h25Ds24B013973@lol1120.lss.emc.com> [I have no clue how sound is implemented now, so my comments may be somewhat ignorant.] > To me, right now, one sound that I would like to see added is something for >the grates - that is a rare enough event that it wouldn't 'pollute' things so >much as to get overplayed. But could add some nice atmosphere - pull that >lever, and even if the gate it activates isn't visible, might still hear the >workings of the machinery. This indicates that sound activations should definitely be part of the arches. That way a map maker can turn off sounds for machinery that the player isn't supposed to know about, such as grates that roll boulders to generate random actions depending on which button they land on. Volume could be a factor of distance. Of course, as you point out, this gives the player more information, so it is something map designers need to think about carefully. --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 20 12:52:06 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:44 2005 Subject: [CF-Devel] problems with darkness Message-ID: <200303201852.h2KIq6Hu019192@lol1120.lss.emc.com> > Turn off fog of war (if on) and report back. Most likely, the client is >storing this information in its fog of war - it stores what it last knew >the space to look like, which includes monsters, spell effects, etc. Fog >of war is completely done on the client - for this reason, the server >doesn't see any reason that the client needs updated info on those spaces. I'm also seeing fog of war problems. In my case, it happens most often when I'm running quickly through visibility-obstructing squares. What happens is that a copy of my character image is left on some of the squares. My guess is that I'm moving fast enough that the server doesn't do a full update for every square that I move over. (If it would help, I could try to see if this only happens when my movement rate is above some threshold.) I've also seen a few cases where a monster image is left on the screen, though this is quite rare. --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 23:12:59 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:44 2005 Subject: [CF-Devel] Some oddities - Mar 3 CVS References: <5.1.0.14.0.20030305214927.00a8bbe0@postoffice.worldnet.att.net> Message-ID: <3E66D8DB.8050303@sonic.net> Kevin R. Bulgrien wrote: > 1) Large money rooms are back... Some time back a change > was made that made all the treasure rooms tiny. After > finding two such rooms, I ended up with maybe 1500 plat > worth of money. Not that I think this is a problem... > :-) but it makes me think something changed because this > is the first time in many moons that I got rooms this > size. Of course, I haven't been playing that much > either since I've been drawing pictures and making > maps. Yeah, I'll fix that - the problem is there was no global definition of what the minimum map size for random maps was - so when I fixed the bug for some maps being too small, now ranodm maps were made too small, so they automatically get resized larger. > > 2) Random maps... These screen shots show an amulet that I > picked up in a cave near a generated shop. It is > unpaid... I went back to the cave and stood where I > found it. mapinfo is on one of the png's. > > As I was carrying loot back to a store, the store would > not let me enter because I had an unpaid item in my bag. Unable to reproduce it. My only thought is that the special mini store that get created would put an object on the same space as the exit map to the store - probably not a good thing - its possible with that, an amulet was created and teleported out. Its 'normal' that even if you enter a store with unpaid equipment, it will try to pay for it - the shop maps aren't aware of direction (enter/exit) - whenever they are used for whatever direction, they try to charge the player. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 18 16:31:47 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:44 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings In-Reply-To: <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> References: <1047936349.3e763d5d15427@imp.free.fr> <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> Message-ID: <1048026707.3e779e53cce8a@imp.free.fr> Hello, I used the default compile options (and default config.h/config files). The map file are from the 1.5.0 bigworld tarballs. I had "default" client options : Fog of war, Darkness Code, and Best Per Pixel Lightning, but I've just tested while disabling some options, and with the X11 Client too : It's the same. I've tried with some of my players : with /wo Xray, with /wo dark vision, with/ wo Glowing : it looks that it's the same. I've just made another test : The 1.5.0 client with the 1.4.0 Server, and it works very well. --> So it's probably a server issue (?) I've tried to use small maps too, and it's the same with them. BUT I've noticed I forgot to say it on the previous mail : it appear only on undiscovered lands. When I go on an invalid square (to "see" it) and go away, when returning on this "screen", It appear correctly. Olivier. En r?ponse ? Todd Mitchell : > are you using weather? > > ----- Original Message ----- > From: > To: > Sent: Monday, March 17, 2003 4:25 PM > Subject: [CF-Devel] Problem in displaying and refreshing of buildings > > > > Hello, > > > > > > With the last release of Crossfire Server/gtk Client (1.5.0) and with > the > last > > Server CVS too, I have a bug with the displaying and refreshing of > the > buildings. > > > > It's with the big world maps (and perhaps with the others, I've only > tried > the > > new maps) : > > > > When buildings appears, there's only the top left square that is > displayed > (and > > sometimes, all top squares), and the other squares appears only when I > go > "in them". > > > > And it's the same when it's the "day" and the "night". > > > > Some ideas ? > > > > Olivier. > > > > _______________________________________________ > > crossfire-devel mailing list > > crossfire-devel@lists.real-time.com > > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 3 20:33:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:44 2005 Subject: [CF-Devel] crossfire-devel post from pc-crossfire@croscastle.net requires approval Message-ID: <20030304023301.2113.62321.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: pc-crossfire@croscastle.net Subject: new random map bug Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Thu Mar 20 13:17:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:44 2005 Subject: [CF-Devel] crossfire-devel post from pc-crossfire@crowcastl.net requires approval Message-ID: <20030320191700.11251.36445.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: pc-crossfire@crowcastl.net Subject: Re: [CF-Devel] problems with darkness Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Thu Mar 20 20:27:20 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:44 2005 Subject: [CF-Devel] problem with darkness pt.2 Message-ID: With switching to "per tile lighting" i got rid of these lighting artifacts. But the spell residues remain, with and without fog of war. They will appear exactly when i use spells that produce light, in squares that are completely dark. As you can see in the png the residue of the firebolt is exactly 2 tiles long. It appeared in the 2 spaces of complete darkness. While the spell is "running" , i can see the bolt even in the dark tiles, because it produces light by itself. When the effect ends, the tiles become dark again. (of course) When i walk towards these tiles so that they are within my visual range again, i will have these residues there. Thus it looks to me as if this happens like that: "This space is now dark" "The spell effect is gone" -> I won't tell the client, he can't see that, because it is dark there. "This space is visible again" (because player moved) "You don't need any update information, this space still looks the same as it did before you moved" Bernd Edler -------------- next part -------------- A non-text attachment was scrubbed... Name: darkness2.png Type: application/octet-stream Size: 37142 bytes Desc: spell residues due to darkness Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030321/2ed0af0b/darkness2-0001.obj From crossfire-devel-admin at archives.real-time.com Thu Mar 6 00:32:33 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:45 2005 Subject: [CF-Devel] new DreadKnight & DShield graphics In-Reply-To: <8726.1046911116@www7.gmx.net> References: <8726.1046911116@www7.gmx.net> Message-ID: <20030306063233.GA22510@hawthorn.csse.monash.edu.au> > I've drawn a new animated graphic for the DreadKnight. > It's designed in the base set style, the alternate set > already has a nice DK image anyways. Yes that was one of my ones ;) > While I drew it, I realized that the DShield in the base set > looks kinda bad: Trying to apply that black square shield thing > to my new DK - it looked quite ridiculous. > So I came up with an all new DShield, designed to look a bit > more interesting than the old one. It features a small red demon > face, but see for yourself... This is exactly what I ended up doing. dnh ps. mine looks better ;) pps. The one in the alternate set is the same perspective as the base set if i'm not mistaken. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 6 03:04:55 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:45 2005 Subject: [CF-Devel] Client Sound Server In-Reply-To: <3E66E67C.1060009@sonic.net> References: <200303051354.h25Ds24B013973@lol1120.lss.emc.com> <3E66E67C.1060009@sonic.net> Message-ID: <200303060405408.SM01196@adsl-68-22-207-195.dsl.chcgil.ameritech.net> On Wed, 05 Mar 2003 22:11:08 -0800, Mark Wedel wrote: ... >and try to make more clever decisions, etc). I think its pretty unlikely that a >player hearing an event they didn't hear before isn't likely to significantly >change any maps. The most likely case I'd see is where you have cases of >objects like gates/buttons used for effects the player shouldn't really notice. Assuming that it isn't too CPU intensive, if a player can magic map the square with the sound event, and it's not too far away, they should be able to hear it. -Philip _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 8 10:19:42 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:45 2005 Subject: [CF-Devel] New graphics Message-ID: <200303081619.51053.paco@arsfortunata.com> A non-text attachment was scrubbed... Name: not available Type: application/pgp Size: 558 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030308/b7dc93cc/attachment-0001.bin From crossfire-devel-admin at archives.real-time.com Mon Mar 17 15:11:52 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:45 2005 Subject: [CF-Devel] bug in some libc 64 bit parsing Message-ID: <1047935512.3e763a181ab0c@imp.free.fr> Hello, I took the last cvs snapshot of Crossfire Server, and I had a problem when I launch the compiled server : the "experience" table don't load at the first "big" (real 64 bit) level value (12 I think). After some tracing, I noticed it's because my "atoll" libc function is broken (the one with GLIBC_2.1.1 of a Mandrake/Redhat 6.0 Linux Distribution on x86). atoll in this version of the libc+distribution act on 32 bit values only : see example of this program : /************************************************************* /* fichier longlong.c */ /* Olivier Huet */ #include #include #include typedef long long sint64; sint64 myatoll(const char *ch) { sint64 res = 0; if (ch != NULL) { while (isdigit(*ch)) { res=res*10 + (*ch-'0'); ++ch; } } return res; } int main() { long long toto = 6283200000LL; const char *sToto = "6283200000"; long long interToto = atoll(sToto); long long myInterToto = myatoll(sToto); printf("sizeof(long long)=%i" ", toto=%lld" ", interToto=%lld" ", myInterToto=%lld\n" , sizeof(long long), toto, interToto, myInterToto ); return 0; } /************************************************************************/ --> When compiled and ran : gcc -Wall -o longlong longlong.c && longlong sizeof(long long)=8, toto=6283200000, interToto=1988232704, myInterToto=6283200000 atoll don't work with this. When replacing all "atoll" calls in the crossfire server with this "myatoll" function, it looks like it worked well (the server launched), but I didn't try with these real experience value (I don't have such powerfull players). So it would perhaps be a good idea to put something like that... (in porting.c ?), perhaps embraced with a define that is defined when there is this "buggy 64 bit parsing". Olivier. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 23:59:34 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:45 2005 Subject: [CF-Devel] PATCH: allow building a director beneath the player References: <20030305205654.A25853@ds217-115-141-141.dedicated.hosteurope.de> Message-ID: <3E66E3C6.2060100@sonic.net> Jochen Suckfuell wrote: > Hi! > > For quite some time, it wasn't possible any more to build a director right > beneath the player. But this is a very important thing, because you often use > directors to shoot around corners where the room is only one space wide. One could argue that is a design limitation of the spell. > > Until now, you got the message "Something is in the way." when trying to cast > a director with "." (stay fire). This was presumably done to prevent build * > walls to build a wall beneath the player (all build * spells are handled in > the same function). > I moved the check whether the destination field is blocked into the cases > where we know which object is created. For directors, we then apply the > "blocked" check only if the destination is different from the player's > position. I think this is fine. I'd actually replace your code with something a bit less redundant: *************** *** 2668,2674 **** m = op->map; ! if(get_map_flags(m, &m, x, y, &x, &y) & (P_BLOCKED | P_OUT_OF_MAP)) { new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); return 0; } --- 2667,2681 ---- m = op->map; ! /* Basically, if player is casting build directory, they can cast it on ! * the space they are standing, so don't check for blocked in that ! * case (we'll also presume that the fact that the player is on a space ! * means he's withing the map). Always check the map if we're not ! * doing a directory, or if the target space for the feature does not ! * match the space the player (op) is on. ! */ ! if ((spell_effect != SP_BUILD_DIRECTOR || x != op->x || y != op->y) && ! (get_map_flags(m, &m, x, y, &x, &y) & (P_BLOCKED | P_OUT_OF_MAP))) { new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); return 0; } Arguable, there is some other code in that function that could be reduced, like the setting of the food/hp/maxhp values, which all the functions set in the exact same code. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 4 23:47:29 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:45 2005 Subject: [CF-Devel] Map bug References: <200303040211.h242BLkY022487@lol1120.lss.emc.com> <5.1.0.14.0.20030304213304.00a86ba0@postoffice.worldnet.att.net> Message-ID: <3E658F71.2020802@sonic.net> Kevin R. Bulgrien wrote: > March 3 CVS image: > > Bug may be reproduced by entering the Goblin King's Quest > cave northeast of Scorn. Exit the cave. > > You will be unable to cross the map tile to the north until > you travel south so that the map tile edge scrolls up to the > top of the visible map. In fact, the system shows the map > as black like there is something blocking your view. > > IOW, you can't enter the town immediately to the northeast > because it is on an adjoining map tile. Walk down to scorn > and back, and everything is normal again. > > Other map anomalies occur. See png. The road is disjointed. The exit of the goblinchief is now fixed. This is only a problem on the small world mapset. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 4 23:51:11 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:45 2005 Subject: [CF-Devel] PATCH: inscription couldn't write spells, and prepended garbage to text References: <20030305010511.A10767@ds217-115-141-141.dedicated.hosteurope.de> Message-ID: <3E65904F.5060802@sonic.net> Jochen Suckfuell wrote: > Hi! > > This small patch does two things: > > 1) When writing a text message, it prevents the binary garbage at the start of > the written message by initializing the *buf = 0 before strcpying into it. > > 2) When no message is given to use_skill, write the current spell into the > scroll. This previously depended on the type of the marked scroll, though it > should depend on what the user wanted. As if it isn't confusing enough that > we have scrolls with type==book. If you try to write a spell into a book or a > message into a scroll, you'll get an appropriate message anyway. I don't see any problem with this patch, and I'll apply it an put it in CVS. Note that if you put patches to the list, please use context diffs - I've had about a 50% success rate on applying your patches as is - don't know if it is related to it being a unified diff or not, but context diffs seem to be more forgiving, and tend to be easier to hand apply if there is some problem in automatic application. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 18 00:42:36 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:45 2005 Subject: [CF-Devel] Dragon Guild and Devourers cult References: <1047876653.1342.10.camel@CPE0080c6f8615f-CM.cpe.net.cable.rogers.com> Message-ID: <3E76BFDC.4050104@sonic.net> David Stuart wrote: > Hi All, > > I started a dragon character recently and am having problems with the > devourer cult. Basically I joined up and it changed my race to "undead" > and I cannot enter the Dragon Guild anymore. > > I am using v 1.4.0 of the client. > > I worked around it for now by patching my race back to dragon, but I > imagine that changes something else.. > > I also tried setting my race to "undead,dragon" but that didn't work > either. changing it back to dragon basically removes the advantages of being undead. One could argue this is the right behavor - when you join the devourers, you become undead, and thus lose your normal racial abilities. However, this is probably a bit harsh. At some level, the idea that a new convert is now undead seems a bit extreme - it would probably make more sense that at some time, you can do a quest and become undead. To become a lich or whatever shouldn't be a simple matter - I could certainly (from a role playing perspective) be an ideal of people joining the cult to become undead. It's perhaps even a bit odder than if you then worship some other god, you become living again. which is a bit odd. I actually don't have a good fix. Devourers need to be undead. The simple solution is that if you are a dragon player, don't become a follower of the devourers. I don't believe all the code supports common seperated values for races for monsters. Eg, a weapon could be something like 'slaying goblin,orc' and the way the logic work, would be OK. However, a race of 'undead,dragon' may not be handled right. BTW, if it was, it would be a disadavantage, as you'd be suscpetible to things that hits either undead or dragons (eg, could get killed by those arrows of dragon slaying, or arrows of undead slaying). _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 17 11:47:46 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:45 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings References: <1047936349.3e763d5d15427@imp.free.fr> Message-ID: <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> are you using weather? ----- Original Message ----- From: To: Sent: Monday, March 17, 2003 4:25 PM Subject: [CF-Devel] Problem in displaying and refreshing of buildings > Hello, > > > With the last release of Crossfire Server/gtk Client (1.5.0) and with the last > Server CVS too, I have a bug with the displaying and refreshing of the buildings. > > It's with the big world maps (and perhaps with the others, I've only tried the > new maps) : > > When buildings appears, there's only the top left square that is displayed (and > sometimes, all top squares), and the other squares appears only when I go "in them". > > And it's the same when it's the "day" and the "night". > > Some ideas ? > > Olivier. > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 6 00:47:43 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:45 2005 Subject: [CF-Devel] PATCH, fixing ac/wc overflow after holy possession/bless/curse References: <20030304185037.A6088@ds217-115-141-141.dedicated.hosteurope.de> <3E659ABF.6040408@sonic.net> <20030305091359.A15444@ds217-115-141-141.dedicated.hosteurope.de> Message-ID: <3E66EF0F.7000807@sonic.net> Jochen Suckfuell wrote: > On Tue, Mar 04, 2003 at 10:35:43PM -0800, Mark Wedel wrote: > > > It's just not logical that you gain AC and WC with every holy possession, and > then suddenly you're back to normal values that don't improve any more (until > you overflow a second time). The very common problem I have with this is that > I cast holy possession to max out my AC, and oops, I did one too much and my > AC rolled over and stays at my normal values. Now I have to wait until the > possessions wear off and then refresh them, until I can go and fight. This > happens that way for years now and I find it very annoying. I agree that if it is decided that holy possessions should stack, that should be fixed. > > There are monsters in the game that are very dangerous until you have AC -80 > or lower (I can't imagine fighting evil masters with AC -30). If possessions > don't stack any more, I see no chance to reach such a low AC. > I think even those hyper kobolds in the Cave of Ordeal would hurt very much if > you don't have a better AC than what you can reach with your armour (_if_ > you're allowed to wear any). > I note that none of the other force type objects (eg, protection spells) stack with each other. And in fact, there is even code in that function to prevent a player from having both holy possession and bless at the same time. These facts lead me to believe it is an unintended consequence that the effects are in fact currently stacking. I also have a problem in that the fact it does stack basically means that how you get wc and ac bonuses from other sources really isn't important - cast the spell a dozen times, and it really doesn't make a difference what ac your getting from your items, and likewise wc. I think to some extent the difficulty of monsters will get adjusted if necessary. OTOH, it could also be a case where monsters really were meant to be that tough, and the fact that there was a way to get such a good ac/wc was not intentional. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 8 00:58:08 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:45 2005 Subject: [CF-Devel] 64 bit experience values Message-ID: <3E699480.9060906@sonic.net> I just recently checked in changes that support 64 bit experience values. Thus pushes the max experience way beyond the 2.1 billion it was before. It also supports an arbitrary max level total, just by changing the exp_table file. A few notes on this: You'll need to re-run configure for it to pick up the new defines for 64 bit types. It currently tries to see if the long type is 64 bit, and long long is 64 bit, and uses whichever one is so. it should generate a slew of error messages if it didn't find an appropriate 64 bit type. You'll need to copy over/install an upated exp_table file. The server no longer has any built in defaults. For new installations, this won't be an issue as there is an exp_table distributed that does work. However, the install mechanism won't overwrite the exp_table file if it already exists. As an aside, I increased the max level for the three tables to 115. These additional 5 levels double from each other (eg, level 115 is 32 times more than level 110) - this should 'fix' the problem of players not being able to maximize their skills. the client/server protocl needs to get updated to support 64 bit exp values. However, this commit was a precursor to the split up of skills/expereience categories, so when that is done, some mechanism to send all those values to the client will have to get done anyways, and at that time, I'll fix that problem. Note that until the characters experience needs those extra bits, the current values display fine, so for most players, this shouldn't be an issue. also, things like that 'stats' and 'skills' command should display properly values in all cases. The code that passes expereience to reward to the player is still limited to 32 bits - I'll need to update this, but this generally shouldn't be a problem - there shouldn't be any need to give exp rewards more than 2 billion. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 12 02:35:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:45 2005 Subject: [CF-Devel] player animations References: <1047358262.388.7.camel@oberon.kameria> <3E6D9E00.9020306@sonic.net> <000401c2e7fc$39c0b2a0$0802a8c0@ott.ca.dmr> Message-ID: <3E6EF136.6070609@sonic.net> Todd Mitchell wrote: > excellent - I was not doing it wrong then. > > I am doing animations for the player race faces but only the frontal (151 - > 152) for now (unless I get inspired). While I am doing this I would like to > know once and for all what the proper convention is - the general form for > these appears to be is 111 is back side(moving north) 131 is right > side(moving east) 151 is front (standing, moving south) and 171 is left side > (moving west). This is what the documentation says too. > > 8 1 2 > \ | / > 7-0-3 > / | \ > 6 5 4 > > The default face is up for grabs (111, 171...) There seems to be a bit of > variation on these and I would like to fix that since it has burned me in > the past. > If there is a common agreement on this convention now would be a good time > for me to fix these to use it. the table you have above is correct in how it deals with direction (eg, direction 1 is up, direction 5 is down). It is also correct in that the code deals with directions the same way. EG, if an animation has 8 facings, they would be ordered in that same method. If an object has 4 facings, it would be 1, 3, 5, 7. If it had 2, it would most likely be 3 and 7 (vs 1 and 5). However, the numbering convention is to make things easy. I could do something like: anim facings 8 face1.111.png face2.111.png ... face8.111.png mina In other word, the code itself doesn't actually care what the face is called. You could have 8 random file names there, and it would work. It'd just be really confusing (and messy) to store in the directory. What this means, is if someone has the 3 and 7 facings reversed in the images, but they also reverse them in anim/mina, everything would look as expected. It'd just be confusing for people that come to work on the archs later on. > > Also - what about retiring old images? > I recently updated the 'classic' Ent and was wondering is there a process > where images are retired. Am I supposed to be doing this? Also what is the > deal with the alternate image set? Not a simple answer. if you replace an image with a newer one, that old image is basically retired in the sense it doesn't exist anymore. IT really shouldn't be renamed. The problem comes in in the opininion of people of 'is that new image better than the old one'. In some cases, the answer is a pretty basic yes (eg, for images that were scaled up from the 24x24 to 32x32, if you clean it up, it'd be a yes). However, when completely new images are made, people have differing opinions. The alternate set is now the 'classic' set (vs base). At one point, support for it wasn't very good, so there was basically a seperate tree for images in the classic set, and the collect script was modified to use it (looked in the altnernate directory, if it didn't find it there, then used the base version). A server would only support one set, which basically depended on what the server admin set up. So you should completely ignore the alternate_images directory/tree. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 3 20:11:21 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:45 2005 Subject: [CF-Devel] new random map bug Message-ID: <200303040211.h242BLkY022487@lol1120.lss.emc.com> On Metalforge this evening, I encountered a new disconnected map: (null) (/random/pirateisland0038) xsize 23 ysize 23 wallstyle dungeon floorstyle lightdirt monsterstyle undead decorstyle creepy exitstyle sstair dungeon_level 7 dungeon_depth 50 orientation 1 origin_x 21 origin_y 1 random_seed 1046743401 There's just one long hallway with no exit except the one I entered by. --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 18 00:48:51 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:46 2005 Subject: [CF-Devel] bug in some libc 64 bit parsing References: <1047935512.3e763a181ab0c@imp.free.fr> Message-ID: <3E76C153.80404@sonic.net> huet.o@free.fr wrote: > Hello, > > I took the last cvs snapshot of Crossfire Server, and I had a problem when I > launch the compiled server : the "experience" table don't load at the first > "big" (real 64 bit) level value (12 I think). > > After some tracing, I noticed it's because my "atoll" libc function is broken > (the one with GLIBC_2.1.1 of a Mandrake/Redhat 6.0 Linux Distribution on x86). > > atoll in this version of the libc+distribution act on 32 bit values only : see > example of this program : > I'd note that redhat 6.0 is pretty darn old. I'm a bit mixed on this. On the one hand, I'd like for crossfire to work on as many systems as reasonably possible (however if that was really the case, then I shouldn't use long long). OTOH, I really don't want to include functions for every call that may not work quite right on every system. This is more of a problem - this isn't an issue of missing a function (in which case something like a #ifndef HAVE_ATOLL myatoll() ... #endif) - something like a myatoll would be needed. this poses problems in that a developer could use the wrong call someplace, getting the wrong behaviour. It also means that if the OS in question has a more optimized version, that won't get used. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 19 12:34:22 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:46 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings References: <1047936349.3e763d5d15427@imp.free.fr> <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> <1048026707.3e779e53cce8a@imp.free.fr> <3E7801BD.50105@sonic.net> <1048084255.3e787f1f7c379@imp.free.fr> Message-ID: <002101c2ee46$2a4ce8c0$0802a8c0@ott.ca.dmr> > I've tried with one of the servers listed by the client when it launch (its IP > started with 210 or 211, something like that), and it worked well, but I have > some snow on this server, and not on mine : it's perhaps linked with weather, > as Todd Mitchell said. I will check weather options, but I've taken all > defaults one. If you have not set up weather then it is not likely. You will know if you have it set up cause it involves some deliberate changes to the settings file and the initial weather map generation is very obvious (hey, maybe we could have the weather map generation not echo to the log except when it starts, stops or fails? This may even speed it up a little bit). If you do have weather running - you may notice that multipart buildings can have their non-head tiles covered up by snow or rain. It does not sound like this is the case here. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 07:29:34 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:46 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303050829.AA02264@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A00000360; Tue, 4 Mar 2003 23:21:31 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id AB4A7E50062; Tue, 04 Mar 2003 23:21:30 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qQgH-0001S0-00; Tue, 04 Mar 2003 22:39:01 -0600 Received: from mtiwmhc12.worldnet.att.net ([204.127.131.116]) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qQfs-0001Rk-00 for ; Tue, 04 Mar 2003 22:38:36 -0600 Received: from krayhome.worldnet.att.net (235.dallas-21rh15rt-tx.dial-access.att.net[12.86.240.235]) by mtiwmhc12.worldnet.att.net (mtiwmhc12) with SMTP id <2003030504171111200sk94de>; Wed, 5 Mar 2003 04:17:11 +0000 Message-Id: <5.1.0.14.0.20030304221539.00a885d0@postoffice.worldnet.att.net> X-Sender: kbulgrien@postoffice.worldnet.att.net X-Mailer: QUALCOMM Windows Eudora Version 5.1 Date: Tue, 04 Mar 2003 22:17:44 -0600 To: crossfire-devel@lists.real-time.com From: "Kevin R. Bulgrien" Subject: Re: [CF-Devel] Map tile bug (Near Euthville) In-Reply-To: <5.1.0.14.0.20030304213304.00a86ba0@postoffice.worldnet.att .net> References: <3E64401D.2080404@sonic.net> <200303040211.h242BLkY022487@lol1120.lss.emc.com> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" X-Spam-Score: -2.1 (--) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qQfs-0001Rk-00*0xfUEODV2Qo* Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com X-Mailman-Version: 2.0.13 Precedence: bulk Reply-To: crossfire-devel@lists.real-time.com List-Help: List-Post: List-Subscribe: , [message truncated] From crossfire-devel-admin at archives.real-time.com Sat Mar 22 11:07:19 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:46 2005 Subject: [CF-Devel] Warning: could not send message for past 1 hour Message-ID: <200303221707.h2MF7JgA023034@blake.timetraveller.org> ********************************************** ** THIS IS A WARNING MESSAGE ONLY ** ** YOU DO NOT NEED TO RESEND YOUR MESSAGE ** ********************************************** The original message was received at Sun, 23 Mar 2003 01:07:19 +1000 from [202.83.74.222] ----- Transcript of session follows ----- <<< DATA 451 4.4.1 collect: I/O error on connection from [202.83.74.222], from= Warning: message still undelivered after 1 hour Will keep trying until message is 2 days old -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: crossfire-devel-admin@lists.real-time.com Subject: no subject Date: Sun, 23 Mar 2003 01:07:19 +1000 Size: 1437 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030323/cab9b42a/attachment-0001.mht From crossfire-devel-admin at archives.real-time.com Sat Mar 22 11:04:17 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:46 2005 Subject: [CF-Devel] Warning: could not send message for past 1 hour Message-ID: <200303221704.h2MF4GgA022982@blake.timetraveller.org> ********************************************** ** THIS IS A WARNING MESSAGE ONLY ** ** YOU DO NOT NEED TO RESEND YOUR MESSAGE ** ********************************************** The original message was received at Sun, 23 Mar 2003 01:04:17 +1000 from [202.83.74.222] ----- Transcript of session follows ----- <<< DATA 451 4.4.1 collect: I/O error on connection from [202.83.74.222], from= Warning: message still undelivered after 1 hour Will keep trying until message is 2 days old -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: crossfire-devel-admin@lists.real-time.com Subject: no subject Date: Sun, 23 Mar 2003 01:04:16 +1000 Size: 1316 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030323/6fd78e91/attachment-0001.mht From crossfire-devel-admin at archives.real-time.com Tue Mar 18 23:46:04 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:46 2005 Subject: [CF-Devel] Books References: <200303182035.h2IKZf98013015@lol1120.lss.emc.com> Message-ID: <3E78041C.20503@sonic.net> Preston Crow wrote: >> My personal thought is to eliminate a lot of that. Maybe I'm the non typical >>player, but I personally don't find multiple names for the same equivalant (or >>near equivalant) item all that interesting - I'd much rather my items merge, and >>know that all the items are sorted sensibly (Eg, if I'm looking for a wizard >>spell, know it starts with spellbook or grimoir, but not any of grimoire, tomb, >>and several other names). > > > I found it annoying at first, but now that the name of the spellbook is > based on the level of the spell, it's not a problem. In fact, it makes it > a little easier to find a spell when you know what you're looking for. > > Granted, there are a few maps where there are spellbooks that don't have > the right name (in the tower of demonology, I believe), so they don't > stack, but those are rare cases. the problem here is more the random readable - it has a bunch of names which it chooses from. The common/readable probably will undergone some signifcant changes down the road - but from a simple basis, it probably makes sense to replace the new_text_name() calls with something that chooses the book name more sensible. Or simplest would be to just make one book name for recipe books, one name for armor, etc. This would still leave about a half dozen book names for the different topics that show up in books, but it just means that a book on the same subject would always have the same name. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 27 23:24:05 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:46 2005 Subject: [CF-Devel] some oddities Message-ID: Hello, 1. Wisdom It seems that players wisdom is always one point bigger then it should be naturally. eg.: Statistics of a Fireborn Stat Nat/Real/Max Str 15/ 15/ 15 Dex 24/ 24/ 24 Con 20/ 20/ 20 Int 22/ 22/ 22 Wis 22/ 23/ 22 <- Pow 27/ 27/ 27 Cha 18/ 18/ 18 Wearing no items of course. I tested with lots of race/class combinations on my test server. It is always there. I asked other players on metalforge: they get it too. Well, no player will complain about having his stats too big :-) 2. Holy Word One can kill ants with holy word of mostrai. Ants are race insects. Not giant nor goblin. No, i am not talking about holy wrath. Ask Hoz. Again, nobody will complain about being too powerful. :-) But every bug could indicate something more serious being wrong. Bernd Edler _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sun Mar 30 04:30:31 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:46 2005 Subject: [CF-Devel] Santo Dominion Sale waste bin Message-ID: <3E86C747.AD668DF5@gmx.at> Hi All! Here's a brilliant idea :) : Please make a waste bin in the Santo Dominion Sale (shop that doesn't reset) so unwanted items can be put there and removed with the lever instead of the whole shop (accidently) emptied. Bernhard -- Low end Serverhousing ab 25 e inkl. 1x 11 e/GB, etc.: http://bksys.at _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 06:59:54 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:46 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303050759.AA02224@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A000006D0; Tue, 4 Mar 2003 22:42:47 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id A22A1C05013A; Tue, 04 Mar 2003 22:42:34 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qQ4Y-0001Fn-00; Tue, 04 Mar 2003 22:00:02 -0600 Received: from mtiwmhc13.worldnet.att.net ([204.127.131.117]) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qQ3r-0001FL-00 for ; Tue, 04 Mar 2003 21:59:19 -0600 Received: from krayhome.worldnet.att.net (150.dallas-21rh15rt-tx.dial-access.att.net[12.86.240.150]) by mtiwmhc13.worldnet.att.net (mtiwmhc13) with SMTP id <2003030503372511300htjlle>; Wed, 5 Mar 2003 03:37:25 +0000 Message-Id: <5.1.0.14.0.20030304213304.00a86ba0@postoffice.worldnet.att.net> X-Sender: kbulgrien@postoffice.worldnet.att.net X-Mailer: QUALCOMM Windows Eudora Version 5.1 Date: Tue, 04 Mar 2003 21:37:57 -0600 To: crossfire-devel@lists.real-time.com From: "Kevin R. Bulgrien" In-Reply-To: <3E64401D.2080404@sonic.net> References: <200303040211.h242BLkY022487@lol1120.lss.emc.com> Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="=====================_13330492==_" X-Spam-Score: -0.5 (/) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qQ3r-0001FL-00*hNu6S0TdIyg* Subject: [CF-Devel] Map bug Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com X-Mailman-Version: 2.0.13 Precedence: bulk Reply-To: crossfire-devel@lists.real-time.com List-Help: List-Post: List-Subscribe: , [message truncated] From crossfire-devel-admin at archives.real-time.com Sat Mar 29 23:42:46 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:47 2005 Subject: [CF-Devel] new firebolt gfx In-Reply-To: References: Message-ID: <3E8683D6.5090206@sonic.net> Bernd Edler wrote: > The easiest way to remove this stuff is to > "select by alpha" > "reverse selection" > "fill" with black or whatever is background > (i like to use something that gives nice contrast when viewing in > xv or other viewer ) > now erase the selection again to transparency I've fixed these up in CVS. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 12 12:55:07 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:47 2005 Subject: [CF-Devel] Books Message-ID: <200303121855.h2CIt7Wk014461@lol1120.lss.emc.com> I've noticed that a bunch of identical-looking books (beastiaries, formulas, etc.) don't stack. My guess is that like scrolls and spellbooks, they have a level value associated with them. While I can see some sort of reasoning for that, the level should be based on the contents, not random. Also, I have a bunch of different types of books for the same formula. It would be nice if when creating a book for "water of the wise," it would always select the same book type. --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 24 19:08:09 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:47 2005 Subject: [CF-Devel] Returned mail: Delivery Status Notification Message-ID: <1048554487-1173@smtp-send.myrealbox.com> The original message was received Sat, 22 Mar 2003 00:41:33 -0700 from - ----- The following address(es) had permanent fatal errors ----- ; originally to yann.chachkoff@smtp-send.myrealbox.com (unrecoverable error) The mail system encountered a delivery failure, code -11. This failure could be due to circumstances out of its control, please check the transcript for details -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: Mark Wedel Subject: Re: [CF-Devel] Re: [Crossfire-devel] ALSA 0.9.x sound server patches Date: Fri, 21 Mar 2003 23:36:11 -0800 Size: 2817 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030324/8d23aaa6/attachment-0001.mht From crossfire-devel-admin at archives.real-time.com Mon Mar 24 18:01:05 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:47 2005 Subject: [CF-Devel] Alternate cobblestone/sign In-Reply-To: <200303241851.03444.oberdorf@earthlink.net> Message-ID: Hello, The gfx folder reference is for the DirectX client and JavaClient, only. To preview your test images, you'll need to follow the "Linux/Unix Server:" steps listed at: http://crossfire.real-time.com/faq/faq.html#6.6 HTH, - Rick Tanner leaf@real-time.com On Mon, 24 Mar 2003, Oliver wrote: > One question; the website mentions deploying graphics on the "client side" by > copying them to the gfx folder - I don't seem to have one. Where should it > be? (compiled from source for Linux). I'm able to use them in a local > server, but it would be nice to override my display of tiles on other > servers. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 20 23:51:46 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:47 2005 Subject: [CF-Devel] problem with darkness pt.2 References: Message-ID: <3E7AA872.7050506@sonic.net> Bernd Edler wrote: > With switching to "per tile lighting" i got rid of > these lighting artifacts. > > But the spell residues remain, with and without > fog of war. > > They will appear exactly when i use spells that produce light, > in squares that are completely dark. > > As you can see in the png the residue of the firebolt is exactly > 2 tiles long. It appeared in the 2 spaces of complete darkness. > > While the spell is "running" , i can see the bolt even in the > dark tiles, because it produces light by itself. > > When the effect ends, the tiles become dark again. (of course) > > When i walk towards these tiles so that they are within my > visual range again, i will have these residues there. This is odd - I'll have to look into it. > > Thus it looks to me as if this happens like that: > "This space is now dark" > "The spell effect is gone" > -> I won't tell the client, he can't see that, because it is dark there. > "This space is visible again" (because player moved) > "You don't need any update information, this space still looks the same > as it did before you moved" It could be something related to the darkness - I'll have to re-look at the code. There is some code that tries to be helpful to the client in trying to inform if it is a dark space at the edge of the vision, or something completely beyond the vision. This was only really done to make per pixel lighting appear better, but the complication it adds probably isn't worth it. The way lighting is handled could perhaps be re-done - the server would still need to know what spaces the client can see, but leave more of the lighting to the client (eg, light sources at x, y, color r, brightness b, etc. Not sure the best way that could be done. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 3 20:36:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:47 2005 Subject: [CF-Devel] crossfire-devel post from pc-crossfire@croscastle.net requires approval Message-ID: <20030304023600.2194.40156.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: pc-crossfire@croscastle.net Subject: item destruction Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Wed Mar 5 08:16:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:47 2005 Subject: [CF-Devel] crossfire-devel post from pc-crossfire@croscastle.net requires approval Message-ID: <20030305141600.14722.16195.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: pc-crossfire@croscastle.net Subject: Re: [CF-Devel] Client Sound Server Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Sat Mar 29 23:56:35 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:47 2005 Subject: [CF-Devel] Alternate cobblestone/sign In-Reply-To: <200303241851.03444.oberdorf@earthlink.net> References: <200303241851.03444.oberdorf@earthlink.net> Message-ID: <3E868713.6000901@sonic.net> Oliver wrote: > I made an alternate version of the cobblestones for use in town. I made a > version with/without visible dirt (I prefer the dirt grid version). Also, > screenshots of the existing as well as these alternates. I've put these into CVS. instead of replacing the cobblestones, I instead whipped up a few new archs for these. So people can use them on new maps and what not. BTW, if someone is up to it, making little icons the corresponds to the different skills could be call. I envision using these in the client. You click on the little icon in your stat display, and it readies the skill for you. Note that given these are for the client, size should actually be smaller than the typical 32x32 for images for the maps - 16x16 is probably about right, given the text size. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 12 02:26:16 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:47 2005 Subject: [CF-Devel] Spell object idea. References: <3E6D9BDB.3070708@sonic.net> <24694.1047382357@www5.gmx.net> Message-ID: <3E6EEF28.4050802@sonic.net> Andreas Vogl wrote: > What you proposed about spell objects sounds quite good. > > One question that came to my mind though is what are you going > to do about the magical attacktype component for spells? Just like there is no limitation for other archetypes having more than one attacktype set, I'd do the same for the spells. Spells that the player will cast (as defined by treasurelists in appearing in books) will have the bit in the attacktype set to be magic. Those cast by monsters won't have it set. This really isn't much different than now. Monsters would have things like ability_fireball, while players might have it as spell_fireball. > > You sure know that spells used to add a magic component to the > effect's attacktypes, which makes magic resistance work against spells. > AFAIK, only prayers and monster's abilities were non-magic. Yep. IMO, it is best to do as much as reasonably possible in the archs. Thus, if someone at some point wants to make a spell taht doesn't use magic, they could. Developers can always put in unbalanced objects - the same would continue here (perhaps a bigger case compared to the magic attacktype set would be something like a large fireball that costs 1 sp or the like). > > I'm sure it is possible to realize this with the new spell-object code, > but you didn't adress it in your first description. Yep - I'm sure there are various bits that are missing that will be realized once implementation starts. The best one can hope is they cover most of the important bits, and it seems to make sense. > > > Somewhat related to that, the ability object type will need special > treatment because of it's extra functionality as long-/short-range > spells, and "use-frequency-factor". Well, long and short range can probably be derived from the attacktype (cone = short, bolt/ball = long, etc). IMO, it should be possible to actually make this smarter with the new code (since all the relevant details are now in the object, one could write a function that returns more detail on the type of spell which can't easily be done now). I'd have to look at the frequency stuff. I thought that was largely controlled by just having the monster have like 4 firebreaths and 1 fear - thus, it would cast firebreath 4 times as often as fear. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 25 01:37:53 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:48 2005 Subject: [CF-Devel] Alternate cobblestone/sign In-Reply-To: References: Message-ID: <3E800751.8010601@sonic.net> Bernd Edler wrote: > > On Mon, 24 Mar 2003, Rick Tanner wrote: > > >>The gfx folder reference is for the DirectX client and JavaClient, only. >> > > > Not true. > While cfclient does not afaik, the gcflient does. > I don't know since which version, but the 1.5 does. > > Just create the directory: > > mkdir ~/.crossfire/gfx > > Then copy the png into this diretory. > > Naming scheme: > > ~/.crossfire/gfx/cobblesto1.111.png Actually, that should work for the x11 client just as well as for the gcfclient - the image caching/loading is common to both of those now, so both should do the same thing. Note, however, that using this gfx directory only works if you turn image caching on. If image caching is off, the client never gets the name of the image from the server, and thus can't load it locally. It could be that the gcfclient provides nicer front end to selecting cached images, but you can use something like -cache or -cache_images with the x11 client jsut as well. Note also that the file name does not include the base/clsc suffix. Images in the gfx directory will be used no matter what the image set is - they override everything else. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 31 00:33:56 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:48 2005 Subject: [CF-Devel] (automatic) apply rings In-Reply-To: <3E86EA81.BA2EB008@gmx.at> References: <3E86EA81.BA2EB008@gmx.at> Message-ID: <3E87E154.7060103@sonic.net> Bernhard Kuemel wrote: > Hi! > > "The ring unequipped is fairly indeterminate - it depends on how the > server has ordered your inventory (which is not the same as the order > your window displays)." > > The solution would be to let the server keep track of the order when > rings were applied and always unapply the ring worn longest. This way > I could bind "wear ring of ice;wear ring of ice" to a key and be sure > I quickly get cold protection when I need it. Some could consider unwearing the ring worn the longest to not be ideal. Eg, this ring is one I want to always wear, it is the other ring I want to swap on and off. OTOH, that isn't really supported right now anyways. I was thinking that it could be nice to bind the rings to specific locations, eg, apply left finger ring of the like. But since there is no requirement that a creature only has 2 ring fingers, doing this could be difficult. One question is - at what resolution does first need to be tracked? To actually track when items were equipped in a sensible fashion, one can't use the internal values within the server (eg, pticks), as if the server is restarted, that value is bogus compared to items equipped from before the server restarts. So it needs to be tied to something like time(), but that only has resolution to one second, which means if you have a keybinding, it is very likely that both rings will get the same value. This, something like 'apply ring of fire; apply ring of thieves', following by something like 'unapply ring, apply ring of X' - that unapply ring might equip either the ring of fire or ring of thieves, because as far as the server knows (within its one second resolution), they were both equiped at the same time. But as I think about this further, the less I think it should be the server tracking this - it should really be the client. there is a lot of stuff in the server right, which in a sense is legacy information (left over from when the display was built into the server, and thus those convenience had to be there). For something like equip/unequip, really all the server should probably support (if redone) would be taking an item tag to equip/unequip. It shouldn't be searching for matching strings. I'm much happier adding lots of code to the client than to the server - stability of the client, while desirable, isn't quite as important as stability to the server. So adding something to the client like 'unapply all rings' would make perfect sense to add. Let the client figure out what rings are applied, and what ones it should apply - it really shouldn't be part of the server to do this - all the server should really done is verify the integrity of the request the client is sending - if your trying to equip three rings but are only allowed to, it shouldn't allow it. one could argue that it shouldn't even unequip items when player is trying to equip something new, but that bit of code isn't that big a deal. > > It would also be cool if I could make a keybinding that put the rings > worn in a (specific) sack and another that put's the rings from the > sack back on. E.g. 'open sack;empty finger1;empty finger2;wear ring of > ice;wear ring of ice'. And then? Hmm, 'wear ring from sack;wear ring > from sack' is probably too complicated to implement. And this would > also require to unlock the rings which I maybe don't want. We might > also need/want to label items or allow some kind of indexing like > 'open sack #3' or 'label sack "sack1"'. Well, once again, this should all be in the client logic. Eg, if something like 'wear ring from sack' is done, the client should know to apply the sack, move the ring to the players inventory, then apply it. But more probably, it would make sense to break these into smaller pieces in terms of command, eg, open sack, unapply ring X, move ring X into sack, close sack, open sack1, move ring Y from sack to player inventory, close sack 1, apply ring Y' > > But the first thing, the order in which rings are unapplied is quite > simple and really helpful. Please do it. Would it be sufficient to just have a command that unapplies all your rings? That is much easier to do - don't need to store any extra information in the ring object itself, and as said, something like that could probably be done in the client. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 24 21:00:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:48 2005 Subject: [CF-Devel] Returned mail: Delivery Status Notification Message-ID: <1048561193-1056@smtp-send.myrealbox.com> The original message was received Sat, 22 Mar 2003 00:36:37 -0700 from - ----- The following address(es) had permanent fatal errors ----- ; originally to yann.chachkoff@smtp-send.myrealbox.com (unrecoverable error) The mail system encountered a delivery failure, code -11. This failure could be due to circumstances out of its control, please check the transcript for details -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: Mark Wedel Subject: Re: AW: [CF-Devel] problems with darkness Date: Fri, 21 Mar 2003 23:31:02 -0800 Size: 2711 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030324/b17d02d2/attachment-0001.mht From crossfire-devel-admin at archives.real-time.com Tue Mar 25 03:05:56 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:49 2005 Subject: [CF-Devel] new firebolt gfx Message-ID: I think i found the reason why somebody claimed the image was broken. A friend showed me the effect on Windows-XP with the dx-client. The | bolt looks like + . What happens here, is that some png libraries don't expect more than one color to be transparent. If you open the image in the gimp, you can see what is "wrong" with the picture. Activate the "color pick" tool. By clicking around in the transparent area you can see, that there are different colors in the alpha channel. When you erase a pixel to transparency in the gimp, it will keep it's color information. Thus, one can't get rid of these "residues" with the eraser. The easiest way to remove this stuff is to "select by alpha" "reverse selection" "fill" with black or whatever is background (i like to use something that gives nice contrast when viewing in xv or other viewer ) now erase the selection again to transparency The problem ought to be gone then. Additionally the picture will be shorter, as there are more areas with the same color. ps. I like the new firebolt graphics. Bernd Edler _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 8 10:45:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:49 2005 Subject: [CF-Devel] Other games and sugerences Message-ID: <200303081645.13981.paco@arsfortunata.com> A non-text attachment was scrubbed... Name: not available Type: application/pgp Size: 2442 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030308/7e5e337f/attachment-0001.bin From crossfire-devel-admin at archives.real-time.com Tue Mar 11 05:32:37 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:49 2005 Subject: [CF-Devel] Spell object idea. References: <3E6D9BDB.3070708@sonic.net> Message-ID: <24694.1047382357@www5.gmx.net> What you proposed about spell objects sounds quite good. One question that came to my mind though is what are you going to do about the magical attacktype component for spells? You sure know that spells used to add a magic component to the effect's attacktypes, which makes magic resistance work against spells. AFAIK, only prayers and monster's abilities were non-magic. I'm sure it is possible to realize this with the new spell-object code, but you didn't adress it in your first description. Somewhat related to that, the ability object type will need special treatment because of it's extra functionality as long-/short-range spells, and "use-frequency-factor". AndreasV -- +++ GMX - Mail, Messaging & more http://www.gmx.net +++ Bitte l?cheln! Fotogalerie online mit GMX ohne eigene Homepage! _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 24 17:51:03 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:50 2005 Subject: [CF-Devel] Alternate cobblestone/sign Message-ID: <200303241851.03444.oberdorf@earthlink.net> I made an alternate version of the cobblestones for use in town. I made a version with/without visible dirt (I prefer the dirt grid version). Also, screenshots of the existing as well as these alternates. Also, an updated sign to replace the black lines with a slightly more natural look. One question; the website mentions deploying graphics on the "client side" by copying them to the gfx folder - I don't seem to have one. Where should it be? (compiled from source for Linux). I'm able to use them in a local server, but it would be nice to override my display of tiles on other servers. And another one: My original modified "sign" graphic had a drop-shadow, but alpha values in the Gtk client seem to be clamped. Is this a bug or desirable? What do people think of supporting alpha in the overlays? Technically problematic? Let me know if people want to see more of these. Feel free to redistribute/modify etc. -Oly -------------- next part -------------- A non-text attachment was scrubbed... Name: OldCobblestone.png Type: image/png Size: 5221 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030324/832da643/OldCobblestone-0001.png -------------- next part -------------- A non-text attachment was scrubbed... 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Name: NewCobblestoneTileGold.png Type: image/png Size: 777 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030324/832da643/NewCobblestoneTileGold-0001.png -------------- next part -------------- A non-text attachment was scrubbed... Name: NewCobblestoneTileNoDirt.png Type: image/png Size: 197 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030324/832da643/NewCobblestoneTileNoDirt-0001.png -------------- next part -------------- A non-text attachment was scrubbed... Name: sign.base.111.png Type: image/png Size: 575 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030324/832da643/sign.base.111-0001.png From crossfire-devel-admin at archives.real-time.com Mon Mar 24 11:44:22 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:50 2005 Subject: [CF-Devel] Crossfire highscore list script Message-ID: <20030324194422.B11292@cc.jyu.fi> Enclosed with this message is my scores.pl higihscore html-generator script. The source code is not pretty, as the state-machine was done without reading the actual source code that makes that file. It was done in a reverse-engineering fashion, but it seems to be working ... :-) To use that script, as it reloads the page every 6 minutes, you should add it to crontab like: */5 * * * * $HOME/crossfire/var/www/bin/scores.pl > /dev/null 2>&1 (*/5 means every five minutes, if Your crontab doesn't support it, use 0,5,10,15,20,25,30,35,40,45,50,55 * * * * ... ) If You have any questions, please feel free to ask. roWer -- BSc. Pertti Karppinen | Online Solutions Ltd |'Bridge Players | | http://www.solutions.fi | Do | http://www.iki.fi/~pjka/ | Office : +358 14 445 5110 | It | HAM: OH6KTR QTH: KP22UF | Cellular: +358 40 564 0786 | on the Table' | -------------- next part -------------- #!