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Messages - Bragan

Pages: 1 [2] 3 4 5
16
General Discussion / Re: First Time After 3 Years
« on: April 07, 2010, 01:11:04 pm »
But at the same time, having studied unarmed combat for 1 year, you've also become better at handling a knife -- the skills are somewhat transferable, at the very least you'll be more coordinated and know how you're body moves. You'll do better unarmed than an your armed ned, but you might still do more damage with a knife than without. Plus, it seems to me that a skill level of 6 is far from equivalent to a year's experience -- maybe a couple of months at the most.

As far as mobs getting lost, is it possible to have them killed and respawned if they've been triggered, and have been sitting still for say 5 minutes? Lost mobs would be fun to hunt down too. I think mobs around the main roads (Hydlaa to Ojaveda, Gugrontid) should be tame or absent, while the ones around the shortcuts make sense to be aggro. Any monsters on the road to the Bronze Doors should be wild -- it's a dangerous place, after all. Maybe even put the thugs and cutthroats on the road to Ojaveda there.

Somewhat related to Ojaveda being a beginner's spot (maybe not anymore since the spawn points were changed), I see the unlawful element in Ojaveda being more covert -- smuggling, maybe a little extortion, planning the raid (while the actual theft happens elsewhere); I figure that's why Kisatol is around. This is encroaching on Settings, but I think the Ojavedan government or people should be cracking down on overt theft and thuggery. The Enkis seem to be modeled on the nomadic tribes of the Middle East and North Africa, who regarded theft to be a very serious offense. I think I remember hearing of some reason why the rest of Ojaveda is inaccessible, and maybe that's why there isn't much law in Dsar Akkaio right now.

Now that I'm done possibly stepping on toes, a quick note to the Devs and GMs. I think you guys (and gals) are doing a fantastic job with the game. The Planeshift setting is one of most unique I've seen, second to Planeshift. On the coding side, there has been obvious improvement, and I'd like to thank everyone that's been donating their time and effort into making this game what it is, and what it could be.

17
My apologies, I didn't think to check there. I assume we're not allowed to take the patch in the bugtracker, apply it to the source, compile, and use that executable when connecting to the PS servers?

18
Neither a forum search nor poking through the options yielded any results for me. Is there a way to keep the chat window (or some other windows) from stealing focus when something happens? Right now my only solution is to turn the window off completely, but that's a less-than-ideal solution, because then I can't see any notifications at all.

19
Like the title says. If you're frustrated about the mobs not fighting back (you probably have a disease like believing in fair play, or maybe are also training armor skills like me), try this: cast an offensive spell at them, wait until you're attacked, then start attacking yourself. You'll be at a disadvantage in that you'll get hit once or twice without getting to retaliate, but so far it's been foolproof in getting mobs to attack me. Just to make sure, I tried attacking the creature in melee directly, without using magic first, would not get attacked even once.

By the by, it's unclear to me whether the creature needs to have hit you, or if a dodged attempt is good enough; I'm still getting hit every time, so I haven't been able to test it.

20
In-Game Roleplay Events / Re: A new area of business in Hydlaa
« on: March 30, 2009, 02:48:06 am »
OOC:
You need to reformulate the way you've got your odds. 1:1 does not mean you get your money back, it means you get your money back, as well as an amount equal to it. These are even odds, which you do not get on a tie. Just to make everything perfectly clear, using modern parlance, winning a bet of 6 tria will result in a payout of:

1:1 -- 12 tria (6 + 6)
2:1 -- 18 tria (6 + 12)
3:2 -- 15 tria (6 + 9)

Please note that payout is the total given back (including the amount of the original bet) and not the profit.

To determine the payout for any odds taking the form of x:y (with original bet b), use the following formula:
payout = b * (1 + x/y)

21
Mac OSX Specific Issues / Re: Problem & Fix Thread
« on: March 28, 2009, 04:47:51 pm »
Quote
HARDWARE DEPENDENT (also for regularly updating Leopard- and maybe Tiger users)

P4: Text renders badly in-game (i.e. there seem to be missing vertical lines)
S4[*1]: launch pssetup: set Screen to 1280*800, font-scaling to 150% and texture-downsampling to 1/1
--------------------------------------
*1: Aluminium Macbook --- CPU: Intel Core2Duo, Graphics: Nvidia GeForce 9400 M, RAM: 2 GB DDR3
--------------------------------------

I can confirm that this problem also happens with my late 2007 Macbook Pro, latest Leopard version (10.5.6 ATM, I think), NVIDIA GeForce 8600M GT with 256MB of GDDR3 SDRAM, 4GB system RAM. Rest of the system specs are here, except for having 4GB of RAM instead of 2, and a 320GB 7200 RPM HD. Will test this fix later tonight to see if it works.

