PlaneShift
Gameplay => General Discussion => Topic started by: Ineluke on June 15, 2004, 05:24:24 pm
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Reworked garbage logic.
Just grab funny quotes from the cvs and put them here. :D
EDIT: For those newbes amongst us the cvs can be found here:http://cvs.sourceforge.net/viewcvs.py/planeshift/planeshift/docs/history.txt?view=auto (http://cvs.sourceforge.net/viewcvs.py/planeshift/planeshift/docs/history.txt?view=auto)
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*** 2000-08-10 by Wouter
- tried to fix things...
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It gets funny if you remove some text.
*** 2004-06-09 by Andrew Mann
- Removed mysterious net/msghandler.h include...
*** 2004-06-10 by Andrew Craig
- Added some not so mysterious net/msghandler.h includes...
:) :)) :}
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*** 2004-06-03 by Andrew Craig
- Fixed problem with /killnpc could continue to kill the same NPC many times.
I don\'t really see what the problem with that was...
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Added Kill Player button on GM GUI
Added Mario64 style camera mode
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- Added check so you can\'t begin guild war with yourself.
- Fixed: players could /challenge themselves.
Man, that would have been fun. :D
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- Fixed: All compiler warnings I could change without breaking something
- Fixed: /repaintlabels was adding a label over the current char, which made
the camera behave wierd
Ok, funniest thing I could find in 30 seconds. Maybe I will take more time later. But, I doubt it... :rolleyes:
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stupid 8.3 DOS standard
Update group manager so you cannot invite yourself.
I don\'t think the CVS history page is funny...
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I don\'t think the CVS history page is funny...
Maybe I\'m too much of a nerd but I find some of it hilarious. :D
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- Found that the reason combat looks boring is because I never ported the
attack and defense animations to use sprcal3d.
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Combat better not look boring with cal3d.... or...... I\'ll cry.
*** 2004-03-02 by Andrew Robberts
- Replaced M64 camera mode to actually be good.
*** 2000-08-3 by LSupi
- Tidy things up.
*** 2000-08-3 by Wouter
- I still get linker errors, but no time now.
*** 2002-03-02 by Saul Leite
-added a simple yes/no dialog box
Guess the previous yes/no dialog box was too complicated.
Not funny, but cool:
*** 2004-02-18 by Christian Svensson
- MOTD / Guild MOTD / Random tip in loading screen
Also my first commit :)
*** 2004-03-05 by Keith Fulton
- Added free PVP zones for arenas and quests.
*** 2004-03-25 by Ondrej Hurt
- Fall damage: HP in InfoWindow is updated immediately now.
There is going to be dead bodies everywhere ;)
*cough* Things I did:**** 2002-11-10 by Keith Fulton
- Committed a fix by Abemor which restores the sex of the character on
the main creation screen after you choose Kran (which changes it to
\"none\" temporarily).
- Committed another couple fixes by Abemor. Added Rotational Camera Mode
to \'m\' list. Also made connect windows work when you hit enter from
the password field. Thanks Abe!
I also made the names of stuff appear next to the cursor in blue and black... I\'m so proud of me :)
*whispers* ...release crystal blue...
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Originally posted *** 2004-06-10 by Thomas Towey
- Reworked garbage logic. Garbage item is now transformation specific.
:D Didn\'t know Garbage could think...
Originally posted by Abemore
*whispers* ...release crystal blue...
-Dido
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- Fixed up some needless long class names. Added some more comments in some
places.
Ah, the vagueness of it all
- Fixed a but where selecting a object without character data caused
the client to crash.
Fixed a but huh?
- Changed BuddyWindow layout so you get more bang (amount of information) for your bucks (amount of screen space obscured).
Ah, so that\'s what \'More bang for your buck\' means :P
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Mon Jun 21 by khakilord
- Fixed the annoying widget snapping so you can now utilise more than 100% of your
desktop space.
:O not only will CB be a great game, but it will expand your screen!
and then (almost)
Fixed a bunch of random buttons on char creation.
Couldn\'t choose which ones to fix, eh? :D (note, it\'s actually radomize, I\'m being silly)
Praise to khakilord! takes a lot of updates before you jsut start saying \"eh, it\'s better.\" Bluecommand is the master, what with his \"see history.txt\"... in history.txt!!!
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**** 2003-04-11 by Andrew Mann
- Jump velocity adjusted for yesterday\'s gravity change.
I like gravity the way it is!
