From crossfire-devel at archives.real-time.com Thu Jan 1 21:39:11 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:51 2005 Subject: [CF-Devel] change to cone spell code Message-ID: <1073014750.1354.10.camel@oberon.Kameria> I wanted to put forth an idea to change the cone spell code a little to make it take the arch object weight into play more and the level a bit less. Here's a diff with a working example of what I mean. This would be useful because you could then add diffrent weights to the arch object used by a cone based attack to make it more or less 'pushy'. I made small patch to change check_cone_push. This makes new cone based spells more flexable IMHO. Specifically I was adding a wave of water spell and wanted it to really flush things out Items with no weight are assumed to weigh 1000 grams for backwards compatibility but this could certainly be changed as well. Something I didn't do but may like to discuss doing is changing the code that determines if an object will be pushed as well. if(rndm(0, weight_move-1) > tmp->weight/num_sections) It's pretty simplistic as well,perhaps this should be tightened up a bit and more based on the difference between the two weights. Anyway - what say our panel of judges? -------------- next part -------------- A non-text attachment was scrubbed... Name: spell_attack.c.diff Type: text/x-patch Size: 648 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20040101/ca3ed1dc/spell_attack.c.bin -------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Jan 3 05:09:35 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:51 2005 Subject: [CF-Devel] Patch: skill & experience Message-ID: <3FF6A2EF.5060306@laposte.net> Hello, and happy new year! Playing with inscription skill, i found a small bug (there's another, crashing one, patch will follow as soon as i solve it :)). What happens is that, when you first use a skill you don't own (like inscription, or a skill with a talisman), give_skill_by_name gets called to insert the skill in inventory. But player's contr->last_skill_ob does not get updated. This field is often used to quickly find skills by number. So for instance using inscription two times, when you don't have exp the first, will give you TWO inscription skills in inventory! (and a third use gives a 3rd object). My patch changes give_skill_by_name to update contr->last_skill_ob after inserting skill item. Also, the first time you use a skill like that, you do get the skill object, but not the actual experience. This is because add_player_exp will not update newly inserted object in inventory. I fixed that also. Nicolas 'Ryo' -------------- next part -------------- Index: common/living.c =================================================================== RCS file: /cvsroot/crossfire/crossfire/common/living.c,v retrieving revision 1.58 diff -u -r1.58 living.c --- common/living.c 28 Dec 2003 06:06:00 -0000 1.58 +++ common/living.c 3 Jan 2004 10:59:11 -0000 @@ -1491,6 +1491,16 @@ LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); return NULL; } + + /* Sanity check: if player knows the skill (in op->contr->last_skill_ob), + * don't do anything (except log something's weird) + */ + if ( ( skill_obj->subtype < NUM_SKILLS ) && ( op->contr->last_skill_ob[ skill_obj->subtype ] ) ) + { + LOG( llevError, "add_player_exp: last_skill_ob not NULL for skill %s (%d)\n", skill_name, skill_obj->subtype ); + return NULL; + } + /* clear the flag - exp goes into this bucket, but player * still doesn't know it. */ @@ -1498,6 +1508,8 @@ skill_obj->stats.exp = 0; skill_obj->level = 1; insert_ob_in_ob(skill_obj, op); + if ( skill_obj->subtype < NUM_SKILLS ) + op->contr->last_skill_ob[ skill_obj->subtype ] = skill_obj; return skill_obj; } @@ -1625,7 +1637,7 @@ if (!skill_obj) { if (flag == SK_EXP_NONE) return; else if (flag == SK_EXP_ADD_SKILL) - give_skill_by_name(op, skill_name); + skill_obj = give_skill_by_name(op, skill_name); } } } -------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Jan 3 05:14:31 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:51 2005 Subject: [CF-Devel] change to cone spell code In-Reply-To: <1073014750.1354.10.camel@oberon.Kameria> References: <1073014750.1354.10.camel@oberon.Kameria> Message-ID: <3FF6A417.3070605@laposte.net> > I wanted to put forth an idea to change the cone spell code a little to > make it take the arch object weight into play more and the level a bit > less. Here's a diff with a working example of what I mean. This would > be useful because you could then add diffrent weights to the arch object > used by a cone based attack to make it more or less 'pushy'. > > I made small patch to change check_cone_push. This makes new cone based > spells more flexable IMHO. > > Specifically I was adding a wave of water spell and wanted it to really > flush things out Items with no weight are assumed to weigh 1000 grams > for backwards compatibility but this could certainly be changed as well. > > Something I didn't do but may like to discuss doing is changing the code > that determines if an object will be pushed as well. > > if(rndm(0, weight_move-1) > tmp->weight/num_sections) > > It's pretty simplistic as well,perhaps this should be tightened up a > bit and more based on the difference between the two weights. > > Anyway - what say our panel of judges? I haven't really played with cone spells & their moving items, but your patch sounds reasonable. (now i'm not a judge :)) Nicolas 'Ryo' _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Jan 3 05:56:08 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:51 2005 Subject: [CF-Devel] Patch: inscription fixes Message-ID: <3FF6ADD8.8000107@laposte.net> Promised thing, due thing :) Here's a patch to fix inscription skill, the spell writing part (text writing works fine, it seems). 2 things are fixed: * when succeeding in writing, nothing was inserted in inventory. That's because at some point the scroll was inserted in the spell, so could not be inserted into the player's inventory. Obviously, we want to insert the spell into the scroll, not the other way :) Doing this correctly inserts newly written scroll in inventory, and removes warning messages in log ^_- * if you write on a scroll which has nrof == 1, the server will crash. That's because we do: if (newscroll->inv) { remove_ob(newscroll->inv); free_object(newscroll->inv); Alas, remove_ob will clear newscroll->inv (op->env->inv), so free_object gets called with a NULL pointer... Something obviously bad & crashing :) So I stored the inv in a temporary pointer, to free it correctly. Nicolas 'Ryo' -------------- next part -------------- Index: server/skills.c =================================================================== RCS file: /cvsroot/crossfire/crossfire/server/skills.c,v retrieving revision 1.45 diff -u -r1.45 skills.c --- server/skills.c 20 Dec 2003 16:13:40 -0000 1.45 +++ server/skills.c 3 Jan 2004 11:48:27 -0000 @@ -1203,12 +1203,13 @@ } if (newscroll->inv) { - remove_ob(newscroll->inv); - free_object(newscroll->inv); + object* inv = newscroll->inv; + remove_ob(inv); + free_object(inv); } tmp = get_object(); copy_object(chosen_spell, tmp); - insert_ob_in_ob(newscroll, tmp); + insert_ob_in_ob(tmp, newscroll); /* wait until finished manipulating the scroll before inserting it */ if (newscroll != scroll) -------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Jan 3 12:09:02 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:51 2005 Subject: [CF-Devel] Patch: mapbuilding, next round (hopefully final one!) :) Message-ID: <3FF7053E.7090607@laposte.net> Hello. Ok, fixed my map building patch so items are archetypes, and not artifacts. (this message mostly copied from the previous one on building) Attached archive includes: * build.patch: patch for the code * build_map.c: new file, to be put into server/ subdirectory (or elsewhere, as long as you build it * mapbuilding/: subdir that goes somewhere in your arch/ folder * maps/apartments: modified version of Scorn's apartment * maps/buildshop: hacked alchemy shop from Scorn for building material. Made to be linked from the shop just west of potions/alchemy shop * maps/world_104_115: modified Scorn, to add entry to building shop I leave to you the procedure to patch & rebuild archs & thus. Note: my patch will not change autoconf/makefiles/... to build build_map.c, you may need to add it. To test the patch, you need to have a unique map with the correct flags: set 'is_buildable' (new flag) to all walls/floors the player will be able to build on. For those squares, set the type for walls to 'WALL' (type 77), floors to 'FLOOR' (71). Put the flag, without the 'is_buildable', on walls around the buildable zone (needed for correct wall connection, but not critical per se). Best way to quick preview is to use my modified apartment (south walls after extender are buildable, gold & diamonds included for faster testing) How building works ingame: You need a 'generic builder' (archetype 'building_builder'), and 'material of ' (archetypes 'building_woodfloor, building_wall, building_[vertical|horizontal]_gate, building_pedestal, building_lever'). Either get'em from the shop (if you installed it), or switch to dm mode & create some. The builder acts like a range attack. You then need to 'mark the material you want to use. Right now, there are artifacts for: wood floor, basic wall, horizontal & vertical gate, pedestal, lever/button. Then it's a matter of firing in the desired direction Obviously one material is used per firing. Note: I patched the 'examine' command to add a message when something is buildable, to make it easy to see squares where it's allowed. Building is currently allowed: in unique maps only, not on the map's edges (as defined by the map's size, not the squares where the player can go), not under yourself, only on squares where all items have the 'is_buildable' flag set. Only exception is that you can build on marking runes, as they are used for some things. Floor building: you can build a floor on a wall, or existing floor. On a wall will remove existing wall, create walls and floor around affected square if required, and make sure walls are correctly connected. If walls are inserted, they will take the archetype of the removed wall, and also have a floor underneath (with your new archetype). Building on a square without a wall will simply replace the floor. You can replace even if there are items, as long as they are buildable. Wall building: you can build a wall on an existing wall, or a floor without any item. In both cases the affected square will end with a wall of the archetype defined in your marked material. Items requiring a connection (levers, pedestals, gates, more later on maybe): before building, write a 'marking rune' on the target square. Put any name you want, then build the gate / lever / pedestal. All items built on a rune with the same name will be connected, thus act together. Pedestals are inserted below ground. All other items (none at present... feel free to tweak 'slaying' field of your material, if the item doesn't require any special handling it'll work): just build. To remove items: you need a 'generic destroyer' (archetype 'building_destroyer'), to be found in the shop. It will remove the first item starting from below, thus first pedestals (underground), then buttons, and so on. It will not remove walls (use a builder + floor material). How it is implemented in the code: Those archetypes are defined: * building_builder * building_destroyer * building_woodfloor/building_wall/...: material for building Builder & destroyer use the new type '160', with subtypes to distinguish (resp. 1 & 2). Material uses new type '161', with subtypes for: floor, wall, all other items. 'slaying' field is the built archetype. If ( Str == 1 ), item will be inserted below floor. Items of type 160 act as range attack, so the code has been tweaked for that. Also, 'treasure.c' has been changed to force the artifact generation for 'building_material' archetype (ie item type 161). When applying a 'builder'/'destroyer', sanity checks are done: unique map, not on map edge, not under yourself, the affected square is buildable (AND has valid object on it, just in case). If it's a 'destroyer', special function is called to remove the first object it finds. For builders, there are 3 functions: for walls, for floors, for all items. This last function creates built item, and uses its type field for special cases like gate, button (requiring a 'connection' to work properly). For connection values, the 'message' on the marking rune is checked. If it's been previously seen, returns the value associated. Else find a free connection value (1000 random retries, then failure), and store it as a 'force' in the player's inventory. The force's 'slaying' will contain the map path (to avoid conflicts between maps), 'msg' the name and 'path_attuned' the connection value. There are some helper functions, I think comments are good enough to understand what they do. Pics I made. Hammer & stove (hum, not sure that's the correct name, oh well) I digital camera'd & tweaked, other pics are built item's pic + stove's pic Also, prices and weights may need some adjustements. Random notes: * all inserted items get the 'is_buildable' flag * when inserting a floor, it gets the 'is_unique' flag * when removing a wall, walls around WITHOUT the 'is_buildable' flag may be affected, for correct visual connection. Flags are preserved, so hopefully isn't an issue. This is also why the 'WALL' type must be set around intended build area * 'generic' items get also the 'no_pick' flag * I think errors are checked, but some log messages may be missing (invalid archetype in 'slaying' field, stuff like that) * I may have requested a connection value for too many items (DOOR? CF_HANDLE?), it may need to be corrected Warning: the Scorn modified apartment is intended for demonstration purposes only. As it is currently, if a player builds east then north, towards the 'blocking view' items, s/he'll be able to build floors right next to this blocking view, thus stand on a square with a blocking view on the adjacent square. Probably not harmful, but not something we'd want. Also player could access the key for Pupland by building. There may be flaws/bugs in the code. I tested and it seems ok, but nobody's perfect, and it's well known that the one developing usually tests in a certain way so it works, but the first one to test without knowing how it's supposed to work will find The Big And Fatal Flaw (c) so obvious that the developer will smack his head wondering how he could have missed it Future improvements will, in a perfect world, include: * more artifacts, more things to build (potentially anything, adding special cases here and there when needed) * doors & keys, detectors with some special things (for access control, for instance) * teleporters, either to existing places OR to new maps * maybe magic mouths/ears * and why not monsters & such * also in stock player-owned shops, where others players could buy/sell * ability to change walls on map edge I do plan, at some point, to let people build maps others could go into. So the check for map's uniqueness could go at some point, or be conditioned by a flag / value in a certain field (to prevent building some things in non-unique maps, or in unique maps). (those are ideas that may or may not be implemented in the near or far future :)) Have fun testing, and thank you for reading everything ^_- Nicolas 'Ryo' -------------- next part -------------- A non-text attachment was scrubbed... Name: build.tar.gz Type: application/x-gzip-compressed Size: 30534 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20040103/551beaa4/build.tar.bin -------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 5 15:32:30 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:51 2005 Subject: [CF-Devel] Broken guild house (Scorn, bigworld maps) Message-ID: <3FF9D7EE.9050900@laposte.net> Hello. Guild house in Scorn is broken. Having traced the problem, it's easy: house uses lightning walls to open gates, so lightning walls. But the 'sp' of the walls, direction of firing, it 1... top direction, where it should be 5 (bottom).... I'd fix that, except my editor isn't up to date. Someone can easily fix? Nicolas 'Ryo' _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 5 15:39:32 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:51 2005 Subject: [CF-Devel] Broken guild house (Scorn, bigworld maps) Message-ID: <3FF9D994.10606@laposte.net> Hello. Guild house in Scorn is broken. Having traced the problem, it's easy: house uses lightning walls to open gates, so lightning walls. But the 'sp' of the walls, direction of firing, it 1... top direction, where it should be 5 (bottom).... I'd fix that, except my editor isn't up to date. Someone can easily fix? Nicolas 'Ryo' _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 5 19:27:12 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:51 2005 Subject: [CF-maps] [CF-Devel] Broken guild house (Scorn, bigworld maps) In-Reply-To: <3FF9DCB6.6080802@laposte.net> References: <3FF9DCB6.6080802@laposte.net> Message-ID: <1073352432.547.6.camel@oberon.Kameria> I'd say map mailing list is the best place for these sort of things. It looks like lightningwall_5 was replaced by lightningwall_1 somehow. I will fix this. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Jan 6 21:30:59 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:51 2005 Subject: [CF-Devel] Some bugs/comments in crossfire.metalforge.net Message-ID: <20040107003059.087292a1.kstenger@montevideo.com.uy> 1) (some?) Random maps shops do not *buy* stuff, is that supossed to work that way? 2) While in my apt if i click on a container that is on the floor it will show me all it's contents (DM mode OFF!) For example go to /scorn/houses/cornerbrook and enter the room to the right, it has a dresser which will show you this if you click on it: - dresser. - mace 16 - claypipe 4.5 - woodfloor. This doesn't happen to random maps chests, i still cant understand the difference between one case and the other. 3) Spell delays: "identify/large icestorm/dragonbreath are totally useless right now" is the comment a player told me, and i partly agree, i think the delay is just too much in some cases, did you try these? 4) Hiscore list (and probably still some player file) messed up because of the rods bug. Players affected by the bug dont like it cause they cannot play their chars corrctly and players not affected doesnt like it cause they think they will have no chance to ever enter the hiscore list. 5) horns of plenty will shoot bullets instead, pretty deadly :p see you :) _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Jan 7 02:09:41 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:51 2005 Subject: [CF-Devel] Some bugs/comments in crossfire.metalforge.net In-Reply-To: <20040107003059.087292a1.kstenger@montevideo.com.uy> References: <20040107003059.087292a1.kstenger@montevideo.com.uy> Message-ID: <3FFBBEC5.8000302@laposte.net> Hello. > 3) Spell delays: "identify/large icestorm/dragonbreath are totally useless > right now" is the comment a player told me, and i partly agree, i think the > delay is just too much in some cases, did you try these? Delay is too bad, indeed. Another player told me that, too. It seems to me this delay makes it almost worthless to use summoning, especially during combat (if it takes 5secs after you build a counterwall, you're probably in a bad situation) Also dragonbreath becomes less interesting than burning hands, which you can fire many times fastly. And this is probably true of other spells like large icestorm/medium icestorm. > 4) Hiscore list (and probably still some player file) messed up because of the > rods bug. Players affected by the bug dont like it cause they cannot play their > chars corrctly and players not affected doesnt like it cause they think they > will have no chance to ever enter the hiscore list. This needs fixing at the server level, so someone who got access to it. (unless there's a DM command i don't know) > 5) horns of plenty will shoot bullets instead, pretty deadly :p And some traps are still broken. On chests or doors create bomb, poison cloud, fireball don't work. They probably work on runes, though. Also dragonmen don't drop any loot anymore, see in dragon nest. *makes a note to check that someday* > see you :) Nicolas 'Ryo' _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Jan 7 05:13:33 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:51 2005 Subject: [CF-Devel] crashes at crossfire.metalforge.net Message-ID: <20040107081333.67185b51.kstenger@montevideo.com.uy> Hi again, a very weir thing is hapening in the training house in the scorn's port, just beeing there long enough will cause you to crash the server, specially into the demons map. I dont know what is the cause exactly, just making the note. 'til next time! :) _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Jan 10 13:11:55 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:51 2005 Subject: [CF-Devel] Some bugs/comments in crossfire.metalforge.net In-Reply-To: <20040107003059.087292a1.kstenger@montevideo.com.uy> References: <20040107003059.087292a1.kstenger@montevideo.com.uy> Message-ID: <40004E7B.1000601@laposte.net> Ok, I checked why some traps are broken. Apprently, it's a missing other_arch field. Some runes, like 'mass confusion', have the slaying field filled in (slaying mass confusion), but no other_arch field. Those runes don't work. Other runes, like 'rune_icestorm', have the 'other arch' field set (other_arch spell_icestorm) and work. So I assume it's related to that :) I haven't checked the trap creation process ingame, so i'm not 100% sure though. What I noticed is that 'spring_trap' would notice no item in inventory, and no other arch -> regular attack. A rune on the floor, for instance beginner2 in Scorn, has an inventory, thus works correctly. Seems there are weird things between slaying & other_arch... Nicolas 'Ryo' _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Jan 11 22:54:54 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] crashes at crossfire.metalforge.net In-Reply-To: <20040107081333.67185b51.kstenger@montevideo.com.uy> References: <20040107081333.67185b51.kstenger@montevideo.com.uy> Message-ID: <200401121454.54572.won_fang@yahoo.com.au> On Wednesday 07 January 2004 21:13, Karla Stenger wrote: > a very weir thing is hapening in the training house in the scorn's port, > just beeing there long enough will cause you to crash the server, specially > into the demons map. I dont know what is the cause exactly, just making the > note. I'll add two more to that, they may be related. Using exits a second time will sometimes cause a server crash. I was unable to track it down. Just walking around in one of my experimental maps will crash on occaision, but that may be just my map. I suspect there is some weird memory corruption or off by one error somewhere. I don't have Purify, but I tried Electric Fence, kept running out of ram. On the plus side, I did track dowm and fix the monsters on tiled maps bug that I may have mentioned a while ago. Seems that the server assumed that all parts of a multi part monster are on the same map as the head while moving. So a multi part monster can move it's head onto the map, but will crash if it moves further. Fixed this, and I will commit shortly. I have finished my holidays now, so maybe someone with a copy of Purify can try to track down these othor crashes. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 12 00:07:52 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] Howto close bugs on sourceforge? Message-ID: <200401121607.52172.won_fang@yahoo.com.au> I'm currently looking at the list of bugs tracked by SF. One had been fixed a long time ago, one I have just fixed, and I was thinking of spending the rest of the day on some of the others, but... ... there does not seem to be anyway for me to close the bugs, even though I am one of the developers. Does this have to be done by one of the admins? [ 676568 ] CHECK_INV + no_pass This and other CHECK_INV bugs were part of my initial set of patches, although I seem to remember that some one else got around to fixing this one by the time I could apply the patches to CVS myself. Either way, it is now fixed. [ 774069 ] large image support While I was tracking down the multi part monster crossing map boundaries bug, I also noticed this. It is the same bug, and my soon to be committed change fixes both problems. Hmm, I should stop promising to commit and go of and commit. BTW, my Role/Position entry is blank, this is also something that needs to be changed by an admin. DEVELOPERS in CVS contains what I think I am doing here B-). _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 12 00:31:42 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] Doh! Message-ID: <200401121631.42372.won_fang@yahoo.com.au> I just realised I have not been updating ChangeLog like I should have been. Sorry guys. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 12 01:26:24 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] Howto close bugs on sourceforge? In-Reply-To: <200401121607.52172.won_fang@yahoo.com.au> References: <200401121607.52172.won_fang@yahoo.com.au> Message-ID: <200401121726.24140.won_fang@yahoo.com.au> On Monday 12 January 2004 16:07, David Seikel wrote: > ... there does not seem to be anyway for me to close the bugs, even though > I am one of the developers. Does this have to be done by one of the > admins? [ 593848 ] Long string in keybinding dumps core Long commands are now truncated to a size that will fit into the buffer. Updated in all three clients, but only tested in the GTK client. On the other hand, the person that added this bug report was using a command of about 300 characters, and the current buffer limit is 256. While I have not changed the buffer length, I have made the fix using sizeof() so that it doesn't care what the actual size is. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 12 01:52:46 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] Howto close bugs on sourceforge? In-Reply-To: <200401121726.24140.won_fang@yahoo.com.au> References: <200401121607.52172.won_fang@yahoo.com.au> <200401121726.24140.won_fang@yahoo.com.au> Message-ID: <200401121752.46063.won_fang@yahoo.com.au> [ 777525 ] sorig has wrong race I love it when a bg report includes it's own fix B-). _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 12 02:16:20 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] Howto close bugs on sourceforge? In-Reply-To: <200401121752.46063.won_fang@yahoo.com.au> References: <200401121607.52172.won_fang@yahoo.com.au> <200401121726.24140.won_fang@yahoo.com.au> <200401121752.46063.won_fang@yahoo.com.au> Message-ID: <200401121816.20268.won_fang@yahoo.com.au> [ 777151 ] Bone Crusher is called 772697802? I could not recreate this, is it fixed already? _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 12 02:09:53 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] crashes at crossfire.metalforge.net In-Reply-To: <200401121454.54572.won_fang@yahoo.com.au> References: <20040107081333.67185b51.kstenger@montevideo.com.uy> <200401121454.54572.won_fang@yahoo.com.au> Message-ID: <40025651.3090707@laposte.net> > I'll add two more to that, they may be related. I'll add one too: in training house, sometimes, you'll enter the dragon training part and find yourself in the humanoid training place, in a different corner than where the stairs are.... I'm thinking random map name corruption, but haven't checked yet. I also noticed that, even if training house is correctly reset, you can end up in a map already cleared - ie the random map name collides with something, apparently. Nicolas 'Ryo' _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 12 02:27:17 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] Howto close bugs on sourceforge? In-Reply-To: <200401121816.20268.won_fang@yahoo.com.au> References: <200401121607.52172.won_fang@yahoo.com.au> <200401121726.24140.won_fang@yahoo.com.au> <200401121752.46063.won_fang@yahoo.com.au> <200401121816.20268.won_fang@yahoo.com.au> Message-ID: <40025A65.70507@laposte.net> David Seikel a ?crit : > [ 777151 ] Bone Crusher is called 772697802? > > I could not recreate this, is it fixed already? I _think_ this one is/was related to memory shortage. Now whether it is fixed or not i don't know. Nicolas 'Ryo' _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 12 02:51:13 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] Howto close bugs on sourceforge? In-Reply-To: <40025A65.70507@laposte.net> References: <200401121607.52172.won_fang@yahoo.com.au> <200401121816.20268.won_fang@yahoo.com.au> <40025A65.70507@laposte.net> Message-ID: <200401121851.13521.won_fang@yahoo.com.au> On Monday 12 January 2004 18:27, Nicolas Weeger wrote: > David Seikel a ?crit : > > [ 777151 ] Bone Crusher is called 772697802? > > > > I could not recreate this, is it fixed already? > > I _think_ this one is/was related to memory shortage. I just recently doubled my ram too. > Now whether it is fixed or not i don't know. I'll not bother with it for now. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 12 03:51:32 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] Large forest in big world. In-Reply-To: <1068488779.533.56.camel@oberon.Kameria> References: <200310301109.25120.won_fang@yahoo.com.au> <1068488779.533.56.camel@oberon.Kameria> Message-ID: <200401121951.32771.won_fang@yahoo.com.au> I have been thinking about this for a while, which is why it has taken me so long to reply, On Tuesday 11 November 2003 04:26, Todd Mitchell wrote: > > Basically, I want the north end to be elven managed forest, full of elves > > and related creatures. Worshipers of Lythander are welcome, most others > > are tolerated. > > > > The Dragon Lord city is fine where it is, they have a history with the > > elf prince, and I will be linking it into a part of the elf forest at > > some stage (when I get it all working). As far as I am aware, no other > > maps are affected. > > We should discuss this - I have been plugging slowly away at some elf > works and if you have a grand master plan then I don't want to step on > your toes. I have been fooling around with the area northeast of the > big forest you added (I added more trees there and some rivers and stuff > a while ago). I don't really have a grand master plan, except for areas close to the prince's castle. The rest was just a vague "elven managed forest" in the Large Forest, you can handle that. > I had planned on making a elf city one day but hidden and only > accessable via random maps and secret ways in the forest (also connected > to some different forests via the 'green way' or some such). I have no > problem with your elf prince ideas but I could see some conflict if > things got too grand. What I have done is made some random map styles > for this and a dark forest arch which would represent 'old forest' - > gateways to the 'green way'. These spots of dark forest are mostly > chaotic wildlands but some paths lead to other areas and some paths lead > to the elvish city of Nimlotha (the city of the twilight). Since this > takes me a loooong time to do I don't want to hobble your development > but I also don't want to come in one day and see that whole forest > ringed with inventory checkers and keep out signs... Sounds like we should combine our efforts. What may be a major problem is the location though. You have been working to the northeast of where I wanted the elven lands to go. The castle has to be located close to the Dragon Lord City, as it has an underground area that joins it. The area between the three lakes (world_110_118) is perfect, I can cordon it off easily and still leave the rest of the northern Large Forest for the rest of the elves. So how about it? I keep within the lakes, and you move your elves to the surrounding area, leaving the area between the lakes and the dragons as a no mans land? _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 12 06:17:22 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] crashes at crossfire.metalforge.net In-Reply-To: <200401121454.54572.won_fang@yahoo.com.au> References: <20040107081333.67185b51.kstenger@montevideo.com.uy> <200401121454.54572.won_fang@yahoo.com.au> Message-ID: <200401122217.22691.won_fang@yahoo.com.au> > I suspect there is some weird memory corruption or off by one error > somewhere. I don't have Purify, but I tried Electric Fence, kept running > out of ram. I managed to get some sort of sense out of a core dump, but not much. Basically, I just wandered around Scorn, going in and out of buildings until it crashed. The important part of the stack trace is - (addresses left out) clear_object(op=0x80000000) at object.c:596 get_object() at object.c:707 load_objects(,,) at map.c:499 load_temporary_map() at map.c:886 ready_map_name("/world/world_104_115", 0) at map.c:1338 load_and_link_tiled_map(,3) at map.c:1675 out_of_map(,-8,25) at map.c:1712 Keep in mind that I had been wandering around going in and out of doors over and over again before the crash. get_object doesn't actually pass 0x8000000 to clear_object, but op is equal to that by the time the core is dumped. So, memory (probably the free object list) gets trashed at some point in the past, and I eventually run over that part when walking around. Time for someone else to point some serious memory debugging tools at it. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 12 11:22:51 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] Changin' gears. Message-ID: <200401130322.51716.won_fang@yahoo.com.au> That's enough bug stompin' for a while, time to do that other major thing I promised ... map makin'. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 12 13:37:14 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] Changin' gears. In-Reply-To: <200401130322.51716.won_fang@yahoo.com.au> References: <200401130322.51716.won_fang@yahoo.com.au> Message-ID: <4002F76A.8010703@laposte.net> David Seikel a ?crit : > That's enough bug stompin' for a while, time to do that other major thing I > promised ... map makin'. Well, you _can_ consider checking arches for weird things :) Like traps apparently use the 'other_arch' field when spells, not 'slaying' ^_- And if you want more bugs, just skim through this list's archives, i'm sure you'll find a few ^.^;;; (and i should correct some too, someday) Now, making maps is of course nice too! Nicolas 'Ryo' _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Jan 13 00:03:42 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] Re: [Crossfire-cvs] CVS commit: client/gnome In-Reply-To: References: Message-ID: <40038A3E.9090601@sonic.net> The one suggestion I would have for the changes is to print a message in red (or other noticable color) to the extent of 'bound command is being truncated'. Otherwise, if someone is binding 250 characters, they may not notice that it has been shortened (less likely to look close on such a long line). crossfire-cvs-admin@lists.sourceforge.net wrote: > Module Name: client > Committed By: onefang > Date: Mon Jan 12 07:20:00 UTC 2004 > > Modified Files: > client/gnome: gnome.c > > Log Message: > Bind commands longer than the bind buffer no longer crash. > DVS 2004-01-12 > > > > Start of context diffs > > > Index: client/gnome/gnome.c > diff -c client/gnome/gnome.c:1.3 client/gnome/gnome.c:1.4 > *** client/gnome/gnome.c:1.3 Mon Nov 10 07:11:19 2003 > --- client/gnome/gnome.c Sun Jan 11 23:20:00 2004 > *************** > *** 935,940 **** > --- 935,943 ---- > draw_info("Try unbind to remove bindings..", NDI_BLACK); > return; > } > + if (strlen(params) >= sizeof(bind_buf)) { > + params[sizeof(bind_buf) - 1] = '\0'; > + } > sprintf(buf, "Push key to bind '%s'.", params); > draw_info(buf, NDI_BLACK); > strcpy(bind_buf, params); > > > ------------------------------------------------------- > This SF.net email is sponsored by: Perforce Software. > Perforce is the Fast Software Configuration Management System offering > advanced branching capabilities and atomic changes on 50+ platforms. > Free Eval! http://www.perforce.com/perforce/loadprog.html > _______________________________________________ > Crossfire-cvs mailing list > Crossfire-cvs@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/crossfire-cvs _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Jan 13 00:36:25 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] Howto close bugs on sourceforge? In-Reply-To: <40025A65.70507@laposte.net> References: <200401121607.52172.won_fang@yahoo.com.au> <200401121726.24140.won_fang@yahoo.com.au> <200401121752.46063.won_fang@yahoo.com.au> <200401121816.20268.won_fang@yahoo.com.au> <40025A65.70507@laposte.net> Message-ID: <400391E9.1020402@sonic.net> Nicolas Weeger wrote: > David Seikel a ?crit : > >> [ 777151 ] Bone Crusher is called 772697802? >> >> I could not recreate this, is it fixed already? > > > I _think_ this one is/was related to memory shortage. > Now whether it is fixed or not i don't know. I doubt this is related to memory shortage. Enough of the crossfire malloc routines check to see if the malloc failed, and would promptly exit the program if in fact memory is exhausted. The screwed up names is almost caused by the name string getting freed. Since shared string library is used, if that shared string is freed, that memory might then get allocated for something else, but objects are still pointing to the now differently used data for a name, and it obviously doesn't work. Such bugs are very difficult to catch. Because it almost is never the call to free_string that is the problem - it is that maybe someone called 'free' and not 'free_string'. Or maybe the object was copied, but add_refcount was called to increase the refcount of the strings, so when that copied object is freed, the refcount on the string is reduced - if this is done enough, that string gets freed. The other problem where this was originally seen was in the size of tracking number of shared strings. IT was something like 14 bits (2 bits used for flags I think) - with the big world maps, certainly possible if enough maps were in memroy at one time for some common archs to get overflowed. And with that size, if there were potential leaks in the opposite direction (refcount getting increased over and over, and not decreased), it could wrap in the other direction also. Now that refcount is 30 bits, the likelihood of overflows is very low. One could argue that given that string usage isn't that much more than in the 'old' days, but amount of system ram has drastically increased, using a shared string library doesn't make a lot of sense. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Jan 13 08:40:43 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] Howto close bugs on sourceforge? In-Reply-To: <200401121752.46063.won_fang@yahoo.com.au> References: <200401121607.52172.won_fang@yahoo.com.au> <200401121726.24140.won_fang@yahoo.com.au> <200401121752.46063.won_fang@yahoo.com.au> Message-ID: <20040113144043.GI507@laranja.org> On Mon, Jan 12, 2004 at 05:52:46PM +1000, David Seikel wrote: > [ 777525 ] sorig has wrong race > > I love it when a bg report includes it's own fix B-). you're welcome :-) I would like to dedicate more time to crossfire development when I go broadband again. In fact I have a fix for [ 777527 ] creator can't create multi-square things but I have to dig it up here :-P []s, |alo +---- -- Those who trade freedom for security lose both and deserve neither. -- http://www.laranja.org/ mailto:lalo@laranja.org pgp key: http://www.laranja.org/pessoal/pgp GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Jan 15 15:28:30 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:52 2005 Subject: [CF-Devel] Missing material on some items Message-ID: <400705FE.4020404@laposte.net> Hello. I was playing in training humanoid part, and noticed i did not destroy clocks with my spell... So i checked, apparently then have no material set. Meaning, unless i'm mistaking, they are indestructible... Same goes for throne. Seems to me some archetypes are badly broken, and need some serious fixing -.- Nicolas 'Ryo' _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Jan 15 16:14:24 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:53 2005 Subject: =?iso-8859-1?Q?Re:_[CF-Devel]_Missing_material_on_some_items?= Message-ID: A lot or archetypes don't have a material set and this would make them indestructable but I wouldn't say they are _badly_ broken. A lot of these should indeed have a material however I for one have had a reluctance to make a sweeping changes to existing arches (haha - right) in case it breaks maps (maybe some maps need indestructable clocks?) In any case I would handle this on a case by case basis where some are fixed - we wait for people to report broken maps due to the fix then fix the maps... I can do some work on this soon as I'm fairly comfortable with it. I can look at the items in the indoor and misc folder for starters and see if there is any furniture that should be destructable which isn't. > Hello. > > I was playing in training humanoid part, and noticed i did not destroy clocks > with my spell... So i checked, apparently then have no material set. Meaning, > unless i'm mistaking, they are indestructible... Same goes for throne. > > Seems to me some archetypes are badly broken, and need some serious fixing -.- > > Nicolas 'Ryo' > > > _______________________________________________ > 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 at archives.real-time.com Fri Jan 16 01:54:30 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:53 2005 Subject: [CF-Devel] Summoning bug: can't level up In-Reply-To: <3FED49AC.1020608@laposte.net> References: <3FED49AC.1020608@laposte.net> Message-ID: <400798B6.7050703@sonic.net> Nicolas Weeger wrote: > Hello. > > Yesterday i saw a player who couldn't cast 'summon lesser golem'. > Checking some, the reason is pretty obvious: > This player just learned summoning, thus his skill is 1. > Lesser golem is level 1. > The player worships Mostrai, so summoning repelled. > > So player lever becomes (see spell_util.c:caster_level) 1 - 2 (repelled) > -> -1 > Min level to cast (min_casting_level) is 1 - 2 -> -1 checked against <1 > -> 1 > > So he simply can't cast the spell, and can't level up alone, need to party. > > I think the best way to fix is to check caster_level and return at least 1. Just for the record, that is now done. This is done to fixes some other bugs, most notably some divide by zero bugs for functions that just divide by caster_level() _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Jan 16 17:12:08 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:53 2005 Subject: [CF-Devel] Patch submission: bounds error Message-ID: <20040116231208.GA22039@idefix2.dvlp.in-medias-res.com> Hello, there is a bounds error in server/plugins.c: the array HookList has the size NR_OF_HOOKS but the loop variable j counts from 0 to NR_OF_HOOKS (inclusive). The diff is against current CVS. Andreas -------------- next part -------------- Index: server/plugins.c =================================================================== RCS file: /cvsroot/crossfire/crossfire/server/plugins.c,v retrieving revision 1.22 diff -c -5 -r1.22 plugins.c *** server/plugins.c 7 Nov 2003 19:54:49 -0000 1.22 --- server/plugins.c 16 Jan 2004 22:34:05 -0000 *************** *** 220,230 **** int j; i = 0; HookParm = (CFParm *)(malloc(sizeof(CFParm))); HookParm->Value[0]=(int *)(malloc(sizeof(int))); ! for(j=1; j<=NR_OF_HOOKS;j++) { memcpy(HookParm->Value[0], &j, sizeof(int)); HookParm->Value[1] = HookList[j]; /*switch(j) { --- 220,230 ---- int j; i = 0; HookParm = (CFParm *)(malloc(sizeof(CFParm))); HookParm->Value[0]=(int *)(malloc(sizeof(int))); ! for(j=1; jValue[0], &j, sizeof(int)); HookParm->Value[1] = HookList[j]; /*switch(j) { *************** *** 541,551 **** int j; i = 0; HookParm = (CFParm *)(malloc(sizeof(CFParm))); HookParm->Value[0]=(int *)(malloc(sizeof(int))); ! for(j=1; j<=NR_OF_HOOKS;j++) { memcpy(HookParm->Value[0], &j, sizeof(int)); HookParm->Value[1] = HookList[j]; /*switch(j) { --- 541,551 ---- int j; i = 0; HookParm = (CFParm *)(malloc(sizeof(CFParm))); HookParm->Value[0]=(int *)(malloc(sizeof(int))); ! for(j=1; jValue[0], &j, sizeof(int)); HookParm->Value[1] = HookList[j]; /*switch(j) { -------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Jan 16 18:00:48 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:53 2005 Subject: [CF-Devel] Patch submission: typos in commands bowmode and applymode Message-ID: <20040117000047.GA27533@idefix2.dvlp.in-medias-res.com> Hello, the attached patch corrects some typos in the commands 'bowmode' and 'applymode'. The diff is against current CVS. Andreas -------------- next part -------------- Index: server/c_misc.c =================================================================== RCS file: /cvsroot/crossfire/crossfire/server/c_misc.c,v retrieving revision 1.36 diff -c -5 -r1.36 c_misc.c *** server/c_misc.c 13 Sep 2003 05:02:08 -0000 1.36 --- server/c_misc.c 16 Jan 2004 23:45:14 -0000 *************** *** 706,716 **** unapplymode unapply = op->contr->unapply; static char *types[]={"nochoice", "never", "always"}; if (!params) { new_draw_info_format(NDI_UNIQUE, 0, op, "applymode is set to %s", ! types[op->contr->usekeys]); return 1; } if (!strcmp(params,"nochoice")) op->contr->unapply=unapply_nochoice; --- 706,716 ---- unapplymode unapply = op->contr->unapply; static char *types[]={"nochoice", "never", "always"}; if (!params) { new_draw_info_format(NDI_UNIQUE, 0, op, "applymode is set to %s", ! types[op->contr->unapply]); return 1; } if (!strcmp(params,"nochoice")) op->contr->unapply=unapply_nochoice; *************** *** 723,740 **** "applymode: Unknown options %s, valid options are nochoice, never, always", params); return 0; } new_draw_info_format(NDI_UNIQUE, 0, op, "Applymode %s set to %s", ! (unapply==op->contr->usekeys?"":"now"), types[op->contr->unapply]); return 1; } int command_bowmode(object *op, char *params) { ! bowtype_t oldtype=op->contr->petmode; static char *types[] = {"normal", "threewide", "spreadshot", "firenorth", "firene", "fireeast", "firese", "firesouth", "firesw", "firewest", "firenw", "bestarrow"}; char buf[MAX_BUF]; --- 723,740 ---- "applymode: Unknown options %s, valid options are nochoice, never, always", params); return 0; } new_draw_info_format(NDI_UNIQUE, 0, op, "Applymode %s set to %s", ! (unapply==op->contr->unapply?"":" now"), types[op->contr->unapply]); return 1; } int command_bowmode(object *op, char *params) { ! bowtype_t oldtype=op->contr->bowtype; static char *types[] = {"normal", "threewide", "spreadshot", "firenorth", "firene", "fireeast", "firese", "firesouth", "firesw", "firewest", "firenw", "bestarrow"}; char buf[MAX_BUF]; -------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Jan 16 18:14:49 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:53 2005 Subject: [CF-Devel] Access to god_power resistance Message-ID: I'm not sure if this is intentional or not (or a misunderstanding on my part..) but players are able to obtain god_power resistance. >From previous discussions: "In order to maintain the challenge level of Crossfire, the attacktype godpower is used. Since it's possible to gain resistances and protection to all all other attack_types certain monsters have godpower which will damage to player character. I know, it doesn't seem fair - but it's no fun when the game is easy, either." The spells Holy Possession and Bless grant resistance of 95 and 35, respectively. Should they? arch force name holy_blessing name_pl holy possession wc 2 ac 2 speed 1.000000 speed_left 1.000000 subtype 2 attacktype 1 resist_godpower 95 duration 313 applied 1 end -- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Jan 16 18:31:56 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:53 2005 Subject: [CF-Devel] Access to god_power resistance In-Reply-To: References: Message-ID: I forgot to mention, this was observed on crossfire.metalforge.net on 16-Jan-2004. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Jan 18 05:14:05 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:53 2005 Subject: [CF-Devel] Building patch committed Message-ID: <400A6A7D.1040003@laposte.net> Hello. I just committed my building patch, and matching archetypes. Thanks to tchize for the Linux loader.c / makefile.in. So the new question would be: do we make new buildable apartments somewhere? or change existing ones to let players build (which would require upgrading existing players's apartments, of course)? Also, we'd need a building shop, to buy material :) (reminder: building only works on unique maps for now) Note also that the item's price may need some tweaking... Nicolas 'Ryo' _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 19 15:14:55 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:53 2005 Subject: [CF-Devel] Re: [CF-maps] Building patch committed In-Reply-To: <20040119135414.GB1461@laranja.org> References: <400A6A7D.1040003@laposte.net> <20040119135414.GB1461@laranja.org> Message-ID: <400C48CF.6040403@laposte.net> > Can it be made to work on unique terrain on non-unique maps? Just commited, check for unique map is now removed :) Meaning you can build anywhere, ASSUMING the correct flags are set (else some weirdness may appear, specially for wall merging... those ones are esthetic though, and hopefuly wouldn't break anything, but still) I checked on guilds, when correct flags are set, mapbuilding works correctly. Remember, though: i did test it a lot, but it's never been submitted to players's intensive check :) > []s, Nicolas 'Ryo' _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 19 14:28:26 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:53 2005 Subject: [CF-Devel] Re: [CF-maps] Building patch committed In-Reply-To: <400C48CF.6040403@laposte.net> References: <400A6A7D.1040003@laposte.net> <20040119135414.GB1461@laranja.org> <400C48CF.6040403@laposte.net> Message-ID: <20040119202826.GC1461@laranja.org> well, in about two weeks I think I can put a tar.gz with the partially-buildable-on-some-places town of Port Ferris somewhere for people to download, if someone wants to run it in a test server. Or maybe even I can run my own server openly on my ADSL... On Mon, Jan 19, 2004 at 10:14:55PM +0100, Nicolas Weeger wrote: > >Can it be made to work on unique terrain on non-unique maps? > > Just commited, check for unique map is now removed :) > Meaning you can build anywhere, ASSUMING the correct flags are set (else > some weirdness may appear, specially for wall merging... those ones are > esthetic though, and hopefuly wouldn't break anything, but still) > > I checked on guilds, when correct flags are set, mapbuilding works > correctly. > > Remember, though: i did test it a lot, but it's never been submitted to > players's intensive check :) []s, |alo +---- -- Those who trade freedom for security lose both and deserve neither. -- http://www.laranja.org/ mailto:lalo@laranja.org pgp key: http://www.laranja.org/pessoal/pgp GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 19 23:50:38 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:53 2005 Subject: [CF-Devel] Access to god_power resistance In-Reply-To: References: Message-ID: <400CBF5D.2080200@sonic.net> Rick Tanner wrote: > I'm not sure if this is intentional or not (or a misunderstanding on my > part..) but players are able to obtain god_power resistance. > >>From previous discussions: > > "In order to maintain the challenge level of Crossfire, the attacktype > godpower is used. Since it's possible to gain resistances and protection > to all all other attack_types certain monsters have godpower which will > damage to player character. I know, it doesn't seem fair - but it's no fun > when the game is easy, either." > > The spells Holy Possession and Bless grant resistance of 95 and 35, > respectively. Should they? I actually thought this sort of worked the other way. Eg, monsters generally should not have godpower resistance, since those attacktypes that players get with godpower can be useful. given that, there really shouldn't be anything that gives player permanent godpower attacktype (eg, spells are temporary godpower attacktype - there shouldn't be a weapon/ring/whatever that gives it to the player). Given the way attacks work, it doesn't seem much an issue to me for monsters to have godpower attacks, and thus godpower resistance. I do believe, however, that there aren't any items that players can get that give weaponmagic resistance. So if you really want a monster to always be able to damage a player, you could give them weaponmagic. Or, you can just give them every attacktype - surely the player won't have protections to them all. But related to that, temporary mechanisms to get 'really good' stuff isn't as big an issue. I certainly wouldn't want to see an item that a player could equip that gives them godpower resitance. It seems to be that holy possession is also something you can only get by praying on an altar? If so, that also makes it a bit less powerful/useful. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 19 23:55:52 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:53 2005 Subject: [CF-Devel] Patch submission: typos in commands bowmode and applymode In-Reply-To: <20040117000047.GA27533@idefix2.dvlp.in-medias-res.com> References: <20040117000047.GA27533@idefix2.dvlp.in-medias-res.com> Message-ID: <400CC02B.40403@sonic.net> Andreas Kirschbaum wrote: > Hello, > > the attached patch corrects some typos in the commands 'bowmode' and > 'applymode'. applied to CVS. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 19 23:56:30 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:53 2005 Subject: [CF-Devel] Patch submission: bounds error In-Reply-To: <20040116231208.GA22039@idefix2.dvlp.in-medias-res.com> References: <20040116231208.GA22039@idefix2.dvlp.in-medias-res.com> Message-ID: <400CC0E5.8080606@sonic.net> Andreas Kirschbaum wrote: > Hello, > > there is a bounds error in server/plugins.c: the array HookList has the size > NR_OF_HOOKS but the loop variable j counts from 0 to NR_OF_HOOKS > (inclusive). > > The diff is against current CVS. Applied to CVS. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Jan 20 02:30:48 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:53 2005 Subject: [CF-Devel] Some bugs/comments in crossfire.metalforge.net In-Reply-To: <40004E7B.1000601@laposte.net> References: <20040107003059.087292a1.kstenger@montevideo.com.uy> <40004E7B.1000601@laposte.net> Message-ID: <400CE55B.1060609@sonic.net> Nicolas Weeger wrote: > Ok, I checked why some traps are broken. > > Apprently, it's a missing other_arch field. > Some runes, like 'mass confusion', have the slaying field filled in > (slaying mass confusion), but no other_arch field. Those runes don't work. > Other runes, like 'rune_icestorm', have the 'other arch' field set > (other_arch spell_icestorm) and work. > So I assume it's related to that :) In theory, the loader is suppose to take care of this. Since the spell stuff was changed around a bit, I added some code in the loader that attempts to update these 'old' objects. The specific case here is is if the type is a rune, and slaying is set, it tries to convert that slaying into the spell object and insert it into the rune. This apparantly doesn't work really well. One limitation I ran into doing the spell code is that you can't have archetypes with inventory (and even if you did, when copy_object is called, it wouldn't copy the inventory anyways). However, the real solution here is to just update all the traps to use other_arch. However, I just tried the run of confusion on a test map, and it detonated fine. The problem I found however is different - the rune casts a cone, and if you're in the center of a cone, you're not hit by the effects (players can cast cones on themselves and also avoid the damage/effect, but hit everyone around them). One solution to this is to change the cone code such that it being cast with 0 direction does affect the caster/person on that space. I don't know how often players cast cone spells centered on themselves expecting no damage. If that is not a viable solution, then a flag or perhaps something in the spell itself needs to be set that says hit centered space. If it's a flag, the spring_trap() code could just be modified to set that flag in the spell before calling cast_spell(), removing the need for a seperate arch for trap objects. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Jan 20 09:06:13 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:53 2005 Subject: [CF-Devel] make install doesn't install /share the good way Message-ID: <200401201611.37773.d.delbecq@laposte.net> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Jan 20 09:11:00 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:54 2005 Subject: [CF-Devel] slight modification in smoothing code / added a map header Message-ID: <200401201622.18937.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Jan 20 11:26:15 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:54 2005 Subject: =?iso-8859-1?Q?Re:_[CF-Devel]_slight_modification_in_smoothing_code_/_added_a_map?= Message-ID: I would really like to see smoothing changed slightly so that if an object has smoothlevel 0 (or no smoothlevel entry and so defaulting to 0) it is placed on 'top' of everything with a smoothlevel. I find the existing behaviour - where ground arches with no smoothing set are being put underneath the ones with a smooth level kind of a pain. This lets you opt out of smoothing an arch by not specifying a smooth level (or setting it to 0) which seems to me to be the best way to have it. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Jan 20 11:27:38 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:54 2005 Subject: =?iso-8859-1?Q?Re:_[CF-Devel]_slight_modification_in_smoothing_code_/_added_a_map?= Message-ID: I would really like to see smoothing changed slightly so that if an object has smoothlevel 0 (or no smoothlevel entry and so defaulting to 0) it is placed on 'top' of everything with a smoothlevel. I find the existing behaviour - where ground arches with no smoothing set are being put underneath the ones with a smooth level kind of a pain. This lets you opt out of smoothing an arch by not specifying a smooth level (or setting it to 0) which seems to me to be the best way to have it. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Jan 20 13:41:05 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:54 2005 Subject: [CF-Devel] Access to god_power resistance In-Reply-To: <400CBF5D.2080200@sonic.net> References: <400CBF5D.2080200@sonic.net> Message-ID: <20040120044754.444e3ee6.kstenger@montevideo.com.uy> > It seems to be that holy possession is also something you can only get by > praying on an altar? If so, that also makes it a bit less powerful/useful. In fact i have a binding for 'invoke holy possession, and use it often, not having an altar close to you is not really a big issue if you can make a portal near your enemy. Katia. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Jan 20 15:12:39 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:54 2005 Subject: [CF-Devel] slight modification in smoothing code / added a map In-Reply-To: References: Message-ID: <200401202216.58381.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Jan 20 22:46:07 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:54 2005 Subject: [CF-Devel] Improved invisibility ... isn't Message-ID: <200401202242.27478.eracclists@bellsouth.net> Dear Coders, Playing on metalforge.real-time.com my char with level 46 magic does not stay invisible when casting improved invisibility and moving or attacking. This did work on other, less up to date, servers. It seems that something has been changed in the code that causes improved invisibility to be no better than plain old invisibility. Please fix this. Katia and/or Leaf, could either/both of you try to verify that this problem exists? TIA! Also, it appears that blindness is not a real debilitation to powerful critters. I caused a Cyclops to be blinded with sunspear yet it seemed it could still hit me in melee for the full amount of damage as if it were not blinded. Is that supposed to be? It seems that blinded creatures should hit for a significantly less amount of damage because in a blinded state their "luck" would have to be *very* high to land full blows. Does Cyclops have an inordinate amount of luck? That would not be surprising since they are so freakin' powerful already. I mean, PUHLEEZE, you guys 'n gals already took away my ability to melee Cyclops while playing dragon chars by crippling "holy possession" so one can only cast it once. Yeah, right, invulnerability potion, sure THAT lasts a long time ... not. My dragon char, level 66 - phys 46, has to use one potion per Cyclops! Heck, holy possession lasts longer than that. GEEZ! :-/ Thanks for "listening" to a mere player. :-) Gene (aka eracc, aka poof) -- Linux era4.eracc.UUCP 2.4.21-0.26mdk i686 22:20:29 up 29 days, 7:27, 9 users, load average: 0.18, 0.23, 0.16 ERA Computer Consulting - http://www.eracc.com/ eCS, OS/2, Mandrake GNU/Linux, OpenServer & UnixWare resellers _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Jan 21 01:41:00 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:54 2005 Subject: [CF-Devel] make install doesn't install /share the good way In-Reply-To: <200401201611.37773.d.delbecq@laposte.net> References: <200401201611.37773.d.delbecq@laposte.net> Message-ID: <400E2A32.1000908@sonic.net> David Delbecq wrote: > Hi > > today i did a fresh checkout of CVS. did a autogen.sh / configure / make / > make install like usual. > > server then complains at run time for not finding the bmaps file . I checked > the content of /share where it is supposed to be and i found > this: > > $ ls -l share/ > total 92 > -rw-r--r-- 1 tchize tchize 93689 2004-01-20 15:11 treasures > > strangly poor content, isn't it. Update your aclocal/automake/autoconf versions. I just looked at mine, and it had the same problem. I re-ran those steps, and then it works fine. I'm guessing that the makefile is using functionality that is only in later versions of aclocal/automake. It looks like the previous person had 1.4-p6 of aclocal. Don't know for sure what the minimum versions are, but I have aclocal 1.6.3, automake 1.6.3 and autoconf 2.5.7 I'll check in fixed versions of the makefiles.in and whatnot. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Jan 21 05:35:09 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:54 2005 Subject: [CF-Devel] slight modification in smoothing code / added a map In-Reply-To: References: Message-ID: <200401211157.55759.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Jan 21 05:36:30 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:54 2005 Subject: [CF-Devel] Gnome client currently not supported Message-ID: <200401211154.48874.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Jan 21 14:19:39 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:55 2005 Subject: [CF-Devel] Improved invisibility ... isn't In-Reply-To: <200401202242.27478.eracclists@bellsouth.net> References: <200401202242.27478.eracclists@bellsouth.net> Message-ID: On Tue, 20 Jan 2004, ERACC wrote: > > Does Cyclops have an inordinate amount of luck? That would not be > surprising since they are so freakin' powerful already. I mean, > PUHLEEZE, you guys 'n gals already took away my ability to melee > Cyclops while playing dragon chars by crippling "holy possession" so > one can only cast it once. Yeah, right, invulnerability potion, sure > THAT lasts a long time ... not. My dragon char, level 66 - phys 46, > has to use one potion per Cyclops! Heck, holy possession lasts longer > than that. GEEZ! :-/ > FWIW, holy possession not stacking has been in effect for almost a year now. http://archives.real-time.com/pipermail/crossfire-devel/2003-March/004156.html Cyclops are tough monsters. They have 50% resistance to every dragon attack type (and 100% resistance in one instance) unless the dragon has an attack type granted through their god. So, what's next? Increase the duration of potions to 5 minutes so you can kill Evil Masters and Hyper Kobolds with melee.. ? ;D -- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Jan 21 16:20:23 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:55 2005 Subject: [CF-Devel] Client 1.6.1? Message-ID: <400EF9C1.5040205@laposte.net> Hello. I'm wondering if there will be an 'official' 1.6.1 (GTK, at least) client release, and if yes when? The reason is that I fixed a few issues with Win32, so it'd be nice to players to provide a fixed version. But I'd rather stay in sync with Linux versions, too. Nicolas 'Ryo' _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Jan 21 21:47:50 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:55 2005 Subject: [CF-Devel] Gnome client currently not supported In-Reply-To: <200401211154.48874.tchize@myrealbox.com> Message-ID: <20040122033848.58378.qmail@web21327.mail.yahoo.com> --- tchize wrote: > Hi > Gnome client currently not supported > > According to cvs log, the Makefile.in was modified more thant 2years ago, > bu i see there are some recent modification in gnome subdirectory files > (9days old). So i suppose the gnome client is still maintained. That was probably me. I fixed a bug that could be applied easily to all three clients, so I applied it to all three clients. I only tested the GTK client though. I don't actually use Gnome. Mark has suggested that I insert a message when my bug fix is triggered, so I will probably do this to all three clients again the next time I get a chance to do some Crossfire debugging. http://personals.yahoo.com.au - Yahoo! Personals New people, new possibilities. FREE for a limited time. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Jan 22 01:59:33 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:55 2005 Subject: [CF-Devel] Gnome client currently not supported In-Reply-To: <200401211154.48874.tchize@myrealbox.com> References: <200401211154.48874.tchize@myrealbox.com> Message-ID: <400F81EF.4090804@sonic.net> tchize wrote: > Hi > > I have tried to compile the gnome client. I get the following message from > make: > > Gnome client currently not supported > > According to cvs log, the Makefile.in was modified more thant 2years ago, bu i > see there are some recent modification in gnome subdirectory files (9days > old). So i suppose the gnome client is still maintained. Could i know how am > supposed to compile it? Have tried > > cd gnome; make gnome-cfclient > > but i get a whole bunch of errors. > Thanks. The gnome client is originally maintained. Someone did the initial port. But at some point, they stopped working on it (gtk client was complete enough or something). So the gnome client is basically there more as a historical record. I suppose someone could get it working if they wanted to, but it hasn't been maintained for a long time, so likely needs considerable work. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Jan 22 02:03:21 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:55 2005 Subject: [CF-Devel] Improved invisibility ... isn't In-Reply-To: References: <200401202242.27478.eracclists@bellsouth.net> Message-ID: <200401220154.06282.eracclists@bellsouth.net> On Wednesday 21 January 2004 02:11 pm Rick Tanner wrote: > On Tue, 20 Jan 2004, ERACC wrote: > > > > Does Cyclops have an inordinate amount of luck? That would not be > > surprising since they are so freakin' powerful already. I mean, > > PUHLEEZE, you guys 'n gals already took away my ability to melee > > Cyclops while playing dragon chars by crippling "holy possession" > > so one can only cast it once. Yeah, right, invulnerability > > potion, sure THAT lasts a long time ... not. My dragon char, > > level 66 - phys 46, has to use one potion per Cyclops! Heck, holy > > possession lasts longer than that. GEEZ! :-/ > > > > FWIW, holy possession not stacking has been in effect for almost a > year now. [...] Heh, then I've been playing on some OLD servers. :-P > Cyclops are tough monsters. They have 50% resistance to every > dragon attack type (and 100% resistance in one instance) unless the > dragon has an attack type granted through their god. No kidding. But I have been in party with a fellow who was playing an Elf char. Worshipped Devourers. Had a sword blessed by devourers that "leeched" HP back to him in melee (according to him). I, with my own disbelieving eyes, saw him destroy a room full of Cyclops and Gaelotrolls in about 10 to 15 seconds. It took him about 2 seconds per Cyclops and fractions of a second per Gaelotroll. Not fair, says I. Dragons, being big, powerful critters themselves, should be able to do as well with claw attacks. :-P Maybe I should wait to see how my dragon char does at much higher physical levels. Maybe I've never gotten a dragon's phys high enough to be effective against Cyclops without lots of help. > So, what's next? > Increase the duration of potions to 5 minutes so you can kill Evil > Masters and Hyper Kobolds with melee.. ? ;D Hmmm, now THERE is a good idea if I ever read one. :-P Oh yeah, as "yuri" and I were discussin' on #crossfire, if a potion is called "potion of invulnerability" then it should give 100% protection. Otherwise the word "invulnerability" is a lie. We note that this "potion of invulnerability" does not make one invulnerable. To wit a Cyclops still hits my char for some damage even with that potion applied. Look up the word in a decent dictionary and see the meaning: invulnerability n 1: having the strength to withstand attack [syn: {impregnability}] 2: the property of being invulnerable; the property of being incapable of being hurt (physically or emotionally) [ant: {vulnerability}] Thus this potion's name is a misuse of the term. So there. :-D Gene (aka eracc, aka poof) -- Linux era4.eracc.UUCP 2.4.21-0.26mdk i686 01:35:43 up 30 days, 10:42, 9 users, load average: 0.00, 0.04, 0.05 ERA Computer Consulting - http://www.eracc.com/ eCS, OS/2, Mandrake GNU/Linux, OpenServer & UnixWare resellers _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Jan 23 11:52:06 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:55 2005 Subject: [CF-Devel] Client 1.6.1? In-Reply-To: <400EF9C1.5040205@laposte.net> References: <400EF9C1.5040205@laposte.net> Message-ID: <200401231142.19308.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Jan 25 00:48:30 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:55 2005 Subject: [CF-Devel] become_follower patch Message-ID: <20040124172335.2b0c3aa3.kstenger@montevideo.com.uy> Hi all, This patch makes sure the praying skill is actually applied when calling the change_abil function and then returns the skill to it's previous applied/unapplied status. Solves the problem of getting the wrong message when becomming a follower of a certain god which should give you a certain ability instead of taking it away. Take care! Katia. -------------- next part -------------- A non-text attachment was scrubbed... Name: become_follower.diff Type: application/octet-stream Size: 1425 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20040125/c6784a55/become_follower.obj -------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Jan 25 01:17:04 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:55 2005 Subject: [CF-Devel] become_follower patch In-Reply-To: <20040124172335.2b0c3aa3.kstenger@montevideo.com.uy> References: <20040124172335.2b0c3aa3.kstenger@montevideo.com.uy> Message-ID: <40136CD9.1040802@sonic.net> Karla Stenger wrote: > Hi all, > > This patch makes sure the praying skill is actually applied when calling the > change_abil function and then returns the skill to it's previous > applied/unapplied status. > > Solves the problem of getting the wrong message when becomming a follower of a > certain god which should give you a certain ability instead of taking it away. Basically looks fine. Only minor quibble is there is no need to check the flag status before setting it. EG, instead of: if (!QUERY_FLAG(skop, FLAG_APPLIED)) SET_FLAG(skop,FLAG_APPLIED); this is equivalant: SET_FLAG(skop,FLAG_APPLIED); And depending on the compiler, potentially faster- certainly not any slower. Not really much an issue in this case (performance wise), but just a minor style point. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Jan 25 01:26:55 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:55 2005 Subject: [CF-Devel] Client 1.6.1? In-Reply-To: <200401231142.19308.tchize@myrealbox.com> References: <400EF9C1.5040205@laposte.net> <200401231142.19308.tchize@myrealbox.com> Message-ID: <40136E43.80309@sonic.net> tchize wrote: >>Hello. >> >>I'm wondering if there will be an 'official' 1.6.1 (GTK, at least) client >>release, and if yes when? >> >>The reason is that I fixed a few issues with Win32, so it'd be nice to >>players to provide a fixed version. But I'd rather stay in sync with Linux >>versions, too. >> >>Nicolas 'Ryo' >> > > > I agree with you. It would be good to plan a minor release. Crossfire client > 1.6.0 is now more than 3 month old, I think there has been enough fixes in > win32 version to make a minor release. Moreover looking at CVS i see there > are some visual bug fixes since release of 1.6.0 and a scripting interface > was added 2 month ago (not sure what it does, but if it works this seems an > addon to 1.6.0 which need a new relase IMO) Any volunteers to do releases? I generally try to do releases somewhat often, but finding time can be a problem (or there seems to be more pressing things to do). On the bright side, making releases of the clients is much simpler than some of the other components. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Jan 25 01:43:50 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:55 2005 Subject: [CF-Devel] Improved invisibility ... isn't In-Reply-To: <200401220154.06282.eracclists@bellsouth.net> References: <200401202242.27478.eracclists@bellsouth.net> <200401220154.06282.eracclists@bellsouth.net> Message-ID: <40137245.3020005@sonic.net> ERACC wrote: > >>Cyclops are tough monsters. They have 50% resistance to every >>dragon attack type (and 100% resistance in one instance) unless the >>dragon has an attack type granted through their god. > > > No kidding. But I have been in party with a fellow who was playing an > Elf char. Worshipped Devourers. Had a sword blessed by devourers that > "leeched" HP back to him in melee (according to him). I, with my own > disbelieving eyes, saw him destroy a room full of Cyclops and > Gaelotrolls in about 10 to 15 seconds. It took him about 2 seconds > per Cyclops and fractions of a second per Gaelotroll. Not fair, says > I. Dragons, being big, powerful critters themselves, should be able > to do as well with claw attacks. :-P > > Maybe I should wait to see how my dragon char does at much higher > physical levels. Maybe I've never gotten a dragon's phys high enough > to be effective against Cyclops without lots of help. Note that not all races/classes are necessarily balanced with respect to each other. I believe dragons are at some of a disadvantage in that they can't use weapons. The 'advantage' of that is they can now 'safely' choose a good that also prohibits weapons/armors. But given that weapons are generally the most powerful items in the game, and give ways to get new attacktypes and other bonuses, not being able to use weapons is probably a bit of a disadvantage. OTOH, with the 'new' (newer than the original dragon code I believe) body code, something like dragon claws could be added as a body location, and the dragon guild shop perhaps sell claw coverings that give additional abilities. That could swing things in a different direction. > Oh yeah, as "yuri" and I were discussin' on #crossfire, if a potion > is called "potion of invulnerability" then it should give 100% > protection. Otherwise the word "invulnerability" is a lie. We note > that this "potion of invulnerability" does not make one invulnerable. > To wit a Cyclops still hits my char for some damage even with that > potion applied. Look up the word in a decent dictionary and see the > meaning: Back in the 'old' days before partial immunity, they were truly invulnerable (in those days, you were either 100% immune, 50% resistant, or took double damage (vulnerable to the attacktype). So the name was accurate. I think now they give you 95%, which yeah, isn't 100% protection. Life is also more confusing, as there are other potions which give 90% protection I believe, and can have similar names. It'd probably be nice to fill in the msg strings of a bunch of these objects to actually describe what they do, eg, if the object is identified, you can know if it gives 90% or 95% or whatever protection without trying to remember what it is. Also, should probably be a shop with near unlimited supplies of these potions. One of the past laments is that players have too much money - one reason is they have nothing to spend it on. Perhaps if there were piles of these potions available for purchase, players would end up buying them and using up at least some of that money. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Jan 25 02:17:15 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:55 2005 Subject: [CF-Devel] Improved invisibility ... isn't In-Reply-To: <200401202242.27478.eracclists@bellsouth.net> References: <200401202242.27478.eracclists@bellsouth.net> Message-ID: <401379D9.7010100@sonic.net> ERACC wrote: > Dear Coders, > > Playing on metalforge.real-time.com my char with level 46 magic does > not stay invisible when casting improved invisibility and moving or > attacking. This did work on other, less up to date, servers. It seems > that something has been changed in the code that causes improved > invisibility to be no better than plain old invisibility. Please fix > this. Just tried this on CVS, and improved invisiblity seems to work fine. Duration isn't really long, but hey. But then I re-read your message and see you're talking about metalforge.real-time.com. This is running old code (basically, pre the spell rewrite). That code isn't really being updated. At some point, that server will be deomissioned. In any case, since this bug doesn't seem to exist in the new server code, I'm not all that eager to go back into the old code to fix the problem. Note that crossfire.metalforge.net runs latest CVS code, and is also a much faster (in terms of cpu speed) server. > > Does Cyclops have an inordinate amount of luck? Generally, monsters don't have any luck. However, they can be insanely powerful. It's a long, and somewhat unfortunately, history that monsters generally have way more hp than characters. And depending on the character, this can make monsters next to impossible to kill if you don't have the right attacktypes (can't do damage faster than they regenerate it). _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Jan 25 13:24:59 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:55 2005 Subject: About dragons and potiona (was Re: [CF-Devel] Improved invisibility ... isn't) In-Reply-To: <40137245.3020005@sonic.net> References: <200401202242.27478.eracclists@bellsouth.net> <200401220154.06282.eracclists@bellsouth.net> <40137245.3020005@sonic.net> Message-ID: <200401251311.35836.eracclists@bellsouth.net> On Sunday 25 January 2004 01:37 am Mark Wedel wrote: > ERACC wrote: > >>Cyclops are tough monsters. They have 50% resistance to every > >>dragon attack type (and 100% resistance in one instance) unless > >> the dragon has an attack type granted through their god. [...] > > Maybe I should wait to see how my dragon char does at much higher > > physical levels. Maybe I've never gotten a dragon's phys high > > enough to be effective against Cyclops without lots of help. > > Note that not all races/classes are necessarily balanced with > respect to each other. I believe dragons are at some of a > disadvantage in that they can't use weapons. The 'advantage' of > that is they can now 'safely' choose a good that also prohibits > weapons/armors. But given that weapons are generally the most > powerful items in the game, and give ways to get new attacktypes > and other bonuses, not being able to use weapons is probably a bit > of a disadvantage. Not having weapons is not a great disadvantage if it is balanced out by the race's natural and learnable abilities. Plus playing some classes gives other benefits that can help balance across race. IMO dragon race is one of the most satisfying to do well with. > OTOH, with the 'new' (newer than the original dragon code I > believe) body code, something like dragon claws could be added as a > body location, and the dragon guild shop perhaps sell claw > coverings that give additional abilities. That could swing things > in a different direction. I mentioned something along this line on IRC. A bite attack. Instead of making the claws poisoned make the bite attack poisoned and give another goal of paralyzing bite. In my mind a dragon, being basically a big lizard with teeth, would claw *and* bite during melee. The bite attack, with those powerful dragon jaw muscles, would do more damage than clawing but would be slower and come less often during melee. Bite would be combined with the claw attack and a successful bite attack that results in "You bite a chunk from the ..." would also offset hunger by a tiny amount during melee. The idea of a paralyzing bite comes from snakes that bite their prey and paralyze it. Biting a poisonous critter would of course be bad. :-) Critters that are immune to poison but not paralyzation would be affected only by paralyzation and vice versa. To make getting paralyzing a challenge require that the dragon character have at least three of the other dragon subclasses completed before it can work on paralyzing bite. For example the dragon char would have to have all possible advances for fire, poison and cold or for cold, poison and lightning before it could work on paralyze. Maybe also give dragon characters a natural 50% resistance to paralyzation as the final goal for paralyzing bite. No, I can't code this, I'm too green, but it sounds good to me. :-P If this sounds insipid feel free to say so. [...] > It'd probably be nice to fill in the msg strings of a bunch of > these objects to actually describe what they do, eg, if the object > is identified, you can know if it gives 90% or 95% or whatever > protection without trying to remember what it is. I like that idea. > Also, should probably be a shop with near unlimited supplies of > these potions. One of the past laments is that players have too > much money - one reason is they have nothing to spend it on. > Perhaps if there were piles of these potions available for > purchase, players would end up buying them and using up at least > some of that money. Another excellent idea you have there. How about a "magical potion vending machine" that dispenses fire, cold and invulnerable potions on demand but costs more than finding them in a magic shop? Say at double the normal price based on ignoring Ch level. Charisma would not affect a vending machine. Perhaps this could be one of the blue icons (sorry, don't know the name) like one uses to buy diamonds, pearls, etc. in the shop entrances. Ok, this sounds silly but I believe it gets the general idea across. :-D Gene (aka eracc, aka poof) -- Linux era4.eracc.UUCP 2.4.21-0.26mdk i686 12:06:56 up 33 days, 21:14, 9 users, load average: 0.01, 0.03, 0.00 ERA Computer Consulting - http://www.eracc.com/ eCS, OS/2, Mandrake GNU/Linux, OpenServer & UnixWare resellers _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Jan 25 13:28:53 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:56 2005 Subject: [CF-Devel] become_follower patch In-Reply-To: <40136CD9.1040802@sonic.net> References: <20040124172335.2b0c3aa3.kstenger@montevideo.com.uy> <40136CD9.1040802@sonic.net> Message-ID: <20040125162311.14500a31.kstenger@montevideo.com.uy> > Basically looks fine. > > Only minor quibble is there is no need to check the flag status before > setting > it. EG, instead of: > > if (!QUERY_FLAG(skop, FLAG_APPLIED)) > SET_FLAG(skop,FLAG_APPLIED); > > this is equivalant: > > SET_FLAG(skop,FLAG_APPLIED); > heh... that was my first thought, but then i looked at the rest of the function code at the point where toggles the flag to unapplied to remove the previous god, and since it queries the flag first i thought it was needed to do here too. I have to say i just understood all the way flags work 2 days ago and i will need some time to get used to this :) I resend the patch and i also changed the condition of the first if who queries the flag so it uses the already saved variable instead of calling again QUERY_FLAG that is already done for the variable. Hope it's ok this way :) See you . Karla. -------------- next part -------------- A non-text attachment was scrubbed... Name: become_follower.diff Type: application/octet-stream Size: 1604 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20040125/4f9e5003/become_follower.obj -------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Jan 25 13:31:36 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:56 2005 Subject: [CF-Devel] Improved invisibility ... isn't In-Reply-To: <401379D9.7010100@sonic.net> References: <200401202242.27478.eracclists@bellsouth.net> <401379D9.7010100@sonic.net> Message-ID: <200401251317.38535.eracclists@bellsouth.net> On Sunday 25 January 2004 02:10 am Mark Wedel wrote: > ERACC wrote: > > Dear Coders, > > > > Playing on metalforge.real-time.com my char with level 46 magic > > does not stay invisible when casting improved invisibility and > > moving or attacking. This did work on other, less up to date, > > servers. It seems that something has been changed in the code > > that causes improved invisibility to be no better than plain old > > invisibility. Please fix this. > > Just tried this on CVS, and improved invisiblity seems to work > fine. Duration isn't really long, but hey. Got it, this is already fixed in the CVS code. > But then I re-read your message and see you're talking about > metalforge.real-time.com. This is running old code (basically, pre > the spell rewrite). That code isn't really being updated. I understand. Ok. > At some point, that server will be deomissioned. In any case, > since this bug doesn't seem to exist in the new server code, I'm > not all that eager to go back into the old code to fix the problem. No way to run it with newer code as a "small world map" server? Would that require restarting all the player characters or can they be converted for the new code? > Note that crossfire.metalforge.net runs latest CVS code, and is > also a much faster (in terms of cpu speed) server. Oh, yay, big world maps. :-( Gene (aka eracc, aka poof) -- Linux era4.eracc.UUCP 2.4.21-0.26mdk i686 13:11:44 up 33 days, 22:18, 9 users, load average: 0.04, 0.04, 0.00 ERA Computer Consulting - http://www.eracc.com/ eCS, OS/2, Mandrake GNU/Linux, OpenServer & UnixWare resellers _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Jan 25 23:11:16 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:56 2005 Subject: About dragons and potiona (was Re: [CF-Devel] Improved invisibility ... isn't) In-Reply-To: <200401251311.35836.eracclists@bellsouth.net> References: <200401202242.27478.eracclists@bellsouth.net> <200401220154.06282.eracclists@bellsouth.net> <40137245.3020005@sonic.net> <200401251311.35836.eracclists@bellsouth.net> Message-ID: <4014A017.30908@sonic.net> ERACC wrote: > I mentioned something along this line on IRC. A bite attack. Instead > of making the claws poisoned make the bite attack poisoned and give > another goal of paralyzing bite. In my mind a dragon, being basically > a big lizard with teeth, would claw *and* bite during melee. The bite > attack, with those powerful dragon jaw muscles, would do more damage > than clawing but would be slower and come less often during melee. > Bite would be combined with the claw attack and a successful bite > attack that results in "You bite a chunk from the ..." would also > offset hunger by a tiny amount during melee. The idea of a paralyzing > bite comes from snakes that bite their prey and paralyze it. > > Biting a poisonous critter would of course be bad. :-) Critters that > are immune to poison but not paralyzation would be affected only by > paralyzation and vice versa. > > To make getting paralyzing a challenge require that the dragon > character have at least three of the other dragon subclasses > completed before it can work on paralyzing bite. For example the > dragon char would have to have all possible advances for fire, poison > and cold or for cold, poison and lightning before it could work on > paralyze. Maybe also give dragon characters a natural 50% resistance > to paralyzation as the final goal for paralyzing bite. > > No, I can't code this, I'm too green, but it sounds good to me. :-P > If this sounds insipid feel free to say so. There currently is no concept within crossfire of multiple different types of attacks. To do so would be a non trivial code change. I do note that such a change would also conceivably allow players to use two weapons (Eg, a sword and dagger or something). Now it wouldn't be hard to add a bite type attack, which you could use instead of clawing (either you bite a creature or you claw it). Bite attack could perhaps have different advantages/disadvantages (one could even be cute, and if you bite/kill a small creature, you instantly swallow it for food value). OTOH, I'm not really sure if that will fix the problem for the tough monsters, which tend to have high levels of protections to most all spell attacks - that is one reason why being able to use melee weapons can be powerful - find out that monster X can't be hit by what your weapon attacks with, you switch to weapon #2 that has different attacktypes, then weapon #3 if that doesn't work, etc. Note that the new skill system treats each skill with its own exp bucket. Thus, special bite abilities could depend on how skilled you are in your bite attack. Eg, maybe you have to be level 10 in it before you can start paralyzing, and chance of paralyzation goes up or something (or maybe it starts with slow, and moves up, who knows). ` > Another excellent idea you have there. How about a "magical potion > vending machine" that dispenses fire, cold and invulnerable potions > on demand but costs more than finding them in a magic shop? Say at > double the normal price based on ignoring Ch level. Charisma would > not affect a vending machine. Perhaps this could be one of the blue > icons (sorry, don't know the name) like one uses to buy diamonds, > pearls, etc. in the shop entrances. Ok, this sounds silly but I > believe it gets the general idea across. :-D That is actually quite doable, since those potions are archetypes just like diamonds, pearls, etc. Those blue tables are generally called 'gem tables' on the basis you can buy gems on them. But putting something like that in would in fact be trivially easy - plop down a table, change the other_arch field or whatever, and set the price accordingly. That's it. I believe we already have a potion shop in scorn. Anyone up for making that change? _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Jan 25 23:16:18 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:56 2005 Subject: [CF-Devel] Improved invisibility ... isn't In-Reply-To: <200401251317.38535.eracclists@bellsouth.net> References: <200401202242.27478.eracclists@bellsouth.net> <401379D9.7010100@sonic.net> <200401251317.38535.eracclists@bellsouth.net> Message-ID: <4014A1F0.3050004@sonic.net> ERACC wrote: > > No way to run it with newer code as a "small world map" server? Would > that require restarting all the player characters or can they be > converted for the new code? The problem isn't the maps. The main change for the new server is the redoing of the skills and spells. There is no good way to convert old characters over to the new system (any conversion is either really unfair to old characters, or unfair to new characters (in that the old characters have benefits that newly created characters could never get)). It was just that when setting up the new server with this new code, it was also decided to go to the bigworld maps, since that is the way the world is moving. I certainly believe it is possible to play with the new skill/spell code with the small world maps. The conversion of maps is actually a relatively small deal (only thing that would really break there are apartments and the like, and there are conversion scripts in place for that). _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 26 16:49:11 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:56 2005 Subject: [CF-Devel] Bug: resistances changes not always displayed Message-ID: <4015960B.1030803@laposte.net> Hello. Playing on crossfire.metalforge.net, latest cvs i guess. It seems resistances are not announced when going up. IE pray on altar, get holy possession. You'll see the 'resistance to god power goes down to 0', but not the going up :) Same goes for protection spells, and maybe