Mark Wedel | 1 Feb 06:45 2010
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Re: crossfire image handling

On 01/31/10 04:40 AM, Nicolas Weeger wrote:
>>    The basic idea is to communicate all face (and I think animation data) to
>> the client before play starts.  This should improve bandwidth some (no
>> spike in sent data when entering a new map to send images, etc).  This also
>> simplifies a lot of code - no need to check to see if images have been sent
>> - this is more relevant if things like embedding images is added.
>>
>>    To do this would mean that all clients must do image caching.  A problem
>> right now is that to just download information on the 4000 images in use
>> takes measurable amount of time.
>>
>>    To fix this, the image numbers on a server would remain constant - new or
>> changed images would get added to the end.  Right now, all images are put
>> in alphabetical order, and then assigned numerically.  Thus, if a new image
>> starting with A is added, all images after that point have new numbers.
>
> I think that should implemented in a way coherent with the expected image
> update frequency.
>
> If we expect pics to be updated really often, then it makes sense to only send
> changes.
> If on the other hand pics don't change that often, then isn't the current
> method ok (assuming clients download all pics at start)?

  We don't really know how often images will change, so from that point, hard to 
say what is the right approach.

  If image updates are infrequent, then the client could download the image 
information once and keep using it.  However, if there is any change, no matter 
how small, the client then needs to download the entire image name->number 
(Continue reading)

Mark Wedel | 1 Feb 06:55 2010
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Re: Cursed items

On 01/31/10 04:35 AM, Nicolas Weeger wrote:
>>    But I have a feeling players will easily be able to know/defeat these
>> things.
>>
>>    As said, getting stuck with a cursed item in that dungeon would be really
>> annoying.  Especially if you thought it was a really good item (if it isn't
>> a good item, you wouldn't use it in the first place).
>>
>>    It's fairly simple to defeat that kill test - go into an easy dungeon and
>> kill that 100 creatures in 10 seconds (and I'd say more likely, you don't
>> even need to do that - most dungeons are such that you'll be killing
>> hundreds of monsters before you get something tough).
>>
>>    It may be possible to have the effect manifest itself on that tough
>> monster, but I'm not sure how one measures that.
>>
>>    But more to the point, does this make the game more or less fun?
>
> Well, then let's remove the whole 'cursed' flag concept, and only do scripted
> things... :)

  that would work.  Would require some changes to the treasurelist to be able to 
add scripts to generated items (or maybe simpler to have cursed archetypes which 
have treasure list entries, but which have no outward sign of being cursed to 
players).

  This works better with objects that normally don't merge (wands, rods come to 
mind).  Otherwise, when you have a +2 sword that doesn't merge with other +2 
swords in your inventory, you would know something is up (but don't know what 
that something is)
(Continue reading)

Nicolas Weeger | 28 Feb 12:55 2010
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Scorn house of healing tweaks

Hello.

By a suggestion from Ragnor, I tweaked the house of healing in Scorn.

Now the priest will remove depletions if the player knows answers to some 
basic questions. Right now only 2 questions, pretty easy for players to know 
I hope :)
Depletion removal is equivalent to a minor potion of life (level 5).

For higher level restorations, probably require some junk from dungeons, orc 
chops, such things - if someone has good ideas, feel free to tell us ;)

Nicolas
--

-- 
http://nicolas.weeger.org [Mon p'tit coin du web]
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Nicolas Weeger | 28 Feb 21:50 2010
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Release?

Hello.

What about we just decide to do a release of trunk end of march?
Whatever it is called, 1.5, 2.0, 1.9, and such :)

Then let's kill branch, and work on trunk.

Does that sound ok?

Nicolas
--

-- 
http://nicolas.weeger.org [Mon p'tit coin du web]
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Kevin Bulgrien | 2 Mar 00:36 2010
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Re: Release?

> Hello.
> 
> What about we just decide to do a release of trunk end of march?
> Whatever it is called, 1.5, 2.0, 1.9, and such :)
> 
> Then let's kill branch, and work on trunk.
> 
> 
> Does that sound ok?

