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Topics - Miya

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1
Mac OSX Specific Issues / Merchant XML error
« on: September 09, 2005, 12:50:37 am »
OK, so earlier I and others reported that the merchant window was not showing the items that the merchant will buy or sell, but will still show the categories it will buy/sell. Now, I noticed an error when I started trading with the merchant, or switched between buy/sell. Here it is:

Code: [Select]

HandleMerchant
:
  No XML root in
  No XML root in



Now, I took a look at the code it references here:

Code: [Select]

void pawsMerchantWindow::HandleMerchant( const char* merchantData )
{
    Show();

    csRef xml = CS_QUERY_REGISTRY( windowManager->GetObjectRegistry(), iDocumentSystem );

    csRef doc = xml->CreateDocument();
   if(!doc)
    {
        Error2(\"Parse error in %s\", merchantData );
        return;
    }

    csRef merchant = doc->GetRoot();
   if(!merchant)
   {
       Error2(\"No XML root in %s\", merchantData);
        return;
 }
    csRef data = merchant->GetNode(\"MERCHANT\");
   if(!data)
   {
       Error2(\"No tag in %s\", merchantData);
      return;
 }

    merchantID   = data->GetAttributeValueAsInt( \"ID\" );
    tradeCommand = data->GetAttributeValueAsInt( \"TRADE_CMD\" );
   
    bool buy = true;
    if ( tradeCommand == psGUIMerchantMessage::SELL )
    {
        buy = false;
    }

    pawsRadioButtonGroup* group = (pawsRadioButtonGroup*)FindWidget(\"BuySell\");
    if ( buy )
        group->SetActive( \"Buy\" );
    else
        group->SetActive( \"Sell\" );
       
}


So basically the client is requesting xml data from the server, and the server gives it:

Now the code here is looking for ID and TRADE_CMD, which are present in the string sent to the client here, but somehow doc->GetRoot() does not work.

2
Wish list / Planeshift Map viewer
« on: September 07, 2005, 06:04:37 pm »
OK, I know there is walktest to view CS maps, but planeshift may or may not have the same walking physics, plus we may have other movements types like flying or mounts, and a map designer may want to test their map using the same physics/camera modes, etc.. as planeshift.

3
General Discussion / Anonymous Poll: Playing as the Opposite Sex
« on: August 31, 2005, 01:43:41 pm »
Hello everyone. I am just curious about how many people make characters that are not their own gender, whether it is a male playing a female, or a female playing a male, and what races you pick. So I devised this completely anonymous poll. Here\'s how it works, send me your answers to the following questions in Private Message (to do so click on the PM button at the bottom of this post):

(remember your answers will be completely anonymous and will not be revealed to anyone, or even that you responded to the poll, so be honest, and in cases where gender is ambiguous on the character model, such as the elf model, put down which gender you roleplay as, or at least that you tell others you are)

Question 1: Are you male or female in real life?
Question 2: How many characters do you play?
Question 3: What are each of your characters\' races and gender (no names are necessary)?
Question 4: For each character, what gender do you tell other people in the game that you are in real life?
Question 5: Which of your characters are married in game, if any?

I will edit this post with the results, as follows:
Number of replies: 0
Average number of characters per reply:
Average number of characters per reply that are the same sex as the replier:
Average number of characters per reply that are the opposite sex as the replier:
Percentage of repliers who play characters that are the opposite sex as the replier:
Percentage of total characters for all replies that are the opposite sex as their repliers:
Percentage of male characters that are played by female repliers:
Percentage of female characters that are played by female repliers:
Percentage of married female characters that are played by male repliers:
Percentage of married male characters that are played by female repliers:
(below I will write up what percentage of characters from each race that are played by their owners\' opposite sex)


Please note that this poll is not a scientific survey and probably will not reflect the true makeup of the entire planeshift community very accurately.


4
Wish list / npc following behavior
« on: August 27, 2005, 09:04:38 pm »
I think NPC monsters should be both smarter and dumber when it comes to following players that have run away.

