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Messages - Aiwendil

Pages: 1 ... 29 30 [31]
451
CrashID=bp-1a53d3f1-4b32-42e9-b537-5cc5b2100821
Thanks for submitting your report.
***NOTICE***
You are running an old version of the client for which this crash may already be fixed. Please update to 0.5.3 using the updater or download from www.planeshift.it
---------------------------
OK   
---------------------------
Its strange because my client says its at 5.4 so updating to 5.3 seems a little....strange ???

Don't mind this....happens at every crash. Seems the version number was not fixed in the sourcecode yet. Just ignore it.

Can you please start the game by using the "run" command in the windows menu and then type "<dirctory where PlaneShift is installed>\psclient.exe --console" (I guess "C:\Program Files\PlaneShift\psclient.exe --console" but depends if you choose  a different location to install PS in). This way you should get a console that prints out a lot of text...copy and paste this here please.

452
What system are you on? (MacOS, Linux, windows and what disto/version of it). "my computer definantely has the specs to run the game" doesn't really say much at all about your system...so what hardware do you have? What is the console/shell output when the game stops working? (On windows check if you find a file errrorlog.txt and paste it and start the game with "psclient.exe --console" for to get the console outputs of the game.).

For the having done anything wrong...no doubt it, usually it are other problems that prevent PS from running. But without more infos it's impossible to say what went wrong in your case.

Edit: too slow

453
Wish list / Re: Be able to go offline/online in buddy list.
« on: August 17, 2010, 01:33:20 pm »
http://62.173.168.9/index.php?page=char_stats

http://www.hydlaaplaza.com/smf/index.php?topic=36145.0

Why do I post this? What's the point of asking for hiding infos in game that one can get without any problems from the server status page without even the need to be logged in. In the end I don't care at all about this but if you want to be not show as online in game then better ask for a way to suppress your status in the server-page also.

455
Wish list / Re: Log Filtering
« on: August 13, 2010, 11:56:27 am »
Don't get sarcastic and take it all wrong -.-
Ahm...two years too late for that.

But for the rest, true you didn't state explicitly that the approval of the feature request and the review of the code are related.
additionally submissions have to be reviewed with regards to code-style, doing it "the right way", etc.
So this sentence has to be taken like: "First it needs time to get a word of some higher-ups if this is wanted at all and then it takes additional time to review the submitted code"? That doesn't really change much about what I said before. For the rest of that comment:
The point is that unless otherwise directed by the team, the packaged distro client is what should be used with our servers.  If you want to try to improve the client, build your own server and test it on your own, and submit it to a dev for consideration if it fixes a bug or enhances a feature to benefit the entire player base.  You'd be encouraged to discuss your intent with a dev first to avoid wasting your time (and ours), and you probably should consider applying to the team at contributor or prospect level to get a more clear understanding of the development process and direction.
So what I said still stands...if you submit code it will take longer and you better apply for the team if it should be included in the game.

456
Wish list / Re: Log Filtering
« on: August 13, 2010, 03:16:49 am »
Well, you submitted request and code at the same time, so I'd expect approval of the idea to take longer, but with simultaneous code integration, basically closing the request with the approval (if approved of course).
I've also seen months passing before a first comment is made on a request. Makes sense to me for "low" severity.
That plus the many reasons why some code could be disapproved... But at the end of the day, I'd still be optimistic.
as for yours Aiwendil - reviewing them takes a bit time - especially with feature requests
FRs have to be approved by a leader or even a director
additionally submissions have to be reviewed with regards to code-style, doing it "the right way", etc.

Yeah, got it by now. Submitting code is a bad idea as it would been much faster to only review a feature request and discard or accept it and then have the dev-team write the proper code for it. When a feature request that already includes code is submitted the reviewing of only the feature idea takes much longer as it depends also on the code submitted and is maybe rejected in total because of coding style issues or other problems with the source-code. In the end submitting code has the contrary effect of what is was meant for...it makes it harder and is no help at all. It doesn't help at all to get features implemented faster the PS team gives low priority but which some players would like to have nonetheless. If you want to submit code the best way is just to become a PS prospect...and then work on the tasks that are given to you instead of what you think would be nice to include in the game. If you don't want to get in the PS team better stay with submitting only the ideas of feature requests as this might get them faster (if accepted) in game than if there was already a suggestion how to include it in the code along with the idea. It seems I have to apologize to LigH for coming up with patches for his scriptable login idea as this made it far more unlikely to get implemented soon.

