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Topics - Tuathanach

Pages: [1] 2 3
1
Development Team Blog / Faction Overhaul
« on: November 23, 2020, 06:09:36 am »
As mentioned in the Dev Q&A 22nd Nov. We are in the process of overhauling Factions. I would like to utilise the creativity of the community in this endeavor. I am looking for Rank name and description as well as player title. We want this to represent player reputation within faction rather than their skill level. As a guide each faction will have 10+ positive ranks and 3-5 Negative ranks. If people wish to contribute ideas message me hereor on the discord channel.

Some of the factions (may change) we are looking at are:

Religious|Magic|Trade|Law & Order|Other
--------------+--------------+--------------+--------------+--------------
Black Flame|Azure Way|Artists|Government|Fighters Guild
--------------+--------------+--------------+--------------+--------------
Dakkru|Blue Way|Crafting|Guards|Gladiators
--------------+--------------+--------------+--------------+--------------
Laanx|Brown Way|Food|Thieves|
--------------+--------------+--------------+--------------+--------------
Talad|Crystal Way|Merchants||
--------------+--------------+--------------+--------------+--------------
Xiosia|Dark Way|Science||
--------------+--------------+--------------+--------------+--------------
|Red Way|Smith||



Example for Talad
Rank|Name|Description|Player Title
--------------+----------------------------+------------------------------------------+--------------
10|Talad's Light|You are filled with Talad's light.|Prophet
--------------+----------------------------+------------------------------------------+--------------
...|...|...|...
--------------+----------------------------+------------------------------------------+--------------
1|Newcomer to Talad's Flock|You seem to be fond of Talad\'s beliefs.|Initiate
--------------+----------------------------+------------------------------------------+--------------
...|...|...|...
--------------+----------------------------+------------------------------------------+--------------
-5|Heretic of Talad|You have forsaken Talad.|Heretic

2
Development Team Blog / A few wee updates
« on: October 14, 2019, 10:55:16 am »
As discussed in Dev Q&A here are a few taster night screenshots from unreal Work has been done on porting Ojaveda and also Amdeneir.

Ojaveda - Walking through main gate looking towards Th' Broken door


Ojaveda - Fires burn at night in dsar kore


Amdeneir at night


Amdeneir tavern

3
As I understand several new users and those installing fresh copies of planeshift are suffering crashes, often game works fine first time, but then crashes on subsequent loads. This may only affect windows 64bit (not sure). A possible fix is replace planeshift.cfg in C:\Users\<user>\AppData\Roaming\planeshift with thisplaneshift.cfg. Please can you report to me if this fixes your issue.
Also it would be helpful if people could email me at tuapsdev@gmail.com with their own planeshift.cfg. I advice removing lines beginning PlaneShift.Connection. as these are not required by me and I will remove them when analysing anyway. I want working and non working ones, also please tell me OS version and whether use 32/64 bit client.
Also would be greatful for some Linux/MAC versions as a reference. can be found at home/.planeshift

4
General Discussion / [HOTFIX] Food - Fish Dish Icons
« on: August 09, 2015, 03:44:18 pm »
Hi all,

For those that want to see the fish dish icons that were added with the last update. Sadly as the client stands it does not know where to find these (my fault). To fix this is simple you just need to add one file. You need to add imagelist.xml to C:\Program Files\PlaneShift\art\skins\base\client_base.zip (or where you installed PS to). Then you will get to see the fish dish icons.

*Please note this is not an official hotfix, so if you run a repair it will think client_base.zip is wrong and will overwrite it back.*

5
In-Game Roleplay Events / Application for Hall of learning
« on: June 12, 2015, 04:13:12 pm »
Application for Hall of learning
Location: Amdenier


Introduction.