First of all, there needs to be a limit to the distance NPC\'s will follow a player. After this distance, they will stop following and return to their spawn point. In addition, If an NPC looses line of sight from you, they should only remember the last place they saw you, and go there. If when they get there they don\'t have line of sight, then they should stop following, because they shouldn\'t know where you are. In both cases, they should remember any players that attacked them or that they attacked or started chasing for a short while. They should then occasionally check to see if any of those players are within line of sight again, and begin chasing them again (closest one first, or by some WoW-like aggro level system) if they are.

The distance limit is important for one thing because in places like the open terrain npc monsters will chase players across the whole map, and then you end up with like ubernaughts in the forest path killing newbies (and even not-so-newbies for that matter). The line of sight stuff just makes them more realistic.

You could, if you wanted, create a waypoint system in all the maps and use advanced pathfinding, and in some cases make an exception to the line of sight rule if, for example, an npc chases you around a corner of the sewers and they lose sight of you, but there is only one place you could have gone. they could then chase down a little farther looking for you before giving up.

5
Wish list / New organized skill window
« on: August 27, 2005, 08:23:25 pm »
I\'ll start with the WHY this time, why not *ducks*

lol
Anyway the problem is with the skill window. It just isn\'t organized. All the skills are in one big list. Plus for some reason your hp and mana are on there too and nowhere else. And another thing, when you\'re trying to train a skill there\'s no way to tell how many PP it\'s going to take and how much it\'s going to cost per PP.

So my suggestion is to organize the skill window for training and just for viewing your own skills. How? Well, the first part is easy. Just take a look at the help window. You\'ll have a list of skill categories on the left with little plus buttons to expand into all the skills under that category. You could have Base Stats: int, will, cha, str, dex, end. Then weapon skills: sword, axe, daggers, fist, melee. The Ways, passive combat skills, Rogue type skills, etc.. etc..

Also somewhere in the training window it needs to tell you how many PP you need to spend on a skill to level it, and also how much it will cost to train in that skill.

-Miya

6
Granted or negated Wishes / No skill limits for races
« on: August 27, 2005, 06:50:42 pm »
I don\'t think there should be any skill limits to the races. For example the player\'s guide says that kran\'s will have a limit of 7 to magic skills and lemurs will have a similar limit to armor and weapons. I think this goes against the basic goal of the PS skill system, that is that you are given freedom to evolve your character however you want, regardless of what options you choose at the beginning. Maybe you\'re a fighter that wants to dabble in magic, or vise versa.

Instead, I think races should have skill affinities and (insert word meaning opposite of affinity lol)s. They would basically take less or more PP per skill level. So for example Krans might take twice as many PP to learn magic ways as most other races. Lemurs would take twice as many PP to learn weapons. Nothrils would take half as many PP to learn blue way spells. Etc.. That way, you could potentially overcome a race\'s deficiencies, but it would take a lot of work and money to do so.

-Miya

7
Technical Help: Problems BEFORE entering the game / server update?
« on: August 27, 2005, 06:19:30 pm »
Server has been down for about an hour and a half or so. Is there a server update of some kind?

8
Development Deliberation / How to disable (Paused) behavior in CS code
« on: August 24, 2005, 11:10:25 am »
I\'m just wondering how to disable CS\'s need to pause every time I switch applications. I tried one code change but all that seemed to do was stop it from changing the window title. It still pauses. Any ideas?

9
Wish list / shortcut and status window focus
« on: August 23, 2005, 02:01:49 pm »
I think that the shortcut window and the status window should not gain window focus. That way you can click on an enemy, then click on a shortcut or on one of the attack buttons in the status window without losing the ability to move around in the world. Currently if you want to attack an enemy, and move around while attacking him, you have to click on him, click attack to start your attack, then click on him again (so you don\'t lose your monster selection), then you can move, which is cumbersome.


Didn\'t it used to be like this before?

10
Roleplaying (Communitive Storywriting) / Not again...
« on: August 20, 2005, 07:49:31 pm »
He wasn\'t going to stop,
I could see it in his eyes -
intent, hatred, confidence.
His blade dripped blood on my conscience.
Not again...
His smile mocked me.
Not again....
But he was someone\'s child,
someone\'s baby, like my own.
Someone held him in their arms
when the darkness frightened him.
But this pleasant memory was lost to him now...
Not again...
Step, step, smile,
He wasn\'t going to stop,
So I stopped him,
and held him as the darkness came.