I guess I am the only one who sees a problem with this feature request-workflow for a opensource project.

457
Wish list / Re: Log Filtering
« on: August 12, 2010, 07:42:43 am »
Yes I do. Am I naive?  :)
Sorry...impossible for me to say no here.

But I know...I was already told to not waste precious developers time with some stupid patches so not really a problem at all anymore. I already stopped submitting patches. ;)

458
Wish list / Re: Log Filtering
« on: August 12, 2010, 06:19:26 am »
src/client/psengine.h
http://pastebin.com/rVut2mcT
src/client/psengine.cpp
http://pastebin.com/2QG7FpYE
src/client/autoexec.h
http://pastebin.com/1aTbX4pu
src/client/autoexec.cpp
http://pastebin.com/SqZMWgi4

Looks for me same as the stuff I pasted in the bugtracker already...except that I pasted a copy of the complete files and not a patch to an empty file with only "+" lines. And sorry, can't be arsed to update my sourceode to any newer revison...or remove all the other hacks I added to make a complete svn diff.

Edit:
For the whitespaces...seems a "svn diff --diff-cmd diff -x -uw /path/to/file" does the trick.

459
Wish list / Re: Log Filtering
« on: August 12, 2010, 05:09:42 am »
Brings me back to my questions about svn diff....
How do I make a svn diff for a file that wasn't in svn before?
How do I get svn diff to not include whitespace changes?

461
Wish list / Re: Log Filtering
« on: August 11, 2010, 03:39:23 pm »
http://en.wikipedia.org/wiki/Reading_(process)

Here is a thread about a short python-script "logcleaner", which provides with easy and simple means to clean logs from defined junk. As it is now guildchat, tells and groupchat is removed from logs processed (also the timecode and OOC-stuff defined by "[", but its really easy to modify everything to your need].
Thanks, but is that not what the wish is asking of the game mechanics? If someone would go to such lengths as to code a stript to do it, does that not justify the wish? What about players that support the wish yet have no technical abilities?
Code: [Select]
grep -v "\[Guild\]\|\[NPC\]\|\[Tell\]\|\[Group\]" <charname>_chat.txt
The -v options is known to me. That would not allow the option of turning the logging on and off but simply clean out all incidences of Guild and Alliance entries. A guild war, for example, may want to be logged for IC reasons.

462
Wish list / Re: Log Filtering
« on: August 11, 2010, 02:59:54 pm »
Code: [Select]
grep -v "\[Guild\]\|\[NPC\]\|\[Tell\]\|\[Group\]" <charname>_chat.txt

The -v options is known to me. That would not allow the option of turning the logging on and off but simply clean out all incidences of Guild and Alliance entries. A guild war, for example, may want to be logged for IC reasons.

The strong reaction to my request makes me wonder if it is a technical issue or a political one.

Sorry, was really only a suggestion how to deal with it. I usually like it better to have all available information in my logs (an that includes even stupid OOC crap) and choose afterwards what I want to look at. That's why I prefer the grep method  which doesn't touch my original logs at all and keeps all infos in them. Who knows what funny flame tells I may get that are worth posting in the OL forums for the enjoyment of others if I have my logging for tells turned off. ;)

Oh..and just because I am too stupid to get it...how can anything in guildchat or alliancechat be IC at all?