**** 2003-04-19 by Anders Reggestad
- Fixed correct sending of stats in group list.
My dad always said \"If it ain\'t broke, don\'t fix it!\"
josephoenix
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*** 2004-06-23 by Keith Fulton
- Implemented 20 second resurrection delay. This serves to let you stare at
your dead corpse for a while and think about your failure.
- Changed minimum satisfactory range for operator, which I think was
causing the infinite chase loops acraig was having.
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Originally posted by 5c5b11
*** 2004-06-23 by Keith Fulton
- Implemented 20 second resurrection delay. This serves to let you stare at
your dead corpse for a while and think about your failure.
- Changed minimum satisfactory range for operator, which I think was
causing the infinite chase loops acraig was having.
LOL Ha Thats what im talking about :D
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Originally posted by Ineluke
Originally posted by 5c5b11
*** 2004-06-23 by Keith Fulton
- Implemented 20 second resurrection delay. This serves to let you stare at
your dead corpse for a while and think about your failure.
LOL Ha Thats what im talking about :D
definatly busted out laughing for this one.
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Ahahahaha! \'Twas Funny... Now how come noone broke out laughing at my quotes? Huh? Think you\'re superior to me or sumthing? XD
:P I have to do _something_ to pass the time waiting for CB... at the moment I\'m installing gentoo linux (again) and playing Final fantasy 9. Any further suggestions? (Er, oops. Off topic hehe)
josePhoenix
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Originally posted by 5c5b11
*** 2004-06-23 by Keith Fulton
- Implemented 20 second resurrection delay. This serves to let you stare at
your dead corpse for a while and think about your failure.
Typical Venge.
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*** 2004-06-28 by Andrew Dai
- Shortened the legs of all races equally so now they can all only climb a tiny amount.
- Reduced the jump velocity from an insane value so unfortunately these dwarfs
will no longer be able to compete in the olympics (long jump and high jump).
- Added an end of the world and associated effects.
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Originally posted by 5c5b11
*** 2004-06-28 by Andrew Dai
- Shortened the legs of all races equally so now they can all only climb a tiny amount.
- Reduced the jump velocity from an insane value so unfortunately these dwarfs
will no longer be able to compete in the olympics (long jump and high jump).
- Added an end of the world and associated effects.
I wonder what the associated effects of the end of the world are.
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lol, I dunno, but I\'m gonna try to jump off the end asap when cb is released XD
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Savion Seconds that one :P
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*** 2004-07-23 by Ondrej Hurt
- Fixed that /invisible people were visible by all players, except GMs ;)
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Do us (Retards) the favour of enlightening us as to Cvs??? What is it? What does it do? Can stupidheads such as myself use it?
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Coders uses it to keep track on all changes to the source code. It also prevents stuff like commit of outdated code and such( i.e, if i have updated a file, nobody else can update that file if they haven\'t got my file with their mods in it)
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- With the help of myself...
bang for your buck with that programmer.
- Fixed server crash if world killed player
it would have been a player incentive not to do anything stupid.
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Originally posted by FlippySeal
Do us (Retards) the favour of enlightening us as to Cvs??? What is it? What does it do? Can stupidheads such as myself use it?
There is a link to the cvs at the top of the thread... :D
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- Removed some options in the setup application
Must be close now.. aye?
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- Added some ouput to combat
wonder what it was like before
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- When you exited client then those windows that were open were automatically
open after you started it next time. This is not appropriate for many windows,
some of them can even crash, so I changed client so that it keeps them hidden:
DescriptionEdit, ItemDescWindow, ContainerDescWindow, GroupWindow,
InteractWindow, ExchangeWindow, MerchantWindow, ShortcutEdit,
FingeringWindow, QuestEdit, LootWindow, DetailWindow, QuestRewardWindow,
SpellCancelWindow.
They are fixing the Exit. Seems that CB is releasing in this month after all ......
Fixed bug of allowing movement while dead.
Correctly plays death anim now. Death anim is NOT removed when player
is resurrected however--due to bug in cal3d which I am working on.
I would like to see me walking while dead ...
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I haven\'t actually looked at the cvs, I might do that now, I\'ll return if I see anything noteworthy...
[Edit]
*** 2004-07-30 by Ondrej Hurt
- Fixed crashes when removing a guild member out of guild.
that could have been fun... no one could have been kicked out of guilds without consequences.
*** 2004-07-29 by Jorrit Tyberghein
- With the help of myself I managed to fix...
everyone deserves credit I guess... well if you think aobut it, he couldn\'t have done it without him...
