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Messages - Bobkat

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1
Linux Specific Issues /
« on: February 23, 2005, 10:33:14 pm »
I think they were linked by the character crash thread (the one where you commented about linking to the top of the thread) and do not understand that this is a linux thread.  Of course I thought that link was just a subtle hint that if your having problems you should probably switch to linux :D  

excellent job on the installer btw Karosh, thanks again

2
Technical Help: IN GAME bugs (after loading world) /
« on: February 04, 2005, 01:43:13 am »
Thanks mike, that looks like its fixed!

3
Technical Help: IN GAME bugs (after loading world) /
« on: January 11, 2005, 05:44:28 pm »
I did the same moving of the libraries and managed to get the setup to start.  I\'m unable to get the client to load regardless of the options selected (yes i turned sound off).  has anyone figured out why vfs.cfg has to be removed in order for the setup app to start?  I have an strace on the client before it segfaults but i\'m not gleaming anything usefull out of the output.  i\'ve tried running the client as both a standard user (with group rights) and as root (i know it\'s a bad idea but i had to make sure it wasn\'t a rights issue).  I can do a \"walktest --relight\" with a standard user.  If one of the devs wouldn\'t mind taking a look at the strace output i would be appreciative, no hurry though I know you guys have got tons of bugs to squash just if ever you get time.  Oh and tremendous thanks voidinit for building the rpms!!

link to strace of planeshift client startup from an fc3 laptop with options { 800x600 (screen res is 1024 x 768 24 bit on an i810 chipset) in window mode, 16 bit color, vertex buffer object is off, load all maps is unchecked, and sound is off } :
running as standard user
trace  =  http://evilkat.com/planeshift/user-pstrace
screen output during trace = http://evilkat.com/planeshift/user-screenoutput

running as root user
trace  =  http://evilkat.com/planeshift/root-pstrace
screen output during trace = http://evilkat.com/planeshift/root-screenoutput

4
General Discussion /
« on: December 29, 2004, 07:33:31 pm »
If someone  would be kind enough to build some rpms for FC3 I would really be appreciative.  Excellent work devs as always.

5
General Discussion /
« on: October 13, 2004, 07:32:32 am »
I think i know where seytra is coming from, when i played eq and was lvl21 dru i was over in East Karana (huge zone with lots and lots of mobs) hunting crag spiders, well for those that don\'t know crag spiders drop lots of spider silks which were pretty valuable to high lvl crafters, well I was having a good time and then this one lvl 57 druid comes running by me with the whole zone trained behind her, after getting stomped by the train and getting back i saw that she dropped everything in the train and was just gathering the goods, well i let it go that time and the next two, but finally i asked her to stop, she replied by saying that I needed to go find a different zone because she was harvesting things to sell and if I stayed she would be happy to keep killing me with trains until i couldn\'t hunt in that zone,  this really burned me because she wasn\'t getting any xp and she was going to make me go find another good place to play which could take hours due to all the running and binding and hoping you don\'t die out in the middle of nowhere where you won\'t find your body again, so I ended up just logging out for several days and didn\'t see her on when I tried again

what seytra said about driving people away from what should be public places (like newbie hunting grounds or a good thick spawn spot) is very possible, if the area spawns a certain mob that the drop is usefull then a harvester wants that mob all to themselves as to lessen the likelyhood they will miss the spawn, the best way to get it all to themselves is to be a prick to anyone in the area (i.e. training people, kill stealing, and constant verbal abuse) , of course we can\'t hope that there will be mods and devs on very often and if these things occur the people being affected will report the offensive prat and not be driven away from the game

just some thoughts

6
General Discussion /
« on: October 02, 2004, 09:47:30 pm »
Quote
Originally posted by Moogie
Let\'s just say it\'s not something nice...


