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Messages - JeroMiya

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1
General Discussion / Re: NPC voiceovers!
« on: July 08, 2009, 12:12:25 am »
Please please please for the love of all that is good, DON'T make all the dwarves speak with Scottish accents. That's just so cliche it's painful.

2
Development Team Blog / Re: Facing a new Era.
« on: February 09, 2009, 08:56:11 am »
As far as performance and compatibility goes, keep in mind two things:

1) As far as compatibility goes, the first cards to support shader model 1.1 (not sure about OpenGL equivalent) were the Radeon 8500 and the GeForce 3 (non-MX version). These days it is much less likely for someone to NOT have shading capabilities in their cards (in general - maybe the planeshift population happens to have lower end systems?). And you can always use a non-shading backup. Doesn't CS have an "effect" model now that allows you to define an effect, with backup methods where the preferred method is incompatible (or if the user has a setting to turn it off), and apply them to maps? It's been so long since I've had a look at the code. I'm guessing you'd actually want to target shader model 2 or greater (Any directx 9 card or OpenGL 1.5 I think).

2) As far as performance goes, not all shaders are designed for glowy/shiny/bumpy effects that you can see. Some shaders actually improve performance by taking some load off the CPU. There are three main areas I could see shaders being used to improve performance in planeshift without any real visible change: character animation, the terrain engine (maybe - it's pretty good already), and animated ground clutter (grass, trees, etc..). But, of course some of these things would need to have support in CS first, if they don't already. I think Cal3D at least has hardware skinning support doesn't it?

3
I recently tried to create a character using the paths rather than custom creation. Unfortunately, it doesn\'t seem to work. First of all the percentages next to base stats like strength are all 0%. Second of all, though the skills are shown in the bottom right panel, when the character is uploaded and I log in, those skills are not there. They are all set to 0 besides base stats which are set to the race defaults. Is this a known bug?

4
Wish list / Separate base stats from other skills
« on: June 30, 2005, 03:49:50 pm »
I think your base stats should be handled separately and differently from skills. To me it doesn\'t really make sense that trainers can train intelligence, for example, and also that those stats can\'t be increased through practical experience.

OK so here\'s how I think it should work:
Base stats should increase based on what you do in the world and as a result of various quests as well. Doing some things might increase multiple stats. In essence, these base stats become skills that are completely practical knowledge (don\'t need practice points), but should take longer to practice per level than other skills. Behind the scenes the base stat progress would use floating point system so that there is flexibility in awarding \"practice points\" for base stats. For example, you might award  0.14 practice points to strength out of 100 for each hit in order to level up strength. So here is a breakdown of some ideas:

Intelligence, Charisma, and Will: These attributes could be increased primarily through spell casting in ways that focus on one or more of those base stats. In addition, there could be things setup in world like books in the library that you could \"read\" to increase those stats. In addition, increasing these stats could be a quest reward. For example, perhaps a priest wants you to look up something in the library. Doing this quest would give you intelligence practice. In addition, resisting certain spells could also give you practice in these stats and also when using trade-skills that require them, such as alchemy.

Strength, Agility, Endurance: These attributes could be increased primarily through fighting. Strength would get practice whenever you hit an opponent, and the amount of practice would be based on how heavy your weapon is and the type of damage you do. A lighter weapon would train strength less than a heavier one. You would also get a small amount of agility practice each time you hit an enemy (more for a lighter weapon than for a heavier one), and more agility practice whenever you dodge a blow. Endurance, however, would get practice points whenever you are hit by an enemy and the amount of practice depends on the amount of damage and the type of damage. You would also get practice in these stats while using trade-skills that require them, like armor construction.


-Jeremy

5
Wish list / UI: Separate NPC conversation window
« on: June 24, 2005, 04:55:28 pm »
I think there should be a separate window for talking with NPC\'s. This would, for one thing, make it less confusing as the dialog system in planeshift is unique and many people won\'t figure it out right away. While we\'re at it we could also consolidate the training UI, the buy/sell UI and the conversation UI into one window, making everything really easy and nice. It could be a tabbed window with the dialog window being the first tab, the buy/sell being the second tab, and the training window the third tab. The second two tabs would of course, only be there if the NPC is a merchant and/or a trainer.