/usr/bin/perl # scores.pl # (c) Pertti Karppinen a.k.a roWer # # thanks for Sami Yl?nen a.k.a klux for some cleaning up # # This program is free software; you can redistribute it # and/or modify it under the terms of the GNU General Public # License as published by the Free Software Foundation; # either version 2 of the License, or (at your option) any # later version. # This program is distributed in the hope that it will be # useful, but WITHOUT ANY WARRANTY; without even the implied # warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR # PURPOSE. See the GNU General Public License for more # details. use File::Basename; #Your Crossfire folder my $crossfire_home="/crossfire"; #html output file my $outfile="/var/www/html/cscores.html"; #complete url to the output my $scoreurl="http://192.168.0.1/cscores.html"; #background color of the webpage my $bgcolor="#eeeeee"; #background color of the outer table my $outertablebgcolor="#dddddd"; #background color of the inner table my $innertablebgcolor="#dddddd"; #background color for my $tabletrcolor="#a9b4f2"; #the title of your score webpage my $title="Crossfire scores"; #the name of the server admin my $admin_name="Pertti Karppinen"; #the email of the server admin my $admin_email="pjka\@iki.fi"; #the levels =) my @levels=(0,2000,4000, 8000, 16000,32000,64000,125000,250000, 500000,900000,1400000,2000000,2600000, 3300000,4100000,4900000,5700000,6600000, 7500000,8400000,9300000,10300000,11300000, 12300000,13300000,14400000,15500000,16600000, 17700000,18800000,19900000,21100000,22300000, 23500000,24700000,25900000,27100000,28300000, 29500000,30800000,32100000,33400000,34700000, 36000000,37300000,38600000,39900000,41200000, 42600000,44000000,45400000,46800000,48200000, 49600000,51000000,52400000,53800000,55200000, 56600000,58000000,59400000,60800000,62200000, 63700000,65200000,66700000,68200000,69700000, 71200000,72700000,74200000,75700000,77200000, 78700000,80200000,81700000,83200000,84700000, 86200000,87700000,89300000,90900000,92500000, 94100000,95700000,97300000,98900000,100500000, 102100000,103700000,105300000,106900000,108500000, 110100000,111700000,113300000,114900000,116500000, 118100000,119700000,121300000,122900000,124500000, 126100000,127700000,129300000,130900000,785400000, 1570800000); my $DEBUG=0; #prototypes sub parse_file($); sub html_print_player($@); sub html_print_table_header(); sub html_print_header(); sub html_print_footer(); sub read_dms(); my @files= glob("$crossfire_home/var/crossfire/players/*/*.pl"); foreach(sort @files) { print "$_\n" if $DEBUG; parse_file($_); } for($i=0;$i<$#scores+1;$i++) { my $exp=$scores[$i][6]; my $name=$scores[$i][0]; $score_hash{$name}=$exp; $ranking{$name}=$i; } my %dms; read_dms(); my $rank=1; $saved_exp=-1; $saved_rank=-1; open(OUT,">$outfile") or die("Couldn't open outputfile $outfile: $!\n"); my $ofh=select(OUT); $|=1; html_print_header(); html_print_table_header(); foreach(sort {$score_hash{$b} <=> $score_hash{$a}} keys %ranking) { my $i=$ranking{$_}; my @tmp; print "$scores[$i][0]\t$scores[$i][6]\n" if $DEBUG; for($j=0;$j<12;$j++) { $tmp[$j]=$scores[$i][$j]; } html_print_player($rank++,@tmp); } print "\n"; html_print_footer(); close(OUT); select($ofh); exit 0; sub parse_file($) { my $player_file=shift; my($name,$title,$race,$class,$killer,$exp,$map,$maxhp,$maxsp,$maxgrace,$level,$god); my $state=0; my $count=0; my $no_class=0; $killer="left"; $god=" "; open(PLAYER_FILE,"$player_file") or die("autch $!"); while() { if(/no_class_face_change/) { $no_class=1; } if($state==0) { if(/^title/) { /^title\s*(.*)$/; $title=$1; $count++; next; } elsif(/^map/) { chomp; $map=basename($_); $count++; next; } $state=2 if($count==2); $state=2 if(/^arch.*_player/ || /^arch.*pl_.*/); next unless($state==2); } if($state==2||$state==3) { next unless($state==3||/^arch.*_player/ || /^arch.*pl_.*/); next if(/^name_pl/); if($state==2&&/^arch.*_player/) { /^arch\s*(.*?)_player/; $race=$1; $count++; $state=3; next; } if($state==2&&/^arch.*pl_.*/) { /^arch.*pl_(\S*)/; $race=$1; $race =~ s/_/ /g; $count++; $state=3; next; } if(/^title/) { /^title\s*(.*)$/; $title=$1; $count++; next; } if(/^name/) { /^name\s*(.*)$/; $name=$1; $count++; next; } if(/^face/) { /^face\s*([^_]*).*\.\d+/; $class=$1; $count++; next; } if(/^maxhp/) { /^maxhp\s*(\d*)/; $maxhp=$1; $count++; next; } if(/^maxsp/) { /^maxsp\s*(\d*)/; $maxsp=$1; $count++; next; } if(/^maxgrace/) { /^maxgrace\s*(\d*)/; $maxgrace=$1; $count++; next; } if(/^exp/) { /^exp\s*(\d*)/; $exp=$1; $count++; next; } if(/^level/) { /^level\s*(\d*)/; $level=$1; $count++; next; } # $state=4 if($count==8); $state=4 if(/^arch/ || /^end/); next; } elsif($state==4) { next unless(/^arch experience_wis/); $state=5; next; } elsif($state==5) { $state=6 if(/^end/); next unless(/^title/); /^title\s*(.*)/; $god=$1; $state=6; } } close(PLAYER_FILE); $class=$race if($no_class); $title=$class unless defined $title; if(!defined $level) { for($level=0;$level<$#levels;$level++) { last if($exp<$levels[$level]); } } if(defined $exp) { my @tmp= ($name, $title ,$race,$class,$killer,$map,$exp,$level,$maxhp,$maxsp,$maxgrace,$god); push(@scores,\@tmp); print STDERR "$name the $title ($race $class) $killer the game on map $map with $exp points (level $level)" if $DEBUG; print STDERR " and maxhp of $maxhp, maxsp of $maxsp and maxgrace" if $DEBUG; print STDERR " (from $god)" if (defined $god && $DEBUG); print STDERR " of $maxgrace.\n" if $DEBUG; } } sub html_print_player($@) { my($rank,@table)=@_; my $name = $table[0]; my $title = $table[1]; my $race = $table[2]; my $class = $table[3]; my $killer = $table[4]; my $map = $table[5]; my $exp = $table[6]; my $level = $table[7]; my $maxhp = $table[8]; my $maxsp = $table[9]; my $maxgrace = $table[10]; my $god = $table[11]; print "\n"; if ($saved_exp!=$exp) { $saved_exp=$exp; $saved_rank=$rank; } if ($saved_rank<11) { print " $saved_rank.\n"; } else { print " $saved_rank.\n"; } if ($dms{$name}) { print " $name the $title DM\n"; } else { print " $name the $title\n"; } print " $race\n"; print " $exp\n" unless($exp>=785400000); print " $exp\n" if($exp>=785400000); print " $level\n"; print " $maxhp\n"; print " $maxsp\n"; print " $maxgrace\n"; print " $god\n"; print " $map\n"; print "\n"; } sub html_print_table_header() { print "\n"; print "\n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print "\n"; } sub html_print_header() { print "\n"; print "$title\n"; print "\n"; print "\n"; print << "EOF"; EOF print "\n"; print "
\n"; print "
RankCharacterRaceScoreLevelMaxHPMaxSPMaxGPGodLocation
\n"; print "

$title

\n"; } sub html_print_footer() { my ($sec,$min,$hour,$mday,$mon,$year,$wday,$yday,$isdst) = localtime(time); $year+=1900; my @months=("Jan","Feb","Mar","Apr","May","Jun","Jul","Aug","Sep","Oct","Nov","Dec"); my @days=("Sun","Mon","Tue","Wed","Thu","Fri","Sat"); print "Back\n\n"; print "
\n
$admin_name
\n"; printf ("Last modified: $days[$wday] $months[$mon] $mday %2.2d:%2.2d:%2.2d EET $year\n",$hour,$min,$sec); print "
\n"; print "\n"; } sub read_dms() { open(DMLIST, "$crossfire_home/etc/crossfire/dm_file"); while() { next if(/^\s*#/); chomp; /\s*([^\s:]+):/; $dms{$1}=1; } close(DMLIST); } From crossfire-devel-admin at archives.real-time.com Tue Mar 11 02:27:44 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:50 2005 Subject: [CF-Devel] player animations References: <1047358262.388.7.camel@oberon.kameria> Message-ID: <3E6D9E00.9020306@sonic.net> Todd Mitchell wrote: > Can someone tell me again how to animate player arches. there is some bogus code in move_player that I need to fix - it is using its own animation scheme instead of calling animate_object(). _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 22 11:13:35 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:50 2005 Subject: [CF-Devel] Warning: could not send message for past 1 hour Message-ID: <200303221713.h2MGDYgA023525@blake.timetraveller.org> ********************************************** ** THIS IS A WARNING MESSAGE ONLY ** ** YOU DO NOT NEED TO RESEND YOUR MESSAGE ** ********************************************** The original message was received at Sun, 23 Mar 2003 02:13:34 +1000 from pirate.real-time.com [208.20.202.13] ----- Transcript of session follows ----- <<< DATA 451 4.4.1 timeout waiting for input during message collect Warning: message still undelivered after 1 hour Will keep trying until message is 2 days old -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: crossfire-devel-admin@lists.real-time.com Subject: no subject Date: Sun, 23 Mar 2003 02:13:34 +1000 Size: 458 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030323/f55d286b/attachment-0001.mht From crossfire-devel-admin at archives.real-time.com Mon Mar 24 19:59:34 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:50 2005 Subject: [CF-Devel] Returned mail: Delivery Status Notification Message-ID: <1048557572-851@smtp-send.myrealbox.com> The original message was received Sat, 22 Mar 2003 09:13:37 -0700 from - ----- The following address(es) had permanent fatal errors ----- ; originally to yann.chachkoff@smtp-send.myrealbox.com (unrecoverable error) The mail system encountered a delivery failure, code -11. This failure could be due to circumstances out of its control, please check the transcript for details -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: huet.o@free.fr Subject: Re: [CF-Devel] Problem in displaying and refreshing of buildings Date: Sat, 22 Mar 2003 17:13:14 +0100 (CET) Size: 2711 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030324/35211612/attachment-0001.mht From crossfire-devel-admin at archives.real-time.com Tue Mar 11 15:39:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:50 2005 Subject: [CF-Devel] crossfire-devel post from tth@one.net requires approval Message-ID: <20030311213901.22160.28615.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: tth@one.net Subject: [Crossfire-devel] ALSA 0.9.x sound server patches Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Mon Mar 24 18:17:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:50 2005 Subject: [CF-Devel] crossfire-devel post from oberdorf@earthlink.net requires approval Message-ID: <20030325001702.29517.3188.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: oberdorf@earthlink.net Subject: Alternate cobblestone/sign Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Mon Mar 24 10:38:09 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:51 2005 Subject: [CF-Devel] Directory permissions Message-ID: <20030324163809.GA28159@mids.student.utwente.nl> New directories created by the crossfire server are mode 777 which means that they are world readable and writable! The filemodes however are 660. Would there be a problem changing the directory mode in (atleast) 770 ? Joris Bontje / mids -- PGP Key: http://pgp.dtype.org:11371/pks/lookup?op=get&search=0xF19326A9 Key fingerprint = 730D 9B3A F406 F28A 957D 6397 31E8 6D4C F193 26A9 -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030324/f4e1d923/attachment-0001.pgp From crossfire-devel-admin at archives.real-time.com Mon Mar 24 11:59:48 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:51 2005 Subject: [CF-Devel] Crossfire highscore list script In-Reply-To: <20030324194422.B11292@cc.jyu.fi>; from pjka@cc.jyu.fi on Mon, Mar 24, 2003 at 07:44:22PM +0200 References: <20030324194422.B11292@cc.jyu.fi> Message-ID: <20030324195948.A11704@cc.jyu.fi> And of course there had to be a bug in the script :-) Please replace the line: print "\n"; with line: print "\n"; roWer -- BSc. Pertti Karppinen | Online Solutions Ltd |'Bridge Players | | http://www.solutions.fi | Do | http://www.iki.fi/~pjka/ | Office : +358 14 445 5110 | It | HAM: OH6KTR QTH: KP22UF | Cellular: +358 40 564 0786 | on the Table' | _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 22 11:39:26 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:51 2005 Subject: [CF-Devel] Warning: could not send message for past 1 hour Message-ID: <200303221739.h2MFdPgA023231@blake.timetraveller.org> ********************************************** ** THIS IS A WARNING MESSAGE ONLY ** ** YOU DO NOT NEED TO RESEND YOUR MESSAGE ** ********************************************** The original message was received at Sun, 23 Mar 2003 01:39:26 +1000 from [202.83.74.222] ----- Transcript of session follows ----- <<< DATA 451 4.4.1 collect: I/O error on connection from [202.83.74.222], from= Warning: message still undelivered after 1 hour Will keep trying until message is 2 days old -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: crossfire-devel-admin@lists.real-time.com Subject: no subject Date: Sun, 23 Mar 2003 01:39:25 +1000 Size: 1341 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030323/9abe2672/attachment-0001.mht From crossfire-devel-admin at archives.real-time.com Tue Mar 4 21:37:57 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:51 2005 Subject: [CF-Devel] Map bug In-Reply-To: <3E64401D.2080404@sonic.net> References: <200303040211.h242BLkY022487@lol1120.lss.emc.com> Message-ID: <5.1.0.14.0.20030304213304.00a86ba0@postoffice.worldnet.att.net> March 3 CVS image: Bug may be reproduced by entering the Goblin King's Quest cave northeast of Scorn. Exit the cave. You will be unable to cross the map tile to the north until you travel south so that the map tile edge scrolls up to the top of the visible map. In fact, the system shows the map as black like there is something blocking your view. IOW, you can't enter the town immediately to the northeast because it is on an adjoining map tile. Walk down to scorn and back, and everything is normal again. Other map anomalies occur. See png. The road is disjointed. -------------- next part -------------- A non-text attachment was scrubbed... Name: map_error.png Type: image/png Size: 53619 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030304/0eb519e3/map_error-0001.png From crossfire-devel-admin at archives.real-time.com Tue Mar 18 23:59:05 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:51 2005 Subject: [CF-Devel] Altar reconsecration References: <200303121838.h2CIcFZj014353@lol1120.lss.emc.com> <20030312211021.1da33c77.tth@one.net> Message-ID: <3E780729.2010508@sonic.net> Tim Hentenaar wrote: > Yeah, I agree. it's senseless to have an "Altar of Mostrai of Valriel of Lythander" or other such names. > > I've written a patch that addresses the issue and attached it to this email. I've taken a simpler approach - as of now, for all gods, its an Altar of %s, so just hardcode that Altar portion in, instead of taking it from the clone name, eg: *** spell_effect.c 8 Mar 2003 05:35:33 -0000 1.102 --- spell_effect.c 19 Mar 2003 05:56:55 -0000 *************** *** 3399,3405 **** } else { /* If we got here, we are consecrating an altar */ if(tmp->name) free_string(tmp->name); ! sprintf(buf,"%s of %s",tmp->arch->clone.name,god->name); tmp->name = add_string(buf); tmp->level = SK_level(op); tmp->other_arch = god->arch; --- 3399,3405 ---- } else { /* If we got here, we are consecrating an altar */ if(tmp->name) free_string(tmp->name); ! sprintf(buf,"Altar of %s",god->name); tmp->name = add_string(buf); tmp->level = SK_level(op); tmp->other_arch = god->arch; I can't see that ever not doing the right thing. The patch you posted has a severe problem: + /* Reassign the name, removing the existing god's + * name if the altar is already consecrated. + */ + if (sscanf(tmp->arch->clone.name,"%s of %s",_nt,_ng) > 0) + tmp->arch->clone.name = _nt; The clone attributes should never be modified. if tmp is say an altar of mostrai, what the above will do is now change the archetype (clone) name to just be 'altar'. Now whenever an altar of mostrai is loaded from a map, it will just have the name 'altar', because that is what the archetype says. Note however that the problem of 'Altar of mostrai of gnarg' will only appear in the case when the altar be re-consecrated is a 'special' altar to start out with. I don't think you'd ever have more than two 'of's - if that above altar was consecrated again, it would have become 'altar of mostrai of lythander' for example. I only mention this at all is that while the above code will now make the right name for it, since these 'special' altars, the image will still be that of the original. So one could reconsecrate that altar of lythander, but the image presented would still be that altar with green cloth. Fixing that is a bit more of a problem. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 8 09:38:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:51 2005 Subject: [CF-Devel] crossfire-devel post from paco@arsfortunata.com requires approval Message-ID: <20030308153801.9728.14323.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: paco@arsfortunata.com Subject: New graphics Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Wed Mar 19 23:23:25 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:51 2005 Subject: [CF-Devel] attacktype proposal References: Message-ID: <3E79504D.5020600@sonic.net> Bernd Edler wrote: > As the resistances have been changed from simple bits to > integer values , it seems natural to me to change the > attacktypes to integers also. > > Then we could have a weapon like this: > > damage: pysical : 12, fire : 8, poison : 15, paralyse 20 Interesting idea. > > If you have more strength, then only the physical damage would rise. > Maybe weaponmagic too. > The number for slow would indicate about the probability of a > successful paralyzation, depending an the enemy's level and resistance. > It could also influence the duration of the effect. IMO, it should probably do one or the other. Either increase likelihood of getting hit by effect, or increasing potency of effect. To do both then makes minor increases in something like paralyzation really powerful - not only will you more often paralyze creatures, but those you do paralyzed will be paralyzed for longer. It'd probably be simplest (intuitive) to make the damage for effect type things to be how long the effect last fors. Eg, damage_paralyze 3 means the creature is paralyzed for 3 ticks, adjusted by resistance. damage_paralyze 20 means it is paralyzed for 20 ticks. I like this because you could much better tune some things - at low levels, you could have very short duration paralyzations which would be annoying and dangerous, but not instantly deadly. > With this is would not only be important what attacktypes a weapon > has, but how strong these are. > > The weapons would be a lot more different / interesting. Yep. there are two ways you could deal with this however: 1) Weapon does damage of all attacktypes it has. Eg, a dam_fire 10, dam_physical 10 dam_magic 10 could do 30 points of damage, adjusted by creatures resistances. Thus, you could add something like 'dam_fire 6' to a weapon, which gives is some minor fire damage in addition to what it already has. 2) Weapon only does damage for the most a damaging attack. In the case above, if the creature had armor (resist physical) and fire protection, then it would take that 10 magic damage, and nothing else. Special non damaging effects (drain, paralyze, slow) would still always effect the player. This is how it is currently done, but one reason because since the same damage is used for all attacktypes, if you didn't do it this way, weapons with multiple attacktypes would be much deadlier. In both these cases, the question of how damage is rolled would need to be figured. For example, if a weapon does 20 fire damage and 10 physical damage, on any single hit, do we roll a 1d20 for the fire, and 1d10 for the physical, and see which of those did the most damage (in this case, the damage done my go between being physical and fire depending on that the value was rolled). Or do we roll something like a 1d1000 (or other large value it) and scale it down for both attacktypes, eg, val = 1d1000, fire_dam = val * dam[fire] / 1000, phys_dam = val * dam[phys] / 1000. The later case more of less says 'this was a solid hit, so all the damage types are high'. It pretty much means that if physical is the best attacktype against that monster, you'd always do physical damage, since a crappy damage roll would be crappy for both physical and fire. > > Negative: > I am sure it would be a LOT of work to change the damage routine, > adjust existing weapons, maps , archetypes etc. The hard part is that hit_player passes in the damage, so the calling structure would need to get changed - basically, hit_player (or new function) would be needed that passes in the victim and what is hitting it, and then figures out damage based on all the attacktypes. There is code currently in place the cycles through the attacktypes figuring out the most damaging. Updating the arch's should be rather easy for a first pass (take existing dam and distribute it to all the attacks the monster does) - I used scripts to do this for the resist_ changes, and those could easily be modified for attacktype. But there would be a lot of tuning involved most likely _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 10 22:51:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:51 2005 Subject: [CF-Devel] player animations Message-ID: <1047358262.388.7.camel@oberon.kameria> Can someone tell me again how to animate player arches. I tried anim elf.111 elf.111 elf.131 elf.131 elf.151 elf.152 elf.171 elf.171 mina and anim facings 8 human.111 human.111 human.131 human.131 human.151 human.152 human.171 human.171 mina and every variation on this I could think of (facings 4, is_animated 1, is animated 0 ...) the best I can get is either a constantly spinning PC or one that uses the first four lines only. using the server CVS from march 10th I would have reread the e-mail on this, but the mailing list archives seem to have stopped archiving. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 3 23:56:45 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:52 2005 Subject: [CF-Devel] new random map bug References: <200303040211.h242BLkY022487@lol1120.lss.emc.com> Message-ID: <3E64401D.2080404@sonic.net> Preston Crow wrote: > On Metalforge this evening, I encountered a new disconnected map: > > (null) (/random/pirateisland0038) xsize 23 ysize 23 wallstyle dungeon > floorstyle lightdirt monsterstyle undead decorstyle creepy exitstyle sstair > dungeon_level 7 dungeon_depth 50 orientation 1 origin_x 21 origin_y 1 > random_seed 1046743401 > > There's just one long hallway with no exit except the one I entered by. I've fixed this in CVS. Probably another problem with maps that are too small, but the problem is more that in such a case, it should place both the up and down exit in the same room. There are some odd bits in the random map code - symmetrizing spirals makes some sense to get a double/quadruple spiral, but really doesn't make much sense for the roguelike layout - probably just better off to start off with a bigger map size and let the roguelike code connect it as appropriate. that code would probably do a better job, and have a more interesting map. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 17 15:25:49 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:52 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings Message-ID: <1047936349.3e763d5d15427@imp.free.fr> Hello, With the last release of Crossfire Server/gtk Client (1.5.0) and with the last Server CVS too, I have a bug with the displaying and refreshing of the buildings. It's with the big world maps (and perhaps with the others, I've only tried the new maps) : When buildings appears, there's only the top left square that is displayed (and sometimes, all top squares), and the other squares appears only when I go "in them". And it's the same when it's the "day" and the "night". Some ideas ? Olivier. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 22 12:29:23 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:52 2005 Subject: [CF-Devel] Warning: could not send message for past 1 hour Message-ID: <200303221829.h2MGTNgA023612@blake.timetraveller.org> ********************************************** ** THIS IS A WARNING MESSAGE ONLY ** ** YOU DO NOT NEED TO RESEND YOUR MESSAGE ** ********************************************** The original message was received at Sun, 23 Mar 2003 02:29:24 +1000 from [202.83.74.222] ----- Transcript of session follows ----- <<< DATA 451 4.4.1 collect: I/O error on connection from [202.83.74.222], from= Warning: message still undelivered after 1 hour Will keep trying until message is 2 days old -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: crossfire-devel-admin@lists.real-time.com Subject: no subject Date: Sun, 23 Mar 2003 02:29:23 +1000 Size: 1316 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030323/b56f4bcf/attachment-0001.mht From crossfire-devel-admin at archives.real-time.com Tue Mar 18 17:28:16 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:52 2005 Subject: [CF-Devel] bug in some libc 64 bit parsing In-Reply-To: <3E76C153.80404@sonic.net> References: <1047935512.3e763a181ab0c@imp.free.fr> <3E76C153.80404@sonic.net> Message-ID: <1048030096.3e77ab905e664@imp.free.fr> Hello, Yes this release of Linux Mandrake (Redhat derived) 6.0 is quite old, and had some other problems : so it's possible that there are few people that already have it at this time. But this is perhaps not the only OS that have this problem : it's perhaps this release of glibc (2.1.1) on x86 ?? (does anyone have this release ?) I was the first surprised with this bug, and for my own, on this computer, I will perhaps change atoll at system wide .h files. I understand very well your problem : and it's perhaps better to see if someone else have the same problem. If someone ask why he have the message "Experience for level 112 is lower than previous level (1988232704 <= 3141600000)" at server start, it's that problem. Olivier. En r?ponse ? Mark Wedel : > huet.o@free.fr wrote: > > Hello, > > > > I took the last cvs snapshot of Crossfire Server, and I had a problem > when I > > launch the compiled server : the "experience" table don't load at the > first > > "big" (real 64 bit) level value (12 I think). > > > > After some tracing, I noticed it's because my "atoll" libc function is > broken > > (the one with GLIBC_2.1.1 of a Mandrake/Redhat 6.0 Linux Distribution > on x86). > > > > atoll in this version of the libc+distribution act on 32 bit values > only : see > > example of this program : > > > > I'd note that redhat 6.0 is pretty darn old. > > I'm a bit mixed on this. On the one hand, I'd like for crossfire to > work on > as many systems as reasonably possible (however if that was really the > case, > then I shouldn't use long long). OTOH, I really don't want to include > functions > for every call that may not work quite right on every system. > > This is more of a problem - this isn't an issue of missing a function > (in > which case something like a #ifndef HAVE_ATOLL myatoll() ... #endif) - > something > like a myatoll would be needed. > > this poses problems in that a developer could use the wrong call > someplace, > getting the wrong behaviour. It also means that if the OS in question > has a > more optimized version, that won't get used. > > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 1 00:55:34 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:52 2005 Subject: [CF-Devel] map-reset on metalforge In-Reply-To: References: Message-ID: <200303010147521.SM01196@adsl-68-21-161-131.dsl.chcgil.ameritech.net> On Sat, 1 Mar 2003 01:54:48 +0100 (MET), Bernd Edler wrote: >Since the latest update, the shops don't reset any more. >Other maps still do, but they are not visited that frequently. > >The shops are looking really messy now. > >I assume that the reset logic has changed. According to the maps command, it seems that quite a few maps are long overdue for a reset, and not just shops. -Philip _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 8 10:04:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:52 2005 Subject: [CF-Devel] crossfire-devel post from paco@arsfortunata.com requires approval Message-ID: <20030308160400.10272.78635.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: paco@arsfortunata.com Subject: Other games and sugerences Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Thu Mar 6 00:11:08 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:52 2005 Subject: [CF-Devel] Client Sound Server References: <200303051354.h25Ds24B013973@lol1120.lss.emc.com> Message-ID: <3E66E67C.1060009@sonic.net> Preston Crow wrote: > [I have no clue how sound is implemented now, so my comments may be > somewhat ignorant.] right now, its basically that sprinkled through the server are things like 'playe_sound...'. The sound they play is basically hardcoded to certain events, like pulling of levers, buttons, going through trap doors, eating poison, etc. For spells, when one is cast, it basically says 'play spell sound xxx'. > > > This indicates that sound activations should definitely be part of the > arches. That way a map maker can turn off sounds for machinery that the > player isn't supposed to know about, such as grates that roll boulders to > generate random actions depending on which button they land on. > > Volume could be a factor of distance. > > Of course, as you point out, this gives the player more information, so it > is something map designers need to think about carefully. Well, in the sound command send to the player, on offset to the player is sent (eg, -4, -2). Thus, the client can adjust volume, as well as adjust the balance for two speakers (if something is just to the left of hte player, only play on the left channel for example)). I suppose if someone wanted to get adventurous, they could put support into the client for full surround sound also. But yes, I think sound should be part of the object. A simple implimentation should just have one sound/object, and a flag which says when to play that sound (eg, when player applies it, etc). A more complex method is what I described briefly before - ability to add repeating sounds (so something like a fountain constantly makes noise), ability for objects to have multiple sounds (if applied, play this, if dropped, play this, constantly play this, etc). However, this is near the bottom of my list of things to do. So unless someone else does it, not likely to happen anytime soon. You are right in that it would give out more information. I'm not sure how big a deal this really is - I know when discussion about increasing the size of the window the player sees was discussed, there was some concern about the extra information it gives out (what might have been a gate connected to a lever that were too far apart to both be seen might now be visible to the player. Or you could have cases where player could now easily see the other side of the room and try to make more clever decisions, etc). I think its pretty unlikely that a player hearing an event they didn't hear before isn't likely to significantly change any maps. The most likely case I'd see is where you have cases of objects like gates/buttons used for effects the player shouldn't really notice. As an aside, since the server sends instructions to the client like 'play sound X, offset x,y', the client could certainly be made to display that in an 'intelligent' fashion even if the player doesn't want audio effects. Eg, something like 'you hear a grate to the north' or the like. > > --PC > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 19 08:30:55 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:52 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings In-Reply-To: <3E7801BD.50105@sonic.net> References: <1047936349.3e763d5d15427@imp.free.fr> <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> <1048026707.3e779e53cce8a@imp.free.fr> <3E7801BD.50105@sonic.net> Message-ID: <1048084255.3e787f1f7c379@imp.free.fr> Hello, En r?ponse ? Mark Wedel : > I can't explain it. Is your server available someplace to test > against? I can make some other tests, but it's on a "modem" connected computer, so it's not a permanent connexion. > If > you connect to metalforge (if possible), does the display work right > there? > I've tried with one of the servers listed by the client when it launch (its IP started with 210 or 211, something like that), and it worked well, but I have some snow on this server, and not on mine : it's perhaps linked with weather, as Todd Mitchell said. I will check weather options, but I've taken all defaults one. > The fact that changing the server fixes the problem suggests something > in the > server is the problem. It could be something peculiar to your server, > eg, how > memory is initialzed or cleared or something. > It's the last cvs code, and it appear at the starting of the server. I will perhaps try to start it after a flush of the var directory : it's perhaps my players or permenent objects (?). There loading could perhaps alter some memory structures ???? Olivier. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 24 01:16:32 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:52 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings In-Reply-To: <1048349594.3e7c8b9a48b33@imp.free.fr> References: <1047936349.3e763d5d15427@imp.free.fr> <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> <1048026707.3e779e53cce8a@imp.free.fr> <3E7801BD.50105@sonic.net> <1048084255.3e787f1f7c379@imp.free.fr> <3E794613.7060803@sonic.net> <1048349594.3e7c8b9a48b33@imp.free.fr> Message-ID: <3E7EB0D0.7030104@sonic.net> huet.o@free.fr wrote: > > I've tried with metalforge too (the other day it was on a server that appear on > the "metaservers" list, but not metalforge), and it work very well with it. > > Yes it's very strange, but I didn't noticed before : it's not the only > displaying bug : it's the same with some "one square" spells : > > Some displaying are quite buggy now : firebolt, frostbolt, small/large > lightning, ball lighting, comet, bullets etc. > > And For "create food" too : I create a food, don't see it, and then, turn on all > adjacent squares : don't see it, and after, when I go on the exact square of the > food, it appear. > > And with the 1.4.0 release of the server, it work perfectly. Has been a lot of > server issue on the displaying between 1.4.0 and 1.5.0/last cvs ? No, not really. Note that metalforge is latest CVS - if it is native to all server code, you should see the problem when you play there. So that would suggest it is something peculiar to your server/system. It wouldn't seem like that should be the case, but who knows - an obscure bug that for some reason shows up in 1.5 but not 1.4. > > It's perhaps not the code but the pictures or maps ??? but why could it makes > problems on the server code ? Could be. You coudl probably try the 1.4 pictures or maps - I don't think anything really changed that should result in those not working with 1.5. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 18 14:35:41 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:53 2005 Subject: [CF-Devel] Books Message-ID: <200303182035.h2IKZf98013015@lol1120.lss.emc.com> > My personal thought is to eliminate a lot of that. Maybe I'm the non typical >player, but I personally don't find multiple names for the same equivalant (or >near equivalant) item all that interesting - I'd much rather my items merge, and >know that all the items are sorted sensibly (Eg, if I'm looking for a wizard >spell, know it starts with spellbook or grimoir, but not any of grimoire, tomb, >and several other names). I found it annoying at first, but now that the name of the spellbook is based on the level of the spell, it's not a problem. In fact, it makes it a little easier to find a spell when you know what you're looking for. Granted, there are a few maps where there are spellbooks that don't have the right name (in the tower of demonology, I believe), so they don't stack, but those are rare cases. --PC _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 19 23:05:54 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:53 2005 Subject: [CF-Devel] problems with darkness References: Message-ID: <3E794C32.6070602@sonic.net> Bernd Edler wrote: > Hello > > If i walk through darkness with X-ray vision the gfx > is disturbed like you can see in the attached png. > The tiles are just copied against walking direction > including the darkness shading. The client has some issues with shading with best (per pixel) lighting. I've not bothered to track it down. You don't see that with per square lighting. > The game also seems to think that i can't see the adijacent > squares because it is dark there, although i have x-ray. Xray lets you see 5 space area immediately around the player (2 spaces in each direction). darkness doesn't come into the picture. However, that is all x-ray lets you see. For example, if you have something like: 123456 .|.... P|.... .|.... Xray will let you see row 2 (wall) and row 3 (empty spaces), but nothing more. In a sense, it expands your view to be 5x5 no matter what, but if there is a wall you can now see through, it still doesn't let you see the entire room (like if the wall was not there). > Therefore i can see spelleffects that in reality are long gone. > The server seems to think i need no update information. > You can test this nicely in the dragonquest caves. > I get this on gcfclient 1.5 and 1.4 as well. Turn off fog of war (if on) and report back. Most likely, the client is storing this information in its fog of war - it stores what it last knew the space to look like, which includes monsters, spell effects, etc. Fog of war is completely done on the client - for this reason, the server doesn't see any reason that the client needs updated info on those spaces. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 00:35:43 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:53 2005 Subject: [CF-Devel] PATCH, fixing, ac/wc, overflow, after, holy, possession/bless/curse References: <20030304185037.A6088@ds217-115-141-141.dedicated.hosteurope.de> Message-ID: <3E659ABF.6040408@sonic.net> Jochen Suckfuell wrote: > Hi! > > The following patch fixes an overflow that happened when the ac/wc bonus from > holy possession, bless or curse exceeded the signed byte limit. > > It's done by using short tmp values to check for an overflow, and then > limiting the bonus to 127/-128 . Is this actually a problem? I looked at the code, and the current spell params - the spell the gains the most rapidly is 'holy possession' - if I read the code right, for every 4 levels, it should increase the damage by 1. Looking further, it appears the problem is that if you cast bless over and over, the effects stack. IMO, I don't think that is really the intended behaviour - I think what is really intended is that if you have bless, you can re-cast it to reset the duration so that it doesn't expire as soon. I'd personally think that the += values currently in place should just be replaced with = values. In any case, the patch as you submitted isn't acceptably anyway - it doesn't use standard C constructs - you are using // comments as well as declaring new variables in the middle of code blocks. These would be easy points to fix if people think this is the desired fix. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 24 00:21:17 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:53 2005 Subject: [CF-Devel] sdl fog of war change. Message-ID: <3E7EA3DD.40405@sonic.net> Just checked into cvs: The following bits changes how fog of war looks in SDL mode. Now, fog of war spaces are drawn in greyscale, instead of half darkness. This makes it clearer what the status of the space is (fog of war/darkness). This change probably uses less cpu to draw, but uses more memory for the images (as it now has to store a rendered greyscale image). If not using SDL, you'll still have the old behaviour (dimmed spaces for fog of war), and no significant amount of extra memory will be used. -- gtk/gx11.h: Add fog_image pointer to PixmapInfo structure. gtk/image.c: Add code to render greyscale image. Also add code to free greyscale image. gtk/sdl.c: Modify map draw code to use grey fog image if space is fog of war space. Disable dimming of fog spaces - no longer necessary as space now looks different. MSW 2003-03-24 As a note, it probably wouldn't be really hard to make this a config option. However, I'm a bit reluctant to make everything a config option - this is more code to maintain, which then makes it harder to debug problems and whatnot. The only real issue is the extra amount of memory the above change takes up. If you make the approximation that each image takes up about 4 k (32 x 32 x 4), then that means if every image is rendered, that adds up to about 16-17 MB of extra memory that is required. Given that this change is only for SDL mode, I'd say that if memory is a concern, probably could just not use sdl mode. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 4 13:57:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:53 2005 Subject: [CF-Devel] crossfire-devel post from tth@one.net requires approval Message-ID: <20030304195701.28446.89935.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: tth@one.net Subject: [Crossfire-devel] Client Sound Server and ALSA9 Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Tue Mar 4 22:17:44 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:53 2005 Subject: [CF-Devel] Map tile bug (Near Euthville) In-Reply-To: <5.1.0.14.0.20030304213304.00a86ba0@postoffice.worldnet.att .net> References: <3E64401D.2080404@sonic.net> <200303040211.h242BLkY022487@lol1120.lss.emc.com> Message-ID: <5.1.0.14.0.20030304221539.00a885d0@postoffice.worldnet.att.net> At 09:37 PM 3/4/03, you wrote: >March 3 CVS image: > >Bug may be reproduced by entering the Goblin King's Quest >cave northeast of Scorn. Exit the cave. > >You will be unable to cross the map tile to the north until >you travel south so that the map tile edge scrolls up to the >top of the visible map. In fact, the system shows the map >as black like there is something blocking your view. > >IOW, you can't enter the town immediately to the northeast >because it is on an adjoining map tile. Walk down to scorn >and back, and everything is normal again. > >Other map anomalies occur. See png. The road is disjointed. This may only happen if you are on the bottom level of the Goblin Chief's cave and you click the lower stair to shortcut out of the cave instead of having to climb back up through all the levels to get out. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 18 23:31:44 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:53 2005 Subject: [CF-Devel] bug in some libc 64 bit parsing References: <1047935512.3e763a181ab0c@imp.free.fr> <3E76C153.80404@sonic.net> <1048030096.3e77ab905e664@imp.free.fr> Message-ID: <3E7800C0.7030009@sonic.net> huet.o@free.fr wrote: > Hello, > > > Yes this release of Linux Mandrake (Redhat derived) 6.0 is quite old, and had > some other problems : so it's possible that there are few people that already > have it at this time. > > But this is perhaps not the only OS that have this problem : it's perhaps this > release of glibc (2.1.1) on x86 ?? (does anyone have this release ?) > > > I was the first surprised with this bug, and for my own, on this computer, I > will perhaps change atoll at system wide .h files. The other worry is that if the system does not support 64 bit in all the places that it should, there could be other issues. Eg, if %lld ends up not working right and stripping the value to 32 bit, you get issues there, etc. I'm not saying that is necessary the case - I'm just saying that it could be difficult to know for sure if everything works as it should - one could think that if one area is broken, there could be others. > > > I understand very well your problem : and it's perhaps better to see if someone > else have the same problem. If someone ask why he have the message "Experience > for level 112 is lower than previous level (1988232704 <= 3141600000)" at server > start, it's that problem. Note that there is a pretty simple workaround to this problem - just set maxlevel to 110 in the exp table file, and comment out the last five levels. Perhaps not ideal, but I'm pretty sure if you do that, everything should work as expected. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 20 05:32:57 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:53 2005 Subject: [CF-Devel] Re: [Crossfire-devel] ALSA 0.9.x sound server patches In-Reply-To: <3E796D81.1000307@sonic.net> References: <20030311071633.63064a69.tth@one.net> <20030311160756.2849dc8e.tth@one.net> <3E796D81.1000307@sonic.net> Message-ID: <20030320063257.1a3de4d9.tth@one.net> On Wed, 19 Mar 2003 23:28:01 -0800 Mark Wedel wrote: > It seems that if alsa9 is being used, you have set up its own functions for > things like init_audio. yet I also see changes to the old init_audio that was > used for older versions of alsa, with #ifdef ALSA9 .. stuff, yet that code would > not seemed used, so just seems odd to be in place. > ah, i had forgotten about that :P i added it there because my original plan was to have it just define ALSA_SOUND as normal, but i realized i had to do another define for it. I had forgotten to take that out :P if ALSA9_SOUND is defined ALSA_SOUND won't be defined anyway :P Tim Hentenaar _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 4 23:56:17 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:53 2005 Subject: [CF-Devel] [Crossfire-devel] Client Sound Server and ALSA9 References: <20030228175411.3dd466a6.tth@one.net> Message-ID: <3E659181.20907@sonic.net> Tim Hentenaar wrote: > Hallo all, > > Is anyone working on writing ALSA9 code for the Sound Server? > > I've been working at it, and if no one else is working on it, i'll go ahead and finish it, then send a patch :P > To answer your question, which I didn't do in the other message, to my knowledge, no one is working on support for alsa9 in the sound server. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 10:01:03 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:53 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303051101.AA02160@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A00000840; Wed, 5 Mar 2003 01:43:34 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id AC968C70062; Wed, 05 Mar 2003 01:43:34 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qStg-0002C3-00; Wed, 05 Mar 2003 01:01:00 -0600 Received: from a.smtp-out.sonic.net ([208.201.224.38]) by pirate.real-time.com with smtp (Exim 4.11 #5 (Red Hat Linux)) id 18qStM-0002Bo-00 for ; Wed, 05 Mar 2003 01:00:40 -0600 Received: (qmail 31330 invoked from network); 5 Mar 2003 06:39:44 -0000 Received: from prop.sonic.net (208.201.224.193) by a.smtp-out.sonic.net with SMTP; 5 Mar 2003 06:39:44 -0000 Received: from sonic.net (tavern.santa-clara.ca.us [209.204.178.229]) by prop.sonic.net (8.11.6/8.8.5) with ESMTP id h256dij10986 for ; Tue, 4 Mar 2003 22:39:44 -0800 X-envelope-info: Message-ID: <3E659ABF.6040408@sonic.net> Date: Tue, 04 Mar 2003 22:35:43 -0800 From: Mark Wedel User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.0.1) Gecko/20020712 X-Accept-Language: en-us, en MIME-Version: 1.0 To: crossfire-devel@lists.real-time.com Subject: Re: [CF-Devel] PATCH, fixing, ac/wc, overflow, after, holy, possession/bless/curse References: <20030304185037.A6088@ds217-115-141-141.dedicated.hosteurope.de> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit X-Spam-Score: -1.0 (-) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qStM-0002Bo-00*3udCQMj1cZk* Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com X-Mailman-Version: 2.0.13 Precedence: bulk Reply-To: crossfire-devel@lists.real-time.com List-Help: [message truncated] From crossfire-devel-admin at archives.real-time.com Fri Mar 21 07:09:37 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:54 2005 Subject: AW: [CF-Devel] problems with darkness In-Reply-To: <3E7AA97D.9070002@sonic.net> Message-ID: i think i posted releated fix information about darkness 2 times in the past. Sadly, the response was not "as it should". Some of the fixes and some of the extensions i put in daimonin are now reput in crossfire. But this always comes in a bit odd way ignoring daimonin and the code. I really wish more sharing here - it will be help us all and reduce work for all of us. For the darkness bug: The big bug is, that we call for the map redraw a old code artifact, which destroys our LOS information. This is not only a darkness problem - it effects the whole LOS. The problem with this bug is, that it don't comes with bug messages or something. The only way to notice it, is to generate a set of test maps and test situations. Then the tester have to drive with a char over the maps and test the functions with it. Sadly, nor crossfire or daimonin has it. This is a major mistake from both projects and i will change it for daimonin asap when i have some more time after beta. We should think for both projects about the right test maps. When a map is redrawn, this function in info.c is called first: void draw(object *pl) { if(pl->map == NULL || pl->map->in_memory != MAP_IN_MEMORY) return; if(pl->contr->do_los) { update_los(pl); <- *here is the bug* pl->contr->do_los = 0; } draw_client_map(pl); } This function is redundant code and must be removed - the functions who calls it must call draw_client_map() direct instead. Now, look at the funktion draw_client_map() in socket/request.c. There we handle the los once more. As you can see, we do some more stuff before it. Because draw() update the LOS before we prepare the LOS stuff in draw_client_map(), the whole LOS correction in draw_client_map() will fail all the time. There is a good way to see the broken LOS and how this fix it. In Navar is in the south-east corner a tower which is totally dark in it. Enter it, stay on the door and cast a spell like firebolt which lights up the area in a flash effect. Then apply the door without moving and you will see outside still artifact of the other map including LOS/darkness bugs. You have perhaps try it one or two times - even try different positions. This kind of effects are hard to track without test maps desinged for it. michtoen > -----Ursprungliche Nachricht----- > Von: crossfire-devel-admin@lists.real-time.com > [mailto:crossfire-devel-admin@lists.real-time.com]Im Auftrag von Mark > Wedel > Gesendet: Freitag, 21. Marz 2003 06:56 > An: crossfire-devel@lists.real-time.com > Betreff: Re: [CF-Devel] problems with darkness > > > Preston Crow wrote: > >> Turn off fog of war (if on) and report back. Most likely, the > client is > >>storing this information in its fog of war - it stores what it last knew > >>the space to look like, which includes monsters, spell effects, > etc. Fog > >>of war is completely done on the client - for this reason, the server > >>doesn't see any reason that the client needs updated info on > those spaces. > > > > > > I'm also seeing fog of war problems. In my case, it happens most often > > when I'm running quickly through visibility-obstructing squares. What > > happens is that a copy of my character image is left on some of the > > squares. My guess is that I'm moving fast enough that the > server doesn't > > do a full update for every square that I move over. (If it > would help, I > > could try to see if this only happens when my movement rate is > above some > > threshold.) I've also seen a few cases where a monster image is left on > > the screen, though this is quite rare. > > I've not been able to reproduce it, and thus hard to fix. The > thing to really > see is where the data is wrong, eg, does the server have the > wrong impression of > what a space looks like, or is it the client. > > Also, this bug seems pretty rare, so isn't all that high > priority to fix. > > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 4 23:09:52 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:54 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303050009.AA02188@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A00000894; Tue, 4 Mar 2003 14:42:36 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id A1ABB500132; Tue, 04 Mar 2003 14:42:35 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qIa2-0007Py-00; Tue, 04 Mar 2003 14:00:02 -0600 Received: from enchanter.real-time.com ([208.20.202.11] ident=[2QT5B83PQiR3S06ZYNvHAqO3SbY0cZ1i]) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qIWz-0007Og-00 for ; Tue, 04 Mar 2003 13:56:53 -0600 Received: from enchanter.real-time.com (IDENT:udxMTfibQFGP9qdoo/XgWtPNDTS4Sz/q@localhost [127.0.0.1]) by enchanter.real-time.com (8.12.8/8.12.8) with ESMTP id h24Ja4ul004234 (version=TLSv1/SSLv3 cipher=EDH-RSA-DES-CBC3-SHA bits=168 verify=NO) for ; Tue, 4 Mar 2003 13:36:05 -0600 Received: from localhost (leaf@localhost) by enchanter.real-time.com (8.12.8/8.12.8/Submit) with ESMTP id h24Ja4L1004230 for ; Tue, 4 Mar 2003 13:36:04 -0600 X-Authentication-Warning: enchanter.real-time.com: leaf owned process doing -bs X-Received: from sc8-sf-list2.sourceforge.net (lists.sourceforge.net [66.35.250.206]) by enchanter.real-time.com (8.11.6/8.11.6) with ESMTP id h1SMw8P23408 (using TLSv1/SSLv3 with cipher EDH-RSA-DES-CBC3-SHA (168 bits) verified NO) for ; Fri, 28 Feb 2003 16:58:14 -0600 X-Received: from sc8-sf-list1-b.sourceforge.net ([10.3.1.13] helo=sc8-sf-list1.sourceforge.net) by sc8-sf-list2.sourceforge.net with esmtp (Exim 3.31-VA-mm2 #1 (Debian)) id 18otSK-0001tJ-00; Fri, 28 Feb 2003 14:58:16 -0800 X-Received: from mx04.gvl.sys.nuvox.net ([64.89.70.86]) by sc8-sf-list1.sourceforge.net with esmtp (Exim 3.31-VA-mm2 #1 (Debian)) id 18otRU-00036o-00 for ; Fri, 28 Feb 2003 14:57:24 -0800 [message truncated] From crossfire-devel-admin at archives.real-time.com Tue Mar 4 23:55:34 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:54 2005 Subject: [CF-Devel] [Crossfire-devel] Client Sound Server and ALSA9 References: <20030228175411.3dd466a6.tth@one.net> <200303041705.02572@join.TCLUG.at.www.mn-linux.org> Message-ID: <3E659156.90007@sonic.net> Bob Tanner wrote: > On Friday 28 February 2003 04:54 pm, Tim Hentenaar wrote: > >>Hallo all, >> >>Is anyone working on writing ALSA9 code for the Sound Server? >> >>I've been working at it, and if no one else is working on it, i'll go ahead >>and finish it, then send a patch :P > > > The sounds are so pathetic I don't think ALSA9 is worth it. :-) If we had > better sounds I could see the effort. > To some extent, I agree that the sounds aren't very good. However, I'm never really going to discourage people from adding support for more platforms. Adding new/better sounds has varying amounts of difficulty - if you just want to add a new sound for an event that is already defined, thats very simple. However, the way sounds are currently done in the server (IMO) is not very good, since they are all hardcoded references. I've probably mentioned ideas in the past for improving this - basic idea would be to something something for sounds similar to the anim for images (eg, sound_speed, sound sequence, etc). However, related to that, when to play sounds should somehow be tagged in the object (play when applied, play when killed, etc). To me, right now, one sound that I would like to see added is something for the grates - that is a rare enough event that it wouldn't 'pollute' things so much as to get overplayed. But could add some nice atmosphere - pull that lever, and even if the gate it activates isn't visible, might still hear the workings of the machinery. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 19 23:45:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:54 2005 Subject: [CF-Devel] Various bugs in the server. References: <200303170019418.SM01492@adsl-68-22-198-25.dsl.chcgil.ameritech.net> Message-ID: <3E79555E.8090403@sonic.net> phil@theperlguru.com wrote: > Three bugs. The first, Glaurung reported in IRC. A dragon joining > the devourers cult can't enter the dragon guild, as the race gets set > to 'undead' upon joining the cult. This was discovered on a 1.4.0 > server, but I'm guessing it's still a bug. Or feature, depending on your point of view. It probably should be considered a bug - a dragon that is unable to get his dragon abilities would probably be a pretty uninteresting player. I don't see any convenient way of fixing this. One could easily document it away, eg, 'The dragon guild is open to all dragons. However, the guild masters look down on any dragons that forsake their heritage and join the ranks of the undead followers of Devourers. Such undead dragons are no longer allowed into the guild'. > > The second bug is that the chests in the snake pit, which are supposed > to be openable only with the key, can be opened by being burned open. > No key? Simple, cast firebolt, and grab the venomtooth from the > rubble. > The right approach is to probably change the material on this so that it can't be destroyed (change the material for this one depositbox on the map). We could add special code which tries to check for this, but that just makes things more complicated (now need to check for object type + if it has slaying) - i'd much rather just set the object to be non destroyable on that map. One could also make for interesting maps other places. Eg, put some spellbooks in a similar chest - sure, you could burn the chest open, but who knows, good chance you'd burn those spellbooks you want. But such grey areas of adventuring are probably what make things more interesting. > The third bug is that poison cloud, icestorm, and other attacks that > really shouldn't cause items to blow up, cause items to blow up. I > seem to recall someone else reporting this, but it's really obvious > when you get a screenful of burnouts from a poison cloud. I've fixed this. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 20 23:56:13 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:54 2005 Subject: [CF-Devel] problems with darkness References: <200303201852.h2KIq6Hu019192@lol1120.lss.emc.com> Message-ID: <3E7AA97D.9070002@sonic.net> Preston Crow wrote: >> Turn off fog of war (if on) and report back. Most likely, the client is >>storing this information in its fog of war - it stores what it last knew >>the space to look like, which includes monsters, spell effects, etc. Fog >>of war is completely done on the client - for this reason, the server >>doesn't see any reason that the client needs updated info on those spaces. > > > I'm also seeing fog of war problems. In my case, it happens most often > when I'm running quickly through visibility-obstructing squares. What > happens is that a copy of my character image is left on some of the > squares. My guess is that I'm moving fast enough that the server doesn't > do a full update for every square that I move over. (If it would help, I > could try to see if this only happens when my movement rate is above some > threshold.) I've also seen a few cases where a monster image is left on > the screen, though this is quite rare. I've not been able to reproduce it, and thus hard to fix. The thing to really see is where the data is wrong, eg, does the server have the wrong impression of what a space looks like, or is it the client. Also, this bug seems pretty rare, so isn't all that high priority to fix. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 20 03:56:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:54 2005 Subject: [CF-Devel] attacktype proposal In-Reply-To: <3E79504D.5020600@sonic.net>; from mwedel@sonic.net on Wed, Mar 19, 2003 at 09:23:25PM -0800 References: <3E79504D.5020600@sonic.net> Message-ID: <20030320105601.A13771@ds217-115-141-141.dedicated.hosteurope.de> On Wed, Mar 19, 2003 at 09:23:25PM -0800, Mark Wedel wrote: > > 1) Weapon does damage of all attacktypes it has. Eg, a dam_fire 10, dam_physical > 10 dam_magic 10 could do 30 points of damage, adjusted by creatures resistances. > Thus, you could add something like 'dam_fire 6' to a weapon, which gives is > some minor fire damage in addition to what it already has. > I think this would fit in nicely with the dragon race, where the claws could have a damage relative to the levels the player spent focused on this element. Bye Jochen -- Jochen Suckfuell --- http://www.suckfuell.net/jochen/ --- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sun Mar 30 08:28:01 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:55 2005 Subject: [CF-Devel] crossfire-devel post from darsie@gmx.at requires approval Message-ID: <20030330142801.15116.85858.