*** 2004-07-27 by Christian Svensson
- Removed a lonely LoadSound
why not give it a friend?
that should do for now
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- Added normalization to names in char creation
so I guess my new name will be Inelukenomalization :D
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Originally posted by Adeli
*** 2004-07-27 by Christian Svensson
- Removed a lonely LoadSound
He was suffering, no parents, no loaders, no friends in the whole app :(
I had to put him down ;(
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- Fixed a bug with camera going through warping portals
- Removed some superfluous functions from the camera
- Basic camera cleanup
Warping Portals? What the **** is that?
Superfluous functions from the camera, like what?
Yeah, of course we want our camera clean! I Do not want no spider in there!
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Warping portals can be used to join two different areas which were created independently from each other - i.e. you can design the interior of a building without knowing where in the world it will be placed, and then use a warping portal to connect it with the \"outside\" world.
You can also do some stuff like impossible hallways that go on for ever or intersect themselves, and crazy things like that.
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Originally posted by dfryer
You can also do some stuff like impossible hallways that go on for ever or intersect themselves, and crazy things like that.
i hope somebody tries that. it would be so cool to have a maze realm/level that would look like esher acid trips.
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- Augmented death perception handling so that npc will take the dwarf off the
hatelist after he kills the dwarf, instead of chasing the dwarf forever.
hatelist? lol
- Changed the fall damage script so jumping doesn\'t hurt you.
- Fixed rain so it is now visible in client.
Invisible rain?
- When a combat situation is over, winner and loser is now put in peace mode
Prevents rubbing it in? ;)
*** 2004-06-22 by Christian Svensson
- Improved preloading of models (Now it works :) )
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Cleaned up a couple of compile warnings.
everything will be nice and spiffy for the release of cb.
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Put a mug on top of the anvil for container testing
This is what I imagine the devs doing all day. We\'re sitting here thinking about the stellar graphics and background music, and the awesome combat, and there they are.... putting mugs on anvils and picking them back up again..... :]
Added the old chest to the world. Could be used for container testing :)
Told ya!
Some adjustment to the shortcut window. Prevent the scroll bar from being displayed under the lowes row of buttons.
OK, maybe I just found this funny cos I work at a Lowe\'s. Wonder if Home Depot has a row, too?
Say \'hello\' to the Smith NPC to see him say a response and greet anim you
Milestone... :P
Now smith will assign a quest when you say \'quest please\' and mark the quest as complete when you say \"done\".
LOL, the smith gets a promotion ;)
Fixed up jumping when space was pressed inside chat window
ROFL, that would have been interesting...
Fixed npcs to chase you correctly when you attack them from afar or run away during a fight
LOL, some orc just starts running off to the right when you shoot him with an arrow.
Fixed transformation logic in workmanager. I can now create \'Gobblygook\'. Still need to update client as well as test creating \'Batter\'
WTF? Do I wanna know? xD
On death spawns a player above the npcroom. Temporarly used to simulate death
Damn, that\'ll teach you to die. They\'ll throw you in a pit of n00bs!
OK, enough for now :P
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Now smith will assign a quest when you say \'quest please\' and mark the quest as complete when you say \"done\".
Aarghh! Quest spoiler! :P
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Wow, that will be a very easy quest. Will all CB quest\'s be like that?
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Actually, it shows how far away CB is from being released :-/
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You\'re such a bright little ray of sunshine Karakth :).
Where did you find all those CVS lines Yarulion? I didn\'t see them in the recent news... So Karakth, maybe he was just quoting old news?
- Added a call to PrecacheDraw() every time a region is loaded. This greatly reduces the appearance of \'lag\' during playing because all objects are already precached. Results in much smoother gameplay experience.
Not really funny, but thank you Jorrit! :) This will be stored in RAM or with temporary files? I hope its temporary files...
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Seriously though, the next release of the game is neeeeeearly out. True, still a couple of weeks (Talad returns in 9 days, then they\'ll need some time to get things in motion),
posted by mogura on 12.08.2004 on the technical problem forum under the topic: nothing happens
there goes your theorie Karakth :)
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When it comes to game releases, you\'re either pessimistic or disappointed ^^
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Soooo... CB is coming out the end of this month/start of the next month?...damn...
Why have the gods cursed me with 3 mmorpgs at the same time!?!? NOOOO... During my vacation none of them were out T_T
*kicks a can...
the can rolls and hits a blind old lady...