[edit: I did not mean that this poem is being spoken by Miya. The true narrator should be unknown at this point]

11
Mac OSX Specific Issues / Mac Client built and running
« on: August 07, 2005, 01:00:45 am »
I got the mac client to build and run on my machine. I used the 07-29-2005 versions of CS and CEL, I used gcc 3.3 instead of gcc 4, and I had to fix a couple of minor errors in planeshift cvs, including the #elif MAC_OS_BLAH error that is still there, despite it being known and reported multiple times for several months and requires changing only one line of code(grr).

One thing though, even after setting PlaneShift.GUI.Imagefile = /planeshift/data/gui/releaselist.xml in planeshift.cfg I still get the old GUI image files when I run planeshift. Also there seem to be missing textures, including the big tower, the laanx temple, and the spear of the statue, all checkerboarded textures.

12
Roleplaying (Communitive Storywriting) / Sisters
« on: April 26, 2005, 05:09:33 am »
[some notes before you start. Triste rhymes with yeast, and Sayli is pronounced \"sai lee\" sai as in the japanese sword. Oh, and the entire scene takes place underwater]

Part 1, the Abyss

The water buzzed with the sound of two young Nothrir girls chatting on their swim home from their first day at the academy. Sayli, the older of the two sisters, had received a necklace as a gift that day, and Triste, the younger sister, wanted to try it on.

\"Come on Sayli, I just want to wear it for a little while, just till we get home, jeez what\'s the problem?\"

\"It\'s mine that\'s the problem. Get your own necklace, \" Sayli replied, putting her thumb on her nose (a slightly snooty Nolthrir gesture).

Triste scrunched her face and frowned, \"Come on, if you don\'t I\'ll tell Mom about your little boyfriend!\"

\"You wouldn\'t\"

\"Hehe, you\'re right I wouldn\'t. But come on, just for a little while? It\'s so pretty!\"

\"Oh come on it\'s just a stupid necklace why do you want it so badly?\"

\"If it\'s so stupid then what\'s the big deal?\"

\"Oh fine, you silly little fish,\" Sayli said, smiling, as she took off the necklace and handed it to Triste. It got stuck on her long pointed ear as she slipped it over her head, but eventually she got it on and smiled, swimming around gracefully showing it off to her sister.

\"Damn it Triste it looks better on you than it does on me!\"

\"hehehe yup, but hey just remember, he gave it to yuuuu, his \'loooooverfish\' hehe\" Triste said with teasing laugh.

\"oh stop..\" Sayli said with a little blush, flaring her gills.

\"Speaking of fish, I\'m hungry aren\'t you?\"

\"Ya now that you mention it, we should be getting home or we\'ll be late.\"

\"oh here Sayli, have your necklace back. You should probably hide it before Mom sees it and starts asking questions,\" Triste said as she tried to take off the necklace. One of its oddly shaped pieces got stuck on one of her long ears, however, and she dropped it. It fell fast, spiraling into the darkness below and disappeared. The two sisters floated in silence looking down into the dark abyss, \"oh Sayli... I\'m so sorry...\"

\"Oh pah, let\'s just swim down and get it, we\'re not far from the bottom anyway\"

\"But we\'re not supposed to go down there, it\'s dangerous\"

\"Come on Triste, it will only be a minute we\'ll get it and come back up what\'s the big deal?\"

\"... oh all right.\"

The light from above faded as they swam deeper and deeper into the abyss. When they finally reached the bottom, Sayli stopped swimming and took a ball of moss from her pack. She held it up to her mouth and breathed water into it, causing the bioluminescent moss to light up, casting clear white light down onto a dark hole in the stone below next to a large, perfectly round boulder, and they could just see a feint sparkle inside the hole.

\"I think it\'s in there Sayli.\"

\"figures,\" said Sayli before swimming into the hole.

