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Topics - Ralleyon

Pages: [1] 2
1
The Hydlaa Plaza / Oldest posts
« on: July 28, 2008, 01:28:15 pm »
I was doing some detective work today and I think I found the oldest (public) post on the boards. Whoaaaa!

I think it's worth mentioning the PS boards are older than this but they were hosted somewhere else before. So this is the rebirth I'd say. January 4th, 2002

2
Development Deliberation / Fog test
« on: July 02, 2008, 05:20:59 am »
It's pretty common how many games employ fog to hide non-visible land (in the far distance) these days. I curious as to what impact, performance wise, this has on Planeshift.

Can any of the testers put a dense fog on their private servers and check FPS?

If I remember right, this used to improve my performance when there was snow or fog on the main server, just not sure if it was just an impression.

/Later...
@Neko  Now that we have an answer, feel free to move to Wishlist.

3
Wish list / Ability to reopen petitions
« on: June 14, 2008, 12:14:34 am »
Sometimes the solutions given to a petition are done when the player is not online, which is perfectly acceptable if he/she doesn't need to be there.

But sometimes things don't go as planned and the player may have additional information pertaining to the petition, so I would like to request the ability for reopening as long as it has not been deleted from his petition list.

4
Complaint Department / Guildhouses closed
« on: May 26, 2008, 03:21:31 am »
This is not a complaint against the game this time, but against the players.

Why are guildhouses closed?

Don't they the have private quarters (that can be locked themselves) and public rooms? Well, given the case, I would assume not, but I find it very disturbing that all the guild houses I've tried to enter (all over Hydlaa and Ojaveda) were closed shut. If that is the case, recruiting isn't making use of a big in game advantage, RP is confined to closed quarters as well so I'm confused. I honestly find this very awkward. I've been here ever since the beginning of guildhouses and never saw one or was ever invited inside. If they are not even partially open to the public, why have guild houses at all?

5
Development Deliberation / Suggestion for development resources
« on: May 26, 2008, 03:10:10 am »
PS is a pretty capable engine right now. It still has a long way to go before being considered a finished project, but I for one like the current supported features and integration with Crystalspace.

Now, considering that some folks may like to give it a shot and create a game based on PS engine, they also need documentation about a lot of things. There are plenty of resources scattered all over the forum, I know I've tried to herd a few and put them in one place but it's nowhere near perfect.

So, what am I suggesting?

Creating a new section in the PS wiki where players, testers, devs alike can ask questions and share knowledge. When I saw ask questions, I don't mean that as a discussion forum, this is what this one right here is for. I mean more on the topic, like a to the point Q&A.

Assuming someone comes upon this game engine and wants to use it, he'll learn from the PS license what is allowed or not.
Next, they will build the server and add content with server console, or in the DB itself.

But there are a lot, and when I say a lot I mean A LOT of things undocumented. I understand that is wasn't the case because of secrecy or any other conspiracy theory, just that it was hard to do and keep up to date. But the wiki is specifically built for one such purpose and even it the information gets outdated, sooner or later, someone will be able to update.


Examples or things that may be unclear to a lot of folks:

Quest script syntax
Specifying game rules

I know most of this stuff can be deduced from the code and the DB, but not everything. And even so, it's a very difficult things to do. I for one feel the need to learn more about how everything works, and I really do appreciate the efforts put in by the devs in  the PS Devcast but that's just a  snapshot in time, not a living document. And for very good reasons, it has to be generic as well.

Comments, opinions?

6
The Hydlaa Plaza / Scenic (MMO)RPG?
« on: May 25, 2008, 03:24:54 am »
I'm one of those explorer-roleplayer types out there and I enjoy playing a lot of games where I can just wander and admire nice landscapes, maybe even do a quest when I'm in the mood.

What I do not like is valgrinding, not that I don't do that sometimes, but I don't like it. I prefer a system where improving one's attributes comes naturally and not as a direct result of mining, get exp, train, level up.

Now... is there such a game out there? Online? Free? Roleplay oriented? Nice graphics? For Linux?

Not all conditions have to be met of course, but I'm just curious how many of these conditions can be met.

To give an example of what I'm talking about, yes, yes Morrowind and Oblivion of course. Which are very nice, but not online and I get really bored roleplaying by myself sometimes.

7
Complaint Department / Stats issue & Dakkru's curse saved on logoff
« on: May 09, 2008, 03:13:46 pm »
Having gone hunting a lot lately, I also happened to get whacked a lot, which in turn made me get Dakkru's curse one too many times. However, I do believe the punishment is fair so this is not a complaint against that but rather an implementation decision criticism.

I disagree with the fact that Health, Stamina, Mana,  Mental Stamina and Dakkru's curse time should be saved on logoff and resumed after login, no matter when that happens. Let me explain...

