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Messages - Bonifarzia

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706
General Discussion / Re: Warning: Clean Your Guildhouse.
« on: January 25, 2010, 06:16:28 am »
does the bank do anything else besides tria. I have yet to manage to store any items on it.
Not unless it is guild banking I believe.
Does not work for me with guild banking either. The bankingwindow.xml does not even have any content for the itemswindow and adminwindow except for the mere frames.

It seems the only thing a guild can do in order to follow this request is to organize a group of alts that do nothing else than sitting in the guild house, overloaded and guarding the guilds goods.

I would like to ask what is considered RP items and in what quantities. I have seen wonderfully decorated guild houses with plenty of items that serve some RP purpose. Is there any specific limit in terms of item numbers? It seems difficult to draw the line here.

707
PlaneShift Mods / Re: Classic PS Skin: "Default" V2
« on: January 19, 2010, 05:38:01 am »


Is there a way to get the menu buttons along the top of the communications box?
Maybe its my system. I went back and tried the boniskin, which had horizontal menu buttons (main, npc, auction, etc.) but are now vertical like the elves gui.

The layout of the different windows is rather independent of the selected skin, but defined in the files *planeshift_install*/data/gui/*xml. Thus you can use a chat.xml with horizontal chat buttons (such as the one in BoniSkins, or simply make your own) along with Daevaorn's classic skin (which is my personal preference). Notice that with Plane Shift 0.5.1 a new file chat_basic.xml has been added which is used instead of chat.xml when you choose the corresponding option: interface - chat tabs - use basic chat window.  I hope this answers your question.

And once more, thumbs up for Daevaorn's project.

708
Wish list / Re: Ulber heart recipes for cooking skill
« on: January 07, 2010, 05:57:02 am »
Ulber jerky and Ulber steaks...hmmmm...what...wait...you don't actually have a recipe?  Just an idea?

Ok let's see what ya really got...come up with a recipe for it.  If you know cooking in-game, you know how things work, what we've used and how we've pulled together a series of combinations and transforms to get from ingredients to product.

Do -NOT- post it here in public - send me a PM and I'll see what I can "cook up".

Here's a tip...all combines -must- have a transform that uses the result of the combine.

Boni hands a paper with notes for new recipes to Reffitia, who takes them with a deep sigh, muttering "Ah, you again. Let me see what you have brought for me this time." The feline looks over the lines, shaking her head while Bonifarzia watches her, smiling expectingly. After a while Reffitia looks up to the Ynnwn. "I need more time to think about this, Tabei. Leave me alone for a while and come back later."

709
PlaneShift Mods / Re: BoniSkins
« on: January 05, 2010, 06:02:20 am »

Thanks for your comments.

I admit there are some flaws in those files. Two of the most annoying ones have been fixed (hopefully) and above links are updated.

Note that there is more to discover than can be seen in the preview.

710
PlaneShift Mods / BoNeeMods
« on: December 29, 2009, 11:52:44 am »
BoNeeMods is a package of player made client modifications for Planeshift.

It consists of various widgets and utilities, a skin and some fanart textures, which all can be used independently. All mods are hosted on LigH's webspace as well as on GreatShift. The latter contains some further informations and can be commented in a separate topic here. In the following section, I give a list of some contents with (mostly) links to LigH's mirror.

1) BoNeeWidgets: Some compact GUI layout, suitable for moderate and low resolutions
2) BoNeeSkin : A crystal themed GUI skin (which also contains the above widgets)


3) BoNeeMaterials, some fanart textures. The collection is split into several small packages, which are the following:
Azure Robes, Blue Robes, Brown Robes, Crystal Robes, Dark Robes, Plates, Red Robes, Faces, Clothes, Dresses and a trivial patch for fynwnn robes.



4) BoNeeKeys: A collection of user commands and key bindings.

Redone from scratch, intended to provide a very clean keyboard layout even for excessive numbers of shortcuts.


Thanks to Neeno for his contributions to the BoNeeSkins and to LigH for hosting the files.