Sure - though perhaps my recent inactivity lowers the weight of the vote.

It has gotten to the point where gtk-v2 being incompatible with metalforge is
really annoying - getting bug reports that aren't bugs... though that it not
strictly the issue with killing branch.  It's too bad I ran into RL issues
about the time I was ready to release a snapshot of gtk-v2.  If branch
servers persist, it's annoying enough to probably release a snapshot at the
point just before compatibility was broken, though that seems a drain of
effort that would be best put to other purposes.
Alex Schultz | 2 Mar 02:32 2010
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Re: Release?

I haven't been very active with things these days, but I'd be in
agreement with a release being made. My one reservation is that of
those options, I wouldn't want it numbered 2.0 since I don't think
enough has happened to justify that yet.

Alex Schultz

On Sun, 28 Feb 2010 21:50:50 +0100
Nicolas Weeger <nicolas.weeger@...> wrote:

> Hello.
> 
> What about we just decide to do a release of trunk end of march?
> Whatever it is called, 1.5, 2.0, 1.9, and such :)
> 
> Then let's kill branch, and work on trunk.
> 
> 
> Does that sound ok?
> 
> 
> 
> Nicolas
Rick Tanner | 2 Mar 22:54 2010

Re: Scorn house of healing tweaks


> By a suggestion from Ragnor, I tweaked the house of healing in Scorn.
> 
> Now the priest will remove depletions if the player knows answers to some 
> basic questions. Right now only 2 questions, pretty easy for players to know 
> I hope :)
> Depletion removal is equivalent to a minor potion of life (level 5).

Very good idea!

How will, or are players, aware of such feature or service?

Rick Tanner | 2 Mar 22:59 2010

Re: Scorn house of healing tweaks


> Now the priest will remove depletions if the player knows answers to some 
> basic questions. Right now only 2 questions, pretty easy for players to know 
> I hope :)
> Depletion removal is equivalent to a minor potion of life (level 5).
> 
> For higher level restorations, probably require some junk from dungeons, orc 
> chops, such things - if someone has good ideas, feel free to tell us ;)

For the player who recently leveled up and their supply of Potions of
Life no longer work on them.. The ability to trade some amount those in
for this spell casting service?

Trying to make trade-ins for the House of Healing fall in line with what
the map actually provides..

Trade X amount of potions of healing in for restoration service?

Same could be said for healing staffs, prayer books, holy symbols, balms.

Also, alchemy ingredients used to make healing items or components.

Mark Wedel | 3 Mar 09:04 2010
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Re: Release?

On 03/ 1/10 05:32 PM, Alex Schultz wrote:
> I haven't been very active with things these days, but I'd be in
> agreement with a release being made. My one reservation is that of
> those options, I wouldn't want it numbered 2.0 since I don't think
> enough has happened to justify that yet.

  Making a release seems like a good idea.  I'm not quite sure what to call it.

  The previous releases were 1.x.y, and x had got up to 11 (1.11.0)

  So 1.5, or even 1.9, don't really work as numbers, since they would be very 
confusing with the 1.5.0 or 1.9.0 release

  I'm not sure if anything too much should be read into version numbers.  Some 
projects cycle through major numbers without it being any big deal, others treat 
it as a very serious manner and have criteria for increase in major version.

  We could just jump to 1.20.0, to sort of note that this is a bit different 
than the branch, but still largely compatible with it.  I'd sort of like to 
reserve the major release numbers (2.0, 3.0, etc) to note when compatibility 
really just breaks - eg, moving to 2.0 means you really can't move forward any 
1.x files, 3.x means you really can't use any of the files from 2.x, etc (files 
in this context is meaning existing characters, apartments, etc)

  But even then, exactly how that breaks is somewhat open - if all skills are 
renamed as an example, the files would still be compatible, but the characters 
not really playable as all their skills are gone.  This is different than a case 
where the file format actually changes in an incompatible manner.

Gmane