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Messages - Xordan

Pages: 1 [2] 3 4 ... 250
16
Complaint Department / Re: Some thoughs about crafting
« on: January 30, 2010, 07:22:49 am »
Yeah, sounds a bit wrong :P Material loss after smelting (so during the metal->item process) should be pretty low (unless you screw up and have to throw the whole thing away).
Afaik molten metal would be used in a known quantity for e.g. a sword, and once you have that amount you are just reshaping it, almost nothing gets lost.

Saying so in the bugtracker would probably be far more useful than here though.

17
The Hydlaa Plaza / Re: Happy New Year!
« on: January 03, 2010, 08:15:59 pm »
Apparently then, if most of the western world is considering a decade to be 0-9, we're no longer using the vanilla gregorian calendar.

18
The Hydlaa Plaza / Re: Happy New Year!
« on: January 02, 2010, 10:48:31 pm »
everyone where i live defines it as 2011.  therefore, by your logic, you must be wrong.  :P

The mass media defines it as 2010, thus as with all things, if it's reported on TV it must be true! :P

19
The Hydlaa Plaza / Re: Happy New Year!
« on: January 01, 2010, 02:49:42 pm »
No, decades start on a 0 and end on a 9 :P

20
General Discussion / Re: the way to Version 1.0
« on: December 28, 2009, 02:41:04 pm »
The CrystalSpace engine is able to be more downward compatible. If we just had more developers who understand the science of shader programming.

Yah, could do with another two people who are apt in graphics programming.

21
The Hydlaa Plaza / Re: A Merry Yule!
« on: December 24, 2009, 01:17:11 pm »
Happy Brumalia :)

22
Forum and Website Discussions / Re: Please delete my account
« on: December 19, 2009, 11:28:18 pm »
Click 'Profile' then click the 'Delete this account' link on the left.

23
General Discussion / Re: Character Worship Poll
« on: December 16, 2009, 11:16:12 pm »
Just put 'not following' under 'athiest'. We have just changed the definition :P

24
Mac OSX Specific Issues / Re: Samething everyone's saying. 0.5 problem :O
« on: December 10, 2009, 03:34:35 pm »
The Mac OSX download was bugged I'm afraid, we're publishing a fixed one asap.

25
General Discussion / Re: Pre-release of PlaneShift 0.5 and ChangeLog
« on: December 05, 2009, 03:23:06 pm »
Tracker is back up.

26
General Discussion / Re: Wipe y/n?
« on: November 08, 2009, 07:31:07 pm »
actually wasn't that the first cb version?

iirc there wan't progression, tria, critters or combat of any kind. just a whole bunch of rp and people running around looking at the ground for these crystal type things.

That was mb, not cb. Those were the good ol' days :P

27
Server Status / Re: 5-6 November 2009: Server is down
« on: November 05, 2009, 08:19:13 pm »
What, really? Fragnetics still does not have 24/7 monitoring staff?
I mean, I don't expect a fix at the dead of night, but to the very least, there should be a way to remotely reboot the machine, a way to monitor the boot-time messages from BIOS and operating system, and if all fails, a staff member you can ask to take a look.
Well, that's the minimum I'm getting here in Germany. Regardless of how much I pay; even if I paid nothing at all it would be that way.

No they don't afaik.
Usually remote reboot functionality is provided when your server is running in a virtual machine, then software like HyperVM can be used for the reboot.
As we're not in that situation someone has to manually deal with it (I'm not aware whether it's a network, hardware or software issue currently).

28
Fan Art / Re: The Official Phase Two City Contest: Amdeneir
« on: August 26, 2009, 09:52:19 am »
I don't know what the doors issue is either. However most (portal related issues are an exception) geometry issues are specific to the individual components (the mesh factories) and are unrelated to the scene. If they're not then we're doing something wrong.

Lighting might be a bit of a problem, as we will want to export day/night cycle stuff... but we can worry about that later. Assemble everything and just use ambient lighting for now. Once things are assembled and viewable in CS with ambient, we can look at adding lights.

Edit: Ah, I did just think of one thing which would be good... please try and make the mesh factories off-centre, so that 0,0,0 is in the middle-bottom of the mesh. The reason for this is because of visual world editing tools (like item placement) that are being worked on, where we want to place a mesh where you click. If the center of the mesh is 0,0,0 then half the mesh will go underground :) Perhaps we could compensate for this somehow (place the mesh at an offset..) but it'd be nice to not need to do that.

29
Wish list / Re: Thoughts on Animal Taming
« on: August 12, 2009, 09:21:29 am »
Something like that is feasible yes. Probably not terribly difficult to do the basic step (being able to 'tame' a monster as a temporary pet). Dismissal can just make them vanish (doing anything more is complicated).

30
General Discussion / Re: IRC
« on: August 05, 2009, 06:13:41 pm »
Imo only one rule is needed;

1) Channel Op is always right.


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