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From: Nicolas W. <nic...@la...> - 2012-04-15 17:37:12
|
Hello. I've committed a change that will break the weapons of Occidental Mages. The change seems relevant to me, because it helps distinguish 'attacks something' and 'is attacked by' events, to react differently. I'm not sure how common are such weapons, but they should probably be fixed by DMs when needed. The fix would be to change the inventory's 'event_apply' 's subtype from 2 to 33. Regards Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org |
From: Nicolas W. <nic...@la...> - 2012-04-15 07:47:16
|
Hello. > Yep I am using Gridarta, the official one, and I told it to load the > arch folder, and it gives me the arches but not the faces. So it does > work, but does not look pretty. and I need to blindly put the new > arches in a test map and load them to see how they look. Am I using > the wrong directory? or should I attach a screenshot of the problem? It's kind of hard to know exactly what the issue is :) When you launch Gridarta, does it show warnings? Did you name the faces correctly, according to the naming conventions? The face name should be something like key_green.base.111.png (with 'base' and 'nnn'). Could you attach a screenshot, and if possible your faces? (if you wish to keep them private, send them only to me). :) Regards Nicolas |
From: Jason W. <tec...@gm...> - 2012-04-15 01:10:59
|
Yep I am using Gridarta, the official one, and I told it to load the arch folder, and it gives me the arches but not the faces. So it does work, but does not look pretty. and I need to blindly put the new arches in a test map and load them to see how they look. Am I using the wrong directory? or should I attach a screenshot of the problem? Thanks Tecslicer On Sat, Apr 14, 2012 at 6:07 AM, <cro...@li...> wrote: > First, I'll assume you're using Gridarta as editor, as it's the one to use :) > > If not, then please check http://sourceforge.net/projects/gridarta and grab > http://invidious.meflin.net/crossfire/CrossfireEditor.jar for a daily build. > > > Once you have Gridarta, launch it, go to "File" -> "Options" -> "Path & > resources", select "archetype directory" for "load configuration from", ensure > the "archetypes" and "maps" paths (above that) are correctly set, validate, > restart Gridarta. > > You should have your new archetypes and faces in the left-side selectors, and > you should be able to use them. > > > > Of course please report any issue back on the list :) > > > > Regards > > Nicolas > -- > Mon p'tit coin du web - http://nicolas.weeger.org > -------------- next part -------------- > A non-text attachment was scrubbed... > Name: not available > Type: application/pgp-signature > Size: 490 bytes > Desc: This is a digitally signed message part. > > ------------------------------ > > ------------------------------------------------------------------------------ > For Developers, A Lot Can Happen In A Second. > Boundary is the first to Know...and Tell You. > Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! > http://p.sf.net/sfu/Boundary-d2dvs2 > > ------------------------------ > > _______________________________________________ > Crossfire-maps mailing list > Cro...@li... > https://lists.sourceforge.net/lists/listinfo/crossfire-maps > > > End of Crossfire-maps Digest, Vol 13, Issue 6 > ********************************************* |
From: Nicolas W. <nic...@la...> - 2012-04-14 09:44:16
|
Hello. > I have been having problems with the editor. I collect, then install > the new arches, but when I point the editor at the directory it loads > the arches but not ANY faces. when I save a map with the new arch it > looks good, but I have to guess because the editor shows "No Face" on > every square. Am I pointing at the wrong directory or using the wrong > editor? First, I'll assume you're using Gridarta as editor, as it's the one to use :) If not, then please check http://sourceforge.net/projects/gridarta and grab http://invidious.meflin.net/crossfire/CrossfireEditor.jar for a daily build. Once you have Gridarta, launch it, go to "File" -> "Options" -> "Path & resources", select "archetype directory" for "load configuration from", ensure the "archetypes" and "maps" paths (above that) are correctly set, validate, restart Gridarta. You should have your new archetypes and faces in the left-side selectors, and you should be able to use them. Of course please report any issue back on the list :) Regards Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org |
From: Jason W. <tec...@gm...> - 2012-04-11 18:22:33
|
