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Messages - Aensor

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1
Complaint Department / Re: Commmunity involvement
« on: October 06, 2014, 10:34:20 am »
"Only" have to give  real name, accept some policies and then theres this:
"Create a profile only if you think you are talented in one of the requested positions. [...] .. you need previous experiences and portfolio. .."
Doesnt that seem deterrent to "Community involvement"? Some might think they are not good enough.

The way more important question is: Is that really needed for simple tasks?
In my previous post i suggested to invent a licence anyone could add to his work to have it donated to PS, couldnt that be an option for stuff like artwork or patches/extensions to the client/server code? Like as a first Step towards involvement. For those who are unsure if they are "good" enough or have the time to keep their promises. With a system creating low overhead for cases that "dont finish" their tasks - simple tasks of course - that could be an entry point to much deeper involvement!

Merely a license to allow PS to use donated code/art. A billboard with simple tasks that allow self-assigning with leaving the date could be enough.

2
I dont think you can use clang as a compiler. GCC you need, not sure how to get that for apple.

3
Complaint Department / Re: Commmunity involvement
« on: October 02, 2014, 09:16:04 pm »
Imho its too complicated to just donate some help.

Its like you have to sign a nda for fixing a typo.

I'd love a system where you could just apply for a task and have a set time to fulfill it. If you dont - its open for the next person. If you fulfil it, you'd just hand over the results for examination.


Just use the big tracker and assign feature requests/bugs to peeps who comment that they want to work on it. Just invent a ps license that allows use solely in ps. That way peeps could donate work for ps with adding that license without need to sign anything.

4
I may add http://www.hydlaaplaza.com/smf/index.php?topic=41768.0 if you encounter errors with wxwidgets version.

Also, personally i do not symlink with the official client, heck i only have svn version on my machine. So after installing svn version i do a Repair either via the launcher button or via cmd .pslaunch --repair (useful in case pslaunch.xml also is missing and will not start) to get/update art and whatever else.

However since this is the production version of it some parts might overwrite files you have from svn. So you should do another svn update of your planeshift folder *after* you do a repair. 
Edit: svn update might not get the files updated (as svn thinks its local changes that are newer then the svn version). You have to do a revert to the current Head by issuing
Code: [Select]
svn revert --depth=infinity .

Edit: Also, if you encounter bad fps/performance with the client, remove the --enable-debug flags on the configures. It slows FPS down by 50% (!) for me.
also if you dont encounter issues with running, you can omit "walktest" on building cs. Its however nice for a 1st compile to be sure cs works fine.

5
PlaneShift Mods / Re: Unofficial PS art update, V1.0
« on: July 23, 2014, 11:53:47 pm »
Ahh you did it! :D
Looks fantastic!

6
Development Deliberation / Building CS with wxWidgets 3.0
« on: July 18, 2014, 02:23:22 am »
Hey all, i just attempted to rebuild CS on Arch linux and noticed my wxWidgets includes had updated to version 3.0 in the meantime and isnt compatible anymore.

The changes needed are minor though and until they make it into CS svn that working with PS the following patch by jessi might be helpful as it shows which lines to change. https://www.mail-archive.com/debian-bugs-dist@lists.debian.org/msg1228869.html

Best, Enio


7
Development Deliberation / Re: CrystalSpace build problem: xwindow
« on: July 18, 2014, 01:46:01 am »
Just for the record, configuring cs with "--disable-relaytool" solves this issue for me.

(See http://www.crystalspace3d.org/forum/index.php/topic,2103.msg9058.html#msg9058)

8
Development Deliberation / Re: CrystalSpace build problem: xwindow
« on: May 31, 2014, 02:56:55 pm »
I remember this issue on archlinux. Linker links in the already installed libs instead of those selfbuilt. I temporarily uninstalled the program using those libs effectively removing said libs. Dont remember which program that was though.

9
General Discussion / Re: Combine quality considerations.
« on: February 21, 2014, 05:55:15 am »
I admit I have not looked at the actual code on SVN, and you probably already came up with a good solution. Otherwise one could give less weight to low quality components in a "simple" way, maybe taking the root mean square? E.g. sqrt( (50^2 + 300^2)/2 )  ~ 215
This would just make low quality a better quality?
No, it is really just another average, which gives more weight to high quality items.
Oh right i see now. It would be somewhat a compromise of the current system and simple averaging. A real weighting per items involved in a reciepe id still favour to prevent exploits for tria.


And of course, mathscripts are not part of the public code section, so on SVN we only see the arguments  ::)

We dont see the tuned scripts that are in effect on the official PS Server but some base is there (those youll have working when you install the server yourself) - SVN


10
General Discussion / Re: Combine quality considerations.
« on: February 20, 2014, 04:08:59 pm »
I admit I have not looked at the actual code on SVN, and you probably already came up with a good solution. Otherwise one could give less weight to low quality components in a "simple" way, maybe taking the root mean square? E.g. sqrt( (50^2 + 300^2)/2 )  ~ 215
This would just make low quality a better quality?