\"Be careful Sayli\"

\"Ya ya... just hold that light up so I can see ok?\"

Triste lowered the moss into the hole as Sayli swam into it, lighting up a large round cavern underneath. There were large gashes and scratches all over the walls. A shiver went through Sayli\'s spine as she looked around for her necklace. There was a small platform at the bottom of the cavern carved out of stone, with strange runes and diagrams etched onto its surface with a precision Sayli had never seen before, and right in the center, was her necklace. She grabbed it quickly and began to swim up, happy to be leaving this creepy place, when suddenly she felt something brush her arm, like thin hair waving in the water, and as she looked up slowly, she saw a woman floating above her with her back towards her.

\"Triste? Triste is that you?\" she said, a tone of fear in her voice as the woman was not moving. She reached out and turned the woman towards her, and the light slowly revealed the shriveled skin of the dead woman\'s face clinging to its skull. Sayli immediately recognized the face... it was her own face. She screamed and flailed madly, trying to swim up and out of there fast, but just before she reached the opening she felt a cold, bony hand wrap around her ankle, pulling her down. The hand gripped tightly, and felt like ice against her skin, drawing in all heat. A sinking cold feeling of despair washed over her as she felt her strength leaving her.

With the last of her strength, she reached up and screamed for help, and suddenly felt Triste\'s hands pulling hers up out of the hole. The hand had let go of her ankle, and Sayli felt her strength return and quickly rolled the boulder over the entrance to the cavern, blocking it. The two sisters floated in place for a minute, flaring their gills. Triste was the first to speak.

\"What happened down there?\"

\"Didn\'t you see it?\" Sayli said with a quivering voice.

\"See what?\"

\"There was... a dead woman down there..... and.. it.. it looked like me Triste. it had my face!\"

\"Sayli I didn\'t see anything and I was looking at you the whole time. I was trying to talk to you but you wouldn\'t answer I was starting to get worried.\"

\"It grabbed me around the ankle, see?\" Sayli pulled her pant leg up and saw a small green scar faintly glowing around her ankle, then looked up at Triste, \"see it left a scar on my ankle\"

\"What scar, I don\'t see a scar Sayli\"

Sayli looked again, but the scar wasn\'t there, \"I.. I don\'t understand.. I just don\'t understand..\"

Sayli began shivering and was starting to cry, but Triste quickly wrapped her arms around her in a warm hug.

\"It\'ll be ok Sayli, we just need to get you home ok? Come on, let\'s just swim home, we\'ll be there in no time ok?\"

\"o.. ok...\"

The two sisters began their journey home, and when they arrived Triste made up an excuse for their lateness, something about a spell gone wrong and Sayli needing rest, but her sleep would be far from peaceful, and although she didn\'t know it yet, Sayli\'s nightmares were about to become very real....

To Be Continued....

13
Mac OSX Specific Issues / install name header padding
« on: March 15, 2005, 01:14:18 am »
from the install_name_tool man page it says we can use the -headerpad_max_install_names to link planeshift so that install_name_tool can work for all the fink libraries. Currently there are problems with changing the install name of fink libraries to application bundle relative install names, since /sw/lib/blah is usually much shorter than @executable_path/../Resources/blah so install_name_tool doesn\'t work.

I haven\'t tried it yet though since public cvs has been down for a couple days. If anyone has an old checkout they can try this with, could you let me know if it works? (ie, add -headerpad_max_install_names to the linker flags and then run dfryer\'s scripts). It would go a long way to a better mac installer for those that don\'t like to go into the terminal and copying files into super user protected folders in order to get the game to work.

14
Poetry, Comedy, and other. / PS setting arguments
« on: March 12, 2005, 11:18:49 am »
I\'ve seen a lot of arguments in this forum about such and such fantasy icon not existing in the PS universe. The problem with this is that it is still very early, and the PS universe hasn\'t been fully defined yet. There is still a LOT of room for new concepts and aspects of the planeshift universe to be fleshed out.

One of the things I like about planeshift is the attempt to be unique and to avoid extremely common fantasy world aspects, like dragons and orcs, etc... Perhaps it has failed in some respects, such as having dwarven, elven, and cat-people characters, but that doesn\'t mean we can\'t still try to adhere to this direction when roleplaying.