EDIT: solution does not work on my system.

22
General Discussion / Re: Less Grind?
« on: March 25, 2009, 01:15:08 pm »
I agree that the amount of effort currently required is fine, and appropriate. I do think that there needs to be some balancing, but I think that making the skills actually sustainable (at all levels of progression) would go a long way towards making grinding less boring. Talking about crafting, for instance, there supply is much greater than demand, especially for novice crafters who want to improve, and must therefore create large amounts of common/standard quality weapons before they are able to consistently produce superior/exceptional/finest quality weapons. It also requires a large amount of raw material, which for the moment many players need to mine themselves because they cannot afford to pay other people to mine it for them. This problem is compounded by the fact that many (professional) miners prefer to mine platinum because they make much more from it than (even though it has no current use in the world) than mining iron and coal. Crafting also produces very few PPs compared to the amount needed to advance a level. Thus we see that to train crafting skills, is not cost-effective in terms of monetary cost and experience, which means that many will have to hunt mobs to get PPs, and maybe tria as well if they are strong enough to challenge loot-producing monsters. If not, they have to grind plat to pay for their training.

Currently, I believe that the only family of skills that produce enough PPs and tria to sustain continued training is (melee) combat. You are even able to train both your weapons and armors skills at once, and excess PPs can be directed towards training stats, which further improves your combat power. Mining does pay for itself, if you can get the PPs. Crafting could pay for itself, if demand were increased. Further reducing the weapons sold my NPC merchants will probably be a major way of achieving this. Increasing the amount that NPC merchants pay for crafted weapons, and the price of their own weapons, would also be appropriate -- players would be given more reason to buy a crafted weapon if the NPC alternative is comparably priced, and players can sell their crafted weapons to NPCs for something that at least covers the cost of the materials. Especially since the Settings says a sword's cost is equivalent to a year's earnings for a farmer. By that standard, every character in PS is very, very wealthy.

Character stats are the anomaly in that they aren't trained, they are bought. Which leads to the previous comment that You can go from a 47-strength weakling to a 150-strength hero in minutes if you have the tria and PPs -- the latter of which might be difficult since the greatest gains in PPs are found in combat, which you are going to find difficult if you have 47 strength. Here, I would say that more grinding IS needed, absolutely. Maybe apply the skills progression system to stats as well -- you buy some theoretical knowledge, then train it up. Experience in stats would come through doing activities that require that stat. If it lowers your stamina, chances are it should exercise Endurance. This doesn't really make it more difficult, since you can go on doing the same things you do, but it will slow the progression to something that makes much more sense.

I wonder if the calls to eliminate PPs altogether are not unfounded. But instead of replacing it with something complex, why not just eliminate the need for PPs, and leave it at that? You still buy theoretical training, it still costs tria. Afterwards you train it to get experience in that skill as usual. PPs to me are just a hold-over from the leveling paradigm of most RPGs, which PS is trying to shy away from. Remove them and the amount you can train a skill is still dependent on how much that skill is actually used, so I don't see it as losing much of anything, except an artificial cap. If the amount of PPs rendered by an activity were harmonized with the amount needed to train that skill, it would definitely be balanced, but would have the same end effect as removing them anyway.

I deliberately avoided talking about skills you can train but don't have any use yet (ie cooking/baking) since this IS in alpha/beta. RP also goes a long way towards making grinding more enjoyable. This is especially seen in cooking and baking, where although the products are useless as far as (current) game mechanics goes, they do find a use in the RP community. There are also a few people that have decided to mine iron and plat as a service even though it's not the quickest way to get rich in this game.