The Knowledge Seekers has ran the University of Yliakum for many years (since 13th Nov 2004). We have always found purpose in education and exploration. We've always examined Yliakum closely, and noted the possibilities. These possibilities are then taught to people of all Yliakum who wish to be taught, so they can advance in their chosen profession. Our moto has always been "We come to teach." and as such, we'd like to take this opportunity to open more to the public.

Our proposal.


We would like to propose Amdeneir as a centre of Learning for Yliakum and in particular we wish to open a hall of learning near the hospital. This would be an opportunity for citizens of Yliakum to learn, and teach, about their surroundings and history as well as improving skills and magic. We University of Yliakum will take responsibility for maintain the building. We aim to provide regular lessons based upon current interest from citizens.
• Provide lessons on a variety of things including.
       o Communications and Public Events
            - Events
            - Fictional Writing
            - Professional Writing
       o Crafting
            - Catering (food and drink)
            - Combat
            - Smithing (weapons, armor & jewelry)
       o Magic
            - Alchemy and potions
            - Enchanting
            - Healing (inc non magical methods)
            - The ways.
       o Stalactite Studies
            - Ranger Skills (inc cartography, flaura and fauna)
            - Stalactite studies (what physically makes Yliakum)
       o Ylianties
            - Anthropology
            - History
            - Sociology
            - Theology
• Open the hall for others to teach and give lessons.
• Support those interested in hosting events within hall.
• Host a library for Amdeneir.

Rules
• The Hall of learning is for all citizens to receive a free education.
• All are free to teach, including those not affiliated with KS.
• All teachings must be within the Law as set by Octarchal decree.
• No charge for entry to be required.
• KS have responsibility to make sure regular lessons are held within hall.
• KS to actively seek citizens opinion on what is desired from lessons.
• KS will look to provide any props etc required by those giving lessons.
• All users are asked to respect the hall and remove unwanted items with them when they leave.


[Note this request is for a public guild house owned by the Octarchy and not KS. It is to aid more RP and aid new players adapt to PS. Over the years there has been several groups discuss one subject or other then fade, this aims to pull them together and hopes to promote more continuity.]

6
Development Team Blog / Tua's Blog - Febuary 2015
« on: February 12, 2015, 05:59:51 am »
My First blog of 2015
What has happened?
Over last six weeks 0.6.3 update and mini update have happened. Added to the vast list of changes is also more stack crafting for cooking, alchemy & Herbal. This means instead of grinding items 1 by 1 in a mortar and pestle can now grind several at once, if you put a stack of 5 in you will get 5 of result item, Note this only works for 1 to 1 transforms.

Shindrok's Crater Project
As you may know this is a community project ran by myself and Zunna to enable people an easier way to contribute to a project for the game. It aims to enhance the OjaRoad cave with a society of rogues, creating many new NPC's and Quests.
I thought I would give an update on this :
  • NPC's
    • Will have professions assigned from smiths to bar staff to brewers to guards
    • Will be unique
  • Jade Cutthroats (level 1 rogues)
    • NPC's are assigned to volunteers
    • Most at stage of creating Quests for NPC, some already done.
    • After quests are done we will work on interaction between NPC's.
  • Jade Serpents (level 2 rogues)
    • Will be more specialist NPC's, less typical rogue
    • More complex quests
    • Will enhance and focus story (of crater) based on player choices.
  • Cave
    • Cave 1 has started to be laid out
    • has defined areas, like living, storage, bar/kitchen, training and crafting areas
  • Will also include "boss" NPC's

We have some good volunteers, but are happy for more. We also have a wiki page http://194.116.72.94/pswiki/index.php?title=Shindroks_Crater_Project. Feel free to contact myself or Zunna in game, by PM or on IRC (http://webchat.freenode.net/ ) at #ps-shindrok.