Apparently the creators of Red Dwarf invented a word as a replacement for swear words on the show. So it doesn\'t technically mean anything... http://www.wordiq.com/definition/Red_Dwarf_(television)
[/QUOTE]

if you hang around with a & p students long enough you learn all kinds of interesting stuff, according to some of them smeg is used as somewhat shorthand for the longer word:
smegma
http://www.m-w.com/cgi-bin/dictionary?book=Dictionary&va=smegma&x=0&y=0

which is kind of like using feces as a curse word and shortening it to four letters, which since feces sounds so technical we just use crap or other variations

meow

7
General Discussion /
« on: September 28, 2004, 06:11:28 pm »
from reading a fair amount in the forums (and maybe i\'m desensitized to it) it doesn\'t seem to be a trend, sometimes people have bad days and are sarcastic or rude ( i know my comment about testing phases being obvious wasn\'t as nice as i prefer to be and i probably wouldn\'t have posted it that way today) it happens on all boards to all people (although i must say i don\'t think i\'ve seen a post from moogie like that), but all we can do is try to help the newbies and try to save some of the mods/devs from answering the same questions five billion times to make thier day a bit better ( i know my day would be better if i didn\'t have to answer users repeditive questions all the time hehe :) )

just some thoughts

8
General Discussion /
« on: September 24, 2004, 05:09:51 pm »
hmmm stages like, closed alpha test, closed beta test, open beta test then release.  this would be like um every other reasonably well managed software project, yep the devs know what they are doing and it will be great when it\'s done

9
General Discussion /
« on: September 22, 2004, 04:26:35 pm »
If i\'m not mistaken the art and thus levels/maps would all be under the PS license and thus protected from free use (not really open source).  While the code for the game is gpl the models and art and levels are not so I don\'t believe you can just use them in your project without expressed permission from some very important people on the team.  Although if you just wanted to see a level to get an idea on how they work and are put together without actually using the PS content then the team seem like they are really nice and understanding so if you ask nicely and have lots of patience (they are very very busy) then they might point you to the right place.  

I could be wrong about being able to use the levels (and somebody please correct me if this isn\'t true) but I would be cautionary and not use them till you know for sure (even if you do find them in a download section).

hope this helps

10
General Discussion /
« on: September 17, 2004, 06:50:45 pm »
very good points

on this same note (as the rant) it would be really interesting to see quests that are one time quests (i.e. there is only one Laanx beholden staff of pondering and the first one to finish the quest gets it) .  But this would require a way to generate quests from pieces that are randomized and have suffiecent amount of pieces to select from to where it wouldn\'t be noticeable as well as having a huge selection of rewards that are selected when the quest is generated.    As was mentioned everyone effects the world in little ways that add up to bigger ones.  One thing that has always bugged me about the plot lines in other games was that player chars and thier actions aren\'t recorded in any of the \"offical lore\".  What if when the new player came in and was wandering about the library looking for information to help complete a quest and they opened one of the books and read a small story about how slew the dragon and his master saving hundreds of lives that would have been taken.  

From a technical point of view it doesn\'t seem to be that difficult to implement, when a group or player completes a quest (kills a major baddie, saves someone in distress) it flags it and logs some basic details in a heros db table then those can be referenced by npc\'s or in game books (npc saying \"I remember when   single handedly took down the wiley sorcerer that had taken control of Laanx temple back many moons, that sorcerer had slayed an old friend of mine and took his staff, his staff wasn\'t recovered and I would like your help getting it back and would be willing to pay you for your help\"  the quest could be generated from pulling some random hero info, then pulling a random goal (save, retrieve, kill), then matching up with a random object (objects for retrieve, npc for kill, locked up npc for save) and finally a random reward, the two difficult parts i would think would be taking the random data and putting it to a quest form so the wording made sense and figuring out a grading system for the rewards so they are worth the time (it\'s to bad the fun of the quest in\'t enough for some people).  I believe something like this would allow the content to be constantly building without putting the stress on devs for people whining that theres not enough content, because for every quest thats accomplished you could generate 3 or four new ones off that content.  The other interesting benifit of logging player info into a db is that you could then build off that for the player (NPC says: ah your the one that retrieved the statue on talaad from the valtris raiders, well it\'s  a pleasure to meet an kran of your talents, maybe you would consider helping me out with something) ,  i guess the point i\'m trying to make with all that spewing is that if a MMORPG could remember it\'s players and thier accomplishments even when they were no longer part of the game (without requiring other players be the only bards) then the true story of the world and it\'s people (players) would build and flourish without the intervention of others just to add content all the time.

I know i would think it was really cool if I overheard an NPC telling a new player about one of my deeds or go to get a quest and the npc tells me about something one of my friends had done that I hadn\'t heard about.

11
Wish list /
« on: September 16, 2004, 08:32:25 am »
Personally  I think durability systems add to the realism and player economy in many games.  While I don\'t have any interest in being a crafter or repair person myself it would be nice to have a reason to seek someone with these skills out ( and not just to get the next great weapon or armor).  This could build friendships between you and a good crafter thats on when you are.  You might have never talked with them had you not needed thier services regularly.  

While I can see how it takes away from the power gamer grinding away with mob after mob I just can\'t see how it could hurt a role playing focused game like planeshift.   So what if you\'ve got to take 15 min and go talk with a few people and put some money back into other players hands.  Who knows that crafter may be interested in your trip down to the 3rd level that tore that tunic up so badly.

It would be nice if the system where based on damage over time leading up to unusability.  Of course it appears as if these will be middle ages type equipment so things would probably take quite the beating before breaking.

EDIT: fixes some typos i\'m obviosly to tired to type straight

12
PvP,PK and Thieving /
« on: September 09, 2004, 06:46:43 pm »
keep in mind that this is pre-alpha and at best CB will be beta, I think the devs are far more worried about getting a working basic combat system and magic system to work with simple pve let alone start dealing with the complexity that pvp brings

also keep in mind there are 8 levels to the stalagmite and currently there is very much work to be done on just the first level, this means that once the basics get ironed out it might not be that hard to implement a few whole levels down to pure pvp, with all the content that would be on the other 5 levels you could easily have room for people who don\'t want any grief and the people who like the darker side of life, then your noobs wouldn\'t accidently wander into a pvp area and get slaughtered by a griefer because it would take some effor to get down to one of the other layers that have pvp

then there has been talk about inter city markets where someone takes a caravan to the city and has to pass through pvp zones to get there . . . well if you had a non-pvp trading city at the bottom (i believe there is a lake at the bottom which could make for some amazing scenery) that offered a good reason for people to bring caravans from other cities closer to the top then they would have to pass through several pvp layers which in turn means there is business for protection and thieves (once the user community is big enough to support it)

maybe i\'m reading into some of these posts but i hate to see people getting discouraged because feature X (in this case pvp, pk and thief skills) doesn\'t look like it will be implemented for a while, the devs have done an amazing amount of progress and the basic foundations are just being layed, I personally think that the version after CB we will start seeing some of the really interesting ideas for pvp, jobs, and skills begining to be designed in

13
General Discussion /
« on: September 09, 2004, 04:36:35 pm »
i personally don\'t think  you can leave out adaptive or standard evolution because really thats the focus of this whole thread, they have pale skin because where they had lived there was very little light and thats evolutionary  

if i\'m not mistaken a major pigmentation change takes a few hundred thousand years to happen in a group of people (this is a very slow adaptation because it is usually non-essential to survival) where something like vision or smell can change in as little as a few years (because they are nessasary for survival)

if the Xacha had just crawled out into the sun this morning then yes giving them nightvision and pain to light makes sense but if they\'ve been up in the sun for even a few generations then the current Xacha haven\'t known anything else but the azure lit world

just some thoughts
Bob

14
General Discussion /
« on: September 08, 2004, 11:33:42 pm »
cool i found a thread (called \"kran armor\" i think) where grono answered my previous question, it seems the stat abilities will increase over time so your k-factor will get better and your mana pool will get bigger the more you practice

that is really an amazing system the devs have come up with, excellent work I just wish there was some way to contribute  .  .  .  maybe after i read in some more i can find something to help with

15
General Discussion /
« on: September 08, 2004, 06:13:40 pm »
this has been a really informative thread, thanks to Grono and Seytra especially

so now I think i\'ve got this straight, K-factor determines the use of mana but mana is actually determined by another formula that works off of cha, wis and int, yes?

if this is so then is your mana pool static while your k-factor continues to get better and thus you use less and less mana with more experience instead of constantly getting more mana or do you also increase the base attribs (cha, wis, int) thus increasing your pool while also making your k-factor better (by upping your lore and skill in the way)?

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