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Messages - Migg

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31
Newbie Help (Start Here) / Re: Picking up random items
« on: February 27, 2021, 05:11:04 pm »
Hi 0n1x, welcome to Planeshift!

Items that say "guarded by XYZ" are locked and you will not be able to pick them up. I personally believe it is OK to pick up anything else, unless you believe it is something of value that may  belong to someone and should be returned. Then it's up to your character's alignment, a rogue or thief would certainly do away with them and have no qualms.

Being a thief now brings up this problem: How do you steal from someone if you can't get their items even if they put them down? In this case, just whisper to them that you are a rogue character and want to steal from them. It makes sense to /roll a dice and set a result above which you succeed. A number bellow which you get caught is also a fair deal. So say you /roll 20, you succeed above 15, get caught below 5. If they agree to your RP, then they will let you have what you steal.

As for the examples you ask about: I would pick up animal parts lying around unguarded, they are low value items and most probably were left there by someone who didn't care about them. Ores you find in mines on the other hand are ores that spawn there, sometimes even above ground, and they are yours to just pick up.

Migg

32
General Discussion / Re: Tips and Tricks
« on: January 14, 2021, 02:54:40 pm »
Another very useful feature of the game is the shortcut bar. Some shortcuts are already assigned by default, and can also be activated using the number keys from 1 to 0. You can right-click on any empty shortcut slot to set its icon, assign a shortcut key (including mouse keys! a bonus if you have a gaming mouse) and enter a set of commands to be executed when you press the shortcut button.

All commands you can use in the chat window can also be used as part of a shortcut. You can find information on all commands available in PS from the help icon in the game. Two forum threads with ideas for shortcuts to create are here and here, I am sure people can reply with more ideas or links.

33
PlaneShift News and Rules / Re: PlaneShift Unreal Alpha Release #2
« on: November 29, 2020, 03:32:18 pm »
That image looks something awesome! This is some amazing work you are doing, and we are all grateful! Now if I can only get on Discord some day...

34
PlaneShift News and Rules / Re: Dev Q&A November 22nd 2020
« on: November 29, 2020, 03:22:45 pm »
So good to see these return, thanks a million Uadjet!  \\o//

35
General Discussion / Re: Forum activity
« on: November 11, 2020, 05:47:42 pm »
Just curious, how many people are playing these days?
Is the RP just gm events or are there enough players that there is spontaneous rp?
You can see how many players are online at any time here, I see 10 players online at the time of writing. After the UE port has rekindled interest in the game, I see a more sustainable number of online players, but that depends on the time of day, and hence your timezone.

But to answer your questions, GM events gather around 20 or more people, most of whom are interested in participating. The market (a regular player event) is also a place to find players wanting to engage in RP. Otherwise, most days you will encounter a mix of people idling while away or just grinding, so spontaneous RP is not common, but also not out of the question, just ask around. In time you will get to know some more attuned to roleplaying, and if your times coincide you can play together. I know I have managed that in the past with a lower player count than we have today, but as said it also depends on your timezone, hence YMMV. My advice would be to give it a try and see for yourself. Dropping by the next market could be a good start (Sundays, 18:00 UTC), and GM events are always fun.

36
General Discussion / Re: Forum activity
« on: November 05, 2020, 03:40:23 pm »
Wouldn't know about Discord, as I don't personally use it, but it's certainly not due to a lack of activity in the game itself. Events are going as strong as ever, the market is a steady and reliable source of RP, and dev meetings provide a constant stream of updates. I do miss the meeting transcripts though and wish they would return, though admittedly Uadjet is pretty stretched thin with all the things he does.

Perhaps some updates on the things the developers are doing (and a couple of screenshots as well) would also help liven up the forums? I hear development is going strong, many would like a glimpse into the future who don't have access to the UE port.

But then, what you already do is enough and the game is more lively than it was in a long time, despite what the forum activity would imply  \\o//

37
In-Game Roleplay Events / Re: She did it again aka Union Day
« on: August 11, 2020, 12:01:11 pm »
[While you can still find the place with the food, unfortunately the server crashed again and so the Pterosaurs have been reset to their standard location]
* Migg can't help but wonder where that standard location may be...