What is coming in the future?
Note: All is done as part of the Dev team including prospects. So requires effort from several people
Brewing
  • Data has been tested
  • To Setup Brewing stations and vendors
  • Quests to be tested
Jewelry Making
  • Data is being tested
  • To Setup crafting stations and vendors
  • Quests to be tested
Enchanting
  • Weapon Enchanting - data tested - quest to be done
  • Shield Enchanting - data to be tested - quest to be done
  • Scripts to be done

In Rules team we are also working on enhancing combat and creating some new mobs. As well as the constant balancing of game.
I have been working on some new 3d art including furnace, brewing items and crossbow.

If any one is interested in contributing can either contact a dev or come on to IRC (http://webchat.freenode.net/ ) at #planeshift-prospects and discuss what you feel you can/would like to help with.

7
Development Deliberation / Build Guide: Win 32/64 MS Visual C++ 2010
« on: December 23, 2014, 06:19:36 pm »
This guide will help enable people to more easily build PlaneShift for windows. The guide was written based on how to do a 64bit build and adapted to include 32 bit build. The guide will Cover Setting up the environment and tools, getting the code, compiling Crystal Space and PlaneShift then will finish with FAQs. All tools in this guide are free versions.
Contents
Setting up the Environment and Tools
Getting the Code
Compiling Crystal Space
Compiling PlaneShift
FAQs

8
Development Team Blog / [COMMUNITY] Shindroks Crater Project
« on: November 30, 2014, 06:24:54 pm »
Hi All
While we are waiting on next update, I want to take this opportunity to announce a new community based project. The aim of this project is to enable you the community to be able to contribute to the game. The project will expand current history and give a multi path quest chain, new NPC's, new caves to explore with a new boss mob. So here is some info on the project which is being lead by myself and Zunna.

Background
Dark rumours have grown in Ojaveda about a dark presence coming from Shindroks crater. Various rumours of raids on supply caravans are increasing. Certain items are being harder to acquire. Concern is growing but the Octarchy/Vegisimi is playing it down, publically stating it is only rumor and nothing more. In private they have asked the head of the guard to keep an eye out just in case. Some believe Shindrok the mad has returned.

Quests
Quests are designed to follow currently 3 flexible paths merchant, rogue, warrior.


Books
Books exploring, History of Gods Laanx and Dakkru as well as of Lemur and character such as Shindrok. Some of which are developed.


Maps
Multi map cave with secret entrances, and complete rogue society inside.


Things to be done
Art
•   New texture for Jade Serpents and Jade Cutthroats based on rogue model.
Settings
•   New Books??
       o    If relevant and fit settings to provide more history based lore.
•   Character descriptions (Should be done by players)
•   Quests
      o         A form will be provided giving player outline of what is required in quest
      o         A step by step process will be used to enable players to more easily create quests
   A basic outline to be written by player
   Dialog to then be done
   Format using quest syntax
Rules
•   Potions of skill boost-using herbalism
      o         Step by step process will be used
   Plan what skills to boost and what will boost them
   Plan process based on existing
   Enter data into sheet
•   black market items
      o         Plan what will be black market
      o         Plan who sells etc.
•   setup the waypoint network for the cave and test it
•   NPC’s
      o         Skills, traits, attribute, inventory etc
      o         Loot rules
      o         Behaviours
•   Action Locations
      o         Way in/out
      o         Mechanisms
      o         description on items
•   Items in cave
      o         Furniture
      o         Storage
      o         Treasure
•   Natural resources
      o      Dig minerals?
      o         plants?


What do you need to contribute?
First lets start with boring(but important) legal stuff. You will be required to sign the license. Which can be found here. Which from my understanding basically means all work submitted by you is your own and that you are donating it to PS and that it will not be used elsewhere, this enables PS to remain unique. I do advise reading license for yourself before signing though.
Second an understanding of Planeshift mechanics and its lore will assist you.
Thirdly time and will to commit to this project. How much is up to you but tasks will be expected to be completed in a reasonable timeframe.

What support will you receive?
Myself and Zunna who lead this project will be happy to answer any queries you may have .
We are contactable ingame, by PM or on IRC (http://webchat.freenode.net/ ) at #ps-shindrok.
We will step you through tasks so that it enables more to contribute.
We will have IRC based meetings and the channel we allow you to also support each other.