Detailed information on the contents and instructions how to use the packages are found in the contained README files.
The description pages on GreatShift give further information previews for each mod.

Nevertheless, I would like to emphasize and summarize the following points about modding the textures (materials.zip) of your client:
  • Always make a copy of  your Planeshift/art/materials.zip before modifying it
  • Use a file archiver that allows you to drag and drop the modified files into an existing zip archive - don't unpack the zip if you don't know to repack it in the very same way.
  • Always copy back the unmodified materials.zip before running the updater - else it will download the entire file.

Neeno has provided some remarkable workaround for the above procedure, but this will require to compile your client from the sources on SVN.

If you have any problems with the files, feel free to send me a PM.

Thanks in advance for constructive comments.


711
Complaint Department / Re: New changes = bad
« on: December 21, 2009, 03:03:08 am »
"Anyone who has never made a mistake has never tried anything new."

I think it is vital to the project that some efforts is put into new rules. I don't expect such changes to be perfect from the beginnin. Let us see what the near future will hold.

712

Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family


I have experienced similar problems with my mobile intel 945, even for PS steel blues. (Also at the char creation screen, but with rare occurence.) Getting the latest drivers does not necessarily lead to the best result. 6.14.10.4926 seems less prone to blue sreens, but they still occur. Since 0.5.0 came out, I gave up playing on my laptop, as the chipset does not seem to be designed to handle those shaders at all.

713
Fan Art / Boni's Scribbles
« on: December 09, 2009, 07:56:05 am »
Greetings everyone.

Here are few simple ballpoint pen scribbles I would like to share, nothing special. The previews are linked to the full size images.

            

Some messing around with the gimp...
(steps )




a few old ones




714
General Discussion / Re: Pre-release of PlaneShift 0.5 and ChangeLog
« on: November 29, 2009, 06:55:41 am »

The very few times I actually got into the game, opening a window or even turning around too quick resulted in the mighty Blue Screen of Death every time.
...

Specs:
Intel 945 Express Chipset GPU
...

Same problem here, Koios. Upgrading to the latest drivers available for this chipset won't help, I guess you already tried that. My only hope to get the prerelease to run with this graphics card is to try a client with the rlcompat shadow manager. I have never tried to compile a client and still hope for someone else to experiment with this.

715
General Discussion / Re: Pre-release of PlaneShift 0.5 and ChangeLog
« on: November 25, 2009, 06:33:39 am »
The options are most easily set in pslaunch; the next easiest way is to set them in ~/.PlaneShift/planeshift.cfg, you can also use the "-cfgset=<key=val>" command line option, for example "-cfgset=PlaneShift.Graphics.Shaders=Medium".
Code: [Select]
Engine.RenderManager.Default = crystalspace.rendermanager.unshadowed | crystalspace.rendermanager.rlcompat | crystalspace.rendermanager.shadow_pssm
...

There are more, but that's probably all the relevant ones for now. Out of the rendermanagers, rlcompat is the basic compatibility version without a lot of the new features, it may give graphics artifacts but should generally be the fastest; unshadowed is the default,  should work well for most systems and supports probably all effects ps has; shadow_pssm is the slowest option with support for dynamic shadows.

Thanks for this helpful information.

Is the rlcompat version of the rendermanager supported when running the precompiled client?
Code: [Select]
Engine.RenderManager.Default = crystalspace.rendermanager.rlcompatI get some access violation after the initial loading step before the login screen shows up. Just the same as when I enter some nonsense string at the same spot in the config file.
I do post this here rather than on IRC because I think the reply may be relevant for others, too. In case a custom build has to be made to support the shader, maybe someone will share the result.

Thanks again.

716
General Discussion / Re: Mouse movement or keys movements
« on: November 22, 2009, 07:17:43 am »

Considering the current implementation, most players agree that the keyboard is clearly preferable to mouse movement. However ...