38
Excellent post, that was the kind of discussion I was hoping to elicit! As for the issues raised, here are my inexpert (and totally deprived of any references) ideas on the subject:
  • I believe the common language would have naturally evolved as the common form of communication, at least in spoken form, since the two races (Kran and Lemur) were created together and appear to have been given their language, rather than having to evolve one. Had there been a need to evolve a language however, I would be willing to argue their common history would ensure they would evolve a common language, and would only deviate in the writing system if their physical form was different enough to make it impossible for them to use tools that would allow them a common writing system. My gut feeling is that this is not the case either.

  • I would be willing to argue (again with no backing by any references to existing lore) that the Old Language was one that was separately evolved later in Kadaikos, after the long separation of the Lemur who followed Laanx in the Labyrinth. It would only seem natural for them to seek ways to differentiate their culture as one exclusively devoted to Laanx, and remove any traces of an affinity to Talad. References to that as the Old Language seem to contradict the idea, but as is the way with history, the Common language could be easily forgotten in favor of their own language, which became the "Old Language" when the Octarchy reinstated Common as the sole language in use across Yliacum. To the generations living the change, the language they had to abandon would be the Old Language, as by that time they lacked any recollection of it being their original system of communication.
So I would be willing to argue that it makes sense that the Old Language is the Laanx Religion specific language and number system, that it is explicitly specific to the Lemur and unrelated to the Kran, that it evolved in separation in Kadaikos and that, while refered to as "Old", it is really newer than common and only bears the name because the Lemur chose to eradicate all memory of what united them with Talad and the Kran while in exile, and hence chose to pass no record of their shared language to subsequent generations, for which the Common Language would indeed be a new language.

I certainly admit I have no references to back up my assertions, it is only what makes sense to me as a viable way to explain all the references you mentioned. What I must also note is that this seems to necessitate the creation of yet another language project, that of the Old Language.

39
For starters, I am assuming the game was working pretty recently for you. Did you load any updates? What platform are you using (Win, Mac, Linux)?

Never seen anything like this myself, but from a troubleshooting perspective I would suspect something with the permissions of the folder where PS settings are stored. In Linux that would be in .PlaneShift within your home folder (~/.PlaneShift), for other platforms perhaps someone else could step in to help with whrere they are located.

Anyway, I would try clearing that folder and all its contents entirely (note that it contains everything, including your logs, so you may wish to create a backup at some safe place first) or renaming it so PS can no longer find it, then starting the game and configuring it (you must make sure to properly set the graphics settings at least). If that works, you can then try to restore the contents of individual files, like your shortcut bar settings.

40
And here I went and did it, added a word to Gadermara: Family = "efanaĆ ", now all I need is someone to add it to the PS wiki!

41
The Klyran translation wasn't too challenging, given how well-developed it is. Well, other than trying to remember what I was taught decades ago. I had to do a few revisions and fill in a few gaps, but it came out fairly well, I think.
It came out more than well, but that is why it contrasts so painfully to the other translations. I would have liked a similar result for the other books as well.
The other languages don't have as much detail, but there are a number of articles about creating languages out there. Apparently someone actually created a Dothraki language for Game of Thrones. I wonder if it might make things easier if languages were modeled after an existing language, at least for sentence structure and how words are modified by context. Things like verb conjugation, or making words possessive, or different tenses. Not really my field, but it is a fun task.
I am afraid some of the less developed languages are already modeled after an existing language, or else have an underpinning syntactical and grammatical outline, which is not available as context. It may be easy to discern these patterns if you have the right skills, but this is not my field either. Personally I would love to help, but I have no clue how to go about it.

If someone would be able to set some general guidelines, players could help expand the language, adding words or phrases as need arises. In any case, if anyone has an idea, please comment; any contribution will help!

42
As part of a recent RP, a simple book was collaboratively written and an attempt at producing translations in the languages of Yliakum was made. What was apparent by this effort is that most of the Language Projects in the PS Wiki are far from complete.

It is clear these projects have been started many years ago, and have not seen any attention since a very long time. What I feel is needed however is some work to bring these project to a level where basic texts can be translated, to facilitate better RP. I understand that aligning these projects to a state where a full dictionary, grammar and syntax guides are available for all is a daunting task. It could well be possible however to outline a basic set of rules and create a basic vocabulary that are both adequate for daily interactions, and also serve as guidelines to help players invent new words and phrases that will sound consistent, without requiring extensive knowledge of linguistics to do so.