But I agree that sometimes an option to choose more precisely what to log would be nice. Not really hard to do at all. It would only need a few additions in the src/client/gui/chatwindow.cpp file. In the pawsChatWindow::LoadChatSettings() it could be loaded from the chat.xml file what channels should be logged. Something like this would do the trick:
Code: [Select]
...
            else if (nodeName == "LogNPCChat")
                settings.logNPCChat = option->GetAttributeValueAsBool("value", true);
            else if (nodeName == "LogGuildChat")
                settings.logGuildChat = option->GetAttributeValueAsBool("value", true);
            else if (nodeName == "LogGroupChat")
                settings.logGroupChat = option->GetAttributeValueAsBool("value", true);
            else if (nodeName == "LogTellChat")
                settings.logTellChat = option->GetAttributeValueAsBool("value", true);
            else if (nodeName == "LogAllianceChat")
                settings.logAllianceChat = option->GetAttributeValueAsBool("value", true);
            else if (nodeName == "LogHelpChat")
                settings.logHelpChat = option->GetAttributeValueAsBool("value", true);
            else if (nodeName == "LogChannelChat")
                settings.logChannelChat = option->GetAttributeValueAsBool("value", true);
...

The pawsChatWindow::SaveChatSettings() would of course also need some adjusting to write back the values in the xml file:
Code: [Select]
...
npcChatLogNode = optionNode->CreateNodeBefore(CS_NODE_ELEMENT,0);
npcChatLogNode->SetValue("LogNPCChat");
npcChatLogNode->SetAttributeAsInt("value",(int)settings.logNPCChat);
guildChatLogNode = optionNode->CreateNodeBefore(CS_NODE_ELEMENT,0);
guildChatLogNode->SetValue("LogGuildChat");
guildChatLogNode->SetAttributeAsInt("value",(int)settings.logGuildChat);
groupChatLogNode = optionNode->CreateNodeBefore(CS_NODE_ELEMENT,0);
groupChatLogNode->SetValue("LogGroupChat");
groupChatLogNode->SetAttributeAsInt("value",(int)settings.logGroupChat);
tellChatLogNode = optionNode->CreateNodeBefore(CS_NODE_ELEMENT,0);
tellChatLogNode->SetValue("LogTellChat");
tellChatLogNode->SetAttributeAsInt("value",(int)settings.logTellChat);
allianceChatLogNode = optionNode->CreateNodeBefore(CS_NODE_ELEMENT,0);
allianceChatLogNode->SetValue("LogAllianceChat");
allianceChatLogNode->SetAttributeAsInt("value",(int)settings.logAllianceChat);
helpChatLogNode = optionNode->CreateNodeBefore(CS_NODE_ELEMENT,0);
helpChatLogNode->SetValue("LogHelpChat");
helpChatLogNode->SetAttributeAsInt("value",(int)settings.logHelpChat);
channelChatLogNode = optionNode->CreateNodeBefore(CS_NODE_ELEMENT,0);
channelChatLogNode->SetValue("LogChannelChat");
channelChatLogNode->SetAttributeAsInt("value",(int)settings.logChannelChat);
...

The struct ChatSettings in the chatwindow.h file had to be expanded:
Code: [Select]
...
bool logNPCChat;
bool logGuildChat;
bool logGroupChat;
bool logTellChat;
bool logAllianceChat;
bool logChannelChat;
...

The pawsChatWindow::LogMessage method would need some logic to detemine if this message should be logged at all:
Code: [Select]
...
        if ((((type == CHAT_NPC) || (type == CHAT_NPC_ME) || (type == CHAT_NPC_MY)) && !settings.logNPCChat) ||
            ((type == CHAT_GUILD) && !settings.logGuildChat) || ((type == CHAT_GROUP) && !settings.logGroupChat) ||
            ((type == CHAT_TELL) && !settings.logTellChat) || ((type == CHAT_ALLIANCE) && !settings.logAllianceChat) ||
            (((type == CHAT_ADVISOR) || (type == CHAT_ADVICE)) && !settings.logHelpChat) ||
            ((type == CHAT_CHANNEL) && !settings.logChannelChat)) return;
...