23
Just a comment, technically 00:00 Aug 19 means one minute past 23:59 Aug 18. Following the announcement, the event should have started 8 minutes ago. Unfortunately the understanding is ambiguous in some people -- that's why I prefer a time that either specifies 23:59 or 00:01, since both of those are quite clearly on one side or the other of the day's terminator.

24
Guides and Tutorials / Re: A New Crafting Guide
« on: August 10, 2008, 05:38:21 pm »
Harnquist gives out several quests, at least 5 of them, and he doesn't give them in any order. So if you need the book, don't accept the quest given unless it's the one you need. I once had to bug him for about 5 minutes before he gave me the right quest. Same with Trasok. It would be nice if the sword- (and axe-) making quests were dependent on having completed either one of the stock-making quests, but things are the way they are, and at least you can't lock yourself out unless you absolutely don't talk to any other players.

25
General Discussion / Re: Anti-Magic
« on: July 28, 2008, 12:27:00 pm »
Unless I'm arguing with something that's already been determined, what makes sense to me is that it would negate the magical effects of the spell, but not the physical -- a conjured rock still has weight, but magical fire (and other elements) would be stopped/absorbed by the spell. So, for a relevant example, Energy Arrow would be resisted by antimagic, but not Summon Missile.

26
Is there any information as to which files are responsible for the change? Is it the actual <mapname>.zip files, or is there something in the executable itself? That is, could I run the update and just roll back the problematic maps?

27
Mac OSX Specific Issues / Re: Some Maps Not Working...
« on: July 23, 2008, 09:35:56 pm »
Cleared my problem up by reverting to the old 0.4.01 installation. Should I keep my console and crash log, or edit my previous post to remove them?

28
The new wilderness with the "sharper edges" shows a remarkable tendency to ensnare hapless adventurers, such that an /unstick is necessary. Hills that yesterday were perfectly climbable, I suddenly cannot get through, nor can I climb back down. I've rolled back (0.4.01 installer) to see if this would fix the problems, and it did.

Something else, and I don't know if it's related, is that on-screen models seem to be out of sync with the heightmap -- I've been both waist-deep in earth and about two, three feet above it at various points. The heightmap doesn't seem to have changed though.

29
Mac OSX Specific Issues / Re: Some Maps Not Working...
« on: July 22, 2008, 03:11:31 pm »
Hello,

Ignorant of the issues, I ran the updater and now have these problems as well. Prior to today I had the 0.4.00 client, updated to 0.4.01 using the updater when it came out. I was able to travel to all areas without crashing, though I did fall off the map at all the usual spots. After the update, I was traveling from Hydlaa to the magic shop, and at entering the portal it would crash. Reloading produces the same results: I'm at hybdr1 and have no problems, but as soon as I try to cross the portal I crash.

console.log:
Code: [Select]
===== Tuesday, July 22, 2008 12:56:14 PM US/Pacific =====
Crystal Space for MacOS/X 1.4.0 [MacOS/X-x86-GCC]
Ported to MacOS/X by Eric Sunshine <sunshine@sunshineco.com>

Your configuration files are in... /Users/andrea/Library/Application Support/PlaneShift
DEBUG: Sound System Software Renderer Initializing...
DEBUG: Sound System: CoreAudio driver for software sound renderer initialized.

