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Messages - grayFalcon

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1
Newbie Help (Start Here) / Is there anything definitive on... herbs?
« on: June 20, 2008, 08:21:43 am »
Hello everybody!

I just made a new character - wanted to try the crystal/herbalist healer. Now I'm reading that herbs do appear in the game, but nobody has said anything definitive on whether they can actually be used. So - any help? Can I play my herbalist character (I mean from the engine side, I know that I can RP him ;) )? If not, any Idea when this might get implemented? I'm not asking months (I know that's hard to answer), but... is it anywhere in the upper parts of the todo list?

Thanks a lot in advance!

2
Linux Specific Issues / Re: Crash when opening inventory
« on: June 19, 2008, 11:24:23 pm »
Thanks! I got fooled by the message into thinking I had some kind of non-working helmet :(

3
Linux Specific Issues / Crash when opening inventory
« on: June 19, 2008, 08:31:47 am »
Hello!

After a long time (~2 or 3 years?) I tried to give PlaneShift another shot. Now, when I log on with my old char and try to open the inventory, the game freezes for a few seconds and then crashes.

The character is Rouror Miraparer.

The error message I get is:
Quote
planeshift.application.client:
  PSLoader: step 5: success
   64402) <src/client/psclientdr.cpp:214 HandleDeadReckon>
   64403) Got DR message for unknown entity 29615.
   64666) <src/client/charapp.cpp:523 Attach>
   64667) Mesh Factory helms#helm03_dermf not found
   64684) <src/client/gui/pawsignore.cpp:130 LoadIgnoreList>
   64685) No ignore.xml file found. Assuming empty
   64685)
   64791) <src/common/paws/pawsborder.cpp:60 UseBorder>
   64792) Invalid dimensions on border drawable: >UpperLeftMap<
  PSLoader: step 6: success
   74306) <src/client/psclientdr.cpp:214 HandleDeadReckon>
   74307) Got DR message for unknown entity 29615.
   78981) <src/client/charapp.cpp:523 Attach>
   78982) Mesh Factory helms#helm03_dermf not found

This is happening on Ubuntu 8.04/gnome with the newest, updated client. In case it matters, my graphics card is a GeForce FX 5200

May it be that I just have some too-old item on me that some really nice admin could delete so I can play? ;)

Thanks a lot in advance!

4
Newbie Help (Start Here) / Re: Smithing & Chainmail
« on: August 10, 2006, 09:22:40 am »
Thanks a lot for the informations :)

5
Newbie Help (Start Here) / Smithing & Chainmail
« on: August 09, 2006, 11:01:57 pm »
Hello!

I just wanted to ask two things:

- Is smithing actually implemented? I heared somebody go "Yay, I just made a short sword" some time ago, but I'm not sure if this was just a prank?

- Is chain mail medium or light armor?

Please, don't tell me to ask ingame, I won't. These are issues concerning the technical backgrounds of the game, and I find asking about these "IC" just ridiculous. It's like those people who go "Greetings, I've got 14 lessons in swordfighting, how many have you got" and think that it's any better than saying "Hi there, my sword skill is 14, what's yours?"... Well, don;t get me started on a pseudo-IC rant, you've been warned ;)

Thanks a lot in advance for any help!

6
Newbie Help (Start Here) / Re: magic weapons?
« on: August 08, 2006, 10:50:39 am »
So that means that any magic weapons I find are basically as good as the normal weapons that I could get from any shop (except the fact that they sound cool), right?

7
Newbie Help (Start Here) / magic weapons?
« on: August 08, 2006, 09:44:13 am »
Hello again!

I can remember there being a lot of magic weapons, allowing people to do >200 damage per hit. Now I found a balanced short sword (afair, that used to be quite good), but it doesn't do any more damage than a normal short sword. Have magic attributes on weapons been made useless? Still, I do see people doing 200, even 300+ damage with swords. Is this all achieved by high sword skill/strength? Or have I missed some now development in the magic weapons department (e.g. those "ways", allowing "channeling energy" into weapons, oneself or enemies, which are unfortunately not explained in the guide)?

Thanks a lot in advance!

8
Hello!

I'm not sure this is 100% reproducable, doing so 2 times was more than enough for me:

If I start fighting a monster and then, during the fight, start running backwards (e.g. because it turns out it's beating the crap out of me and I don't want to waste time on turning around), I fall off the edge of the world and die, after... uh... if I had to approximate, I'd say it's about 5-10 meters (assuming a dwarf is about 1-1.5 meters high).