I have been having problems with the editor. I collect, then install the new arches, but when I point the editor at the directory it loads the arches but not ANY faces. when I save a map with the new arch it looks good, but I have to guess because the editor shows "No Face" on every square. Am I pointing at the wrong directory or using the wrong editor? Tecslicer On Sat, Apr 7, 2012 at 10:32 PM, Tecslicer <tec...@gm...> wrote: > Well I host the crossfire.redirectme.net:8080 server version 1.70 so I will host the there (prolly make a testing map in scorn). > > iTyped with my iThumbs > > On Apr 7, 2012, at 10:52 AM, Nicolas Weeger <nic...@la...> wrote: > >> Hello. >> >> >>> Thank you all. I have been having the hardest time trying to make maps >>> without the right faces to make it look the way I imagine it. So once >>> I have finished, tested, polished and edited them how do I submit them >>> to the community for approval? >> >> >> Two solutions, I guess: >> >> - make a zip file (or tar depending on your platform :)), and submit it to >> http://sourceforge.net/tracker/?group_id=13833&atid=313833 ; please try to >> describe exactly your changes so people can figure easily what happens :) >> >> - ask someone running a public server to put your changes online so they can >> be tested by others, and then have that someone commit if ok. Current 'trunk' >> server is hosted by Meflin, you can talk to him on IRC or on the list >> >> >> (solution #2 isn't incompatible with #1 of course :)) >> >> >> Regards >> >> >> Nicolas >> -- >> Mon p'tit coin du web - http://nicolas.weeger.org |
From: Tecslicer <tec...@gm...> - 2012-04-08 02:34:34
|
Well I host the crossfire.redirectme.net:8080 server version 1.70 so I will host the there (prolly make a testing map in scorn). iTyped with my iThumbs On Apr 7, 2012, at 10:52 AM, Nicolas Weeger <nic...@la...> wrote: > Hello. > > >> Thank you all. I have been having the hardest time trying to make maps >> without the right faces to make it look the way I imagine it. So once >> I have finished, tested, polished and edited them how do I submit them >> to the community for approval? > > > Two solutions, I guess: > > - make a zip file (or tar depending on your platform :)), and submit it to > http://sourceforge.net/tracker/?group_id=13833&atid=313833 ; please try to > describe exactly your changes so people can figure easily what happens :) > > - ask someone running a public server to put your changes online so they can > be tested by others, and then have that someone commit if ok. Current 'trunk' > server is hosted by Meflin, you can talk to him on IRC or on the list > > > (solution #2 isn't incompatible with #1 of course :)) > > > Regards > > > Nicolas > -- > Mon p'tit coin du web - http://nicolas.weeger.org |
From: Nicolas W. <nic...@la...> - 2012-04-07 15:52:16
|
Hello. > Thank you all. I have been having the hardest time trying to make maps > without the right faces to make it look the way I imagine it. So once > I have finished, tested, polished and edited them how do I submit them > to the community for approval? Two solutions, I guess: - make a zip file (or tar depending on your platform :)), and submit it to http://sourceforge.net/tracker/?group_id=13833&atid=313833 ; please try to describe exactly your changes so people can figure easily what happens :) - ask someone running a public server to put your changes online so they can be tested by others, and then have that someone commit if ok. Current 'trunk' server is hosted by Meflin, you can talk to him on IRC or on the list (solution #2 isn't incompatible with #1 of course :)) Regards Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org |
From: Jason W. <tec...@gm...> - 2012-04-06 17:16:21
|
Thank you all. I have been having the hardest time trying to make maps without the right faces to make it look the way I imagine it. So once I have finished, tested, polished and edited them how do I submit them to the community for approval? Tecslicer |
From: Mark W. <mw...@so...> - 2012-04-05 04:47:37
|