If you get hit by a monster, or get very tired during a long run, then logoff and return the next day to play (in realtime), you will resume with the same low health or the same low fatigue. If you happen to have Dakkru's curse, it will also be resumed. But in game time does not stop... so in fact after 24 hrs I should be healed, and I should not have the curse anymore either. It just doesn't make sense.

8
Complaint Department / "Missing" textures in the forest, Magic shop
« on: April 08, 2008, 12:47:16 am »
Hello all,

Fact is, this has something to do with textures preloaded by a different <world>.zip and when I enter a new area which is supposed to use textures from another, therefore they appear as missing. If I start the game directly in a certain sector which had the "missing" textures, they will be loaded correctly, but when I move to another sector, most definitely I'll see missing textures in the other one. For people which load all the maps into memory this may not be such an issue, but I use the default settings, namely load maps as I enter them.

Example: Say you start off in Hydlaa and start going towards the Magic shop. There will be missing textures of some semi-transparent foliage. Say you start off in the Bronze Doors and come back to Hydlaa, you may see missing textures around the mountains in the city itself.

Why post this in the Complaint department and not list it as a bug? Because it's already well known, ever since I started playing with 0.3.015. I think noone can accuse me of lack of patience, but this is getting very old. Is this on anyone's priority list or is it just buried somewhere and forgotten about?!

9
Development Deliberation / Planeshift API
« on: September 27, 2007, 03:33:50 pm »
In case you didn't know, this can be generated with the help of psdoxyconf file from the docs directory in the cvs. Basically it provides a tree of the planeshift code, easy to read & navigate. In the following I will post a coversation with Bereror (Enar) who provided his additions/tweaks to the psdoxyconf file and helped me generate one for myself. Thanks Enar!

If you're on linux, just use your favorite package manager and install the doxygen package and its dependencies (if any.)

And...

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

I'd like to generate the API documentation with doxygen like you did but I can't seem to "tune" it correctly. Could you please tell me (if you got the time) in a 1-2-3 sequence what to change and where to run the command so that I get a result like your page?

You modify the psdoxyconf file in the docs directory. There seems to be not too many differences between the one that I used and the one from the CVS repository:
Code: [Select]
119c119
< STRIP_FROM_PATH        =
---
> STRIP_FROM_PATH        = /home/enar/ps/planeshift/
177c177
< TAB_SIZE               = 8
---
> TAB_SIZE               = 4
571c571
< COLS_IN_ALPHA_INDEX    = 5
---
> COLS_IN_ALPHA_INDEX    = 3
578c578
< IGNORE_PREFIX          =
---
> IGNORE_PREFIX          = ps paws
605c605
< HTML_HEADER            = psdoxyheader.html
---
> HTML_HEADER            =
684c684
< GENERATE_TREEVIEW      = NO
---
> GENERATE_TREEVIEW      = YES
1167c1167
< SEARCHENGINE           = NO
---
> SEARCHENGINE           = YES

I guess you know that Doxygen online help is available here.

STRIP_FROM_PATH removes parts of the path from linked source files so that they don't show up in the documentation.

TAB_SIZE, well, sets the tab size :)

COLS_IN_ALPHA_INDEX specifies the number of columns on the index page. 5 seems to be working better than the original 3.

IGNORE_PREFIX ignores ps and paws when adding classes to the index. This way psItem is shown under "I" and not "P". It probably makes sense to add "gem" and "gui" to that list of prefixes too.

HTML_HEADER specifies an HTML file for the header. I removed the header completely.

GENERATE_TREE_VIEW generates the tree view on the left side.

SEARCHENGINE adds the search box (warning, it will consume quite a lot of CPU time on the server if you have many people using it).


To run the doxygen command, just go to the docs directory and run
Code: [Select]
doxygen psdoxyconf
I hope this helps.

Regards,
Enar (Bereror)

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

10
General Discussion / Development news for 0.3.020 pehaps - Combat changes
« on: September 10, 2007, 12:39:54 pm »
Now I don't know how happy some folks will be when they'll see this, but I'm sure that the majority will want to soak Kenny aka Nilaya in beer :D. Yeeeeeehawwwwwwww!  :woot:

Taken from the changelog:

Quote
Revision 1.4550 - (view) (download) (annotate) - [select for diffs]
Mon Sep 10 07:55:16 2007 UTC (9 hours, 35 minutes ago) by kennygraunke
Branch: MAIN
Changes since 1.4549: +7 -0 lines
Diff to previous 1.4549

- Initial implementation of non-deathmatch duels.  Now, instead of killing
  a player, you'll simply defeat them/knock them down when their health
  reaches zero,  If you strike them when they're down, you'll kill them -
  otherwise, they're automatically released after 30 seconds.
=> NETVERSION BUMPED!