This wishlist item is also posted on the bugtracker here:
http://planeshift.oodlz.com/bugtracker/bug.php?op=show&bugid=847&pos=1

6
Wish list / Spell Cooloff times
« on: June 24, 2005, 04:46:27 pm »
There should be a spell cooloff time in addition to the casting time so you can play around with spells that might be too powerful to have a slow casting time but not useful with a long casting time. Touch spells especially would benefit from this, because they could have a very low casting time, but a larger cooloff time. This would make them usefull but not overpowerful.

This suggestion is also posted on the bugtracker here:
http://planeshift.oodlz.com/bugtracker/bug.php?op=show&bugid=843&pos=0

7
Wish list / UI: Contextual Info Popups
« on: June 24, 2005, 04:45:28 pm »
Rather than having to click the eye icon to get info about an object, there should be a WoW style popup with compact information about the item, object, character that appears below and to the side of the mouse, which it will follow while the mouse is over the item. This popup would of course be contextual and work with items in your inventory, in the buy/sell/trade windows, for tria on the ground (just shows how much is in the pile), skills in the skill/training window (shows a short description of what the skill does), NPC\'s, monsters, and players (shows short description plus HP plus two lines, \"This person is a merchant.\" and \"This person is a trainer.\" on separate lines at the bottom of the info popup), and various items in the character creation screens, spells, runes, unlabeled buttons in the UI (short explanation perhaps). The popup would appear immediately on mouseover for items in inventory or in buy/sell/trade lists and also for skills in the skill window (short description should pop up), and delayed (with user adjustable delay time) for objects, players, and NPC\'s in world.

I posted this wishlist item on the bugtracker as well and you can view that here:
http://planeshift.oodlz.com/bugtracker/bug.php?op=show&bugid=846&pos=1

8
Mac OSX Specific Issues / longstanding bug
« on: June 15, 2005, 08:11:38 am »
hehe I\'ve posted this error before but I guess noone seems to care about an error that only occurs on mac builds. I\'m surprised dyfrer or chaos haven\'t complained about it and had someone commit a fix, it\'s really just a very simple error:

The error is on src/updater/updaterconfig.cpp:392

It should be changed to:
#ifdef CS_PLATFORM_WIN32
        modules.Push(\"win32\");
#elif defined(CS_PLATFORM_MACOSX)
        modules.Push(\"macosx\");
#else
        modules.Push(\"other_os\");
#endif

since CS_PLATFORM_MACOSX is simply defined, it is a blank macro and not a boolean value.

9
Mac OSX Specific Issues / 10.4 build attempts?
« on: June 15, 2005, 12:10:27 am »
I was able to build cal3d and CS using the new fink binaries for libjpeg, libpng, libogg, libvorbis, libmng, and libmikmod (not sure if the last two are strictly needed for PS), but cel plugins refused to build. Anybody else get further than I did with xcode 2.1 tools and mac os 10.4?

Oh, and both were massively puking warnings about classes with virtual functions but non virtual destructors.

I heard a bunch of noise on the CS mailing list about gcc 4.x and Tiger compatibility and then nothing. CS builds ok (sans warning overload) so maybe cel needs to be fixed too?

Trying again with gcc_select 3.3 now hopefully that will work.

-Jerm

10
Mac OSX Specific Issues /
« on: April 24, 2005, 12:55:47 am »
Speaking of which, it might be good to have a client built in 10.3 with newer tools. Ideally though it should be built on Tiger with 10.3 as the target OS, although I wouldn\'t recommend it for a couple of point releases as the early adopters find bugs.


Oh, and apparently Tiger support is a bit of an issue with a lot of games/api\'s so unfortunately you can\'t just assume things will work.

11
Development Deliberation / ETA on updated server/client?
« on: April 18, 2005, 01:34:36 pm »
Currently the CVS version of the client is newer than the server, so it can\'t log on. Just wondering if anyone had an ETA on an update to client/server so that the CVS client can still login.

12
Mac OSX Specific Issues /
« on: April 18, 2005, 01:20:17 pm »
I had to remove the checks for libtoolize in the autogen.sh script. I used the fink autoconf/aclocal/libtoolize/etc.. tools and they work fine. The script just doesn\'t recognize the version for some reason (fink\'s is 1.5.something and the script checks for 1.4*|1.5* but it still doesn\'t recognize it). Everything works fine after that.

