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Messages - Miya

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1
PlaneShift News and Rules / Re: An Unreal Arcade
« on: March 18, 2017, 08:10:04 pm »
Please consider enabling VR mode with the OSVR plugin:
https://github.com/osvr/osvr-unreal

(Full disclosure: I work on that plugin)

Long time fan of Planeshift. Would love to see it in VR!

2
Fan Art /
« on: October 06, 2005, 07:15:35 pm »
Quote
Originally posted by Gravalden
here is my 3rd model for today.......



and i have been up for over 24 hours..... no its not drugs its insomina........


try animating the bow as if someone was firing it. that would be interesting

3
Mac OSX Specific Issues /
« on: September 20, 2005, 01:00:09 pm »
I can test it chaos, I have current cvs of planeshift and I think 4 days old CS, both working at the moment.

4
Wish list /
« on: September 15, 2005, 02:11:50 am »
My proposal (combination of ideas from various people):

* Do away with PP.
* Base stats work differently than other skills. They gain practice points and level just by using abilities that take advantage of them, or by doing quests/jobs, or sped up by purchasing books at the library, or time with a training dummy or something of that sort.
* Rather than have practical/theoretical knowledge per level, have separate practical and theoretical skill levels. Your practical level can be increased on its own just by using that skill. The theoretical level can be increased by buying training at a skill trainer. A higher theoretical level will allow you to train your practical level faster. Your practical level is limited by your theoretical level, but not by a hard \"your theoretical level must be a minimum of 40% of your practical level\" but a system where, when your practical level approaches 150%, it takes too long to increase your practical level that you basically have to level up your theoretical level. Now here\'s the justification:
You can practice swords on your own without training, and you will get better on your own, but after a point you will start to need guidance from someone with more experience in order to use more advanced sword techniques you can\'t think of on your own.

5
Mac OSX Specific Issues /
« on: September 11, 2005, 05:55:38 pm »
Computer type (i.e. Powerbook, G4 Tower, etc): Powerbook
Mac OS Version (x.x.x): 10.4.2
Processor (speed, type): 1.5, PPC G4
RAM: 512 MB
Video Card (type, VRAM): ATI Mobility Radeon 9700, 128 MB
CS/CEL cvs date: sept. 8th
PS cvs date: sept. 11th
configured with --enable-release on everything

Planeshift runs (y/n): y
Average FPS(just from memory so may be slightly inaccurate lol):
hydlaa: 20-30
sewers: 60-100
arena: 40-50
ojaroad: 60-70
laanx temple: 60-100+
laanx dungeon: 40-50
ojaveeda(? cat town): 30-40
Platform-specific bugs encountered:
bogus warning about color depth not being at least 24-bit
fsaa setting ignored
anisotropic filtering settings ignored?
updater crashes on complaint that updater is not supported for my platform. I have to comment the line out that requests a widget (old known bug)
training button in the npc right click menu is missing when elves skin is selected (I\'ve been told it shows up on pc\'s)

6
Mac OSX Specific Issues /
« on: September 09, 2005, 01:04:37 am »
Ah, it seems that the solution is to revert src/client/gui/pawsmerchantwindow.cpp to v1.23

thanks stfrn!

7
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.

8
Mac OSX Specific Issues /
« on: September 08, 2005, 10:02:39 pm »
I\'m also using 10.4.2 with the same problems. It seems to be having trouble in general finding certain resources.

9
Mac OSX Specific Issues /
« on: September 08, 2005, 07:46:23 am »
also try texture downsampling, which you can select through the pssetup application if it is working.

10
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.

11
Development Deliberation /
« on: September 07, 2005, 05:52:13 pm »
The -alwaysrun option works. The defaults option doesn\'t. Thanks jose!

12
Mac OSX Specific Issues /
« on: September 07, 2005, 05:45:24 pm »
Using CS/CEL from sept. 7th (I was getting a crash from a bug in the 5th version that was fixed on the 7th) and planeshift from the 7th also I am also having trouble with buying/selling at merchants. But I\'m not crashing. It just doesn\'t show things in the list. It shows the categories, weapons, items, etc.. just nothing in the list to the right.

13
Wish list /
« on: September 01, 2005, 01:05:27 am »
Our noble Miya decides he wants to fight a rogue! He sneaks through the trees, careful not to alert the foul man of his presence, he sneaks up behind him and.... A popup! A little flying lizard with a slate board pops into thin air in front of him. It clears its throat loudly, and says, \"What is the proper way to polish your blade?\" and then holds out a small claw with a piece of chalk.

Miya looks confused. The rogue turns around and begins beating poor Miya into the ground. Poor Miya...

lol, seriously. If you\'ve ever taken a quiz, and most of us have, you\'ll know that they have no resemblance at at all to anything close to something that might possibly be in the general area of fun.

As for watching people fight giving you experience.... well then everyone would just sit their characters at the spawn points and go eat popcorn while their character levels.

And you absolutely MUST give some indication of the severity of the damage being dealt to you, your enemy, your friends. It\'s just basic game design. Otherwise you get no sense that you\'re getting stronger. No sense that you\'re using a better weapon. No sense that the enemy is going to kill you and there\'s nothing you can do about it, that sort of thing. In a MUD I used to play, they did this by using different damage messages for ranges of damage. For example,
You barely nick a rat with your slash on the paw.
You slash a rat on the paw.
You slash a rat hard on the paw.
You massacre a rat with your slash on the paw.
You obliterate a rat with your slash on the paw.
You annihilate a rat with your slash on the paw.
You SMITE a rat with your slash on the paw.

But, just so you know, most people on the mud HATED this, and complained about it daily.

And it is my belief that just because a game is geared towards roleplayers, doesn\'t mean that the game has to be a glorified 3d chat room. Although I call myself a roleplayer, I think we can sometimes be extremely masochistic when it comes to MMORPG\'s. It\'s like there\'s some unsaid moto that if it\'s fun, it\'s not RP. And I don\'t think that\'s true. Heck, I play World of Warcraft, on the RP server. That game is geared towards power gamers, and yet I have a blast roleplaying. It doesn\'t matter to me that I can see exactly how many hit points I have left. It\'s my job as a roleplayer to translate all these numbers into roleplay. If I crit for 1000 damage, I can say, \"/me watches the head of the beast roll off into the bushes after that last blow.\"

lol anyway I\'m rambling beyond the scope of this thread so I\'ll leave it at that.

-Miya

14
General Discussion /
« on: August 31, 2005, 11:16:51 pm »
I was going to post the results and update them live but I think I\'ll wait and post them at the end (maybe after a couple days). Thanks everyone for their replies so far.

15
Roleplaying (Communitive Storywriting) /
« on: August 31, 2005, 08:37:31 pm »
By the way cooldewd, this thread is not an open roleplay thread, but a closed short story written by myself.

But thanks for the compliment :)

And yes I\'m still working on it. I have about 5 chapters left though. I\'m a slow writer... :(




... not to mention lazy...
:D

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