The main problem is - combine result quality does not get calculated reciepe-specific. All combinations calculate on the same formula.
1. Check if there is a valid combine possible with items in container owned by you, else break.
2. calculate quality by sum of qualities divided by itemcount (and some min q/max q difference factored in).

It does not differ if you make some potion or some sword in the quality calculation and implementing this needs some major changes in DB layout for combines and overhauled quality calculation functions.

Imho it would be worth implementing this functionality, especially for the future where you might want to have more control in that section - it might still be quite low on the priority list compared to other additions so an intermediate easy-to-implement solution that doesnt need alot of testing and touching of already set values would be feasible.

11
General Discussion / Re: Combine quality considerations.
« on: February 20, 2014, 01:31:36 pm »
Imho some rnd is fine BUT make it become less deviation the higher the skill - up to a very reliable amount because this encourages becoming master in a proffession,  while still allowing nice results for lower levels.

If you add rng, it should not be only lowering the quality but also shouldnt de/increase quality as much as the real processing.

How was your consensus on items only aviable in q50 in your internal discussion?

12
General Discussion / Re: Combine quality considerations.
« on: February 17, 2014, 09:24:21 am »
I like this idea. Using the value, or better the base value (without quality adjusted price) of an item to weigth could work as it is easily aviable to evaluate in the calculation step in workmanager. You would have to adjust some prices which might have sideffects though, but maybe thats even feasible I.E. in alchemy some ingredients crafted from expensive ingots become really low value.

It would be really easy to implement with just a few lines as youd just have to expand the qualities by its item's value and normalize it at the end with the totalValue of the parts. For the current mathscript on trunk There is factored in a deviation of min/max qualities involved which is discarded in the following lines.



Slightly modified part from workmanager IsContainerCombinable(...) where the combine result is being prepared and the mathscript executed:
Code: [Select]
    // Load item array from the conatiner
    csArray<psItem*> itemArray;
    gemContainer::psContainerIterator it(container);
    currentQuality = 1.00;
    float minQuality = 300.0;
    float maxQuality = 0.0;
    float totalQuality = 0.0;
    float totalValue = 0.0;
    while(it.HasNext())
    {
        // Only check the stuff that player owns or is public
        psItem* item = it.Next();
        if((item->GetGuardingCharacterID() == owner->GetPID())
                || (item->GetGuardingCharacterID() == 0))
        {
            itemArray.Push(item);

            // Calculate total value
            float value = item->GetItemBaseValue(); // Kind of Getter for base_stats->GetPrice().GetTotal() or something.
            totalValue += value;
        }
    }
   for (size_t i = 0; i < itemArray.GetSize(); i++)
   {
           
            // Weight Quality here:
            float quality = item->GetItemQuality() * item->GetItemBaseValue();
            /* Not sure about how to imbue it into the min/max quality rules.
            if(minQuality > quality)
            {
                minQuality = quality;
            }
            if(maxQuality < quality)
            {
                maxQuality = quality;
            } */
            totalQuality += quality;
    }
    // Normalize after sumin up:
    totalQuality /= totalValue;
   


13
General Discussion / Combine quality considerations.
« on: February 17, 2014, 07:24:47 am »
Greetings!

As calculation of results in a combine step will soon take the qualities of all ingredients of such combine into account i want to collect your thoughts and ideas on issues that might arise on this change. I personally welcome this, it adds some issues though and im not sure what would be the best way to come by them. Maybe you have some thoughts or ideas.

The main issue i am concerned about is the aviability of a variety of ingredients which are restricted to low quality.
  • Animal parts are currently restricted to have q50
  • Plenty of Alchemy, Herbal and Cooking ingredients are currently aviably ony at NPC Merchants in q50

Obviously a fix would be to allow high quality animal parts to be looted aswell as allowing various ingredients to be craftable off collected base materials - however until this is implemented, how could it be solved?

What came to my mind first, which would maybe be feasible anyway for better control of transforms but is not at all supported by the current system would be to allow to set values for the influence of an ingredient on the quality of the combine. This way one could set the currently not craftable ingredients to have low influence.

Example: Combining a Chain Mail Helm with a Set of steel bands - It would make sense that the steel bands have less effect on the overall quality than the Full chain mail helm.
Another obvious example: Adding common herbs in really good water should probably not result in a superior tea.

However this might be reserved for future considerations, solutions that can be easily added with low efforts should be discussed

Some ideas:
  • Add some Ingredients for high prices in better quality
  • Add an NPC that trades those items for similar quality i.e. "Give 3 Hop in q123 - get 6 Flour in q123" or "Give 1 Maulber Hide in q50 - get 1 Tefu Hide in q200"
  • ...

Any thoughts or ideas?

14
General Discussion / Re: Getting rid of unwanted items
« on: January 20, 2014, 11:34:11 am »
Dust can be sold to Raw Materials merchants, another way is to put them in Furnace as they burn away there after some minutes.

The situation is not ideal though, a more simple and obvious way to get rid of such items could help reduce the cluttering.

15
Guilds Forum / Re: [Guild] Stillwater Peace Corps
« on: October 08, 2011, 02:45:35 pm »
 :thumbup:

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