I am not sure if any of the players who initiated these projects are still around in any capacity, and are willing to continue their efforts, but I would like, lacking the skills myself, to ask any players willing to help, to consider making any contribution, big or small, toward expanding these projects.

As a starting point, I will try to provide a rough outline of the current state of what is (and isn't) right now in the PSWiki as far as I could judge, only playing a Dermorian character and not having any linguistic expertise:
  • Right now, Enkien is fairly robustly represented with a dictionary, grammar, cardinal numbers table (but no ordinal numbers), a set of examples and a set of useful phrases. Pronunciation and writing are also covered, but the language project could still use some expansion (I personally found ordinals to be the greatest omission, but Migg does not really speak Enkien.)
  • Klyran has an extensive page thoroughly describing the language and providing rules on how to create various forms from a common root word, that greatly enhances its usability. Again Migg has not used the project much, but nominal as well as ordinal numbers are included. Pages include a fair vocabulary (which can be vastly extended using the rules set in the language page) and a couple of stub pages that have not been finished. I have seen the resource being used to achieve great results, and believe this could serve as the standard to compare other projects with.
  • Nolthir only contains a sparse page, but points to an Elven language resource detailing Quenya, which should prove ample for any translation effort. This could be considered adequate, or an effort to deviate from that external resource could be considered, if anyone feels up to it.
  • Pel Perrakithor (Stonebreaker) appears to be fairly well developed, with more than 12 pages devoted to its description. I have not used it in any capacity, but a translation to Pel Perrakithor is due, and that will gauge the project's usability.
  • Ylian is sparse, with only a short page and scarcely any words. The language needs to be worked on before even simple phrases can be uttered in it.
  • Gadermara (Dermorian) has only one page devoted to it that, while well written and very useful, is in need of great expansion before it becomes truly useful for anything but simple sentences used to spice normal RP. Again I found the lack of ordinal numbers especially limiting in the translation effort, but the vocabulary is also in need of expansion.
  • Ignf (Diaboli) is also limited in scope, and contains very few words, though the race is not available for new players and hardly any Diaboli exist in the game, so this may consequently limit its appeal as a project.
  • Lemur and Kran of course speak the common language, and therefore do not require much in the way of a language project, though I must note the Lemur have inherited a set of symbols used to write their language from the Xacha, but no mention is made on whether Kran use the same symbols or not.
Perhaps the players who did the Enkien and Klyran translations can post their own views on the subject, and their ideas on what is missing. Still, I hope this post helps spark some renewed interest in these PSWiki pages.

43
General Discussion / Re: Shortcut for a mount - kinda a spoiler
« on: June 12, 2020, 03:39:06 pm »
Cool! Thanks for sharing! At the moment I use two shortcuts to achieve a similar result, but I always wear the ring so no equip/dequip: instead I have a button to summon and select the mount, then use the mount shortcut to mount it. I have different shortcuts to summon my drifter and my rivnak, and a common mount shortcut for both. Works best if you want to RP the summoning before actually mounting, which is why I find this preferable.

Here is my Rivnak summon shortcut which, if used twice, will first summon the mount and then select it; /target doesn't work the first time, as you said a pause command would be nice (Blueshana is the name of my mount, substitute the name of your own mount instead; I do that to create a second shortcut for my drifter):

Code: [Select]
/pet summon Blueshana
/target Blueshana

Here is my (dis)mount shortcut, which doubles as unmount if already mounted (note that if you have targeted something other than your mount, you will need to use it twice to dismount: the first time will clear your current target, allowing the second to dismount):

Code: [Select]
/mount
/target clear

 I will check combining these with equip/dequip the ring, and report on results.

44
So should we guess these are the mines of Amdeneir, we have heard talk of, or will all mines be converted to be like this?  :detective:

45
Well, I am dumbfounded at the scene, it vaguely resembles the temple in Gugrontid but that has an open background, so I am sure I have no idea where that is. All I can say is it looks amazing!  :woot:

And no, Damola, That text is the character's name, so no clues there...

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