With this you could already change the logging behaviour when editing the text files and restarting the game. But I guess not what you wanted so pawsconfigchat.h and pawsconfigchat.cpp had to be edited also to enable some check boxes for what to log.
pawsconfigchat.h:
Code: [Select]
...
pawsCheckBox* logNPCChat;
pawsCheckBox* logGuildChat;
pawsCheckBox* logGroupChat;
pawsCheckBox* logTellChat;
pawsCheckBox* logAllianceChat;
pawsCheckBox* logChannelChat;
...
pawsconfigchat.cpp / pawsConfigChat::pawsConfigChat():
Code: [Select]
...
logNPCChat = NULL;
logGuildChat = NULL;
logGroupChat = NULL;
logTellChat = NULL;
logAllianceChat = NULL;
logChannelChat = NULL;
...
pawsconfigchat.cpp / pawsConfigChat::PostSetup():
Code: [Select]
...
logNPCChat = (pawsCheckBox*)FindWidget("lognpcchat");
logGuildChat = (pawsCheckBox*)FindWidget("logguildchat");
logGroupChat = (pawsCheckBox*)FindWidget("loggroupchat");
logTellChat = (pawsCheckBox*)FindWidget("logtellchat");
logAllianceChat = (pawsCheckBox*)FindWidget("logalliancechat");
logChannelChat = (pawsCheckBox*)FindWidget("logchannelchat");
...
pawsconfigchat.cpp / bool pawsConfigChat::LoadConfig()
Code: [Select]
...
logNPCChat->SetState(settings.logNPCChat);
logGuildChat->SetState(settings.logGuildChat);
logGroupChat->SetState(settings.logGroupChat);
logTellChat->SetState(settings.logTellChat);
logAllianceChat->SetState(settings.logAllianceChat);
logChannelChat->SetState(settings.logChannelChat);
...
pawsconfigchat.cpp / bool pawsConfigChat::SaveConfig()
Code: [Select]
...
settings.logNPCChat = logNPCChat->GetState();
settings.logGuildChat = logGuildChat->GetState();
settings.logGroupChat = logGroupChat->GetState();
settings.logTellChat = logTellChat->GetState();
settings.logAllianceChat = logAllianceChat->GetState();
settings.logChannelChat = logChannelChat->GetState();
...

and at last you had to put the checkboxes, their positions and text in "data/gui/configchat.xml"
adding some lines like:
Code: [Select]
            <widget name="lognpcchat" factory="pawsCheckBox">
                <frame x="xxxx" y="yyyy" width="wwww" height="20" />
                <text string="Log NPC-chat to file" />   
            </widget>
            <widget name="logguildchat" factory="pawsCheckBox">
                <frame x="xxxx" y="yyyy" width="wwww" height="20" />
                <text string="Log Guild-chat to file" />   
            </widget>
            <widget name="loggroupchat" factory="pawsCheckBox">
                <frame x="xxxx" y="yyyy" width="wwww" height="20" />
                <text string="Log Group-chat to file" />   
            </widget>
            <widget name="logtellchat" factory="pawsCheckBox">
                <frame x="xxxx" y="yyyy" width="wwww" height="20" />
                <text string="Log tells to file" />   
            </widget>
            <widget name="logalliancechat" factory="pawsCheckBox">
                <frame x="xxxx" y="yyyy" width="wwww" height="20" />
                <text string="Log Alliance-chat to file" />   
            </widget>
            <widget name="logchannelchat" factory="pawsCheckBox">
                <frame x="xxxx" y="yyyy" width="wwww" height="20" />
                <text string="Log Channel-chat to file" />   
            </widget>
The xxxx, yyyy, wwww had to be replaced with useful value of course...

So, no it's no problem to include this in game at all..also not in a way that doesn't annoy anyone as they can keep exactly the behavior they have right now and only get some more options. But of course you won't get this..some dev will come up with a stupid reason why there is no time to do this and that there are more important things that need to be done. Next time better ask for a change that adds some colorful effect or something else that attracts more noobs to the game..you have a much higher chance to get something like this implemented than asking for something that actually could be useful. But stay for some time and you will find this out on your own. And don't listen to people like Akkaido...almost every post of him is just about telling others why they don't need what they ask for instead of giving it any thought at all. But that attitude makes him a prefect candidate for the PS team.

Edit:
- Added one line
- Typos

463
Wish list / Re: Log Filtering
« on: August 11, 2010, 08:15:06 am »
 
Code: [Select]
grep -v "\[Guild\]\|\[NPC\]\|\[Tell\]\|\[Group\]" <charname>_chat.txt

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