She pokes the guy next to her, thinking he was kicking her...
He pushes a guy on the road and a car runs over both of them... The old lady has a heart attack. All because of a cursed can*
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Originally posted by karakth
When it comes to game releases, you\'re either pessimistic or disappointed ^^
Yes, but you really don\'t have to ruin it for anyone else...hope keeps us hanging on. :P
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I have learned to be very pessimist with CB release date. That way, if it arrives before my prediction, I get all happy and dizzy. Seeing the CVS I can *almost* taste cb (bleargh, keyboard taste!).
*** 2004-08-17 by Jorrit Tyberghein
- Finally compiled CB and I am readying the file for distribution. Should be ready by tomorrow.
....
Gotcha! hehe ^^\"
Sorry about that. :roll:
Anyway, good jog devs, the constant update of the cvs makes everyone happy.
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Originally posted by ForteX
*kicks a can...
the can rolls and hits a blind old lady...
She pokes the guy next to her, thinking he was kicking her...
He pushes a guy on the road and a car runs over both of them... The old lady has a heart attack. All because of a cursed can*
DAMN what a slippery slope...
Originally posted by Levski
Where did you find all those CVS lines Yarulion? I didn\'t see them in the recent news... So Karakth, maybe he was just quoting old news?
To be honest I thought I\'d get something no one else would look at (I\'m all about originality.) The lines I was looking at were taken from the history about the time I joined the game - late Sept./early Oct. 2003.
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Originally posted by Levski
You\'re such a bright little ray of sunshine Karakth :).
Where did you find all those CVS lines Yarulion? I didn\'t see them in the recent news... So Karakth, maybe he was just quoting old news?
- Added a call to PrecacheDraw() every time a region is loaded. This greatly reduces the appearance of \'lag\' during playing because all objects are already precached. Results in much smoother gameplay experience.
Not really funny, but thank you Jorrit! :) This will be stored in RAM or with temporary files? I hope its temporary files...
It is not really a cache in the sense of something that needs memory to store. It is just that the first time an object is rendered CS needs to do some setup on that object (i.e. setting up lightmaps and stuff). However, if you do this on PS levels then you have the effect that lots of objects are only setup when they come into view the first time and this may cause hickups. The PrecacheDraw() function I added to CS simply forces CS to do this setup at startup already so that when the object needs to be rendered it is already setup.
Greetings,
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Hmm although that would make for longer loading times I\'m guessing...Ah well, longer loading times is better than low FPS. Thanks Jorrit :)
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Originally posted by karakth
Hmm although that would make for longer loading times I\'m guessing...Ah well, longer loading times is better than low FPS. Thanks Jorrit :)
It actually doesn\'t increase the load time that much. Only a few seconds maximum per map that needs to be loaded (usually less then a second). The reason this matters for lag is that even a few milliseconds delay during render time causes disturbing hickups during rendering.
Greetings.
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Originally posted by jorrit
Originally posted by karakth
Hmm although that would make for longer loading times I\'m guessing...Ah well, longer loading times is better than low FPS. Thanks Jorrit :)
It actually doesn\'t increase the load time that much. Only a few seconds maximum per map that needs to be loaded (usually less then a second). The reason this matters for lag is that even a few milliseconds delay during render time causes disturbing hickups during rendering.
Greetings.
That\'s absolutely true. I can certainly live with longer loading times, but choppy movement is a hell, because it\'s unpredictable and once you get a feeling for the movement, huiccpus become confusing. I mostly have the movement key combos and times \"pre-planned\" (at least for the next couple of seconds) and any blocking naturally results in the sequence being wrong so I usually end up in the tree I wanted to scrape by.
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I could not find anything really \"funny\" in todays log so I\'ll just use this oportunity to remind the developers that my birthday is the 27th of this month. Boy would I feel special :D
[edit for response to below] second celibrated birthday??[/edit]
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My birthday was the third, I got Dashboard Confessional cds... It\'s the second birthday I\'ve ever celebrated, a new thing for me!
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Added several leak guards through PS in an attempt to fix leaks in PS too.
so does that mean that slowly things will fill up with water? we\'re all going to drown!!
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ah ha! so that\'s why the beer just went straight out of my mug! Or does that mean that I can\'t leak confidential informetion from the guild? aw, shucks.
Fixed Ignore of players
They were ignoring us?! Their faithful fans? Maybe those GMs really can\'t hear you...
josePhoenix
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Changed psSpell::Effect() to use \'fabs\' instead of \'abs\'
not only do we get fabulous spells, but i don\'t have to get my stomach muscles into shape... though that may not have been a bad thing.
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- Fixed that you could log in more than once at the same time.
Hmm now how would that work
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Characters can now climb obstacles 0.7m tall instead of 0.4m
Poor old dwarfs ;)
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- Added check that prevents puting item A to container B when A=B or B is (possibly indirectly) contained in A.
oh well. there goes the easy way of opening up space.
- Fixed that if you tried to put container into itself
i\'m not sure how it would have worked. but it would have been kind of cool to see.
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- Fixed server crash if world killed player
how can the world kill me?
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If you fall down from a cliff
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Or if the world randomly decided to eat you.
\"hmmmm, so hungry. I know I will just eat this random azeazezar.\" *Gulp. \"Aaah. Much better.\"
:D
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Originally posted by Androgos
If you fall down from a cliff
that would be killing mycelf, or being pushed by the killer
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Suicide such as falling off a cliff is called Worldkill...
when you do not know an answer, and a kind person offers you one, accept it...
Androgos knows what he is talking about.
If you won\'t accept others\' answers, don\'t ask questions...
Oh, and how exactly does one \'push\' another over a cliff in an MMORPG?
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- Added a Jamfile
mmm, jam. now we need a toastfile.
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I don\'t like Toast, how about a pancake file?
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Originally posted by azeazezar
Originally posted by Androgos
If you fall down from a cliff
that would be killing mycelf, or being pushed by the killer
It might also have been stupidity (\"Look, I can climb this wall without proper equipment!) or bad luck (sliding on wet rocks). Or, well you could be hit by an avalanche.
Can we have avalanches, please? :D
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you would stand on mountains and cause avalanches on unsuspecting people wouldnt you?
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What else is there to do with avalanches? :D
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Originally posted by smoak
you would stand on mountains and cause avalanches on unsuspecting people wouldnt you?
Who, me? Nah, just for the atmosphere! *whistles innocently, the sound echoing in the mountains, multiplied by the constant whistling, causing an avalanche*
Heh. :D
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Wow, I\'m in a weird mood today...
Anyway, wouldn\'t it technically be a cave-in :D
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That depends, if there was a mountain inside the stalactite, say a stalagmite, then it would be an avalanche. If not it would be a cave-in.
Cave-in seems more appropriate, as mountains in a cavern seem odd... it would only work if they were stalgmites.
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Is it just me you like to correct Adeli, or everyone? :P
Well, thanx again for the FYI.
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- Fixed pawsWidget::FindWidgetXMLBinding() inappropriately complaining
about binding not found.
Was it using bad language? o.O
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Climbing from one level to the next would provide ample opportunity for avalanches ^^
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Originally posted by Kithplana
- Fixed pawsWidget::FindWidgetXMLBinding() inappropriately complaining
about binding not found.
Was it using bad language? o.O
lol no it was reporting an error when no error really occured
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(I am correcting you now)
I wasn\'t really correcting you then, I was agreeing with you, and then clearing up what I meant. I correct everyone, not just you.
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Quote:
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Originally posted by Kithplana
Quote:
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- Fixed pawsWidget::FindWidgetXMLBinding() inappropriately complaining
about binding not found.
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Was it using bad language? o.O
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lol no it was reporting an error when no error really occured
well wouldnt it deserve a spanking then?? :P
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Thanks Adeli. I was just poking fun though.
Now on topic.... ummm.,
Yeah... I hope this cvs thing doesn\'t have to last too much longer....
yeah, that should stick....
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- Fixed crash when clicking the \"beard\" button in the char creator when using female stonebreaker. \"lastAddedBeardStyle\" was uninitialized.
I vote to leave in the beard option for female dwarfs :P
-Zorium
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*** 2004-09-15 by Andrew Dai
- Fixed so importnpc/exportnpc now recognises genderless npcs.
8o
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Don\'t be so shocked; remember that Kran have no gender :)
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*** 2004-10-25 by Christian Svensson
- Added a check to prevent the dumb users to not enter their verification
code as new password and then complain about long passwords :\\
*** 2004-10-26 by Trent Waddington
- Make player not stand up when trying to dead chat.
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Originally posted by Entamis
*** 2004-10-25 by Christian Svensson
- Added a check to prevent the dumb users to not enter their verification
code as new password and then complain about long passwords :\\
ROFL! At least it\'d be a secure password :P
Originally posted by Entamis
*** 2004-10-26 by Trent Waddington
- Make player not stand up when trying to dead chat.
Aaaaaaargh, zombies!
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*** 2004-10-26 by Andrew Craig
- pawsTextBox now obeys the delete key.
That would have made typing interesting, see how many people would have concentrated on what they typed*** 2004-10-24 by Keith Fulton
- Fixed bug 112, npcs not responding to given items.
PC: I finished your quest Mr. NPC! Here take the item! Umm, my reward? Helloooo?
NPC: -blank stare-
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*** 2004-10-29 by Ondrej Hurt
- When you type /greet while being dead, greet anim is not played
at your client now.
Let the dead rest in peace.
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Damn, no friendly Zombies this time..!
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*** 2004-11-04 by Andrew Robberts
- Fixed a problem with eedit. It should now work in windows. Everybody point
and laugh at Perique.
(points a finger and laughs at Perique)
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*** 2004-11-04 by Christian Svensson
- Made the keys prettier
how does this work?
*** 2004-11-07 by Andrew Craig
- Fixed ability to /attack targets that are already dead.
so much for venting frustration on the dead
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*** 2004-11-07 by Andrew Craig
- Fixed ability to /attack targets that are already dead.
so much for venting frustration on the dead
Actually... that could\'ve been a good Roleplaying aspect...
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Originally posted by smoak
*** 2004-11-04 by Christian Svensson
- Made the keys prettier
how does this work?
Maybe PS is now instructing the player to buy a flashy keyboard upon first install? ;)
Originally posted by smoak
*** 2004-11-07 by Andrew Craig
- Fixed ability to /attack targets that are already dead.
so much for venting frustration on the dead
Yes, what about ppl., erm, chars :) who keep kicking and slashing at the dead opponents? *snif*
Yes, it could have been an RP aspect, maybe we should put it back in, maybe using the wishlist?
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*** 2004-11-19 by Christian Svensson
- Added reason to ban and kick
Now you cannot complain you were banned without reason. The reason is hard-coded. :))
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*** 2004-11-19 by Andrew Craig
- Fixed crash if crafter did not have a valid guild.
Good news for guildless crafters
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*** 2004-11-11 by Andrew Dai
- Cleaned up more objects in server destructor.
this just sounds like it could be fun to play with.....
*** 2004-10-06 by Jorrit Tyberghein
- Fixed compile error in pawsselector. How could people compile this???
*** 2004-09-31 by Ondrej Hurt
- Fixed that HP and mana progressbars in group window were set to total numbers instead of percents, in other words full bar meant 100 hp, instead of 100% hp.
I\'m probably the only one who finds this one hilarious
*** 2004-09-23 by Daniel Fryer
- Added the ability to read books (for now using ordinary /examine, later we can add /read). Uses ugly window. Only uses item description field, later we can add new database structure or file to load from. A test book was added to npcroom, looks suspiciously like a mug.
Heehee
That\'s all for now
Jessyn
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I don\'t get the joke with the HP bar? Care to elaborate?
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I think it is the what is going to happen if you have >100 health
Imagine someone with 9000 hp!
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yeah, it was pretty much people who have more than 100 health. My sense of humour is very odd.
Jessyn
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Heh...Assuming that they didn\'t force it to be below 100, imagine what would happen if you *did* have more than 100 health...The outline of the bar being the same size, but the fill going way past it...whee. Well, I\'m sure that there\'s something wrong with what I just said, come to think of it, but I\'m too lazy to figure out what it was.
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Typhorean, the bar wouldn\'t go out of the outline. The bar would just represent a different amount while being exactly the same size.
I would expect people to exceed 100 health, 100% health, no. But 100, most definitely, I would be disappointed if that is not the case.
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This only happens if it is implemented as percentage already but simply not labelled it accordingly (which seems to be the case here).
However, what happens to the bar depends on how it is implemented, or rather on what it expects (i.e., percentage values or arbitrary numbers) and what it gets (i.e., arbitrary numbers or percentage values), and how it deals with out of range data (usually not at all :) or by cutting off at maximum value). It may go over the outline (to be cut off somewhere or go past the edge of the screen, whereever something is drawn on top of it), it may stay at 100 until your health drops below, or not be displayed at all until you reach 100 or lower, or any combination. :D
However, I have seen these things actually happen too often to find them funny... :(
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*** 2004-11-23 by Michael Cummings
- Reverting usermanager.cpp which broke the build, sorry everyone.
Great. now we will have to wait 2 MORE years.