On 04/ 4/12 09:07 AM, Kevin Bulgrien wrote: > Jason Wright <tec...@gm...> wrote: > > I have some new faces I would like to test on my server, and was > wondering how I go about it. Do I add them to the Arch .tar-ball then > compile on my server, or is there a simple way to drop them in to see > how they look? > <snip> > I know the GTK v 2 Client allows you to specify your own preferred graphics that > simply repla! ce those sent by the server on the client side only. It involves > use of the .crossfire folder and a cache subfolder under it. I'm not by a client > at the moment to give more detail. Yes, that is correct - you can put the png files in .crossfire/gfx This only works if you are replacing existing faces with new faces - just put the new faces in that directory and restart the client. You will need to run -cache mode, as otherwise the server will just send the face to the client as needed and client will not look in that directory. I can not remember if cache mode is default now. If you are adding new faces, the only way to do that is add them to the arch tree and rebuild the archetypes. But if you are really just looking for quick tests, you could hack something together, like put chairs where ever you want that new face on the map, and then put your new graphic in the gfx directory as chair.111.png (or whatever the image name for the chair is). Note that all chairs in the game will have that new face for you, but this could be a quick way to test the graphics - especially if you are making revisions, as to test each revision, just copy it into gfx directory and restart the client, which is going to be faster than doing a make collect, make install, restart the server, etc. |
From: Kevin B. <kbu...@at...> - 2012-04-04 16:07:01
|
Jason Wright <tec...@gm...> wrote: I have some new faces I would like to test on my server, and was wondering how I go about it. Do I add them to the Arch .tar-ball then compile on my server, or is there a simple way to drop them in to see how they look? Tecslicer, _____________________________________________ Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev _____________________________________________ Crossfire-maps mailing list Cro...@li... https://lists.sourceforge.net/lists/listinfo/crossfire-maps I know the GTK v 2 Client allows you to specify your own preferred graphics that simply replace those sent by the server on the client side only. It involves use of the .crossfire folder and a cache subfolder under it. I'm not by a client at the moment to give more detail. -- Sent from my Android tablet. Please excuse my brevity. |
From: Rick T. <le...@re...> - 2012-04-04 04:57:49
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On 4/3/12 9:09 PM, Jason Wright wrote: > I have some new faces I would like to test on my server, and was > wondering how I go about it. Do I add them to the Arch .tar-ball > then compile on my server, or is there a simple way to drop them > in to see how they look? Assuming you are just replacing an existing graphic or face while keeping the rest of the archetype the same (stats such as ac, magical properties, et al.) There are a few ways this can be done, I will summarize the one I use. Save the .png file in the same location and proper directory where you extracted the archetype files to originally. Go to the Crossfire server directory, and then cd to: crossfire/lib You should see a file called archetypes in that directory. Delete the archetypes file (rm archetypes or just use this command from the crossfire server directory: rm crossfire/lib/archetypes) Back in the Crossfire server directory, run the compile and make process like you originally did or have. Restart the server and you should see the new graphics in place in the game. If you do not see the new graphics, check the server logs and see if that sheds any light on the possible problem. See also: http://wiki.metalforge.net/doku.php/making_archetypes#testing_archetypes -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (Darwin) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iD8DBQFPe9DQhHyvgBp+vH4RApfiAKDUjux5cJEk4M5QFFBz1nJ6AvZXoACZAZdU eHuWKsiringW/+HjuEssQnw= =oT92 -----END PGP SIGNATURE----- |
From: Mark W. <mw...@so...> - 2012-04-04 04:52:38
|
On 04/ 3/12 07:09 PM, Jason Wright wrote: > I have some new faces I would like to test on my server, and was > wondering how I go about it. Do I add them to the Arch .tar-ball then > compile on my server, or is there a simple way to drop them in to see > how they look? > You need to add them to the arch directory (lib/arch as based on the server source code). If you just have a few images you want to test, you can just put them in that lib/arch directory, pretty much anyplace, then run 'make collect; make install' from the lib directory, restart the server, and you should be set. You will need to make sure you follow the naming scheme for the images (images.111.png), since that is what collect uses to figure out if it is an image or not. If you are replacing images (have a better version), you need to find the file you are replacing, and replace it. make collect and so forth are the same. In general, new images have an associated archetype that uses them - creating a new arch file is the same (add the .arc file, make collect, make install) - what goes into an arc file is a bit longer explanation. But if you are just doing testing, you could certain just put the image files in the arch and update the face values within the editors. Note that if you are doing animations, this is also a bit more complicated. Also, the editor itself uses a different collection method (you can point the editor directly at your arch tree and don't need to do the make collect) and that could be handy if you are just trying to figure out how something looks. |