What to do if interested?
PM me. Tell me what you would like to do most of work will be in creating the quests.

Any questions please feel to ask.

9
Development Team Blog / New Chat Tabs Options for Skins
« on: November 15, 2014, 09:17:08 am »
As of Rev 9655 it is now possible to have double rows / columns of Chat Tabs with spaces between them. (See image for example).

How Does it Work?
The tabs need to be entered in a specific order.
For double horizontal tabs, they must be entered top left then bottom left continuing top then bottom from left to right (see table for ordered example).
1|3|5|7|9
--+--+--+--+--
2|4|6|8|10

For Double vertical Tabs
They must be entered Top-left then top-right, continuing left to right work down.
1|2
--+--
3|4
--+--
5|6
--+--
7|8
--+--
9|10

Example of Double Horizontal Tab Code for chat.xml
Code: [Select]
<widget name="Main Button" factory="pawsButton" toggle="yes" id="1000" tooltip="Main" shadows="yes" style="Standard Tab">
                    <frame x="0" y="0" width="60" height="20" border="no" />
                    <label text="Main"/>
                <attachpoints>
                    <attach point="ATTACH_TOP" />
                    <attach point="ATTACH_LEFT" />
                </attachpoints>
   
                </widget>
                <widget name="Chat Button" factory="pawsButton" toggle="yes" id="1008" tooltip="Chat" shadows="yes" style="Standard Tab">
                    <label text="Chat"/>
                    <frame x="0" y="25" width="60" height="20" border="no"/>
                <attachpoints>
                    <attach point="ATTACH_TOP" />
                    <attach point="ATTACH_LEFT" />
                </attachpoints>
   
                </widget>
                <widget name="NPC Button" factory="pawsButton" toggle="yes" id="1002" tooltip="NPC" shadows="yes" style="Standard Tab">
                    <frame x="80" y="0" width="60" height="20" border="no" />
                    <label text="NPC"/>
                <attachpoints>
                    <attach point="ATTACH_TOP" />
                    <attach point="ATTACH_LEFT" />
                </attachpoints>
   
                </widget>
                <widget name="Tell Button" factory="pawsButton" toggle="yes" id="1003" tooltip="Whisper" shadows="yes" style="Standard Tab">
                    <frame x="80" y="25" width="60" height="20" border="no" />
                    <label text="Whisper"/>
                <attachpoints>
                    <attach point="ATTACH_TOP" />
                    <attach point="ATTACH_LEFT" />
                </attachpoints>
   
                </widget>
                <widget name="Guild Button" factory="pawsButton" toggle="yes" id="1004" tooltip="Guild" shadows="yes" style="Standard Tab">
                    <frame x="160" y="0" width="60" height="20" border="no" />
                    <label text="Guild"/>
                <attachpoints>
                    <attach point="ATTACH_TOP" />
                    <attach point="ATTACH_LEFT" />
                </attachpoints>
   
                </widget>
                <widget name="Group Button" factory="pawsButton" toggle="yes" id="1005" tooltip="Group" shadows="yes" style="Standard Tab">
                    <frame x="160" y="25" width="60" height="20" border="no" />
                    <label text="Group"/>
     
                </widget>
                <widget name="Alliance Button" factory="pawsButton" toggle="yes" id="1009" tooltip="Alliance" shadows="yes" style="Standard Tab">
                    <frame x="240" y="0" width="60" height="20" border="no" />
                    <label text="Alliance"/>
     
                </widget>
                <widget name="Auction Button" factory="pawsButton" toggle="yes" id="1006" tooltip="Auction" shadows="yes" style="Standard Tab">
                    <frame x="240" y="25" width="60" height="20" border="no" />
                    <label text="Auction"/>
   
                </widget>
                <widget name="System Button" factory="pawsButton" toggle="yes" id="1001" tooltip="System" shadows="yes" style="Standard Tab">
                    <label text="System"/>
                    <frame x="320" y="0" width="60" height="20" border="no" />
   
                </widget>
                 <widget name="Help Button" factory="pawsButton" toggle="yes" id="1007" tooltip="Help" shadows="yes" style="Standard Tab">
                    <label text="Help"/>
                    <frame x="320" y="25" width="60" height="20" border="no" />

If still unsure don't worry it will be in my darknight skin once code is in General release client.