planeshift.application.client:
  PlaneShift Steel Blue (0.4.00)
  This game uses Crystal Space Engine created by Jorrit and others
  1.4.0 [MacOS/X-x86-GCC]
Tue Jul 22 12:56:35 2008, LOG_ANY flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_WEATHER flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_SPAWN flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_CELPERSIST flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_PAWS flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_GROUP flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_CHEAT flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_LINMOVE flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_SPELLS flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_NEWCHAR flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_SUPERCLIENT flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_EXCHANGES flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_ADMIN flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_STARTUP flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_CHARACTER flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_CONNECTIONS flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_CHAT flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_NET flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_LOAD flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_NPC flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_TRADE flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_SOUND flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_COMBAT flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_SKILLXP flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_QUESTS flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_SCRIPT flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_MARRIAGE flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_MESSAGES flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_CACHE flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_PETS flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_USER flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_LOOT flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_DUELS flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, LOG_TRIBES flag deactivated with no filter.
Tue Jul 22 12:56:35 2008, All LOGS are off.
Mounting skin: /this/art/skins/elves.zip
Mounting skin: /planeshift/art/skins/base/client_base.zip
Tue Jul 22 12:56:36 2008, <src/common/paws/pawsimagedrawable.cpp:56 PreparePixmap SEVERE>
Tue Jul 22 12:56:36 2008, Could not open image: >/planeshift/items/ladle01a_icon.dds<
  psEngine initialized.
Using fontsize 18 for resolution 1360x850
WARNING! Object 'spikes_01' is not closed!
WARNING! Object '_s_sigil_02' is not closed!
WARNING! Object 'spikes_05' is not closed!
WARNING! Object 'spikes_03' is not closed!
WARNING! Object '_s_walls_01' is not closed!
WARNING! Object '_s_sigil_01' is not closed!
...
  PSLoader: step 2: success
  PSLoader: step 3: success
Tue Jul 22 12:56:45 2008, <src/common/util/psxmlparser.cpp:282 ParseFile SEVERE>
Tue Jul 22 12:56:45 2008, Could not find file: /planeshift/world/hydlaa_jayose/sound.xml
Tue Jul 22 12:56:45 2008, <src/common/util/psxmlparser.cpp:282 ParseFile SEVERE>
Tue Jul 22 12:56:45 2008, Could not find file: /planeshift/world/terr_common/sound.xml
  PSLoader: step 4: success
Tue Jul 22 12:56:45 2008, <src/client/psclientdr.cpp:248 HandleStatsUpdate SEVERE>
Tue Jul 22 12:56:45 2008, Stat request failed because CelClient not ready for 19797
Map terr_common loaded successfully in 121ms
Map hydlaa_common loaded successfully in 99ms
Tue Jul 22 12:56:46 2008, <src/client/psclientdr.cpp:248 HandleStatsUpdate SEVERE>
Tue Jul 22 12:56:46 2008, Stat request failed because CelClient not ready for 19797

crystalspace.mesh.anim.pdlight:
  Could not find light 'forestLight02hybdr1' in sector 'hybdr2'
  Could not find light 'forestLight04hybdr1' in sector 'hybdr2'
  Could not find light 'forestLight07hybdr1' in sector 'hybdr2'
  Could not find light 'forestLight06hybdr1' in sector 'hybdr2'
  Could not find light 'forestLight05hybdr1' in sector 'hybdr2'
  Could not find light 'forestLight01hybdr1' in sector 'hybdr2'
  Could not find light 'forestLight03hybdr1' in sector 'hybdr2'
  Could not find light 'forestLight17hybdr2' in sector 'hybdr1'
  Could not find light 'forestLight13hybdr2' in sector 'hybdr1'
  Could not find light 'forestLight16hybdr2' in sector 'hybdr1'
  Could not find light 'forestLight11hybdr2' in sector 'hybdr1'
  Could not find light 'forestLight08hybdr2' in sector 'hybdr1'
  Could not find light 'forestLight14hybdr2' in sector 'hybdr1'
  Could not find light 'forestLight12hybdr2' in sector 'hybdr1'
  Could not find light 'forestLight15hybdr2' in sector 'hybdr1'
  Could not find light 'forestLight10hybdr2' in sector 'hybdr1'
  Could not find light 'forestLight09hybdr2' in sector 'hybdr1'
Map hybdr loaded successfully in 479ms
Tue Jul 22 12:56:46 2008, <src/client/zonehandler.cpp:187 HandleMessage>
Tue Jul 22 12:56:46 2008, Still loading maps, ignoring crossing to sector hybdr1.

crystalspace.collisiondetection.opcode:
  OPCODE WARNING: found 1 degenerate faces in model! Collision might report
  wrong results!
Map hydlaa_plaza loaded successfully in 4470ms
Tue Jul 22 12:56:51 2008, <src/client/psclientdr.cpp:212 HandleDeadReckon SEVERE>
Tue Jul 22 12:56:51 2008, Got DR message for unknown entity 19621.
Tue Jul 22 12:56:51 2008, <src/client/psclientdr.cpp:212 HandleDeadReckon SEVERE>
Tue Jul 22 12:56:51 2008, Got DR message for unknown entity 19621.
Tue Jul 22 12:56:51 2008, <src/client/psclientdr.cpp:212 HandleDeadReckon SEVERE>
Tue Jul 22 12:56:51 2008, Got DR message for unknown entity 19621.
Map laanx loaded successfully in 479ms
Map hydungeon loaded successfully in 9ms
Map tavern_de_kadel loaded successfully in 725ms
Map wtower loaded successfully in 836ms

crystalspace.maploader.parse.image:
  Could not open image file 'materialnotdefined' on VFS!