.....aaaand an older one:

Quote
Revision 1.4480 - (view) (download) (annotate) - [select for diffs]
Fri Aug 17 07:21:39 2007 UTC (3 weeks, 3 days ago) by kennygraunke
Branch: MAIN
Changes since 1.4479: +9 -0 lines
Diff to previous 1.4479

- Removed useless duel points system; settings has a better system in mind,
  for the future.  I did not bump netversion, simply publishing 0, as I didn't
  want to break that just yet.

11
Wish list / Engine request - reload data from the database from scripts
« on: August 18, 2007, 12:33:57 pm »
Here's what I had in mind.

As it stands right now, from what I know, there's a lot of caching involved. Changing data on the fly is simply not possible. For example, if one changes data related to NPC's or quests etc., the changes do not apply until a server restart. Of course, this is not desirable at all sometimes.

However, I can see something in the server code which states that through some server console commands some data might be reloaded.

Code: [Select]
   15464 -- NPC commands        ------------------------------------------------.
   15464 exportdialogs  Loads NPC dialogs from the DB and stores them in a XML file.
   15464 exportnpc      Loads NPC data from the DB and stores it in a XML file.
   15464 importdialogs  Loads NPC dialogs from a XML file or a directory and inserts them into the DB.
   15464 importnpc      Loads NPC data from a XML file or a directory and inserts it into the DB.
   15464 loadnpc                Loads/Reloads an NPC from the DB into the world.
   15464 loadquest      Loads/Reloads a quest from the DB into the world.

So, I am not sure whether these are broken or I haven't managed to use them yet, but is it possible to do some things like that via scripting?

Supposing I would survey some custom logs, for the sake of the example -  how much an item has been sold/bought from NPC's, I'd then change in MySQL the base price (randomizing the economy a little bit). Of course, to be seamless to the users that data would have to become available in game without a restart, perhaps simulating what the servercommand loadquest does.

Technically speaking, again from what I understand although this may not be entirely true, the cache would have to be flushed and reupdated with the new data. Is it possible at this stage or is it possible to implement such a feature?

12
Development Deliberation / Server commands, reload NPC
« on: August 18, 2007, 12:20:21 pm »
This is what the server console shows when requesting help. this is a comprehesive list of commands the server supports at the current status.

Code: [Select]
   15464 -- Server commands     ------------------------------------------------.
   15464 dbprofile      shows database profile info.
   15464 exec           Executes a script file.
   15464 help           Show help information.
   15464 kick           Kick player from the server.
   15464 loadmap                Loads a map into the server.
   15464 lock           Tells server to stop accepting connections.
   15464 maplist                List all mounted maps.
   15464 dumpwarpspace  Dump the warp space table.
   15464 netprofile     shows network profile info.
   15464 quit           Makes the server exit.
   15464 ready          Tells server to start accepting connections.
   15464 sectors                Display all sectors.
   15464 set            Sets a server variable.
   15464 setlog         Set server log.
   15464 setmaxfile     Set maximum message class for output file.
   15464 setmaxout      Set maximum message class for standard output.
   15464 settime                Sets the current server hour using a 24 hour clock.
   15464 showlogs       Show server logs.
   15464 spawn          Loads a map into the server.
   15464 status         Show server status.
   15464 transactions   Performs an action on the transaction history (run without parameters for options).
   15464 -- NPC commands        ------------------------------------------------.
   15464 exportdialogs  Loads NPC dialogs from the DB and stores them in a XML file.
   15464 exportnpc      Loads NPC data from the DB and stores it in a XML file.
   15464 importdialogs  Loads NPC dialogs from a XML file or a directory and inserts them into the DB.
   15464 importnpc      Loads NPC data from a XML file or a directory and inserts it into the DB.
   15464 loadnpc                Loads/Reloads an NPC from the DB into the world.
   15464 loadquest      Loads/Reloads a quest from the DB into the world.
   15464 newacct                Create a new account: newacct <user/passwd>.
   15464 -- Player commands     ------------------------------------------------.
   15464 addinv         Add an item to a player's inventory.
   15464 adjuststat     Adjust player stat [HP|HP_max|HP_rate|Mana|Mana_max|Mana_rate|Stamina|Stamina_max|Stamina_rate].
   15464 charlist       List all known characters.
   15464 delete         Delete a player from the database.
   15464 dict           Dump the NPC dictionary.
   15464 kill           kill <playerID> Kills a player.
   15464 progress       progress <player>,<event/script>.
   15464 questreward    Preforms the same action as when a player gets a quest reward.
   15465 say            Tell something to all players connected.
   15465 showinv                Show items in a player's inventory.
   15465 showinvf       Show items in a player's inventory (more item information).
   15465 -- Various commands    ------------------------------------------------.
   15465 entlist                List all known entities.
   15465 factions       Display factions.
   15465 filtermsg      Add or remove messages from the LOG_MESSAGE log.
   15465 liststats      List player stats.
   15465 motd           motd <msg> Sets the MOTD.
   15465 print          Displays debug data about a specified entity.
   15465 rain           Forces it to start or stop raining in a sector.
   15465 randomloot     Generates random loot.
   15465
   15465 PS Server:


What I extremely interested right now are the following commands:

Code: [Select]
   15464 -- NPC commands        ------------------------------------------------.
   15464 exportdialogs  Loads NPC dialogs from the DB and stores them in a XML file.
   15464 exportnpc      Loads NPC data from the DB and stores it in a XML file.
   15464 importdialogs  Loads NPC dialogs from a XML file or a directory and inserts them into the DB.
   15464 importnpc      Loads NPC data from a XML file or a directory and inserts it into the DB.
   15464 loadnpc                Loads/Reloads an NPC from the DB into the world.
   15464 loadquest      Loads/Reloads a quest from the DB into the world.

....

   15464 progress       progress <player>,<event/script>.

Can any of the devs please expand and explain?

I for one haven't managed to load anything from the database on the fly. loadnpc is a complete mystery... all my attempts to use it failed.

*edited to add*

I also opened another thread related to this one in the Wishlist section, which poses a simple question. Can I reload data from the database on the fly? - not requiring a server restart?

Engine request - reload data from the database from scripts

13
Wish list / Greeting NPC's to start conversation
« on: April 08, 2007, 03:16:12 pm »
This was in-game not long ago, but removed due to some problems.

I'd rather not go into that discussion again, but the feature it provided was very interesting and I feel it would deserve a resurrection.

Why?

It would help with immersiveness as well as improve the way we "speak" to the NPC's. Basically, it feels more natural.



How?

* "Hello NPC_name" (full or short) triggers discussion with an NPC if in his/her range. Does not necessarily require facing the NPC. Does not get triggered when using the name of the NPC out of context.

* "/greet [NPC]" also triggers a discussion

* "Goodbye NPC_name" (full or short) triggers the end of the dialogue. It can also end if the discussion has been idle for more than a reasonable time (1, 2 minutes?). End of discussion can also be triggered by shift of focus from the chat tab of course, just as it happens now.

* The old way of talking to an NPC, via the select & talk way should still be valid as an alternative.

14
General Discussion / New map sketchbook feature (cartography)
« on: March 18, 2007, 05:46:46 am »
There has be soooooo much whining on this that I get toothaches when I hear talks about it. Time to go to a dentist it seems, because I'm about to post one about 'em too!


MAP FEATURE IS IN THE GAME NOW!

Don't expect too much though. It's not an automap, it's a sketchbook, thus giving way for the a new skill - map making or cartography, call it whatever you like. That one is still yet to come, but I have a feeling it's going to be in soon.

And it's all thanks to Vengeance!

Where to get it? Sorry but that information I can't share on the boards. However, I can tell you that it's in the exact place you'd expect to find one. As a matter of fact the NPC who talked about them mentioned he had a few lying around. To be able to use a map you need to acquire one from him.



Features below:

Press...

F2  - To toggle map editing on and off
+   - To add new items, press the  key.
\   - To add an endpoint (used for drawing lines ---- )
T   - To add text
PgUp/PgDown - To cycle though items added (yes, you can change the icons and there's quite a bunch of them)
Arrows  - To move items around, one pixel at a time
Mouse  -  To move items generally, or modify the endpoints on the lines ( ----- key bind: \)



Small possible bugs (not sure if they really are) :

  • Can't move the Sketchbook from its position (locked in where it first appears).
  • Map name is "Generic map". If I buy another one, it will be yet another generic map. Perhaps we should have the ability to modify the map name so that it appears "Hydlaa Map" for example?
  • No "save" button. The map saves now only when the map editing is closed. Maybe it's not a bug, just the way it's supposed to work.
  • If I move an item on the outside of the map, does it disappear when it saves? For example, I can create a small house, move it on the outside of the map, and it will probably stay there.

/later

After checking, it does appear to be saved even outside its boundaries, the small figure appearing translucent above the main screen. You can check this my moving a little house half in, and half out of the sketch, then close it and reopen.

For the sake of the game, please do not use them at this time due to an ugly bug.



15
The Hydlaa Plaza / Visual Art Manifesto
« on: March 01, 2007, 05:45:43 am »
I was baffled by this story when I first read it, although I considered my experience and gaming and roleplaying abilities moderately good.

How wrong I was! A big thank you to Aurea and Michael for opening my eyes... and I hope yours as well.

Realtime Art Manifesto

Ideas my dearest fellows who have NO idea what roleplay is? Ideas from those who thought they knew?

I'm pretty sure that except a blessed few, we're all in the same puddle of mud this time.

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