10
Hi All
Sorry about the short notice but KS plans to have a party on Friday Night starting around 8:30-9 pm GMT. It will be next to pavilion by laanx temple in hydlaa. We will be having some light refreshments for all to celebrate our 10 years on the dome (founded 13 November 2004). Our current plan is to have some stalls for those authors out there who wish to see their books to help spread knowledge. I am also keen to hear from those who wish to be guest speakers, who may want to pass on knowledge to others. So from expert crafters (including smiths, alchemists, cooks, bakers etc), to mages, to religious leaders, to explorers or others who wish to pass on information and knowledge. If interested in speaking please contact me before or on the day.
Look forward to seeing you,
Tuathanach

11
Development Team Blog / [Dev Team] Crafting GUI
« on: October 16, 2014, 04:14:19 pm »
Here is one for the future, a Crafting GUI. We as a team have discussed (and still are) the possibility of a crafting GUI. We have made a few designs and what I am showing here is what we currently plan to implement and also a bit of info on what it will do. The design we will show you is based on elves skin. We hope you like what you see.
**Disclaimer - all content in this post is subject to change as it is part of on going discussions. Also at this stage coding has not started.**



Top Boxes
Along the top is a selection of all characters manuals, defaults to current mind slot on select box is highlighted and selected manual is placed in mind and previous selected manual is swapped to inventory slot selected manual occupied.

Left Pane
The left pane lists all possible crafts from manual, Initially only shows Final items . Items player can craft are in yellow and those they can’t in grey. Selected items are in White, when selected opens to show what is required the amount. As in example above, Mace was selected, then mace assembly then Mace Kit allowing player to see what it requires to be made.
The top of left pane has a filter box, to limit what is shown. The bottom has a toggle button so can hide/show items player lacks skill for.

Centre Pane
Top shows info panel about selected item
Below shows requirements for craft in example shown character is too far from an anvil to use it also they lack required parts to create kit. Will be able to click on material to set which materials will be auto selected (poorest quality first, highest quality or first in inventory). Has progress bar for when crafting to give visual progress.  Craft will show how many user wishes to craft. The buttons below allow 1 to be crafted, “X” allows user to choose, and “max” calculates max number based on material available. “Craft” button begins process.

Right Pane
Shows a list of materials required for crafted item, the quantity required. Will be able to drag and drop an item to specify wh

12
General Discussion / [COMMUNITY] Icon Hunt
« on: October 04, 2014, 04:39:43 pm »
As I am sure you will have noticed there are many items that use generic icons such as blue closed book or sack. I ask you all to help me find these and more appropriate alternatives. For this I need 2 things from you:
  • The item with a generic icon.
    • The name of icon to be used
    • or another item that uses the intended icon

For those who wish to look at the icons they can be found in planeshift/art/materials.zip most icon files end _icon.dds. You will need a dds viewer or dds thumbnail viewer. Finding other items that use the intended icon is also very helpful.

There are fixes for mace/hammer, leather parts and some crafting manual icons due soon. Lets see if together we can add to this list.

Nvidia do small utilities for dds for windows 32 bit

13
Development Team Blog / [Rules] Tua's Blog
« on: October 01, 2014, 11:47:25 am »
Following on from Community involvement thread I started a year or so ago, before joining the Dev team. I will attempt to post regular(ish) post to keep the community updated with what I am doing as a Dev. I would like to thank Eonwind as rules lead and the other Devs for being welcoming to me and also putting up with me :whistling:.