From: Jason W. <tec...@gm...> - 2012-04-04 02:09:27
|
I have some new faces I would like to test on my server, and was wondering how I go about it. Do I add them to the Arch .tar-ball then compile on my server, or is there a simple way to drop them in to see how they look? Tecslicer, |
From: Nicolas W. <nic...@la...> - 2010-06-12 07:11:19
|
Hello. > > http://crossfire.svn.sourceforge.net/viewvc/crossfire/maps/trunk/python/i > > tems/death_punisher.py?view=markup&pathrev=13320 If you want to look at > > it without getting the whole svn tree. > > Yeah, scripting would be a *lot* easier than using mood-changing squares > and triggers. You can find a use example in the map /darcap/darcap/church - all ghosts are hooked to it. And thanks for the submission :) Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org |
From: Jesse F. H. <je...@ph...> - 2010-06-12 05:14:53
|
Brendan Lally <bre...@gm...> writes: > Ok, that sounds like somewhere where you will want to use python. > > Nicolas has moved his 'death punisher' behaviour into a python script > it is maps/python/items/death_punisher.py in svn: > > http://crossfire.svn.sourceforge.net/viewvc/crossfire/maps/trunk/python/items/death_punisher.py?view=markup&pathrev=13320 > If you want to look at it without getting the whole svn tree. Yeah, scripting would be a *lot* easier than using mood-changing squares and triggers. -- Jesse F. Hughes "Really, I'm not out to destroy Microsoft. That will just be a completely unintentional side effect." -- Linus Torvalds |
From: Brendan L. <bre...@gm...> - 2010-06-11 14:50:56
|
On Thu, 10 Jun 2010 23:11:46 -0400 "Jesse F. Hughes" <je...@ph...> wrote: > Brendan Lally <bre...@gm...> writes: > > > Hi Jesse, > > > > On Thu, 10 Jun 2010 10:28:31 -0400 > > "Jesse F. Hughes" <je...@ph...> wrote: > > > > Those values look reasonable to me. Thanks for your work! > > My boy is pushing me to work on our plans for a new map. I'll let you > know if I get around to it. We had the idea of a war between two > factions in which the player can choose which side he wants to > befriend. Getting that to work with the tools at hand might be a bit > tricky, of course... Ok, that sounds like somewhere where you will want to use python. Nicolas has moved his 'death punisher' behaviour into a python script it is maps/python/items/death_punisher.py in svn: http://crossfire.svn.sourceforge.net/viewvc/crossfire/maps/trunk/python/items/death_punisher.py?view=markup&pathrev=13320 If you want to look at it without getting the whole svn tree. > (I don't want to do it by making two different but similar maps. In > fact, it should be possible for *both* factions to become hostile to > the player(s).) You'll probably need to use a slightly modified form of this script, you can either change it yourself to suit your requirements ( http://wiki.metalforge.net/doku.php/cfpython contains the api documentation) or ask someone else to do that for you. I've a plan to do something similar to what you are describing with one of the maps near scorn, so will probably end up creating something you can use if you don't get there first. Brendan. |
From: Jesse F. H. <je...@ph...> - 2010-06-11 03:12:27
|
Brendan Lally <bre...@gm...> writes: > Hi Jesse, > > On Thu, 10 Jun 2010 10:28:31 -0400 > "Jesse F. Hughes" <je...@ph...> wrote: > >> Hello. >> >> I submitted some maps back in October and I see that they are still >> unreviewed. Was I supposed to announce these or something? This is >> my first submission. >> >> Thanks. >> >> http://sourceforge.net/tracker/?limit=25&func=&group_id=13833&atid=313833&assignee=&status=&category=&artgroup=&keyword=&submitter=&artifact_id=&assignee=&status=&category=&artgroup=&submitter=&keyword=dark+cave&artifact_id=&submit=Filter > > Firstly I want to say 'thank you' I'd not seen that submission before, > but (speaking from my personal opinion, rather than for the project as > a whole) it looks to be very well thought out and designed. > > My own focus on quest-handling over the last few months has meant that > I immediately see those maps as a target for being tracked by the quest > system, and I don't