Btw. would it be possible to not be transported to the realm of death after falling off the edge of the world, but some safe location instead? Even Hanquist would be better, would at least save the trouble of running through the whole rod...

9
Newbie Help (Start Here) / Re: Magic - mana regeneration and realms
« on: August 07, 2006, 09:29:18 pm »
I gather then that higher "realm" spells come to exist through combinations of more (or more powerful) glyphs, right?

Thanks a lot for the anwser, this has cleared things up a lot for me!

10
Newbie Help (Start Here) / Magic - mana regeneration and realms
« on: August 07, 2006, 03:58:51 pm »
Hello everybody!

I haven't been able to find an anwser to this in the forums or in the guide, so here goes:

1) How do I increase my mana regeneration? I dimly recall that it was possible to increase HP regeneration by training body development (I used to play half a year ago or so), so is there something similiar for mana?

2) What is it with the realms? In the spell book, there is a "realm" listed for every spell...

3) Would it make sense for me to get more than one glyph of the same kind? Can I combine two of the same glyphs?

Thanks a lot in advance!

11
Linux Specific Issues / Mepis: Freezes after connection to server
« on: July 25, 2006, 10:15:05 pm »
Hello everybody!

I've just downloaded the current clien. Unfortunately, after I enter my account name and password, the screen that shows my characters just freezes. My dwarf (must be about 9 months old by now... I used to play ages ago) does about 1/4 of a rotation in the character selection screen, then everything freezes. The only way I can get around this without rebooting the system is renicing the process to prio 19 before logging in, then I can kill it by pressing alt-f4 for about half a minute. I don't get any error output, only this:

Code: [Select]
planeshift.application.client:
  PlaneShift Crystal Blue
  This game uses Crystal Space Engine created by Jorrit and others
  0.99 r0 [Unix-x86-GCC]
All LOGS are off.
Mounting skin: /this/art/skins/elves.zip
Mounting skin: /planeshift/art/skins/base/client_base.zip
  psEngine initialized.
Using fontsize 16 for resolution 1024x768
WARNING! Object '_s_stairs_01' is not closed!
WARNING! Object '_s_sigil_04' is not closed!
WARNING! Object 'spikes_01' is not closed!
WARNING! Object '_s_sigil_02' is not closed!
WARNING! Object 'spikes_05' is not closed!
WARNING! Object 'spikes_03' is not closed!
...

crystalspace.graphics3d.shader.fixed:
  Multitexture units: moderate 4
psEngine destroyed.


I am on an AMD Sempron 3200+, Nvidia GeForce FX 5200 with official nvidia drivers, running Mepis (basically a slightly modified and easy-install Debian).

Btw. is there any way to turn on logging? A "grep log ./*" in the install dir where all the configs seem to be only turned up a few options for the updater...

Thanks a lot in advance,
-grayFalcon


P.S. I figured out now that this has something to do with the character models - when I log in with an account that has no characters, everything is fine, until I select the race in "new character". As soon as the character model starts being rendered, the game freezes.

12
General Discussion /
« on: October 11, 2005, 11:31:07 pm »
I think those are not matters that can\'t be resolved.

First, telepathy tends to get confused with magic, but it doesn\'t need to be. It doesn\'t imply the ability to read the opposite\'s mind, either (though the two are often confused with each other - the ability to read somebody else\'s feelings is called empathy). Telepathy is seen as the ability to simply convey a message or a feeling over a great distance to somebody you are mentally close to. It can be seen as a property of the soul/mind, as different from magic as the ability to command your body to move.

Perhaps you could read up on ESP (Extra-sensory perception). It is a group of phenomena in our real world, including, but not limited to, forms of telepathy, that bear no resmeblence whatsoever to the kind of magic presented in PS or other RPGs. (Side note: if somebody is going to attack me for bringing up such \"nonsense\", be prepared that I won\'t claim that ESP does exist - I don\'t know if it does - but I can show that claiming that it definitely doesn\'t exist has no scientific grounds).

Concentration is a point, but what stops the devs from blocking /tells whithin, say, 15 seconds of the last hit taken/dealt?