I guess I will start by talking briefly about some of the things you can expect to see in the next update from a rules perspective. First there are several bug fixes/tweaks to items with adjustments to prices of weapons & jewelry and also weight / size tweaks all aimed at better balance.

What is new?
From a crafting point of view it will be possible to craft more parts rather than buying them from vendors. Items included in this are handles for axes and knives, also helm parts like leather ridges, cheek plates and bronze mail cloth. Visual enhancement to leather parts and also hammer and mace parts comes in the form of new icons.

A big rework has happened to shields, which has taken a team effort. Shields will all now be contained in just 4 books rather than previous 15/16. All shield parts are now craftable, (some recipies tweaked). Shields will now also be able to do damage. Also new special shields will be available. I thank Lumi for the effort she put in to this.

After a long wait for many Bow making is due to be implemented, quests are almost ready and are with settings being polished for your enjoyment. I think that is most of the things I (but not solely me) have had a hand in shaping for this next update. I am sure I missed something but oh well. I also know a lot of work from others has gone in and there are many other things due in next update from others, that I will leave for them to talk about.

The future
After this next update work on the following will happen:
Jewelry Making: Thanks to Jowifi who has produced data, icons and quest scripts, which still need to be tested and has been put on hold for now, to concentrate on current update. This will open way for Gem cutting in future as well.

Brewing: I know it has been waiting for a while but the end is now in sight I believe. Currently sitting at 23 varieties of drink that will be craftable, but this is to be reviewed so final version may vary. It should have Beer, Cider, Mead and Wine. This still requires quests and some new art before it can be released.

Possible community project: designed to give people a flavour of what is needed to get something in game, while being supported through the process. More details will follow.

There is also much more but that is enough for now I feel. Please feel free to ask me any questions, you can also PM me or catch me in game.

14
General Discussion / [Development-Rules] Bulk (Stack) Crafting
« on: April 02, 2014, 04:01:26 pm »
We in the Rules Department of the Devs. Have been discussing a way forward for Wrong experience calculation with stacked crafting bug. We have decided that as this will have a significant impact on crafting, we want you to help us decide on how best to solve this issue.

Currently Practice Points = time (s). So the longer something takes the more practice you get. We also factor in skill so the better you are the quicker you can do something.

With bulk crafting we currently use the formula
Code: [Select]
time (s) = singleTransformTime + singleTransformTime * (StackCount -1) * 0.1;This means a full stack gives 7.4 * practice.
Two possible options are
Code: [Select]
time (s) = singleTransformTime + singleTransformTime * (StackCount -1) * 0.25;and
Code: [Select]
time (s) = singleTransformTime + singleTransformTime * (StackCount -1);but capped at 300.

What do you think of these suggestions and do you have any alternatives? We want to hear your opinions. I hope this will be the first of many dev decisions I can take to you to get your opinions.

15
PlaneShift Mods / Dark Night Skin
« on: January 27, 2014, 11:32:53 am »
Download Dark Night for version 0.6.3

After taking inspiration from Venalan's Flame On Skin, I decided to produce Dark Night Skin. I took Venalan's XML files and added my own, infowindow, inventory, small inventory, Container desc and chat xmls. I edited the art from Elves skin v2.

A simple dark skin. With reduced window sizes.

V1.4 - Changes
Compatible with Version 0.6.3
Highlight on hover on some buttons
Chat tabs on 2 rows

V1.3 - Changes
Compatible with version 0.6.2 and new features
Also improved guild and spell windows, thanks to Venalan. (appears to work also with v0.6.1 with some features disabled)

V1.2 - Changes
Compatible with version 0.6.1 and new combat system

V1.1 - Changes
Scalable container window, now with Use button.
Tweaked Chat window, It is now longer and tabs clearer
Shrank Skills window


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