crystalspace.maploader.parse.texture:
  Could not load texture 'materialnotdefined', using checkerboard instead
  [node: world,textures,texture(name=materialnotdefined)]
Map hyarena loaded successfully in 259ms

crystalspace.mesh.anim.pdlight:
  Could not find light with ID '7aa1b95fc1c31223278ca1190ac1c907'
Map hyjayose loaded successfully in 300ms
Map hysewers loaded successfully in 230ms

planeshift.application.client:
  PSLoader: step 5: success
  PSLoader: step 6: success

crystalspace.maploader.parse.image:
  Could not open image file 'dirt01.dds' on VFS!

crystalspace.maploader.parse.texture:
  Could not load texture 'dirt01.dds', using checkerboard instead
  [node: world,textures,texture(name=dirt01.dds)]
(0) : fatal error C9999: *** exception during compilation ***
Cg compiler terminated due to fatal errorJul 22 12:57:08 andreas-computer crashdump[9329]: psclient_static crashed
(0) : fatal error C9999: *** exception during compilation ***
Cg compiler terminated due to fatal errorJul 22 12:57:09 andreas-computer crashdump[9329]: crash report written to: /Users/andrea/Library/Logs/CrashReporter/psclient_static.crash.log

psclient_static.crash.log:
Code: [Select]
===== Tuesday, July 22, 2008 12:56:17 PM US/Pacific =====
**********

Host Name:      andreas-computer
Date/Time:      2008-07-22 12:57:07.919 -0700
OS Version:     10.4.11 (Build 8S2167)
Report Version: 4

Command: psclient_static
Path:    /Applications/PlaneShift/psclient.app/Contents/MacOS/psclient_static
Parent:  WindowServer [55]

Version:        0.4.000 (0)
Build Version:  ???
Project Name:   psclient_static
Source Version: ???

PID:    9327
Thread: 0

Exception:  EXC_BAD_ACCESS (0x0001)
Codes:      KERN_INVALID_ADDRESS (0x0001) at 0x18ed1000

Thread 0 Crashed:
0   <<00000000>> 0xffff0884 __memcpy + 228 (cpu_capabilities.h:228)
1   com.apple.GeForce8xxxGLDriver 0x1352758c gldAllocVertexBuffer + 21514
2   com.apple.GeForce8xxxGLDriver 0x1352880b gldGetTextureLevel + 2460
3   GLEngine                      0x13386596 glTexSubImage2D_Exec + 680
4   libGL.dylib                    0x92b28ced glTexSubImage2D + 148

Thread 1:
0   libSystem.B.dylib              0x900248c7 semaphore_wait_signal_trap + 7
1   libGLProgrammability.dylib    0x941c9a4f glvmDoWork + 150
2   libSystem.B.dylib              0x90024227 _pthread_body + 84

Thread 2:
0   libSystem.B.dylib              0x90009cd7 mach_msg_trap + 7
1   com.apple.CoreFoundation      0x9082d227 CFRunLoopRunSpecific + 2014
2   com.apple.CoreFoundation      0x9082ca42 CFRunLoopRunInMode + 61
3   com.apple.audio.CoreAudio      0x91469356 HALRunLoop::OwnThread(void*) + 158
4   com.apple.audio.CoreAudio      0x91469171 CAPThread::Entry(CAPThread*) + 93
5   libSystem.B.dylib              0x90024227 _pthread_body + 84