Now, when it comes to roleplaying, I generally take a very open ended stance. I think people should be allowed a lot of freedom to roleplay as they like, whether they are new at roleplaying or experienced, good or bad (not saying all experienced roleplayers are good or newbies bad), and be able to roleplay casually or seriously. So take the above as more of a suggestion than a rule per say. It doesn\'t take many limitations and rules before you being to seriously stifle creativity which is what roleplaying is all about.

That said, I do want to make the open suggestion that people \"start from scratch\" when it comes to characters, creatures, etc.. in planeshift. By that I mean try to just throw away most of the popular rpg and fantasy lore, forget you ever read Tolkien(sp?) or Vampire Chronicals, or played D&D, and remember that we are creating a whole new world here.

Now, as an example of this, let\'s take a look at vampires in planeshift. A few people have argued to great lengths (and with short tempers) for and against vampire roleplay in planeshift. Some people who\'ve been in support of vampire roleplay actually yell at people who try to make a unique spin on vampires for planeshift, citing some vampire reference or another as they way they SHOULD be done.

Well, vampire roleplay is fun, but obviously it has been done to death, and very unoriginal. But, here\'s an alternative:

Vampires can represent a lot of things. Fundamentally, they can represent secret societies, corruption of a person\'s soul (a hunger for \"carnal\" pleasures, taken to the extreme), or a \"curse\" or \"punishment\" for a past misdeed (or the misdeed of an ancestor) by a higher being. Now, given those elements and what we have of the planeshift\'s background, we have a lot of possibilities. To start out with, we have the Red Way, a dark sect of magic that has corrupting effects on the caster and her victims. Some of the dark way spells absorb life and magical energy from the victim. In addition, the planeshift universe has multiple gods (three were mentioned in the background), so it\'s possible that an outside dark god or goddess is secretly creating a sect of followers within the general population. Perhaps this goddess curses her followers, so that they must do her bidding or suffer dire consequences. So already you can see there are a lot of alternate possibilities rather than simply roleplaying as a \"vampire\".

Anyway, just wanted to put that out there.
- Miya

15
General Discussion / Quest system
« on: December 25, 2004, 03:03:52 pm »
I think this has been said before, but I\'d like to say it again, seeing as the quest system hasn\'t changed since MB, that I think the quest system is fundamentally flawed. On the surface, it would seem like a great idea, just talking to npcs to get quests, but in practice it is a nightmare. 99% of the time spent on most quests, even simple ones, is spent figuring out the exact phrase the npc is expecting you to say to continue the quest. I think the challenge of these quests should only be in doing the quest itself, and not figuring out what to say.

You might think that increasing the number of acceptable phrases might aleviate the problem somewhat, but it does not eliminate the fundamental problem. In order to make quests more natural and easier, quest writers need to enumerate through a lot of alternate responces that the npc should accept, and that\'s for each responce expected in a quest. This leads to unnecessary extra work for them, since there might be 5-10 acceptable sentances for each responce, and 2,4, or more responces for each quest. That\'s a lot of writing for just one quest, and the end result is still not the best. There are literally hundreds of ways of saying certain things, so the player will always be playing the guessing game, no matter how many alternate responces you accept.

I would like the developers to seriously consider scrapping the entire quest system as it stands now and replace it with one that does not require random guessing of phrases. There are many alternatives in other games from which to model and expand on. Personally, I would like something similar to the style that Morrowind used, where you\'re provided with general questions to ask a person, and then those choices open up others that you can ask about further. I\'ll give you an example of how it might work for one of Planeshift\'s quests, the script quest between the priest in the temple of laanx and jayose. Starting with the priest, a box comes up with the choices in a box at the bottom and the priest\'s responces in a text box above. You would be able to say \"hello\" \"how are you\" \"tell me about this temple\" \"I would like some work.\" The last choice would lead you to the start of the quest. He\'ll tell you about the scripts and the two choices available would be \"yes\" or \"no\" and if you accept, the quest would be added to your list. Now, when you talk to Jayose, a new option will appear in his list, \"I\'m here to pick up the priest\'s scripts\", at which time he will tell you the price is doubled, and then a new option will appear in the priest\'s list, \"Jayose wants double for the scripts\" etc.. You get the idea. This kind of quest system would make it much much easier to write new quests, and not incredibly fustrating for players.

Anyway, that\'s my opinion. Please post here if you agree with me.

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