Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - JeroMiya

Pages: [1] 2
1
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?

2
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

3
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

4
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

5
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

6
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.

7
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

8
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.

9
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


10
Development Deliberation / VFS problems
« on: December 14, 2004, 10:31:50 pm »
Yay! I got psclient and server to build, but it\'s not running. Using Mac OS 10.3.6, XCode 1.5 w/gcc 3.3 update. freetype and libvorbis are installed from fink. CRYSTAL, CSCONFPATH, and CEL are set. Here\'s a log of the error:

Code: [Select]

[JeremyBellPBG4:~/PS/planeshift] jeremybe% ./psclient.app/Contents/MacOS/psclient -verbose
SCF_NOTIFY: scanning plugin directory: /Users/jeremybell/PS/planeshift/psclient.app/Contents/Resources (context `app\'; recursive no)
SCF_NOTIFY: scanning plugin directory: /Users/jeremybell/PS/planeshift (context `app\'; recursive no)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/planeshift/dbmysql.csplugin in context `app\'
SCF_NOTIFY: registering class planeshift.database.mysql in context `app\' (from /Users/jeremybell/PS/planeshift/dbmysql.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/planeshift/pfcharacterdata.csplugin in context `app\'
SCF_NOTIFY: registering class ps.pcfactory.characterdata in context `app\' (from /Users/jeremybell/PS/planeshift/pfcharacterdata.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/planeshift/pssound.csplugin in context `app\'
SCF_NOTIFY: registering class planeshift.sound.soundmanager in context `app\' (from /Users/jeremybell/PS/planeshift/pssound.csplugin)
SCF_NOTIFY: scanning plugin directory: /Users/jeremybell/Applications/PlaneShift.app/Contents/Resources (context `crystalspace\'; recursive no)
Crystal Space for MacOS/X 0.99 r0 [MacOS/X-powerpc-GCC]
Ported to MacOS/X by Eric Sunshine

SCF_NOTIFY: scanning plugin directory: /Users/jeremybell/PS/cel (context `{none}\'; recursive no)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/addon_celentity.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.addons.celentity in context `{none}\' (from /Users/jeremybell/PS/cel/addon_celentity.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/addon_xmlscripts.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.addons.xmlscripts in context `{none}\' (from /Users/jeremybell/PS/cel/addon_xmlscripts.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/blpython.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.behaviourlayer.python in context `{none}\' (from /Users/jeremybell/PS/cel/blpython.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/bltest.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.behaviourlayer.test in context `{none}\' (from /Users/jeremybell/PS/cel/bltest.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/blxml.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.behaviourlayer.xml in context `{none}\' (from /Users/jeremybell/PS/cel/blxml.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/cpersist.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.persistence.classic in context `{none}\' (from /Users/jeremybell/PS/cel/cpersist.csplugin)
SCF_NOTIFY: registering class cel.persistance.classic in context `{none}\' (from /Users/jeremybell/PS/cel/cpersist.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/mgr_billboard.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.manager.billboard in context `{none}\' (from /Users/jeremybell/PS/cel/mgr_billboard.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/mgr_quests.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.manager.quests in context `{none}\' (from /Users/jeremybell/PS/cel/mgr_quests.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/pfactormove.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.pcfactory.actormove in context `{none}\' (from /Users/jeremybell/PS/cel/pfactormove.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.npcmove in context `{none}\' (from /Users/jeremybell/PS/cel/pfactormove.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/pfbillboard.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.pcfactory.billboard in context `{none}\' (from /Users/jeremybell/PS/cel/pfbillboard.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/pfdynmove.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.pcfactory.dynsys in context `{none}\' (from /Users/jeremybell/PS/cel/pfdynmove.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.dynbody in context `{none}\' (from /Users/jeremybell/PS/cel/pfdynmove.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/pfengine.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.pcfactory.camera in context `{none}\' (from /Users/jeremybell/PS/cel/pfengine.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.region in context `{none}\' (from /Users/jeremybell/PS/cel/pfengine.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/pfinput.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.pcfactory.pckeyinput in context `{none}\' (from /Users/jeremybell/PS/cel/pfinput.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/pfinv.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.pcfactory.inventory in context `{none}\' (from /Users/jeremybell/PS/cel/pfinv.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.characteristics in context `{none}\' (from /Users/jeremybell/PS/cel/pfinv.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/pfmesh.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.pcfactory.mesh in context `{none}\' (from /Users/jeremybell/PS/cel/pfmesh.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.meshselect in context `{none}\' (from /Users/jeremybell/PS/cel/pfmesh.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/pfmove.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.pcfactory.movable in context `{none}\' (from /Users/jeremybell/PS/cel/pfmove.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.solid in context `{none}\' (from /Users/jeremybell/PS/cel/pfmove.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.movableconst_cd in context `{none}\' (from /Users/jeremybell/PS/cel/pfmove.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.gravity in context `{none}\' (from /Users/jeremybell/PS/cel/pfmove.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.linmove in context `{none}\' (from /Users/jeremybell/PS/cel/pfmove.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.colldet in context `{none}\' (from /Users/jeremybell/PS/cel/pfmove.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.graph in context `{none}\' (from /Users/jeremybell/PS/cel/pfmove.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.link in context `{none}\' (from /Users/jeremybell/PS/cel/pfmove.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.node in context `{none}\' (from /Users/jeremybell/PS/cel/pfmove.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.navgraphrules in context `{none}\' (from /Users/jeremybell/PS/cel/pfmove.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.navgraphrulesfps in context `{none}\' (from /Users/jeremybell/PS/cel/pfmove.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/pfmover.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.pcfactory.mover in context `{none}\' (from /Users/jeremybell/PS/cel/pfmover.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/pftest.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.pcfactory.test in context `{none}\' (from /Users/jeremybell/PS/cel/pftest.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/pftools.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.pcfactory.tooltip in context `{none}\' (from /Users/jeremybell/PS/cel/pftools.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.timer in context `{none}\' (from /Users/jeremybell/PS/cel/pftools.csplugin)
SCF_NOTIFY: registering class cel.pcfactory.properties in context `{none}\' (from /Users/jeremybell/PS/cel/pftools.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/pftrigger.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.pcfactory.trigger in context `{none}\' (from /Users/jeremybell/PS/cel/pftrigger.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/pfzone.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.pcfactory.zonemanager in context `{none}\' (from /Users/jeremybell/PS/cel/pfzone.csplugin)
SCF_NOTIFY: registering plugin /Users/jeremybell/PS/cel/stdphyslayer.csplugin in context `{none}\'
SCF_NOTIFY: registering class cel.physicallayer in context `{none}\' (from /Users/jeremybell/PS/cel/stdphyslayer.csplugin)
WARNING: could not load plugin \'crystalspace.kernel.vfs\'
Couldn\'t load VFS plugin \"crystalspace.kernel.vfs\"!
ERROR: csInitializer::SetupConfigManager failed!
Is your CRYSTAL environment variable set?

11
First my system:
Mac OS 10.3.6
XCode 1.5 with gcc update

The problem I\'m having is with cal3d and CS. The CVS version of cal3d does not come with a configure, you have to generate it with ./autogen.sh, except that autogen.sh complains that the autogen and other tools are out of date, so there is currently no way to build cal3d with just Apple\'s tools. I tried, instead, to have someone generate the configure on linux, and then run it on mac. That seemed to work. The library compiled, and installed. I configured with ./configure --enable-debug --prefix=/usr/local and it compiled and installed cleanly.

However, when trying to ./configure CS, it would not say that cal3d was present, even if I sent it --with-libcal3d=/usr/local and added /usr/local/lib to LD_LIBRARY_PATH.

So I\'m currently at a loss. There has to be something wrong in this process that I\'m not getting. It seems very strange to me that CS\'s configure would not see the libraries there, even when directed specifically to them. Obviously someone has it working, since the OSX beta is out, so how did you do it?

Thanks,
Jeremy

12
Development Deliberation / New Renderer, OSX
« on: July 19, 2004, 01:36:59 pm »
Hey guys. Sorry about my hiatus. I\'m currently in California for my Apple internship, which ends in 3 weeks. After which I can begin once again to contribute to the mac version. I haven\'t tried to compile PS in a few months, so I suspect there to be quite a number of new issues. However, one piece of good news I have to report is that CS builds without incident still, and the new renderer actually works, at least on 10.3.4. There are a few glitches, certainly, but it\'s definitely progress from not working at all a few months ago. I haven\'t been able to test the pixel shaders yet, as my big dev machine is at home, and my new laptop doesn\'t arrive till this wednesday. I\'m hoping to see the new renderer in use in CB (other than just using the OR shaders with the new renderer), so I\'m excited that they seem to be working, although I can\'t imagine the performance implications of real time lighting and shadowing for a large scale MMORPG, but of course EQ2 gives one hope! ;)

Has anyone tried to compile PS recently?

13
I\'ve heard that the latest CVS version includes fixes to enable it to work, though slowly, on MacOSX. I, however, haven\'t even been able to get it to compile.

I can get both CrystalSpace and CEL to compile without errors with both gcc 3.1 and gcc 3.3. PlaneShift, however, gives me errors with both gcc 3.1 and gcc 3.3 (all three libraries were built using the same compiler version in each case).

I would just like to know if there are any special build steps that need to take place to get it to compile.

I\'m going to attempt again, on a fresh CVS, and post a script log of the entire process for both 3.1 and 3.3 (since the errors I get are different).

14
Remaining Problems:
Python SDK support. MacOSX version is either non existant (binary only) or woefully out of date. Need to figure out how to install new versions of the library without conflicting with the preinstalled binary.

SQL support. I need to find SQL and install it.

Some link problems. for example, libpsutil.a is linked, but contains no symbols, so later build stages fail to recognize it and link against it. Also various gcc errors. mostly minor.

Also, may be wrong branch of planeshift. This attempt was made before reading the post on the molecular blue branch. Will download CVS again using those instructions.

System:
--
10.2.4 with latest dev tools.
Jam 2.5rc2. OS=MACOSX.
autoconf (GNU Autoconf) 2.54
CVS crystal space (.97, date shown in config log)
CVS (downloaded and built today)
--
Log file is too big, so I will break it up into sections in this thread.
Here is the config section:

[iMac:~/Desktop/CS folder/planeshift] jeremybell% sh ./configure
checking for gcc... gcc
checking for C compiler default output... a.out
checking whether the C compiler works... yes
checking whether we are cross compiling... no
checking for suffix of executables...
checking for suffix of object files... o
checking whether we are using the GNU C compiler... yes
checking whether gcc accepts -g... yes
checking for gcc option to accept ANSI C... none needed
checking for g++... g++
checking whether we are using the GNU C++ compiler... yes
checking whether g++ accepts -g... yes
checking how to run the C preprocessor... gcc -E
checking for jam... jam
checking for install... install
checking build system type... powerpc-apple-darwin6.4
checking host system type... powerpc-apple-darwin6.4
checking for X... no
checking for --with-x... no (assume MacOS/X)
checking for Objective-C compiler... gcc -c
checking for Objective-C++ compiler... g++ -c
checking for socklen_t... no
checking for stdint-types... found in stdint.h
creating include/psstdint.h - (just to include  stdint.h)
checking for Crystal Space - version >= 0.94... 0.97
checking for libmysqlclient... ***
*** mysqlclient test source had problems, check your config.log .
*** Also try one of the following switches :
***   --with-mysqlclient-prefix=PFX
***
checking for curl... 7.7.2
checking for socklen_t... (cached) no
configure: creating ./config.status
config.status: creating include/config.h
config.status: executing Jamconfig commands
config.status: executing Jamfile commands
config.status: executing test commands
configure:

Please note that this project uses jam as build tool.
So you have to type \'jam\' now.




Jeremy Bell
WolverineSoft Project Coordinator
http://www.umich.edu/~wsoft

15
Poetry, Comedy, and other. / draft of possible NPC race description?
« on: November 27, 2002, 04:38:39 am »
Race: cave pixie
 Pixies look very much like tiny elves with wings. They are descendants of an ancient elvish line which chose to evolve through magical, rather than biological means. Most surface pixies sustain themselves through symbiotic relationships with plant and animal life, drawing on their life energy in exchange for  health and protection. Some come to resemble the animals and plants they draw from. They can move fast, and are extremely intelligent, but their bodies are frail, and they often act without reflecting on the consequences. They lack wisdom to drive their actions. Being partly magical themselves, they can wield magic almost without effort or thought.
  Cave pixies are descendants of their surface cousins. This breed has learned to draw energy from the heat of lava flows rather than other life forms, and their bodies have solidified in order to handle the intense pressures of the underground. They look almost insect-like in appearance, with greyish, sooty skin, large reflective blue or green eyes, and claw-like fingers and toes. They store energy in a web of veins which crisscross over the surface of their bodies, often glowing softly. They have retained the ability to hover, but only for very short distances. Their wings consist of four long, skinny appendages with a transparent red (or sometimes green) membrane stretched between them. When not in use, the wings wrap around the body and the membrane is partially absorbed into the skin. Despite their demonic appearance, Cave Pixies are often very sociable and charismatic in person.

Pages: [1] 2