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: darsie@gmx.at Subject: (automatic) apply rings Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Thu Mar 6 00:57:57 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:55 2005 Subject: [CF-Devel] PATCH, fixing ac/wc overflow after holy possession/bless/curse In-Reply-To: <3E66EF0F.7000807@sonic.net> References: <20030304185037.A6088@ds217-115-141-141.dedicated.hosteurope.de> <3E659ABF.6040408@sonic.net> <20030305091359.A15444@ds217-115-141-141.dedicated.hosteurope.de> <3E66EF0F.7000807@sonic.net> Message-ID: <20030306065757.GA22900@hawthorn.csse.monash.edu.au> I agree with Mark, it really shouldn't stack.. another spell that probably shouldn't stack, at least not 1000 times is the flaming aura for gorokh. While not super powerful, you can wiz through anything not fire immune at incredible speeds once cast enough :). dnh > Jochen Suckfuell wrote: > >On Tue, Mar 04, 2003 at 10:35:43PM -0800, Mark Wedel wrote: > > > > > > >It's just not logical that you gain AC and WC with every holy possession, > >and > >then suddenly you're back to normal values that don't improve any more > >(until > >you overflow a second time). The very common problem I have with this is > >that > >I cast holy possession to max out my AC, and oops, I did one too much and > >my > >AC rolled over and stays at my normal values. Now I have to wait until the > >possessions wear off and then refresh them, until I can go and fight. This > >happens that way for years now and I find it very annoying. > > I agree that if it is decided that holy possessions should stack, that > should be fixed. > > > > > > >There are monsters in the game that are very dangerous until you have AC > >-80 > >or lower (I can't imagine fighting evil masters with AC -30). If > >possessions > >don't stack any more, I see no chance to reach such a low AC. > >I think even those hyper kobolds in the Cave of Ordeal would hurt very > >much if > >you don't have a better AC than what you can reach with your armour (_if_ > >you're allowed to wear any). > > > > > I note that none of the other force type objects (eg, protection spells) > stack with each other. > > And in fact, there is even code in that function to prevent a player from > having both holy possession and bless at the same time. > > These facts lead me to believe it is an unintended consequence that the > effects are in fact currently stacking. > > I also have a problem in that the fact it does stack basically means that > how you get wc and ac bonuses from other sources really isn't important - > cast the spell a dozen times, and it really doesn't make a difference what > ac your getting from your items, and likewise wc. > > I think to some extent the difficulty of monsters will get adjusted if > necessary. OTOH, it could also be a case where monsters really were meant > to be that tough, and the fact that there was a way to get such a good > ac/wc was not intentional. > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sun Mar 16 23:15:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:55 2005 Subject: [CF-Devel] crossfire-devel post from dstuart@rogers.com requires approval Message-ID: <20030317051502.12527.25069.Mailman@pirate.real-time.com> As list administrator, your authorization is requested for the following mailing list posting: List: crossfire-devel@lists.real-time.com From: dstuart@rogers.com Subject: Dragon Guild and Devourers cult Reason: Post by non-member to a members-only list At your convenience, visit: https://mailman.real-time.com/mailman/admindb/crossfire-devel to approve or deny the request. From crossfire-devel-admin at archives.real-time.com Mon Mar 24 21:47:00 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:55 2005 Subject: [CF-Devel] Returned mail: Delivery Status Notification Message-ID: <1048564012-1418@smtp-send.myrealbox.com> The original message was received Sat, 22 Mar 2003 03:25:42 -0700 from - ----- The following address(es) had permanent fatal errors ----- ; originally to yann.chachkoff@smtp-send.myrealbox.com (unrecoverable error) The mail system encountered a delivery failure, code -11. This failure could be due to circumstances out of its control, please check the transcript for details -------------- next part -------------- Skipped content of type message/delivery-status-------------- next part -------------- An embedded message was scrubbed... From: Tim Hentenaar Subject: Re: [CF-Devel] Re: [Crossfire-devel] ALSA 0.9.x sound server patches Date: Sat, 22 Mar 2003 05:18:40 -0500 Size: 2612 Url: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030324/d06d0e3b/attachment-0001.mht From crossfire-devel-admin at archives.real-time.com Wed Mar 5 09:30:19 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:55 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303051030.AA02136@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A00000834; Wed, 5 Mar 2003 00:59:30 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id A24188F0062; Wed, 05 Mar 2003 00:59:29 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qSD7-0001xC-00; Wed, 05 Mar 2003 00:17:01 -0600 Received: from b.smtp-out.sonic.net ([208.201.224.39]) by pirate.real-time.com with smtp (Exim 4.11 #5 (Red Hat Linux)) id 18qSCG-0001wr-00 for ; Wed, 05 Mar 2003 00:16:08 -0600 Received: (qmail 10189 invoked from network); 5 Mar 2003 05:55:13 -0000 Received: from prop.sonic.net (208.201.224.193) by b.smtp-out.sonic.net with SMTP; 5 Mar 2003 05:55:13 -0000 Received: from sonic.net (tavern.santa-clara.ca.us [209.204.178.229]) by prop.sonic.net (8.11.6/8.8.5) with ESMTP id h255tCY02651 for ; Tue, 4 Mar 2003 21:55:13 -0800 X-envelope-info: Message-ID: <3E65904F.5060802@sonic.net> Date: Tue, 04 Mar 2003 21:51:11 -0800 From: Mark Wedel User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.0.1) Gecko/20020712 X-Accept-Language: en-us, en MIME-Version: 1.0 To: crossfire-devel@lists.real-time.com Subject: Re: [CF-Devel] PATCH: inscription couldn't write spells, and prepended garbage to text References: <20030305010511.A10767@ds217-115-141-141.dedicated.hosteurope.de> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit X-Spam-Score: -1.5 (-) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qSCG-0001wr-00*Oy0mmVFzrIk* Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com X-Mailman-Version: 2.0.13 Precedence: bulk Reply-To: crossfire-devel@lists.real-time.com List-Help: [message truncated] From crossfire-devel-admin at archives.real-time.com Wed Mar 19 22:39:47 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:55 2005 Subject: [CF-Devel] Problem in displaying and refreshing of buildings References: <1047936349.3e763d5d15427@imp.free.fr> <000801c2ecad$533b7ca0$0802a8c0@ott.ca.dmr> <1048026707.3e779e53cce8a@imp.free.fr> <3E7801BD.50105@sonic.net> <1048084255.3e787f1f7c379@imp.free.fr> Message-ID: <3E794613.7060803@sonic.net> huet.o@free.fr wrote: > > It's the last cvs code, and it appear at the starting of the server. I will > perhaps try to start it after a flush of the var directory : it's perhaps my > players or permenent objects (?). There loading could perhaps alter some memory > structures ???? > Could be related to darkness - even if you turn darkness off in the client, the server still enforces it. fog of war interacts 'oddly' with darkness. Fog of war remembers what you can't see, and the way it is drawn is such that you can't easily distinguish a fog of war space from a dark space. So you could have something like the map is totally black. As you step over spaces, you get information, which fog of war remembers. I presume you have tried with different characters on your server? Very hard to diagnosis. I haven't seen any oddities with my server, which is running CVS code. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 10 01:19:36 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:55 2005 Subject: [CF-Devel] Spell object idea. In-Reply-To: <3E6C3761.2090901@sonic.net> Message-ID: On 10-Mar-03 Mark Wedel wrote: > TBD: > bdur (base duration), ldam (level adjustment for damage), ldur (level > adjustment for duration): These need to get put into some field - > I'm undecided if it makes more sense to add new fields (instead of > overloading existing ones). You yourself said we aren't supposed to overload anymore.. :) I don't think any of the current fields available make sense for these anyhow. > The defensive, range, and onself can largely be derived from the > subtype above. if subtype is protection or healing, it'd be > self. A cone, bolt, or ball would be range. What if I want to make a cone of healing? What about area effect protection spells? --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 22 01:31:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:55 2005 Subject: AW: [CF-Devel] problems with darkness In-Reply-To: References: Message-ID: <3E7C1136.60302@sonic.net> Michael Toennies wrote: > Some of the fixes and some of the extensions i put in daimonin are now reput > in > crossfire. But this always comes in a bit odd way ignoring daimonin and the > code. > I really wish more sharing here - it will be help us all and reduce work for > all of us. Probably true. The 'problem' is that someone from each project needs to monitor the other project and see if there is interesting things to crossport. That obviously involves some people time - it's hard enough for me to keep up with my mailbox when just related to crossfire information. Also, doing a quick search on sourceforge, it seems there are 3-4 projects that list crossfire as a basis or inspiration (interestingly enough, Daimonin is not one that shows up). But the point is really that as this number grows, that just means more things that people have to watch (now some of these may have very little or no cross project interest, as they are sufficiently different). Watching what goes on in other project, looking at code added, etc, is probably one of the less interesting things to do (most people would rather write new code, maps, whatever) - just look at bug fixing - it is one of the less glamorous areas of development, but something that needs to be done. But most people would rather add some new feature than track down a few bugs (unless those bugs proved very annoying). > > The only way to notice it, is to generate a set of test maps and test > situations. Then the > tester have to drive with a char over the maps and test the functions with > it. Sadly, nor > crossfire or daimonin has it. This is a major mistake from both projects and > i will change > it for daimonin asap when i have some more time after beta. We should think > for both projects about the right test maps. Well, this bug as described was very easy to track down on a simple test map. But yes, crossfire for the most part has no test suite to really evaluate if things are working as expect. Something shows up, and then a test map is made to isolate the problem. This really isn't the ideal solution - it'd obviously be better to have test maps to find these bugs first. But once again, writing test suites/maps is probably one of the less interesting areas of development. > > When a map is redrawn, this function in info.c is called first: > > void draw(object *pl) { > > if(pl->map == NULL || pl->map->in_memory != MAP_IN_MEMORY) > return; > > if(pl->contr->do_los) { > update_los(pl); <- *here is the bug* > pl->contr->do_los = 0; > } > > draw_client_map(pl); > } > > This function is redundant code and must be removed - the functions who > calls it must call > draw_client_map() direct instead. Yep - I've removed that from crossfire source - since draw_client_map does the right thing, that isn't needed. In face, the draw function really isn't needed anymore - I think I'll remove it. > There is a good way to see the broken LOS and how this fix it. > In Navar is in the south-east corner a tower which is totally dark in it. > Enter it, > stay on the door and cast a spell like firebolt which lights up the area in > a > flash effect. Then apply the door without moving and you will see outside > still artifact > of the other map including LOS/darkness bugs. > > You have perhaps try it one or two times - even try different positions. > This kind of > effects are hard to track without test maps desinged for it. Well, I also found this bug in just a dark map with nothing special. It turns out it was related to my hack to handle spaces at the edge of darkness special - while the server cleared what it things the space should look like, instead, the client just got a 'that space is really dark', so it wouldn't draw it, but would still hold the the faces that were on that space for potential fog of war use. In theory, it could perhaps be a client fix. But really, that bit in the server was a bit of a hack to try and make per pixel lighting look better. There isn't a really good reason for that code - per tile lighting didn't need that hack. Also, once that code is removed from the server, it seems the fog of war works a bit better with dark maps. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Mon Mar 10 00:57:37 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:55 2005 Subject: [CF-Devel] Spell object idea. Message-ID: <3E6C3761.2090901@sonic.net> One of the TODO items for almost eternity is the idea of making spells be objects, instead of having a table. What is below is my write up of that idea. The reason I am thinking about this mor right now is because of the skill redo - one of the ideas mentiond that seem to receive a bit of positive support was to split the current set of wizardry into a few subcategories. While having spell objects isn't necessary to do that, it makes things easier - it is likely there are some number of spells that should be available to these multiple disciplines - under the current mechanism, that basically means adding a new spell for each of those cases, with some amount of code. With spell objects, its just a matter of another arch, and that's it. Plus, I think its a good idea put as many things as reasonable into object form - this reduces code. One case this coudl be considered an advantage is scripting - if spells are objects, the basic building blocks are already there for the scripts to manipulate this informatin (give playera new spell, remove one from their inventory, etc). -- In the old model, each spell had a specific number associated with it. Monster spell abilities, while object, just said to use spell number X. Given that everything else in the game is object, this hardcoding of spells was less than ideal. In the new system, spells are objects. The spell object the player knows has the characteristics of the spell. As a first pass, the existing spells are just converted to object form. As time passes, new spells can be easily added in this system. It also simplifies the code - the spells a player knows are now objects in his inventory. The spell a wand casts is the spell in its inventory. The spell a scroll casts is the spell in its inventory, and the spell you learn by reading a spellbook is the spell in its inventory. This model makes it very easy to make variations of some spells. Want to make an extra large fireball? All this is needed is to take the large fireball arch, increase a few paramters, and your all set. The following is the fields in the object structure, and how they correspond to a spell. Fields that are not mentioned are not used. char *name: Name of the spell (large fireball, icestorm, etc) char *lore: Description of the spell to be put in books, or perhaps even to just let the player see. In a sense, this puts documentation of the spells within the object, instead of having to maintain seperate files. float casting_speed: How long it takes to cast the spell (was time) face/anim: If the spells is a generic spell that doesn't have an other_arch pointer, this is the face (or animation to use when the spell is cast. uint8 type: SPELL (to denote this is spell object) sint16 resist[] values: For protection spells, resistance they provide. uint32 attacktype: Attacktype of the spell. uint32 path_*: spell path information. Note as of this writing, only path_attuned is expected to mean anything. However, I can envision the user of path_repelled/denied to denote that if the caster is attuned to some path, they have penalties in casting this spell. sint32 value: Base value of this spell for scroll, spellbooks, wands, rods. sint16 level: Level of the spell other_arch: archetype this spell uses. char *skill (new): Skill needed to cast this spell. sint32 subtype (new): Sub classification for this spell. It sort of relates to the existing spell number, but in a more general form. At first pass, subtypes would fall into protection spells, bolt spells, ball spells, cone spells, stat increase spells. There are a number of spells which can not be abstracted and are unique in their own right (dimension door, word of recall, polymorph, etc). In these cases, there will be one value for that spell type. From living/stats substructure: Str, Dex, etc: If spell changes and ability, this is the ability it changes. sint16 dam: Base damage the spell does: sint16 sp: how many spellpoints the spell costs sint16 grace: how much grace the spell costs sint16 maxsp/maxgrace: Every 'maxsp/maxgrace' levels beyond its base level, the spell cost doubles (this is pro rated like the old code. For example, if a first level spell costs 5 sp, and maxsp is 5, then at level 6 it would cost 10 sp. However, at level 2, it is 6 sp, level 3 is 7 sp, etc. TBD: bdur (base duration), ldam (level adjustment for damage), ldur (level adjustment for duration): These need to get put into some field - I'm undecided if it makes more sense to add new fields (instead of overloading existing ones). There are also many fields in the spell structure which are not copied - charges, scrolls, scroll_chance, books, range, defensive, cleric, onself. The defensive, range, and onself can largely be derived from the subtype above. if subtype is protection or healing, it'd be self. A cone, bolt, or ball would be range. range is very important - range would determine blast area of ball spells, range of cones, etc, and thus probably be one of the fields that people are more likely to update (huge fireball, etc). cleric is basically redundant now - the skill says what skill to use for this spell. Note that a spell could in theory cost both mana and grace - what it costs is not necessarily tied to a skill. However, it would be bad practice to make a wizardry spell use mana. However, I could potentially see hybrid skills that have some variosu benefits, or if we have say a 'magic' god, perhaps some special spells it provides a use mana. So lets next touch on the idea of treasurelist for spell objects. As mentioned above, spell objects, like wands, spellbooks, scrolls, etc, contain the spell they cast. The way spells end up in those objects is via a mechanism there is already code for - treasurelists. Currently, the treasure generation code notices if a wand, rod, spellbook, or scroll is generated. If so, it calls special code that looks at the field of the spell structure and randomly chooses a spell. Instead, this is just replaced with treasurelists. The scroll object would have a 'randomitems scroll', wands a 'randomitems wand',etc. These may be big treasure lists, but that shouldn't post any problem. More likely, these lists would be broken up into smaller pieces (eg, scroll_low_level, scroll_medium_level, scroll_high_level). This provides finer resolution than is currently allowed in the spell structure - you could make some spell available only in rods, but not wands. you can better adjust things to better spells show up in tougher dungeons, etc, The only thing that is really missing here is how to figure out how many charges to put into wands. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sun Mar 16 23:15:31 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:56 2005 Subject: [CF-Devel] Various bugs in the server. Message-ID: <200303170019418.SM01492@adsl-68-22-198-25.dsl.chcgil.ameritech.net> Three bugs. The first, Glaurung reported in IRC. A dragon joining the devourers cult can't enter the dragon guild, as the race gets set to 'undead' upon joining the cult. This was discovered on a 1.4.0 server, but I'm guessing it's still a bug. The second bug is that the chests in the snake pit, which are supposed to be openable only with the key, can be opened by being burned open. No key? Simple, cast firebolt, and grab the venomtooth from the rubble. The third bug is that poison cloud, icestorm, and other attacks that really shouldn't cause items to blow up, cause items to blow up. I seem to recall someone else reporting this, but it's really obvious when you get a screenful of burnouts from a poison cloud. -Philip _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 4 17:05:02 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:56 2005 Subject: [CF-Devel] [Crossfire-devel] Client Sound Server and ALSA9 In-Reply-To: <20030228175411.3dd466a6.tth@one.net> References: <20030228175411.3dd466a6.tth@one.net> Message-ID: <200303041705.02572@join.TCLUG.at.www.mn-linux.org> On Friday 28 February 2003 04:54 pm, Tim Hentenaar wrote: > Hallo all, > > Is anyone working on writing ALSA9 code for the Sound Server? > > I've been working at it, and if no one else is working on it, i'll go ahead > and finish it, then send a patch :P The sounds are so pathetic I don't think ALSA9 is worth it. :-) If we had better sounds I could see the effort. -- Bob Tanner | Phone : (952)943-8700 http://www.mn-linux.org, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Sat Mar 22 01:36:11 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:56 2005 Subject: [CF-Devel] Re: [Crossfire-devel] ALSA 0.9.x sound server patches In-Reply-To: <20030320063257.1a3de4d9.tth@one.net> References: <20030311071633.63064a69.tth@one.net> <20030311160756.2849dc8e.tth@one.net> <3E796D81.1000307@sonic.net> <20030320063257.1a3de4d9.tth@one.net> Message-ID: <3E7C126B.8020209@sonic.net> Tim Hentenaar wrote: > On Wed, 19 Mar 2003 23:28:01 -0800 > Mark Wedel wrote: > > >> It seems that if alsa9 is being used, you have set up its own functions for >>things like init_audio. yet I also see changes to the old init_audio that was >>used for older versions of alsa, with #ifdef ALSA9 .. stuff, yet that code would >>not seemed used, so just seems odd to be in place. >> > > > ah, i had forgotten about that :P > > i added it there because my original plan was to have it just define ALSA_SOUND as normal, but i realized i had to do another define for it. I had forgotten to take that out :P > > if ALSA9_SOUND is defined ALSA_SOUND won't be defined anyway :P Can you provide a patch without that unneeded code? While it won't actually have an effect on how the code works, I'd rather not have the code 'cluttered' up with stuff that is redundant. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 20 12:54:10 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:56 2005 Subject: [CF-Devel] attacktype proposal References: <3E79504D.5020600@sonic.net> <20030320105601.A13771@ds217-115-141-141.dedicated.hosteurope.de> Message-ID: <001a01c2ef12$18f8bf00$0802a8c0@ott.ca.dmr> > > > > 1) Weapon does damage of all attacktypes it has. Eg, a dam_fire 10, dam_physical > > 10 dam_magic 10 could do 30 points of damage, adjusted by creatures resistances. > > Thus, you could add something like 'dam_fire 6' to a weapon, which gives is > > some minor fire damage in addition to what it already has. > > > I think this would fit in nicely with the dragon race, where the claws > could have a damage relative to the levels the player spent focused on this > element. Could be the basis for some neat spells too - to temporary enchant a weapon to do some type of damage in addition to the regular. -Roderick the Goodly quickly cast 'flame tongues (dam_fire 6)' on Boromia's axe. The axe was consumed in a firey aura. As Boromia chopped into the ice creature - it screamed in pain as the flames licked out and consumed it. You would have to figure out what to do with the damage messages however. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Tue Mar 11 15:07:56 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:56 2005 Subject: [CF-Devel] Re: [Crossfire-devel] ALSA 0.9.x sound server patches In-Reply-To: <20030311071633.63064a69.tth@one.net> References: <20030311071633.63064a69.tth@one.net> Message-ID: <20030311160756.2849dc8e.tth@one.net> sorry for replying to my own message, but i realized that there was an error in my patches when i tried to apply them. I fixed it, and here are the applyable patches :P On Tue, 11 Mar 2003 07:16:32 -0500 Tim Hentenaar wrote: > Hey all, > > Attached is the patch(since i don't have CVS write access) for the ALSA 0.9.x API implementation in cfsndserver, and a configure.in patch so that alsa 0.9.x is detected at configure time :P > > Tim Hentenaar > -------------- next part -------------- A non-text attachment was scrubbed... Name: alsa9-cfsndserver.patch Type: application/octet-stream Size: 6887 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030311/0c9cca74/alsa9-cfsndserver-0001.obj -------------- next part -------------- A non-text attachment was scrubbed... Name: alsa9-configure-in.patch Type: application/octet-stream Size: 851 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030311/0c9cca74/alsa9-configure-in-0001.obj From crossfire-devel-admin at archives.real-time.com Wed Mar 5 09:30:40 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:56 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303051030.AA02136@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A00000834; Wed, 5 Mar 2003 01:03:29 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id A3318960062; Wed, 05 Mar 2003 01:03:29 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qSGz-0001zH-00; Wed, 05 Mar 2003 00:21:01 -0600 Received: from b.smtp-out.sonic.net ([208.201.224.39]) by pirate.real-time.com with smtp (Exim 4.11 #5 (Red Hat Linux)) id 18qSGV-0001z1-00 for ; Wed, 05 Mar 2003 00:20:31 -0600 Received: (qmail 10774 invoked from network); 5 Mar 2003 05:59:36 -0000 Received: from ultra.sonic.net (208.201.224.22) by b.smtp-out.sonic.net with SMTP; 5 Mar 2003 05:59:36 -0000 Received: from sonic.net (tavern.santa-clara.ca.us [209.204.178.229]) by ultra.sonic.net (8.11.6/8.8.5) with ESMTP id h255xaQ06122 for ; Tue, 4 Mar 2003 21:59:36 -0800 X-envelope-info: Message-ID: <3E659156.90007@sonic.net> Date: Tue, 04 Mar 2003 21:55:34 -0800 From: Mark Wedel User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.0.1) Gecko/20020712 X-Accept-Language: en-us, en MIME-Version: 1.0 To: crossfire-devel@lists.real-time.com Subject: Re: [CF-Devel] [Crossfire-devel] Client Sound Server and ALSA9 References: <20030228175411.3dd466a6.tth@one.net> <200303041705.02572@join.TCLUG.at.www.mn-linux.org> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit X-Spam-Score: -1.3 (-) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qSGV-0001z1-00*qQEQLVRy1/2* Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com X-Mailman-Version: 2.0.13 Precedence: bulk Reply-To: crossfire-devel@lists.real-time.com List-Help: [message truncated] From crossfire-devel-admin at archives.real-time.com Wed Mar 5 09:02:20 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:57 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303051002.AA02196@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A000008AC; Wed, 5 Mar 2003 00:55:34 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id A1548840062; Wed, 05 Mar 2003 00:55:32 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qS9F-0001vH-00; Wed, 05 Mar 2003 00:13:01 -0600 Received: from a.smtp-out.sonic.net ([208.201.224.38]) by pirate.real-time.com with smtp (Exim 4.11 #5 (Red Hat Linux)) id 18qS8g-0001uw-00 for ; Wed, 05 Mar 2003 00:12:26 -0600 Received: (qmail 26084 invoked from network); 5 Mar 2003 05:51:30 -0000 Received: from turbo.sonic.net (208.201.224.26) by a.smtp-out.sonic.net with SMTP; 5 Mar 2003 05:51:30 -0000 Received: from sonic.net (tavern.santa-clara.ca.us [209.204.178.229]) by turbo.sonic.net (8.11.6/8.8.5) with ESMTP id h255pUF23288 for ; Tue, 4 Mar 2003 21:51:30 -0800 X-envelope-info: Message-ID: <3E658F71.2020802@sonic.net> Date: Tue, 04 Mar 2003 21:47:29 -0800 From: Mark Wedel User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.0.1) Gecko/20020712 X-Accept-Language: en-us, en MIME-Version: 1.0 To: crossfire-devel@lists.real-time.com Subject: Re: [CF-Devel] Map bug References: <200303040211.h242BLkY022487@lol1120.lss.emc.com> <5.1.0.14.0.20030304213304.00a86ba0@postoffice.worldnet.att.net> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit X-Spam-Score: -1.8 (-) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qS8g-0001uw-00*Q.3baKQm1HA* Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com X-Mailman-Version: 2.0.13 Precedence: bulk Reply-To: crossfire-devel@lists.real-time.com List-Help: [message truncated] From crossfire-devel-admin at archives.real-time.com Fri Mar 21 02:22:14 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:57 2005 Subject: [CF-Devel] potion images In-Reply-To: References: Message-ID: <3E7ACBB6.10806@sonic.net> Bernd Edler wrote: > > On Mon, 3 Mar 2003, Tim Rightnour wrote: > > >>Do you have a screenshot you could put up on the web with these potions like >>littering the ground in the magic shop or something? If you can't post it on >>the web, maybe you could send it to the list. It's hard to judge how they >>would look in the game. >> > > There you are. > > I linked the gfx like this: > > potion_aether.111.png -> potion_tt_grey.png > potion_fire2.111.png -> potion_tt_red.png > potion_freeze.111.png -> potion_tt_white.png > potion_heal2.111.png -> potion_tt_blue.png > potion_ishock.111.png -> potion_tt_yellow.png > potion_mimm.111.png -> potion_tt_green.png > potion_resist.111.png -> potion_tt_magenta.png > potion_shock.111.png -> potion_tt_yellow.png > potion_util.111.png -> potion_tt_cyan.png > > based mainly on the colors of the equivalent classic set images. Thought I replied to this a while ago, but still see it in my mailbox, so I guess not. IMO, the images themselves look nice enough. I'm just not sure if I'm all the keen replacing the potion images with those. I'd rather have the round bottles or whatnot that more look like something you'd actually dring something out of. I'd think updating colors on existing potion images probably wouldn't be that hard. that said, I think they'd work fine for use in a alchemy or perhaps other formula type stuff (essence of red dragon or whatever). _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Thu Mar 13 17:00:03 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:57 2005 Subject: [CF-Devel] 1 crossfire-devel admin request(s) waiting Message-ID: <20030313230003.25381.78081.Mailman@pirate.real-time.com> The crossfire-devel@lists.real-time.com mailing list has 1 request(s) waiting for your consideration at: https://mailman.real-time.com/mailman/admindb/crossfire-devel Please attend to this at your earliest convenience. This notice of pending requests, if any, will be sent out daily. Pending posts: From: worldsubmit@hotmail.com on Thu Mar 13 03:18:01 2003 Cause: Post by non-member to a members-only list From crossfire-devel-admin at archives.real-time.com Wed Mar 5 09:31:24 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:58 2005 Subject: [CF-Devel] Undeliverable Mail Message-ID: <10303051031.AA02136@theperlguru.com> Delivery failed 20 attempts: phil@micronetix.com Original message follows. Received: from SMTP32-FWD by theperlguru.com (SMTP32) id A00000884; Wed, 5 Mar 2003 01:04:29 -0500 Received: from pirate.real-time.com [208.20.202.13] by theperlguru.com with ESMTP (SMTPD32-5.05) id A36C3720126; Wed, 05 Mar 2003 01:04:28 -0500 Received: from localhost.localdomain ([127.0.0.1] helo=pirate.real-time.com) by pirate.real-time.com with esmtp (Exim 4.11 #5 (Red Hat Linux)) id 18qSHw-000219-00; Wed, 05 Mar 2003 00:22:00 -0600 Received: from a.smtp-out.sonic.net ([208.201.224.38]) by pirate.real-time.com with smtp (Exim 4.11 #5 (Red Hat Linux)) id 18qSHD-00020t-00 for ; Wed, 05 Mar 2003 00:21:16 -0600 Received: (qmail 27236 invoked from network); 5 Mar 2003 06:00:19 -0000 Received: from prop.sonic.net (208.201.224.193) by a.smtp-out.sonic.net with SMTP; 5 Mar 2003 06:00:19 -0000 Received: from sonic.net (tavern.santa-clara.ca.us [209.204.178.229]) by prop.sonic.net (8.11.6/8.8.5) with ESMTP id h2560JY11887; Tue, 4 Mar 2003 22:00:19 -0800 X-envelope-info: Message-ID: <3E659181.20907@sonic.net> Date: Tue, 04 Mar 2003 21:56:17 -0800 From: Mark Wedel User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.0.1) Gecko/20020712 X-Accept-Language: en-us, en MIME-Version: 1.0 To: crossfire-devel@lists.real-time.com CC: crossfire-devel@lists.sourceforge.net Subject: Re: [CF-Devel] [Crossfire-devel] Client Sound Server and ALSA9 References: <20030228175411.3dd466a6.tth@one.net> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit X-Spam-Score: -1.8 (-) X-Scanner: exiscan for exim4 (http://duncanthrax.net/exiscan/) *18qSHD-00020t-00*R9d7W9dlIVA* Sender: crossfire-devel-admin@lists.real-time.com Errors-To: crossfire-devel-admin@lists.real-time.com X-BeenThere: crossfire-devel@lists.real-time.com X-Mailman-Version: 2.0.13 Precedence: bulk Reply-To: crossfire-devel@lists.real-time.com List-Help: [message truncated] From crossfire-devel-admin at archives.real-time.com Wed Mar 19 22:53:47 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:59 2005 Subject: [CF-Devel] attacktype proposal Message-ID: As the resistances have been changed from simple bits to integer values , it seems natural to me to change the attacktypes to integers also. Then we could have a weapon like this: damage: pysical : 12, fire : 8, poison : 15, paralyse 20 If you have more strength, then only the physical damage would rise. Maybe weaponmagic too. The number for slow would indicate about the probability of a successful paralyzation, depending an the enemy's level and resistance. It could also influence the duration of the effect. If you are Rugilli follower he might increase the fire damage. Others could use "Improve fire damage" scolls on enchanted weapons. If they need more fire damage. Else they have to look for a better weapon.... With this is would not only be important what attacktypes a weapon has, but how strong these are. The weapons would be a lot more different / interesting. Negative: I am sure it would be a LOT of work to change the damage routine, adjust existing weapons, maps , archetypes etc. Bernd Edler _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel-admin at archives.real-time.com Wed Mar 5 21:57:24 2003 From: crossfire-devel-admin at archives.real-time.com (crossfire-devel-admin@archives.real-time.com) Date: Thu Jan 13 17:53:59 2005 Subject: [CF-Devel] Some oddities - Mar 3 CVS Message-ID: <5.1.0.14.0.20030305214927.00a8bbe0@postoffice.worldnet.att.net> 1) Large money rooms are back... Some time back a change was made that made all the treasure rooms tiny. After finding two such rooms, I ended up with maybe 1500 plat worth of money. Not that I think this is a problem... :-) but it makes me think something changed because this is the first time in many moons that I got rooms this size. Of course, I haven't been playing that much either since I've been drawing pictures and making maps. 2) Random maps... These screen shots show an amulet that I picked up in a cave near a generated shop. It is unpaid... I went back to the cave and stood where I found it. mapinfo is on one of the png's. As I was carrying loot back to a store, the store would not let me enter because I had an unpaid item in my bag. -------------- next part -------------- A non-text attachment was scrubbed... Name: unpaid_item_here.png Type: image/png Size: 50386 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030305/b80d4d95/unpaid_item_here-0001.png -------------- next part -------------- A non-text attachment was scrubbed... Name: unpaid_item.png Type: image/png Size: 49533 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030305/b80d4d95/unpaid_item-0001.png From mwedel at sonic.net Sun Mar 30 14:48:47 2003 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:03:10 2005 Subject: [CF-Devel] Food beep broken in GTK client References: <5.1.0.14.0.20020811120630.00a0e720@postoffice.worldnet.att.net> Message-ID: <3D59DE7E.60004@sonic.net> Kevin R. Bulgrien wrote: > GTK client 1.3.1 > > The beep when food is low does not seem to work... Fixed in CVS. From mwedel at sonic.net Sun Mar 30 17:05:34 2003 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:03:10 2005 Subject: [CF-Devel] Patch: New NEWPickup categories References: <20020810180307.GA81381@harry.aprogas.net> <20020812055152.GA14204@hawthorn.csse.monash.edu.au> Message-ID: <3D59F4E5.9000207@sonic.net> David Hurst wrote: >>I have made a patch to add the spellbook, skillscroll and other >>book/scroll categories to the NEWPickup menu. I have done some quick >>testing on my own server and it seems to work. It should probably be >>tested/reviewed a little more thoroughly though. Also I am not sure >>wether this functionality is wanted at all, so that should probably be > > discussed. > > > Assuming it works, this seems reasonable.. although might I suggest > some cascading menu within pickup? Then as needs be any specific > combination could be added without a great deal of loss to the overall > interface IMHO Perhaps. I'm not sure if its really hit that point - certainly, there are many options, but I'm not sure the additional of these readable things is it. Arguably, a tab for all the armor types probably makes more sense. To some extent, the selections can be sort of arbitray. Other readable includes spell scrolls as well as other misc readables. but we have unique categories for spellbooks and skillscrolls. But as long as it works out, thats OK. What does need to get done at some point is for the client to pick up the pickupmode when a player logs in - as it is now, you basically lose all the old modes if you log in and click on one of the new points. I don't see any problem with the code, just glancing over it - its all pretty straight forward. From mwedel at sonic.net Sun Mar 30 17:49:31 2003 From: mwedel at sonic.net (Mark Wedel) Date: Thu Jan 13 18:03:10 2005 Subject: [CF-Devel] "cleaned-up" CFJavaEditor testversion References: <001601c23f31$71ea40c0$c86ebb81@gizmo> Message-ID: <3D5A001A.4090701@sonic.net> Andreas Vogl wrote: > I've now realized some of the discussed/requested things > about the JavaEditor and uploaded a zipped version of > the new setup to > http://mids.student.utwente.nl/~avogl/CFJavaEditor/. > (My old site is up again, thanks to mids) > > So, what I did is mainly changing the directory structure. > It's now almost that what Michael Keuchen proposed except > for the long package name: > > ------ > CFJavaEditor/ > CFJavaEditor.jar <- full archive (works alone too) > lib/ > png.jar > resource/ > conf/ > ... <- 4 resource files (types.txt, etc) > HelpFiles/ > icons/ > system/ > src/ > cfeditor/ > ... <- all editor .java classes > ------ > > Besides, if any of the resource files is not available, > the editor loads it from the jar archive if possible. > That also means the jar can now run completely stand-alone, > similar to the version Michael K. has created. > > In spite of all named prallels to the version of > Michael Keuchen, there's quite a difference in the > way of implementation. > > If this stuff seems to be working and there are no > complaints I might put it on CVS. > The downside of such a change is that all existing build > scripts will become useless and have to be re-written. > On the other hand, most of them were already outdated. > It will also be harder for people with lesser java experience > to compile and run the source with the new setup. > > I also want to note that now there is time for > anyone to comment or complain about the directory tree > as well as the entire thing. > Once I have waited, tested and committed this stuff > I will probably not like to change it right again. Looking over it, I don't see any real problems with all of that. Presumably, it would be a good time to update the build scripts since the old ones won't work anymore. any reason HelpFiles is capitalized when all the other directory names are lower case? that just seems a bit odd. Likewise, it makes a little more sense for the source to be in src/cfjavaeditor and not cfeditor, simply as the former more closely matches the name everywhere else in the directory. but thats a more minor point. From cflist at gmx.li Mon Mar 31 12:29:02 2003 From: cflist at gmx.li (cflist@gmx.li) Date: Thu Jan 13 18:04:34 2005 Subject: [CF List] The 'dis'economy of crossfire] In-Reply-To: <3D6D8C18.3070101@sonic.net> References: <3D6D8C18.3070101@sonic.net> Message-ID: <20020829193302.4e3425d9.cflist@gmx.li> Hi, well, I will also send some comments. Peter Mardahl said that probably the economy-problem would be impossible to solve completely. I agree to that. After every map reset lots of additional money enter game, ultimately causing inflation if they cannot be spent on something. But to draw away all money a player has seems not very nice, also in literature mightier heroes seem to have no problems with money, and level 110 is a hell of a lot for what I know of AD&D. Yet we might of course try to draw some money from the game. Item repair is certainly an interesting possibility, yet it should not be too annoying. Taxes/rent are also nice, but should be unreasonably high. I espescially like Raphael Quinet's ideas of the consequences if they are not paid. Titans are indeed money-for-nothing and Bonecrushers should either be priced down or be left more seldomly. Pricing down some of the artifacts might be an idea anyways, as I think most of them will be seldomly used and I don't see why they should all be around 900 plat, no matter how powerful they are. About leveling: There are a few things here. First, it seems indeed to be a good idea to let level gaps increase more. I think Crossfire is the only RPG I know in which these gaps are so low, even with experience gained by killing monsters getting smaller. On the other hand you should remember that levelling is one of the motivations to keep on playing. If it takes me an eternity to get from 100 to 101 most people probably wouldn't play further, which is certainly not our hope. So if levelling gets harder (as it should) there should be other sources of motivation. Here is where the idea of statues and the castle come in; especially the castle. If there are enough possible expansions one can buy, then this will also keep a player in the game, running around looking for the necessary stuff. The castle idea however has one problem: Either there are some castles distributed about the world, like the guildhouses, they will sooner or later (probably sooner) be sold out, which shouldn't happen. Nevertheless, if they are used like the permanent apartments they are kind of lonesome. There should be some way of inviting others inside (that is into some entrance hall) for "dinner" or something - at least I imagine this might be fun. In this hall there might be expensive decorations possible, so that a player can show off with his riches. About monster experience: I don't think if level gaps are to be increased monster experience needn't be reduced, though I don't quite understand why Jessy should give so much more experience than other monsters, as there are many monsters in the game which I consider much tougher. My dragon can easily kill Jessy without quaffing potions, yet died last time I tried to kill a Beelzebub I died, without having any kind of a chance. Demon lords and Gerater Demons also, if approached from the wrong direction. That's it for now, I will now leave for cinema, regards, Christoph Bergemann -- "Do not meddle in the affairs of Wizards, for they are subtle and quick to anger."