other things... Haven't traced yet the issue, guess it's some missing call. Nicolas 'Ryo' _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Jan 26 21:26:21 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:56 2005 Subject: [CF-Devel] Combat animations/sound Message-ID: An experiance I just had sums up why i'm suggesting this;There was this long hallway, cram packed with mobs. I held control+up. I simply kept going up, and they just dissapeared. I would refer it to mowing, but mowing looks like it takes effort (hey, it does) My idea was to make fighting look and feel a bit more like fighting. I understand that there is no sound currently, so part of this might be redunant. Ever play the old Strategic Simulations, Inc Dungeons & Dragons games? Pools of Radience, Champions of Krynn, Gateway to the Savage Frontier ect... Gems, pure gems. When ever you attack in those games, there is a small animation(very small). For example, there are two character pictures total. One of the guy with his sword raised, another with it down. It is set to the sword raised one. When you attack, it switches to the sword down one, then back to the one with the sword raised. Very quick, but makes it look like hes fighting. A little sound of a chink is played if it hits, and a little woosh if it misses. When somthing is hit, the model square thing flashes red for a moment. I am not exactally suggesting that the boxes flash red for a second, but somthing could happen. A red x in there appears and dissapears with the sound. These changes would really. really add to the atmosphere, even though they would take quite a bit of work. I think it would be worth it, and help get you into the game. -Xenoroyal _________________________________________________________________ Learn how to choose, serve, and enjoy wine at Wine @ MSN. http://wine.msn.com/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Jan 27 14:15:44 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:56 2005 Subject: [CF-Devel] Patch: GTK client warning cleaning Message-ID: <4016C5A1.8080208@laposte.net> Hello. Here's a patch to clean compilation warnings i saw under Win32. As some may impact Linux part, i submit it here (others which are Win32 specific i have committed straight). Basically, most fixes are 'const' fixing. Some strings were sent as 'char*' when 'const char*' was better, stuff like that. So some function prototypes (strdup_local, send_reply for instance) were tweaked to use const when available. Also some GTK calls did not (at least under Win32 & GTK2) enforce the const specifier, so i added the correct GTK specification. Last but not least, i changed 3 prototypes for images-related commands, to match other commands (ok, unsigned int8 is usually equivalent to unsigned char, but someone may try on a platform with multibyte characters...) Nicolas 'Ryo' -------------- next part -------------- ? client.warnings.patch ? gtk/win32/GTKClient.aps ? gtk/win32/gtkclient.nsi ? gtk/win32/quantify Index: common/commands.c =================================================================== RCS file: /cvsroot/crossfire/client/common/commands.c,v retrieving revision 1.19 diff -u -r1.19 commands.c --- common/commands.c 26 Jan 2004 16:54:34 -0000 1.19 +++ common/commands.c 27 Jan 2004 20:04:41 -0000 @@ -258,7 +258,11 @@ /* Not much we can do about someone playing on an ancient server. */ if (!strcmp(param,"FALSE")) { draw_info("Server does not support map1cmd - This server is too old to support this client!", NDI_RED); +#ifdef WIN32 + closesocket(csocket.fd); +#else close(csocket.fd); +#endif csocket.fd = -1; } } else if (!strcmp(cmd,"itemcmd")) { @@ -610,7 +614,7 @@ * the stuff up. */ -void send_reply(char *text) +void send_reply(const char *text) { cs_print_string(csocket.fd, "reply %s", text); } Index: common/image.c =================================================================== RCS file: /cvsroot/crossfire/client/common/image.c,v retrieving revision 1.11 diff -u -r1.11 image.c --- common/image.c 13 Nov 2003 18:22:31 -0000 1.11 +++ common/image.c 27 Jan 2004 20:04:45 -0000 @@ -33,7 +33,10 @@ #include "config.h" #include #include -#ifndef WIN32 +#ifdef WIN32 +#include +#include +#else #include #endif #include @@ -556,7 +559,7 @@ finish_face_cmd(pnum, checksum, 1, face,0); } -void Face2Cmd(uint8 *data, int len) +void Face2Cmd(unsigned char *data, int len) { int pnum; uint8 setnum; @@ -579,7 +582,7 @@ finish_face_cmd(pnum, checksum, 1, face,setnum); } -void ImageCmd(uint8 *data, int len) +void ImageCmd(unsigned char *data, int len) { int pnum,plen; @@ -594,7 +597,7 @@ } -void Image2Cmd(uint8 *data, int len) +void Image2Cmd(unsigned char *data, int len) { int pnum,plen; uint8 setnum; @@ -630,12 +633,20 @@ /* Make necessary leading directories */ sprintf(filename, "%s/.crossfire/crossfire-images",getenv("HOME")); if (access(filename, R_OK | W_OK | X_OK)== -1) +#ifdef WIN32 + mkdir(filename); +#else mkdir(filename, 0755); +#endif sprintf(filename, "%s/.crossfire/crossfire-images/%c%c", getenv("HOME"), facetoname[face][0], facetoname[face][1]); if (access(filename, R_OK | W_OK | X_OK)== -1) +#ifdef WIN32 + mkdir(filename); +#else mkdir(filename,0755); +#endif /* If setnum is valid, and we have faceset information for it, * put that prefix in. This will make it easier later on to Index: common/misc.c =================================================================== RCS file: /cvsroot/crossfire/client/common/misc.c,v retrieving revision 1.2 diff -u -r1.2 misc.c --- common/misc.c 4 Nov 2001 02:53:48 -0000 1.2 +++ common/misc.c 27 Jan 2004 20:04:45 -0000 @@ -38,6 +38,10 @@ #include +#ifdef WIN32 +#include +#endif + /* * Verifies that the directory exists, creates it if necessary @@ -55,7 +59,11 @@ while ((cp = strchr (cp + 1, (int) '/'))) { *cp = '\0'; if (stat (buf, &statbuf) || !S_ISDIR (statbuf.st_mode)) { +#ifdef WIN32 + if (mkdir (buf)) { +#else if (mkdir (buf, 0777)) { +#endif perror ("Couldn't make path to file"); return -1; } @@ -64,7 +72,11 @@ } /* Need to make the final component */ if (stat (buf, &statbuf) || !S_ISDIR (statbuf.st_mode)) { +#ifdef WIN32 + if (mkdir (buf)) { +#else if (mkdir (buf, 0777)) { +#endif perror ("Couldn't make path to file"); return -1; } @@ -88,7 +100,11 @@ while ((cp = strchr (cp + 1, (int) '/'))) { *cp = '\0'; if (stat (buf, &statbuf) || !S_ISDIR (statbuf.st_mode)) { +#ifdef WIN32 + if (mkdir (buf)) { +#else if (mkdir (buf, 0777)) { +#endif perror ("Couldn't make path to file"); return -1; } @@ -102,7 +118,7 @@ * unix variants. */ -char *strdup_local(char *str) { +char *strdup_local(const char *str) { char *c=(char *)malloc(sizeof(char)*strlen(str)+1); strcpy(c,str); return c; Index: common/player.c =================================================================== RCS file: /cvsroot/crossfire/client/common/player.c,v retrieving revision 1.9 diff -u -r1.9 player.c --- common/player.c 10 Nov 2003 15:11:19 -0000 1.9 +++ common/player.c 27 Jan 2004 20:04:46 -0000 @@ -380,7 +380,11 @@ else if (!strcmp(cp,"clearinfo")) menu_clear(); else if (!strcmp(cp,"cwindow")) set_command_window(cpnext); else if (!strcmp(cp,"disconnect")) { +#ifdef WIN32 + closesocket(csocket.fd); +#else close(csocket.fd); +#endif csocket.fd=-1; return; } @@ -449,7 +453,7 @@ * the commands the server supports. */ -static char *commands[] = { +static const char *commands[] = { "save", "sound", "party", "gsay", "apply", "brace", "cast", "disarm", "disconnect", "drop", "dropall", "examine", "get", "help", "hiscore", "inventory", "invoke", @@ -468,10 +472,10 @@ * command. */ -char * complete_command(char *command) +const char * complete_command(const char *command) { int i, match=-1, len; - char *cp; + const char *cp; if (command[0] == '>') cp = command+1; else cp = command; Index: common/proto.h =================================================================== RCS file: /cvsroot/crossfire/client/common/proto.h,v retrieving revision 1.10 diff -u -r1.10 proto.h --- common/proto.h 10 Oct 2003 06:33:47 -0000 1.10 +++ common/proto.h 27 Jan 2004 20:04:47 -0000 @@ -14,7 +14,7 @@ extern void DrawInfoCmd(char *data, int len); extern void StatsCmd(unsigned char *data, int len); extern void handle_query(char *data, int len); -extern void send_reply(char *text); +extern void send_reply(const char *text); extern void PlayerCmd(unsigned char *data, int len); extern void item_actions(item *op); extern void Item1Cmd(unsigned char *data, int len); @@ -40,9 +40,9 @@ extern void reset_image_cache_data(void); extern void FaceCmd(unsigned char *data, int len); extern void Face1Cmd(unsigned char *data, int len); -extern void Face2Cmd(uint8 *data, int len); -extern void ImageCmd(uint8 *data, int len); -extern void Image2Cmd(uint8 *data, int len); +extern void Face2Cmd(unsigned char *data, int len); +extern void ImageCmd(unsigned char *data, int len); +extern void Image2Cmd(unsigned char *data, int len); extern void display_newpng(long face, uint8 *buf, long buflen, int setnum); extern void get_image_info(char *data, int len); extern void get_image_sums(uint8 *data, int len); @@ -80,7 +80,7 @@ /* misc.c */ extern int make_path_to_dir(char *directory); extern int make_path_to_file(char *filename); -extern char *strdup_local(char *str); +extern char *strdup_local(const char *str); /* newsocket.c */ extern void LOG(int logLevel, char *format, ...); extern void SockList_Init(SockList *sl, char *buf); @@ -113,4 +113,4 @@ extern void CompleteCmd(unsigned char *data, int len); extern void command_take(const char *command, char *cpnext); extern void extended_command(const char *ocommand); -extern char *complete_command(char *command); +extern const char *complete_command(const char *command); Index: gtk/gx11.c =================================================================== RCS file: /cvsroot/crossfire/client/gtk/gx11.c,v retrieving revision 1.41 diff -u -r1.41 gx11.c --- gtk/gx11.c 26 Jan 2004 19:40:21 -0000 1.41 +++ gtk/gx11.c 27 Jan 2004 20:05:08 -0000 @@ -655,7 +655,8 @@ void gtk_complete_command() { - gchar *entry_text, *newcommand; + G_CONST_RETURN gchar *entry_text; + const char *newcommand; entry_text = gtk_entry_get_text(GTK_ENTRY(entrytext)); newcommand = complete_command(entry_text); @@ -1161,7 +1162,7 @@ static void enter_callback(GtkWidget *widget, GtkWidget *entry) { - gchar *entry_text; + G_CONST_RETURN gchar *entry_text; /* Next reply will reset this as necessary */ if (!use_config[CONFIG_POPUPS]) @@ -1394,7 +1395,7 @@ static void dialog_callback(GtkWidget *dialog) { - gchar *dialog_text; + G_CONST_RETURN gchar *dialog_text; dialog_text = gtk_entry_get_text(GTK_ENTRY(dialogtext)); #ifdef WIN32 @@ -2917,7 +2918,7 @@ void count_callback(GtkWidget *widget, GtkWidget *entry) { - gchar *count_text; + G_CONST_RETURN gchar *count_text; count_text = gtk_entry_get_text(GTK_ENTRY(counttext)); cpl.count = atoi (count_text); @@ -3299,7 +3300,11 @@ void disconnect(GtkWidget *widget) { +#ifdef WIN32 + closesocket(csocket.fd); +#else close(csocket.fd); +#endif csocket.fd = -1; if (csocket_fd) { gdk_input_remove(csocket_fd); Index: gtk/keys.c =================================================================== RCS file: /cvsroot/crossfire/client/gtk/keys.c,v retrieving revision 1.9 diff -u -r1.9 keys.c --- gtk/keys.c 26 Jan 2004 22:52:44 -0000 1.9 +++ gtk/keys.c 27 Jan 2004 20:05:11 -0000 @@ -111,7 +111,7 @@ * that the keyboard is in. * This function is common to both gdk and x11 client */ -static void insert_key(uint32 keysym, int flags, char *command) +static void insert_key(uint32 keysym, int flags, const char *command) { Key_Entry *newkey; @@ -157,6 +157,8 @@ uint32 keysym; int flags; + cp = NULL; /* Initialized because _may_ have weird cases when used non initialized else */ + if (buf[0]=='#' || buf[0]=='\n') return; if ((cpnext = strchr(buf,' '))==NULL) { fprintf(stderr,"Line %d (%s) corrupted in keybinding file.\n", line,buf); @@ -494,6 +496,9 @@ (cpl.fire_on? "Fire&": ""), (cpl.run_on ? "Run&" : ""), keysym==NoSymbol? "unknown": gdk_keyval_name(keysym)); +#ifdef WIN32 + if ( ( 65513 != keysym ) && ( 65511 != keysym ) ) +#endif draw_info(buf,NDI_BLACK); cpl.count=0; } @@ -1111,9 +1116,9 @@ void bind_callback (GtkWidget *gtklist, GdkEventButton *event) { KeySym keysym; - gchar *entry_text; - gchar *cpnext; - gchar *mod=""; + G_CONST_RETURN gchar *entry_text; + G_CONST_RETURN gchar *cpnext; + G_CONST_RETURN gchar *mod=""; char buf[MAX_BUF]; bind_flags = KEYF_MODIFIERS; -------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Jan 27 15:11:11 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:56 2005 Subject: [CF-Devel] Patch: GTK client warning cleaning In-Reply-To: <4016C5A1.8080208@laposte.net> References: <4016C5A1.8080208@laposte.net> Message-ID: <200401272239.31914.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Jan 27 16:37:03 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:56 2005 Subject: [CF-Devel] Patch: GTK client warning cleaning In-Reply-To: <200401272239.31914.tchize@myrealbox.com> References: <4016C5A1.8080208@laposte.net> <200401272239.31914.tchize@myrealbox.com> Message-ID: <4016E721.4010703@laposte.net> > Haha G_CONST_RETURN? > > Am sorry but it isn't in the gtk-1.2 :s Well, too bad :) Guess I'll make Win-specific fixes, then ^_- FYI, under GTK2, functions like gtk_entry_get_text return 'const gchar*', not 'gchar*' Nicolas 'Ryo' _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Jan 28 01:36:52 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:56 2005 Subject: [CF-Devel] Patch: GTK client warning cleaning In-Reply-To: <4016C5A1.8080208@laposte.net> References: <4016C5A1.8080208@laposte.net> Message-ID: <401764AC.1030103@sonic.net> Nicolas Weeger wrote: > Hello. > > Last but not least, i changed 3 prototypes for images-related commands, > to match other commands (ok, unsigned int8 is usually equivalent to > unsigned char, but someone may try on a platform with multibyte > characters...) This is only a problem on windows - check out the client-types.h file. Thus, that change is non sensical - fix the type definition for win32 in the client-types.h file - don't change the type in the code itself, which is perfectly valid on the unix side of things. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Jan 28 01:45:51 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:57 2005 Subject: [CF-Devel] Combat animations/sound In-Reply-To: References: Message-ID: <401767D0.9010401@sonic.net> Xeno Royal wrote: > My idea was to make fighting look and feel a bit more like fighting. > I understand that there is no sound currently, so part of this might be > redunant. Ever play the old Strategic Simulations, Inc Dungeons & > Dragons games? Pools of Radience, Champions of Krynn, Gateway to the > Savage Frontier ect... Gems, pure gems. Actually, there is primative sound ability (it will make some sound as you hack through that hallway). However, I don't know what client/platform you are using, and whether sounds is supported on that. > When ever you attack in those games, there is a small animation(very > small). For example, there are two character pictures total. One of > the guy with his sword raised, another with it down. It is set to the > sword raised one. When you attack, it switches to the sword down one, > then back to the one with the sword raised. Very quick, but makes it > look like hes fighting. A little sound of a chink is played if it hits, > and a little woosh if it misses. Some of the character classes/races have that (alternative between two images as it moves/attacks). However, I don't believe that animation has been done for all characters images. So it sounds like you are playing a character that is not as animated. Also, depending on what is being killed, it's death may be more obvious than others - eg, the the very wimpy starting monsters (kobolds) tend not to have any treasure, so just disappear. Slightly tougher monsters tend to have loot, so the loot shows up on the space. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Jan 28 16:40:10 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:57 2005 Subject: [CF-Devel] Combat animations/sound In-Reply-To: <401767D0.9010401@sonic.net> References: <401767D0.9010401@sonic.net> Message-ID: <200401281440.04782.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Jan 28 23:41:16 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:57 2005 Subject: About dragons and potiona (was Re: [CF-Devel] Improved invisibility ... isn't) In-Reply-To: <4014A017.30908@sonic.net> References: <200401202242.27478.eracclists@bellsouth.net> <200401251311.35836.eracclists@bellsouth.net> <4014A017.30908@sonic.net> Message-ID: <200401291532.35516.won_fang@yahoo.com.au> On Monday 26 January 2004 15:05, Mark Wedel wrote: > I believe we already have a potion shop in scorn. Anyone up for making > that change? I will probably stick a potion shop or vending machine in the Ice Castle shopping mall. I should get stuck into Ice Castle changes very soon. I guess the same principle applies to scrolls and other "consumables". _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Jan 28 23:55:05 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:57 2005 Subject: [CF-Devel] Building patch committed In-Reply-To: <400A6A7D.1040003@laposte.net> References: <400A6A7D.1040003@laposte.net> Message-ID: <200401291548.19102.won_fang@yahoo.com.au> On Sunday 18 January 2004 21:14, Nicolas Weeger wrote: > So the new question would be: do we make new buildable apartments > somewhere? I think I mentioned before, I'll add this to the Ice Castle. I should be getting stuck into Ice Castle changes soon. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Jan 29 02:45:44 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:57 2005 Subject: [CF-Devel] Building patch committed In-Reply-To: <200401291548.19102.won_fang@yahoo.com.au> References: <400A6A7D.1040003@laposte.net> <200401291548.19102.won_fang@yahoo.com.au> Message-ID: <4018C482.1090503@laposte.net> David Seikel a ?crit : > On Sunday 18 January 2004 21:14, Nicolas Weeger wrote: > >>So the new question would be: do we make new buildable apartments >>somewhere? > > > I think I mentioned before, I'll add this to the Ice Castle. I should be > getting stuck into Ice Castle changes soon. Thanks for this! I'm planning on doing guild buildable storage houses, too :) So that players can spend more money, and build/share they own place. Nicolas 'Ryo' _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Jan 29 05:05:07 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:58 2005 Subject: [CF-Devel] Who has Makefile.am? Message-ID: <200401291202.26769.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Jan 30 01:04:46 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:58 2005 Subject: [CF-Devel] Combat animations/sound In-Reply-To: <200401281440.04782.tchize@myrealbox.com> References: <401767D0.9010401@sonic.net> <200401281440.04782.tchize@myrealbox.com> Message-ID: <401A0170.5040607@sonic.net> tchize wrote: > Maybe a splash of blood on ground? Or better a 'monster dying animation'. This > needs some additinal code, but i think this could be a good idea to have a > monster, when it drops it's inventory on ground, be 'replaced' by another > object. For example we could add to archetype an 'arch_ondelete'. If this is > not null, this arch replace the monster on ground. There are already in code > archetypes which dispaear at end of their animation (look for the closing > portal archetype to see what i mean). So we could have, for example, a > 'kobold dying' animation. > But can we 'walk' on the dying kobold or not? Logics says not (it is still > there an not on ground yet) but if the answer is not, this mean we couldn't > run thru a line of kobold and kill them at very high speed, so would alter > game balance (but in same time quests will take longer to achieve). > Last but no least the 'arch_ondelete' wouldn't be forced to disapear. So when > you 'kill' a door, it could be replaced easily by a broken door (the door is > still there so you know some one has broken it, it's a non existing door) Well, a splash of blood on the ground could just as easily be done with the body part code currently in the game - the code that leaves the arms, legs, eyes, etc. However, the real problem is that you want that to be on top (visible), and not really burried beneath all the stuff that might already be on the space. You could certainly do a dying animation thing - I'm not really sure how warranted it is. The few games I've played that have such animations, it gets old pretty darn quickly. This would probably be compounded in crossfire, where you are killing so many different things so rapidly. And add to that that to properly do it, you'd need death animations for all those monsters. If someone was going to do that effort, I'd much rather have new/redone images for other stuff. IF anything, the thing I'd potentially see related to improvement might be better sound support. But even that gets old. The real problem is the basic fact that player will mow through these things. Granted, that can always be a problem (even if kobolds are toughened up, a high level player could come and mow through them if they decided to). I had posted a thread a long way back about slowing down combat, so combats take a bit longer, and also are not so much 'instant death' type things they often are now. Slower combat would also help out this problem - player might still have to hack a few times before killing the monster. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Jan 30 01:29:43 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:58 2005 Subject: About dragons and potiona (was Re: [CF-Devel] Improved invisibility ... isn't) In-Reply-To: <200401291532.35516.won_fang@yahoo.com.au> References: <200401202242.27478.eracclists@bellsouth.net> <200401251311.35836.eracclists@bellsouth.net> <4014A017.30908@sonic.net> <200401291532.35516.won_fang@yahoo.com.au> Message-ID: <401A0683.4070905@sonic.net> David Seikel wrote: > On Monday 26 January 2004 15:05, Mark Wedel wrote: > >> I believe we already have a potion shop in scorn. Anyone up for making >>that change? > > > I will probably stick a potion shop or vending machine in the Ice Castle > shopping mall. I should get stuck into Ice Castle changes very soon. > > I guess the same principle applies to scrolls and other "consumables". Scrolls may be trickier, becuase there is just not an 'arch' you can point the creator to make. Although, I think the creator has been modified to create what's in its inventory. But I'm not sure if the inventory of the inventory is preserved in that case. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Jan 30 01:35:11 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:58 2005 Subject: [CF-Devel] Who has Makefile.am? In-Reply-To: <200401291202.26769.tchize@myrealbox.com> References: <200401291202.26769.tchize@myrealbox.com> Message-ID: <401A088B.1060406@sonic.net> tchize wrote: > In crossfire Client: > > Hi today i want to regenerate the configure/makefile.in to handle the > deprecated calls to AM_INIT_AUTOMAKE (no more arguments) and AC_INIT > I also change version number to "Post-1.6.0 CVS" so there is no mistake with > the real 1.6.0 client release. When i called 'automake' it complained about > not finding makefile.am !! > > There is still a makefile.in but it's far from human readable. How am i > supposed to regenerate the Makefile.in ?? By hand edition? If someone has the > makefile.am used to generate this makefile, would be a good idea to commit > it :/ Presuming you are talking about the client, it was never converted to use automake/makefile.am The current makefile.in doesn't look all that cryptic. So all you should need to do is change the configure.in, and re-run autoconf. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Jan 30 10:09:51 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:58 2005 Subject: [CF-Devel] crossfire client release 1.6.1 for 2004-02-01 ? Submit your last bug reports Message-ID: <200401301647.38172.david.Delbecq@myrealbox.com> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 The crossfire client release 1.6.1 will be mainly a bug fix version of crossfire 1.6.0 and will include client side scripting. I plan to do the release on 1st of february. If there are still bugs in current CVS version you didn't submit to the mailing list or the bugtracker, please tell before release. If some developper have problems with the date of release (i know, it's 2 days from now) we can still move the release 1 week later (it's not an emergency) -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.4 (GNU/Linux) iD8DBQFAGoEZHHGOa1Q2wXwRAnCAAKCE5aqMFsiQfMmTjGsD9s2zKgNAPgCdG/UB NL+VNUG41+ogpggzQYG1V58= =UlhM -----END PGP SIGNATURE----- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Jan 30 10:24:41 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:58 2005 Subject: [CF-Devel] crossfire client release 1.6.1 for 2004-02-01 ? Submit your last bug reports Message-ID: <200401301647.38172.david.Delbecq@myrealbox.com> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 The crossfire client release 1.6.1 will be mainly a bug fix version of crossfire 1.6.0 and will include client side scripting. I plan to do the release on 1st of february. If there are still bugs in current CVS version you didn't submit to the mailing list or the bugtracker, please tell before release. If some developper have problems with the date of release (i know, it's 2 days from now) we can still move the release 1 week later (it's not an emergency) -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.4 (GNU/Linux) iD8DBQFAGnx0HHGOa1Q2wXwRAqRHAJ9uHEnsmbrTB1+vDMCK3XdhLPaO6ACgtrVa 6eHOgMvNTS98F3KNp05irTA= =zOOp -----END PGP SIGNATURE----- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Jan 31 04:19:24 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:58 2005 Subject: [CF-Devel] Combat animations/sound In-Reply-To: <401A0170.5040607@sonic.net> References: <200401281440.04782.tchize@myrealbox.com> <401A0170.5040607@sonic.net> Message-ID: <200401301850.41655.won_fang@yahoo.com.au> On Friday 30 January 2004 17:02, Mark Wedel wrote: > Well, a splash of blood on the ground could just as easily be done with > the body part code currently in the game - the code that leaves the arms, > legs, eyes, etc. > > However, the real problem is that you want that to be on top (visible), > and not really burried beneath all the stuff that might already be on the > space. Actually, no. First of all, the main reason for the splash is to show that you killed something, the sudden appearence of a pile of body parts and treasure shows that you killed something just as well. The splash of blood just adds to the overall effect. It doesn't really matter what is on top. Second, after watching too many violent movies, people expect the blood stain to be on the ground. Blood is a fluid after all, and will dribble to the ground sooner or later. So, after killing something, you will see one of two things. A blood stain by itself, or a bloody pile of items and body parts. After picking up all the items and parts, the blood stain will remain on the floor. Unless you happen to be carrying a Potion of Pine'O'Clean, or a Staff of Mop. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Jan 31 04:24:22 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:58 2005 Subject: [CF-Devel] crossfire client release 1.6.1 for 2004-02-01 ? Submit your last bug reports In-Reply-To: <200401301647.38172.david.Delbecq@myrealbox.com> References: <200401301647.38172.david.Delbecq@myrealbox.com> Message-ID: <200401312016.47666.won_fang@yahoo.com.au> On Saturday 31 January 2004 02:06, tchize wrote: > The crossfire client release 1.6.1 will be mainly a bug fix version of > crossfire 1.6.0 and will include client side scripting. I plan to do the > release on 1st of february. If there are still bugs in current CVS version > you didn't submit to the mailing list or the bugtracker, please tell before > release. > > If some developper have problems with the date of release (i know, it's 2 > days from now) we can still move the release 1 week later (it's not an > emergency) I guess I should add that truncation warning message before we make a release. I probably won't be able to do that until Thursday or Friday though. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Jan 31 07:07:37 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:59 2005 Subject: [CF-Devel] server bandwidth consumption bug fix Message-ID: <200401311355.56787.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Jan 31 08:00:02 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:59 2005 Subject: [CF-Devel] crossfire client release 1.6.1 for 2004-02-01 ? Submit your last bug reports In-Reply-To: <200401312016.47666.won_fang@yahoo.com.au> References: <200401301647.38172.david.Delbecq@myrealbox.com> <200401312016.47666.won_fang@yahoo.com.au> Message-ID: <200401311454.15028.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Jan 31 08:24:44 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:59 2005 Subject: [CF-Devel] crossfire client release 1.6.1 for 2004-02-01 ? Submit your last bug reports In-Reply-To: <200401311454.15028.tchize@myrealbox.com> References: <200401301647.38172.david.Delbecq@myrealbox.com> <200401312016.47666.won_fang@yahoo.com.au> <200401311454.15028.tchize@myrealbox.com> Message-ID: <200402010020.19315.won_fang@yahoo.com.au> On Saturday 31 January 2004 23:54, tchize wrote: > Le Samedi 31 Janvier 2004 11:16, David Seikel a ?crit : > > I guess I should add that truncation warning message before we make a > > release. I probably won't be able to do that until Thursday or Friday > > though. > > What is the 'truncation warning message' Perhaps can fix myself I fixed a bug listed on source forge concerning binding really long commands to keys. The bug was that the length of input was not checked against the length of the buffer used for holding the binding. I added a check and truncated the command to fit into the buffer. Mark said it would be a good idea to warn the user when truncation happens. I think he suggested printing the warning in red. It will be simple to add a warning message at the proper spot, just make sure you add it to both clients at least. I applied my fix to all three clients. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Jan 31 10:59:18 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:59 2005 Subject: [CF-Devel] crossfire client release 1.6.1 for 2004-02-01 ? Submit your last bug reports In-Reply-To: <200402010020.19315.won_fang@yahoo.com.au> References: <200401301647.38172.david.Delbecq@myrealbox.com> <200401311454.15028.tchize@myrealbox.com> <200402010020.19315.won_fang@yahoo.com.au> Message-ID: <200401311753.50856.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Jan 31 15:19:05 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:55:59 2005 Subject: [CF-Devel] server bandwidth consumption bug fix In-Reply-To: <200401311355.56787.tchize@myrealbox.com> References: <200401311355.56787.tchize@myrealbox.com> Message-ID: <200401312208.24899.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel