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.


Messages - aersixb9

Pages: [1] 2
1
VisualC++ / Re: Missing .lib files in PS build
« on: January 15, 2008, 10:32:40 am »
I tried copying the crystal space dlls to the planeshift directory, but that didn't solve the problem...I also tried setting up vs support, but that also did not work! I am still getting the same errors!

2
VisualC++ / Re: Missing .lib files in PS build
« on: January 15, 2008, 10:31:18 am »
What version of msvc are you using?

The new version, 2008 express C++

3
VisualC++ / Missing .lib files in PS build
« on: January 15, 2008, 09:42:41 am »
I'm at the step of the compilation guide for MSVC for PS where you're supposed to build planeshift and 'copy some dlls into the planeshift directory'...anyways, my linker is complaining about cal3d-vc9.lib (which I cannot seem to locate anywhere...I'm on windows...) and it can't seem to find libcurl.lib either, and I'm not sure where it is. Maybe I'll try building curl again...anyways, does anyone know what to do?

4
Technical Help: IN GAME bugs (after loading world) / Re: high ping?
« on: January 08, 2008, 07:26:26 pm »
What's your internet connection speed? I've got residential DSL and usually ping 200-300...

5
Wish list / Re: Spice up training
« on: January 08, 2008, 07:23:19 pm »
How about letting players train (or "teach") other players skills if the other player has a lower skill? There could be a teaching skill and a whole teaching system!

6
Wish list / Re: Reactive landscape
« on: January 08, 2008, 07:19:52 pm »
From what I know about CS, the terrain is a static mesh so you can't go around deforming it without rewriting CS. I also think that if you tried to cover the ground with "entities" (3d objects) like grass and plants, you'd get a huge number of entities really fast. With draw distance clipping it might be possible to cover the ground with entities, but that won't be efficient or good for the frame rate...

7
VisualC++ / Re: A bug in the PS Compiling Guide? Or is it me?
« on: January 07, 2008, 05:26:45 am »
Wait, I think I fixed it. I had CEL set to "debug" instead of "release"...heh...

Technically the document didn't mention that you should set CEL project properties to release, so I'm blaming the document. It wasn't my fault, I swear!

8
VisualC++ / A bug in the PS Compiling Guide? Or is it me?
« on: January 07, 2008, 05:05:18 am »
I'm following the PS compiling guide for Windows and MSVC, I'm using MSVC 9.0, following the guide pretty well, but for some reason when I tried to build CS I got two errors (so it looks like two of the libs weren't built?) but the rest of the libs built fine. So I proceeded, and tried to build CEL. Nothing built, and I got the linker error: linker cannot find: libcrystalspace_d.lib

I searched my "C:\development" directory for libcrystalspace_d.lib, and was unable to find it. What's up? Can anyone help? Did I make a mistake somewhere?

9
General Discussion / Re: Auctions and Introductions
« on: January 07, 2008, 05:02:17 am »
How about roleplaying that in this universe, you can see people's names above their head? Or am I breaking the third wall? Is it not roleplaying to play like you would if play here if the rules in the world were different? For example, if on Earth everyone's names were displayed above their heads in text, we would be able to walk up to a stranger and greet them by name.

Or is roleplaying trying to keep your current "real world" customs in the game, and bending the game world to match reality? Do you want a reality based game?

As for the auctioneer, that's just a text chat for sharing items, right? So all the characters in the virtual world of, uh, what's it called again?, PlaneShift, have ESP. Nice and simple.  :innocent:

If you're going to insist on the environment of the game matching your current reality, then perhaps we should do away with the auctioneer entirely?

10
Wish list / Re: Mining is dangerous ...
« on: January 07, 2008, 12:38:53 am »
I vote for deformable terrain. Then players could "dig" mines into the ground anywhere! (preferably close to cities...) Vast tunnel networks would form, and there would be rampant cave-ins and water management issues (since the water table is pretty close to the surface in most places where humans live)...

That being said, if deformable terrain is too difficult to program (I'm not volunteering for that project!) then how about a nice (or several) pre-rendered mines with different cave in points. Then the mine would start out totally caved in, and players would have to clear it to get to the depths. Instead of digging for specific things, you'd just "dig" anywhere in the mine, and then you might find something depending on how deep you were in the mine! So if you're near the surface, then you might get some clay, but if you're 1km deep in the tunnels you might find coal and iron. There might even be hot spots (like a coal room?) near the surface...although to balance it, there should be dangers on the way to the hot spots that are comparable to the reward of getting the item...

Digging out the cave-ins would be accomplished with a pick-axe, magic, or some combination of the two! Then the cave-in zone could be reinforced by crafters...or something like that.

I'd like to see a more elaborate mining system - one that is at least as complex and fun as the combat system.

11
Development Deliberation / Developer Tasks
« on: January 06, 2008, 11:38:48 pm »
What kind of tasks will I get as a developer? (My only task so far is to install the PS source and compile it...)

Also is there a secret developer discussion area where we can discuss game secrets openly???

12
Technical Help: IN GAME bugs (after loading world) / Re: Reducing Lag...
« on: January 06, 2008, 11:37:21 pm »
Can you reduce the resolution that the game runs at (to 800x600) or are you already at 800x600???

13
General Discussion / Re: Free Marketing Ideas
« on: January 06, 2008, 11:33:14 pm »
No I didn't! I just said other forums. Not necessarily MMO forums...

14
They could be nice and/or polite about our noobish requests for help playing the game that were supposed to be developing for...

15
PvP,PK and Thieving / Why I like PvP in my MMOs
« on: January 06, 2008, 10:56:59 pm »
As much fun as it is to play against AI, the AI in most games isn't very good. Also there's a tendency for AI actors to have less magical powers (and in general to be "lesser") than the players...I prefer a fair fight, and find much more challenge/reward in fighting against other players.

Interacting with players is an important part of online gaming. There are various ways we can interact - chatting, emoting (similar to chatting in many ways), trading, or, uh, fighting & stealing. I think it's silly to limit what is perhaps the most powerful and potent way that players can interact - with the combat system. In a good game, there's some stakes on the competition (maybe that's just the gambler in me speaking), so I like games where people can loot each other after they slay each other. DragonRealms and GemStone 3 (Which I believe was either the first or one of the first MMORPGs...it was on AOL & Prodigy before the interweb was popular) both allowed unlimited PKing (with consequences - if you PK'd without a good reason, then they'd lock you in the inescapable prison for a few days) and also graverobbing of all carried/equipped equipment/items.

Without the game punishing griefers, the players all formed an loose, unwritten alliance against graverobbers. Graverobbing was a death mark from the other players, and was pretty rare. (Although it did happen, very stealthily...) This kind of necessary alliance really could bring players together and form nice bonds.

Of course, trying each PvPer each time they PvP with a judge (GM) isn't the most resource friendly way of doing things...that being said, if PvP was allowed fully then the players would have to form a loose alliance with each other to slay anyone who would dare PK...

Sometimes you have to build a sandbox, and then let the users build a castle.

Pages: [1] 2