13
Development Deliberation /
« on: December 31, 2004, 10:45:29 pm »
also look in support/macosx for scripts that will, eventually, bundle up all the required plugins and libraries to make psclient.app double clickable in the finder. It currently isn\'t working too well though, but might in the near future lol.

14
Development Deliberation / Building PS on the Mac
« on: December 31, 2004, 10:43:49 pm »
Requirements:
1) XCode 1.5  and gcc update (available at developer.apple.com)
2) Fink installed (fink.sf.net, follow all the install instructions for self update etc..)
3) of course, latest CVS of CrystalSpace, cal3d, cel, and planeshift
4) Jam. You can get it here: http://public.perforce.com/public/jam/jam-2.5.tar     Build and install it wherever you like.
5) MySQL (you can download it at http://www.mysql.com/)
6) The following fink packages:
autoconf2.5
autogen
autogen-shlibs
autogen-dev
automake1.8
freetype2
freetype2-dev
freetype2-shlibs
libiconv
libiconv-dev
libiconv-shlibs
libjpeg-bin
libjpeg-shlibs
libjpeg-dev
libogg
libogg-shlibs
libpng3
libpng3-shlibs
libtool14
libtool14-shlibs
libvorbis0
libvorbis0-shlibs
m4

OK, you\'re ready. Make sure your fink paths  are setup correctly (read the website for info on how to do that. Should do it automatically when you install fink).

Steps:
1) Build and install cal3d
you needed updated autotools in order to get cal3d\'s autogen.sh to run. You may, in addition, need to remove the section in autogen.sh relating to checking for libtool. It should be close to the top. It didn\'t seem to detect my libtoolize version correctly, but it worked.

./autogen.sh
./configure --enable-debug
make
sudo make install

2) Build CrystalSpace

Ok, first run:
export CRYSTAL=${PWD}
./configure --enable-debug --enable-new-renderer --without-python

and check to see if all the required libs are detected. Also in certain cases where it checks if a library is sufficiently recent, check if it says \"yes\". The libs you want to be concerned with are libjpeg, libpng, freetype2, cal3d, libogg, and libvorbis.
You might have a problem with freetype2, because there is an older version of freetype2 installed in /usr/X11R6 that gets detected before the fink one. I\'m sure there is a better way, but I just renamed /usr/X11R6 temporarily.

build CS like so:
jam libs; jam plugins; jam cs-config
You might also want to jam walktest and run it to see if everything is working ok.

3) Build CEL
pretty straightforward:
cd ../cel
export CEL=${PWD}
export CSCONFPATH=${PWD}
./configure --enable-debug --enable-new-renderer --without-python
jam

Should build without incident.

4) Build Planeshift
cd ../planeshift
./autogen.sh
./configure --enable-debug --enable-new-renderer

Now, open Jamconfig and look for the line that says CURL.LFLAGS. If this line has -arch i686 or whatever, take that out of the line and save Jamconfig. Then:

jam

Now, as of this writing, there are a couple of errors that you\'ll see in updater. Take a look at the files that are not compiling, go to the lines the errors are on and you should see #elif CS_PLATFORM_MACOSX, change all these to #elif defined(CS_PLATFORM_MACOSX). I submitted a patch to the list but it hasn\'t been committed yet. run jam again and you should have a working client, server, and updater.

5) Download the art files
if you managed to build the updater, you should be able to run it by typing:
./updater.app/Contents/MacOS/updater

It should run and a window will pop up. Click \"update\", or if the button isn\'t exactly visible, it\'s the second button at the bottom. This will download all the art files, etc.. It will also download over your client  and updater with older versions. Once it\'s done, you\'ll need to delete the psclient.app and updater.app that it downloaded and rebuild those.

6) Run the client
Once you\'ve done that, you can run the client by typing:
./psclient.app/Contents/MacOS/psclient


15
Development Deliberation /
« on: December 16, 2004, 03:35:35 am »
Aha! The real problem was that I had a MB version of planeshift sitting in my ~/Applications folder and it was looking in there for CS even though the environment variable was set to the cvs version of CS. Must be because of an NSDefaults setting. Anyway, client, npcclient, and server are all running smoothly now.

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