think it would be particularly hard to do this. > This is by no means a requirement, most maps in the game world don't use > it yet, but if you want to discuss doing this for your maps then get in > contact with me on IRC (#crossfire on freenode, I am 'cavehippo') (I > have been looking for someone to test out the documentation on) I'll try to get in contact with you some time soon. That sounds like a good idea. > However, I just wanted to focus initially on the giant arches, not > least because they look they should be included in the random map > styles too (probably in humanoid levels 11/12) > > First thing though is to update them, It would appear that you have > started from an older version of the archetypes. Probably so. I created these maps at least a year and a half ago and perhaps with already dated archetypes. > In the last couple of years, there has been combat rebalancing, some > changes to the way arches are organised and some other changes with > move types and applying of items. All of these changes were taking > place in 'trunk' and they have been released as part of 1.50 > > You can see what's been going on for the giant.arc file here: > http://crossfire.svn.sourceforge.net/viewvc/crossfire/arch/trunk/monster/giant/giant.arc?view=log Monsters can break down doors and earthwalls? Oh shit. There goes my strategy, but it's just as well. Earthwalls were far too useful. > I have attempted to apply those changes to your giants, so that they > compare with the original giant. > > Taking all of those modifications, and doing a side-by-side diff of the > giant arch and the modified giant chief and giant_leader, we get the > following: > > For the giant chief: > http://pastebin.mozilla.org/733584 > > For the giant leader: > http://pastebin.mozilla.org/733585 > > The lines with '|' in them are the ones that are different to each > other. > > There are quite a few places where you could sensibly want to tweak > those values. > > However, if you are happy with that as it is, then the full arch diff > will be http://pastebin.mozilla.org/733589 Those values look reasonable to me. Thanks for your work! My boy is pushing me to work on our plans for a new map. I'll let you know if I get around to it. We had the idea of a war between two factions in which the player can choose which side he wants to befriend. Getting that to work with the tools at hand might be a bit tricky, of course... (I don't want to do it by making two different but similar maps. In fact, it should be possible for *both* factions to become hostile to the player(s).) Thanks again, Brendan. -- "This page contains information of a type (text/html) that can only be viewed with the appropriate Plug-in. Click OK to download Plugin." --- Netscape 4.7 error message |
From: Brendan L. <bre...@gm...> - 2010-06-11 01:49:44
|
Hi Jesse, On Thu, 10 Jun 2010 10:28:31 -0400 "Jesse F. Hughes" <je...@ph...> wrote: > Hello. > > I submitted some maps back in October and I see that they are still > unreviewed. Was I supposed to announce these or something? This is > my first submission. > > Thanks. > > http://sourceforge.net/tracker/?limit=25&func=&group_id=13833&atid=313833&assignee=&status=&category=&artgroup=&keyword=&submitter=&artifact_id=&assignee=&status=&category=&artgroup=&submitter=&keyword=dark+cave&artifact_id=&submit=Filter Firstly I want to say 'thank you' I'd not seen that submission before, but (speaking from my personal opinion, rather than for the project as a whole) it looks to be very well thought out and designed. My own focus on quest-handling over the last few months has meant that I immediately see those maps as a target for being tracked by the quest system, and I don't think it would be particularly hard to do this. This is by no means a requirement, most maps in the game world don't use it yet, but if you want to discuss doing this for your maps then get in contact with me on IRC (#crossfire on freenode, I am 'cavehippo') (I have been looking for someone to test out the documentation on) However, I just wanted to focus initially on the giant arches, not least because they look they should be included in the random map styles too (probably in humanoid levels 11/12) First thing though is to update them, It would appear that you have started from an older version of the archetypes. In the last couple of years, there has been combat rebalancing, some changes to the way arches are organised and some other changes with move types and applying of items. All of these changes were taking place in 'trunk' and they have been released as part of 1.50 You can see what's been going on for the giant.arc file here: http://crossfire.svn.sourceforge.net/viewvc/crossfire/arch/trunk/monster/giant/giant.arc?view=log I have attempted to apply those changes to your giants, so that they compare with the original giant. Taking all of those modifications, and doing a side-by-side diff of the giant arch and the modified giant chief and giant_leader, we get the following: For the giant chief: http://pastebin.mozilla.org/733584 For the giant leader: http://pastebin.mozilla.org/733585 The lines with '|' in them are the ones that are different to each other. There are quite a few places where you could sensibly want to tweak those values. However, if you are happy with that as it is, then the full arch diff will be http://pastebin.mozilla.org/733589 Brendan. |
From: Jesse F. H. <je...@ph...> - 2010-06-10 15:02:19
|
Hello. I submitted some maps back in October and I see that they are still unreviewed. Was I supposed to announce these or something? This is my first submission. Thanks. http://sourceforge.net/tracker/?limit=25&func=&group_id=13833&atid=313833&assignee=&status=&category=&artgroup=&keyword=&submitter=&artifact_id=&assignee=&status=&category=&artgroup=&submitter=&keyword=dark+cave&artifact_id=&submit=Filter -- "Civilizations have risen and crumbled as my people fight your people, and still it remains the same old battle. I come from a line that mostly walks alone, fighting for the truth against people [like you], but my people always win." -- James S. Harris |
From: Nicolas W. <nic...@la...> - 2010-05-16 09:57:04
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Related to quests, I've rediscovered http://wiki.metalforge.net/doku.php/quests that is supposed to be a listing of quests :) Updated it some, but could use some work... Though of course the best work is creating actual quests, not filling a wiki! Nicolas Le dimanche 16 mai 2010 03:04:45, Brendan Lally a écrit : > Hi All, > > I've added Alfalfa as a 'proper' quest under the new quest tracking > system, in order for this to be done coherently, I've had to make a few > changes. > > Alfalfa refers to fleeing her bedroom when orcs burst in, however her > old home has neither a bed nor any orcs. > > In order to rectify this, I have created a separate set of maps for > alfalfa's house, based on the same floor plan as the easy house across > town. > > This house starts out locked, the first thing that happens in the quest > is that the player is directed to get a key from another character in > the barking mule. - I do have this in mind as somewhere where a Cha > bonus could come in for quests, currently the key is just given to the > player when they ask for it, but this could be the trigger for another > sub-quest for a low Cha character in the not-too-distant future. > > I have moved the old alfalfa's house across a square, and called it > Eric's house, Eric is in jail for graffiti-ing, so I have removed the > gate pass and added a guaranteed spellbook of marking rune instead. > > I'm not seeking to unilaterally impose these changes, I've commited > them all to SVN now because I've not seen much response to maps on the > tracker in the past, this has been done with a view to being able to > easily remove sections of this quest easily should any objections be > raised. > > I would be particularly interested in any thoughts around balance > particularly with respect to the rune of marking, it is after all a > guaranteed free spellbook on a low-level map. On the other hand, it is > one of the least powerful spells in the game. > > Brendan. > > --------------------------------------------------------------------------- > --- > > _______________________________________________ > Crossfire-maps mailing list > Cro...@li... > https://lists.sourceforge.net/lists/listinfo/crossfire-maps -- Mon p'tit coin du web - http://nicolas.weeger.org |
From: Nicolas W. <nic...@la...> - 2010-05-16 08:00:27
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> I committed the updates to the scorn nobility quests last night. Thanks for the hard work :) > In order to convert existing player files over, the bash script > below should work: <snipped> Nice. > Final question, should this be in the SVN repository? it is something > of use once, when a server is updated past a certain revision, but > never again after that. Considering those are "low level" or "not too hard to figure" quests, and the number of active servers, I would say that's ok to not put it in SVN. Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org |
From: Nicolas W. <nic...@la...> - 2010-05-16 07:35:35