(edit: inserted wiki-link to telepathy and added empathy)

13
General Discussion /
« on: October 11, 2005, 10:49:15 pm »
Well, r.guppy, keeping it short and meaningful is even more of a high art than writing pages over pages of text that could be condensated into a few lines anyway :)

I\'m not sure if /tells are really a bad thing - I have no experience whatsoever using them. I only know that I didn\'t miss them in other games. There is a certain flair in going around and shouting for somebody you know must be somewhere in the area, instead of just /telling him to come to the tavern, please. On the other hand it can get annoying at times.

Maybe a solution would be saying that, well, telepathy is simply common in this world. It doesn\'t even have to get mixed up with magic, it can be seen as a mental power that has nothing to do at all with magical power and is just something that most thinking creatures share. The drawback to this would be that, if /tell started to replace /say, finding suitable RP partners might become hard. But I am sure that this could also be taken care of (e.g. by making telepathy stop working at /say-able range).

As I already said, I have no problem whatsoever with /tell and /tell-RP existing, and I seem not to be alone with that opinion. On the other hand, neither is Seytra with her opposition of /tell-RP. So, perhaps it would be best to find some solution that would seem logical from an RP point of view and that would still encourage /say-RP (to satisfy the Seytra-like-thinking group) but that would also allow those who like /tell-RP and who generally don\'t want to give up the freedom of communicating around the world to continue using /tell as they are used to doing. Keeping the sheep healthy and the wolf satiated, so to say ;)

There has been a brief discussion on this in the wishlist forum, but it didn\'t go far.

If there\'s nothing to say against this, I\'d just condensate all the arguments for/against /tell into a short post and put it on the wishlist forum, too.

14
General Discussion /
« on: October 11, 2005, 08:21:22 pm »
Seytra, I think we can drop the /tell-RPing-acceptable vs /tell-RPing-non-acceptable thing - from what I\'ve seen we\'re building on two approaches so different that we\'ve reached a dead end. While I compare the loss I have from people /tell-RPing to the loss I\'d have if they were not there at all, reaching the conclusion that I\'m taking no greater loss from them /tell-RPing and that they may go on then, you compare your loss from /tell-RP with the optimum case, which is /say-RP - and thus you reach the conclusion that you do have a loss in RP. Both conclusions are fully correct, the difference just being that I take the worst case and you take the best case as point of comparison. I\'m not one to judge which approach is better, so I guess we should just walk away with the other\'s arguments in mind and out own position kept.

There is, though, one thing that comes into mind: Why do we have /tell at all? The MMORPGs I remember most fondly are such without this feature, and I don\'t remember ever using it (except for ooc stuff in PS). Or is there anything I missed that would be hurt by taking away /tell? By the way, this might well hurt PLs, as it\'s probobaly more boring to bash NPCs while having noone to talk to than bashing NPCs and chatting with your friends.

As for your suggestion with setting your attributes/skills yourself - I dunno. Why don\'t we just go to IRC and do some pseudo-P&P-roleplay there? I mean, part of the fun in such an MMORPG is, imho, the fact that there are skills, that not everybody is equal, but that some have more skills and some less. And the fact that, if you don\'t do some work on your skills, you\'ll just stay weak. If you do work on your skills though, you can be proud of being the warrior who saves his comrades in need. Personally, I never had a highly-skilled char (though I was in most cases believed to be powerful), I preferred spending my time with RP. And I greatly enjoyed the fact that there were people with lots of hard-earned battle skills.

Now what you suggest would pretty much destroy all this. Most people would just set their skills to max and say \"Oh, well, but I don\'t use them, it\'s just in case...\". There\'s a reason why practically all RPGs have a ruleset that limits your skills and doesn\'t let you start with them maxed out, and that reason is... human nature.


I hope at least some of this made sense, as I\'m horribly tired.

15
Newbie Help (Start Here) /
« on: October 10, 2005, 09:56:42 pm »
That\'s a good point, and I think you should post it to the bug forum if nobody has done so yet.

I think that there are many players who would exploit this. Imagine that you\'re a PLer able to only just kill a high-level monster that drops real cool loot and respawns every minute. What would you rather do - kill it, wait for half an hour, kill it again, or use the time till it respawns for relogging? I think many would do the second, especially that they\'re only standing around and waiting for the monster to respawn anyway.

So - well found, zog!

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