Assumptions:
- the mouse move will work well, without bugs

... we have to consider what bugs there are. Taking a first glance at the bug tracker gives two tasks directly related.
bug: selection
bug: portal
It seems common sense from the replies here that characters jumping down cliffs like lemmings are a problem. As I did not find such a feature request, I just opened one. Shame on me if it is another duplicate.
request: cliffs

If the mouse move had a route planning functionality such that a distant click would steer you around intervening obstacles, cross bridges and such, it would be better but as it stands now you just get hung up on them and march in place. It would be nice if you could click on the top of the BD fortress from the entrance pass and actually get there but there is a good chance you would just end up in the ravine on your way to the DR.

That actually makes me think it would be great if players could create and save paths that they commonly use and then call them up with a shortcut button. Thus if I was in the plaza I could trigger the path to the upper gate if I wanted to go to the magic shop and it would take me to the map boundary by the T-junction. Pie in the eye thinking I'm sure.

I agree this would make life easier, however, I see some problems with this request. It might encourage people to have their characters act automatically while being AFK, an undesirable effect we already find with many players gaining ranks in weapon handling.

717
General Discussion / Re: Wipe y/n?
« on: November 15, 2009, 07:04:41 am »

Just to focus on two questions that repeatedly appear in this thread without anyone giving a clear answer:

Is it really that troublesome (prone to errors, difficult, tedious or maybe even impossible) ...

... to track down those buggy items and modify the corresponding entries in the database(s) without touching the player characters state otherwise?
... to automatically send out an email notification to inactive accounts (for instance, no login during 3 months) and to delete irresponsive ones (maybe after another month)?

718
General Discussion / Re: Wipe y/n?
« on: November 12, 2009, 08:27:03 am »


Allow me to post a few thoughts...

Personally, I would not mind recreating my character(s) from scratch, even though it will probably take another year or two to catch up with the PLers, in order to enjoy good duels and participate in tournaments again. I see perfectly justified reasons for a reset as discussed here. For instance, if vital changes have been made to the  rules (economy-, combat-, magic- or progression-system), it seems an obvious need to reset or adjust those aspects of our characters that are directly affected (though, I doubt this holds for character creation and the quest system). Also, I can understand it is way simpler to just reset everything instead of investing more time and effort to detect and fix those parts of the databases that need a refresh. Judging from my very limited amount of information, I conclude some effort has also been put into those balance issues, HOWEVER I am not convinced that the next update will indeed lead to a state of development where we would gain the optimal benefit from such a reset. I have no clue how much work has been done on easypeasy since it has been closed for internal testing. I can only guess that it takes plenty of trial and error to finally achieve a more or less balanced system that is sophisticated and robust enough that a full reset will eliminate the issues discussed in this thread without ending up in something close to the initial state soon. Therefore, I think it is not only a difficult question to see where a full or partial reset will lead to (and where not), but also to find a a good strategy among the many ways how to do it. No matter how you choose, you cannot make everyone happy. I was sincerely surprised to hear Xillix be willing to compromise. I can imagine that some of the people who strictly refuse the idea of losing their characters would like the concept of compromise, for whatever it will mean. Just to give an arbitrary example, general removal of all items and tria, setting all stats to some base values and reducing all skill ranks by a factor of three means to lose at least 90% of the "effort" invested (according to the current way of progression, which is likely to change some day anyways), but would leave people with some feeling of their characters individuality. (Of course, RP is what makes them unique, but the games mechanics are not to be ignored.) Putting up the major reset in several stages along with the inclusion and testing of some new or renewed game content could be the best option, but seems very complicated to organize. On the other hand, a full reset with no clear concept and justification will cause people to lose interest. It may be true that it is not them who are vital to the project, but I would dislike to see another bunch of friends leave.

In summary, when the dev team concludes the project is ready for a full reset, I will be 100% for it. At this point, however, I have doubts this is truly the case, so I vote against it. A more complicated way to address the mentioned problems could lead to some compromise, but this seems improbable to take place. Finally, it cannot harm the community to put some thought into this topic (objective and reflective reasoning, not mere outburst of temper). Still, the community as such can only be ready for this rupture when the project is.

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