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Hello. > I've added Alfalfa as a 'proper' quest under the new quest tracking > system, in order for this to be done coherently, I've had to make a few > changes. <snipped> Nice :) Thanks for the questification! > I'm not seeking to unilaterally impose these changes, I've commited > them all to SVN now because I've not seen much response to maps on the > tracker in the past, this has been done with a view to being able to > easily remove sections of this quest easily should any objections be > raised. Same opinion as Mark - commits like that are really ok, and I'd even say welcome :) > I would be particularly interested in any thoughts around balance > particularly with respect to the rune of marking, it is after all a > guaranteed free spellbook on a low-level map. On the other hand, it is > one of the least powerful spells in the game. For this spell that's ok, since it isn't really used most of the time. The main use I can see is for map building, actually. When characters will keep their class information, it will be possible to give class-specific rewards for quests, ie a sword for a fighter, a spellbook for a mage, and such. That will probably require more scripts, but that's ok. Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org |
From: Mark W. <mw...@so...> - 2010-05-16 04:40:21
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On 05/15/10 06:04 PM, Brendan Lally wrote: <snip> > I have moved the old alfalfa's house across a square, and called it > Eric's house, Eric is in jail for graffiti-ing, so I have removed the > gate pass and added a guaranteed spellbook of marking rune instead. > > I'm not seeking to unilaterally impose these changes, I've commited > them all to SVN now because I've not seen much response to maps on the > tracker in the past, this has been done with a view to being able to > easily remove sections of this quest easily should any objections be > raised. I think as a general note, it is fine to make changes without getting consensus, or in fact much input at all, for many areas. If every change required discussion/approval, nothing would get done. Very big changes are a different matter. If scorn was completely redone, then I would thing some discussion is in place. But adding/making changes to a few maps - just go ahead. If there are issues, people can raise them later and discussion take place at that time. > > I would be particularly interested in any thoughts around balance > particularly with respect to the rune of marking, it is after all a > guaranteed free spellbook on a low-level map. On the other hand, it is > one of the least powerful spells in the game. Rune of marking is arguably a spell with no power, since it all does is leave a message. Static/known rewards as a general point does raise the issue of balancing - eg, if it was fireball, it is a trickier decision. I personally don't think that reward is excessive. However, a general issue with static rewards is their value to the person receiving it. Eg, if I'm not a spellcaster, that reward is pretty pointless (I might not even have the skill to learn the spell). If I'm a fighter, I might prefer a +2 sword for example. Random rewards don't really fix this - the reward it generates may not be suitable, but there is at least a chance it would be. I think in this case, not a big deal - if nothing else, the character can always sell it for some money. My thought is more along the line that if too many quests are set up with static rewards, you may very well get lists of quests that fighters do and mages don't (due to the focus of the item), and vice versa, eg, why do a quest if the reward isn't of any value. I do realize there are a fair number of quests/maps like that now, and in most cases character do them because the rewards are good enough. I wonder if there is some way to give a choice of rewards (maybe a special chest or something), which a character can only remove one item from. Maybe the chest is tied to quest state, so only characters that have completed the chest can use it, and they can only use it once (unless they repeat the entire quest if the quest is in fact repeatable). Thoughts? |
From: Brendan L. <bre...@gm...> - 2010-05-16 01:04:49