Thread 3:
0   libSystem.B.dylib              0x90047dd7 semaphore_timedwait_signal_trap + 7
1   com.apple.audio.CoreAudio      0x914765a4 CAGuard::WaitFor(unsigned long long) + 212
2   com.apple.audio.CoreAudio      0x914764c6 CAGuard::WaitUntil(unsigned long long) + 66
3   com.apple.audio.CoreAudio      0x91474e42 HP_IOThread::WorkLoop() + 690
4   com.apple.audio.CoreAudio      0x91474b8b HP_IOThread::ThreadEntry(HP_IOThread*) + 17
5   com.apple.audio.CoreAudio      0x91469171 CAPThread::Entry(CAPThread*) + 93
6   libSystem.B.dylib              0x90024227 _pthread_body + 84

Thread 4:
0   libSystem.B.dylib              0x900248c7 semaphore_wait_signal_trap + 7

Thread 5:
0   libSystem.B.dylib              0x9001a1cc select + 12
1   <<00000000>> 0xe8243c89 0 + -400278391
2   <<00000000>> 0x000000dc 0 + 220

Thread 0 crashed with X86 Thread State (32-bit):
  eax: 0xffff088b  ebx: 0x13525fad  ecx: 0x0000e000  edx: 0x00040000
  edi: 0x39dd7c40  esi: 0x18ed1000  ebp: 0xbfffe348  esp: 0xbfffe340
   ss: 0x0000001f  efl: 0x00210206  eip: 0xffff0884   cs: 0x00000017
   ds: 0x0000001f   es: 0x0000001f   fs: 0x00000000   gs: 0x00000037

Binary Images Description:
    0x1000 -   0xcacfff psclient_static 0.4.000 (0) /Applications/PlaneShift/psclient.app/Contents/MacOS/psclient_static
 0x18d7000 -  0x18f4fff GLRendererFloat /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat
 0x1a05000 -  0x1e26fff Cg /Applications/PlaneShift/psclient.app/Contents/Frameworks/Cg.framework/Cg
0x13368000 - 0x134d1fff GLEngine /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine
0x134ff000 - 0x137f9fff com.apple.GeForce8xxxGLDriver 1.5.8 (5.0.8) /System/Library/Extensions/GeForce8xxxGLDriver.bundle/Contents/MacOS/GeForce8xxxGLDriver
0x1fb27000 - 0x1fb94fff com.DivXInc.DivXDecoder 6.6.0 /Library/QuickTime/DivX Decoder.component/Contents/MacOS/DivX Decoder
0x8f8c0000 - 0x8f95ffff com.apple.QuickTimeImporters.component 7.5 (861) /System/Library/QuickTime/QuickTimeImporters.component/Contents/MacOS/QuickTimeImporters
0x8fe00000 - 0x8fe4afff dyld 46.16 /usr/lib/dyld
0x90000000 - 0x90171fff libSystem.B.dylib /usr/lib/libSystem.B.dylib
0x901c1000 - 0x901c3fff libmathCommon.A.dylib /usr/lib/system/libmathCommon.A.dylib
0x901c5000 - 0x90202fff com.apple.CoreText 1.1.3 (???) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreText.framework/Versions/A/CoreText
0x90229000 - 0x902fffff ATS /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS
0x9031f000 - 0x90774fff com.apple.CoreGraphics 1.258.78 (???) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics
0x9080b000 - 0x908d3fff com.apple.CoreFoundation 6.4.11 (368.35) /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation
0x90911000 - 0x90911fff com.apple.CoreServices 10.4 (???) /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices
0x90913000 - 0x90a07fff libicucore.A.dylib /usr/lib/libicucore.A.dylib
0x90a57000 - 0x90ad6fff libobjc.A.dylib /usr/lib/libobjc.A.dylib
0x90aff000 - 0x90b63fff libstdc++.6.dylib /usr/lib/libstdc++.6.dylib
0x90bd2000 - 0x90bd9fff libgcc_s.1.dylib /usr/lib/libgcc_s.1.dylib
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30
General Discussion / Re: Maces
« on: July 22, 2008, 02:32:54 pm »
Maces are effective, as has been said, against armor, more so against light and medium than heavy, though it will still fare better against heavy armor than blades and projectiles will. Skeletal opponents are also vulnerable, if they are on the roadmap. They require less agility to use effectively, as well as less training though damage should be heavily influenced by strength. Maces do not need as much upkeep as bladed weapons, as there is no edge to keep sharp.

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