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Hi All, I've added Alfalfa as a 'proper' quest under the new quest tracking system, in order for this to be done coherently, I've had to make a few changes. Alfalfa refers to fleeing her bedroom when orcs burst in, however her old home has neither a bed nor any orcs. In order to rectify this, I have created a separate set of maps for alfalfa's house, based on the same floor plan as the easy house across town. This house starts out locked, the first thing that happens in the quest is that the player is directed to get a key from another character in the barking mule. - I do have this in mind as somewhere where a Cha bonus could come in for quests, currently the key is just given to the player when they ask for it, but this could be the trigger for another sub-quest for a low Cha character in the not-too-distant future. I have moved the old alfalfa's house across a square, and called it Eric's house, Eric is in jail for graffiti-ing, so I have removed the gate pass and added a guaranteed spellbook of marking rune instead. I'm not seeking to unilaterally impose these changes, I've commited them all to SVN now because I've not seen much response to maps on the tracker in the past, this has been done with a view to being able to easily remove sections of this quest easily should any objections be raised. I would be particularly interested in any thoughts around balance particularly with respect to the rune of marking, it is after all a guaranteed free spellbook on a low-level map. On the other hand, it is one of the least powerful spells in the game. Brendan. |
From: Brendan L. <bre...@gm...> - 2010-05-14 17:12:53
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On Tue, 27 Apr 2010 12:27:38 +0100 Brendan Lally <bre...@gm...> wrote: > http://wiki.metalforge.net/doku.php/user:cavesomething:questification > Over the next couple of days, the quests with the status of 'Needs > playtesting' will be given SVN commit numbers. (with the exception of > the scorn nobility quests, which might take a little longer)*. I committed the updates to the scorn nobility quests last night. I've tried to keep the style of the quests as close as possible, there are some cases where I have added additional characters, to spread out the rate at which information is provided to the player. There are a lot of maps and NPCs involved in these quests, so there may be bugs I have missed. Please report them if you find them. > After these quests are in, there probably needs to be a discussion > about how long to preserve quest compatibility with the 1.50 server. > While 20-odd quest definitions in a single file is too many to be > comfortable, it is still (just about) manageable, once there are > 30,40,50 quests in the one file, it will get very messy. One thing I haven't done here is update default.quests. I could do, but the number of quests now is such that that's starting to get ugly to maintain - I know Nicolas is working on another quest at the moment, and that will be the 30th in the default mapset. > *The scorn nobility quests are currently implemented using markers > against a player, in order to transition over to the quest-based > tracking, it will be necessary to create quest entries for players who > have already done part of the quests. because of the inter-dependancy > of these quests they are also candidates for having 'parents' added to > them, which will break compatibility with 1.50 servers. > If you are running a big (lots of players) server against the SVN > mapset, then be careful with this. In order to convert existing player files over, the bash script below should work: It is assumed that this is run from an existing server install from the /var/crossfire/players directory. This works fine for me when I was testing it, but I would strongly advise any server admins to back up their player files before using this. Final question, should this be in the SVN repository? it is something of use once, when a server is updated past a certain revision, but never again after that. Brendan #!/bin/bash PLAYERDIRS="*" for playerdir in $PLAYERDIRS do RANK=$(grep "^slaying Noble Rank" $playerdir/$playerdir.pl | cut -d " " -f 4) echo $RANK STEP=0 if [ "$RANK" = "Knight" ] then STEP=10 fi if [ "$RANK" = "Baronet" ] then STEP=20 fi if [ "$RANK" = "Baron" ] then STEP=30 fi if [ "$RANK" = "Earl" ] then STEP=40 fi if [ "$RANK" = "Marquis" ] then STEP=50 fi if [ "$RANK" = "Count" ] then STEP=60 fi if [ "$RANK" = "Duke" ] then STEP=70 fi if [ "$RANK" = "Archduke" ] then STEP=80 fi if [ "$RANK" = "Prince" ] then STEP=90 fi #echo $STEP COMPLETED=0 if [ $STEP -eq 90 ] then COMPLETED=1 fi if [ $STEP -ne 0 ] then if [ !$(grep -q "scorn/Aristocracy" $playerdir/$playerdir.quest) ] then echo "WARNING: Player $playerdir Already has a quest state for aristocracy quest" else echo "quest scorn/Aristocracy" >> $playerdir/$playerdir.quest echo "state $STEP" >> $playerdir/$playerdir.quest echo "completed $COMPLETED" >> $playerdir/$playerdir.quest echo "end_quest" >> $playerdir/$playerdir.quest fi fi done |