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Messages - davewb

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1
Development Team Blog / Re: Mini-Games
« on: June 17, 2009, 08:12:54 pm »
hmmmm placing bets... there's a fun notion. Why didn't I think of that??? That's such an obvious concept. I've put it on my to-do list. I had thought of pay-to-play and cash winnings, but betting... yes. That will put more bums on seats to play games I reckon.

Unless it would be socially irresponsible to encourage the gaming youth to gambling addiction. Any sociologists want to comment?

2
Development Team Blog / Re: Mini-Games
« on: March 26, 2009, 11:47:38 pm »
Thanks for the ref enderandrew. thats certainly an interesting direction a mini game could head in.

I don't believe there is any intention to introduce well-known earth games into PS. Don't take my reference to tic tac toe above to imply otherwise. Thats just a well known easy game I picked for testing purposes.

3
Development Team Blog / Re: Mini-Games
« on: February 10, 2009, 06:33:05 pm »
Now come on! We don't want mini games to outshine PlaneShift itself  ;D

4
Development Team Blog / Re: Mini-Games
« on: January 27, 2009, 07:31:48 pm »
Thanks for the responses  ;)

I'm looking at allowing more players to join in. And then to see if it can be expanded to cover card games.

Being as these are fundamental, these will be addressed before other issues, such as rule expansion, etc.

5
Development Team Blog / Mini-Games
« on: January 13, 2009, 07:38:35 pm »
I have been developing the Mini-game feature in PS.

On top of the basic mini-game, the following features have been added (all optional):

Basic Rules
Basic rules that can be specified:
  • whether moving pieces in turn are enforced or not
  • type of move: can only place new pieces, only move existing pieces, or both
  • whether player can move their own pieces only
  • whether a player can move their piece to vacant squares only or not

End Games
Simple end-games can be specified so the PS server can determine a winner. It currently looks at simple patterns of pieces played. Progression scripts can also be triggered by winning. In NPCRoom on SVN there is a game of tic tac toe on Box09 which has strict rules, can determine a winner automatically, and will hand out a few tria and exp to the winner. Next to that on Box08, is a simple one-player puzzle whereby placing pieces in a simple 'r' shape causes a one-minute rain downpour!!

So, a two player game could be setup in a tavern, with rules & end-game configurations, that can award prizes, which may entice more players to have a go.

Also, with the one-player games (i.e. puzzles), I can see the potential for them to be used as devices such as opening doors, or as steps in quests, for example. Puzzles can be configured as "personal" whereby each session is personal to the player, so that where they are devices as described each player has their own instance of 'solving' the puzzle.

Where to go with this next?

Should we expand the basic rules? How to deal with complicated rules (e.g. chess??? Possible??? Scares me!)? Maybe for complicated rules, a GM is allowed to oversee and enforce rules during a game, being able to veto players moves, etc, rather than allow the Server to compute such stuff.

At the moment, game-pieces are restricted to 8 white & 8 black designs; I think this can be expanded, maybe even a player collecting pieces that can be brought into a mini-game from their inventory, esp for the puzzle-device concept. With enough potential pieces, they can be organized into patterns/pictures (you know, like the little kids plastic puzzles you can get on a 4x4 or 5x5 frame with 15/24 sliding squares - with one empty square - which can be slid around to make a picture).

Reading the forums, it seems also players like to come along and play their own rules, etc, so I think it may be an idea to allow a GM to turn endgames/rules on and off on specific games to save doing via the DB and await reboots.

Any other ideas?
Dave (Acissej)

6
The Hydlaa Plaza / Re: Myself as a bride
« on: August 30, 2007, 11:02:28 pm »
Many Congratulations to you both \\o//

Dave (Acissej)

7
Development Deliberation / psItem UID detailed question
« on: June 10, 2006, 06:19:53 pm »
Hi

I have a detailed question about the generation of new UID's applied to psItem objects, especially after a SplitStack....

From what I have seen, a new UID is generated when psItem::Commit() is called, when psItem::Save() has set up a trigger to call it 500ms later.

My question is does anyone forsee problems if ::Save() actually generates the new UID instead of waiting till ::Commit()? There is a specific problem in purifying glyphs which calls glyph->Save() [in psSpellManager::StartPurifying()] then sets up an event to complete purification for the glyph [with UID=0 if its for a single glyph out of a stack of many which needs its own, new UID after SplitStack()], because Commit has not yet been called.

It seems to investigate all the potential pitfalls seems very timeconsuming if someone on this board can say "DONT DO THAT because..." (or preferably "Great idea Dave, do it!!!").

thanks
Dave

8
Hello

Is anyone else having problems purifying glyphs during one session?

I have been trying to purify a glyph (weakness to be exact) and it never appears to complete, even after I leave the client running for an hour or so. If i log-out and back in, even after a short time, the glyph is purified.

I cannot find anyone other reports here about that. i have the problem both on the real game, and on my 'dev' setup too.

Thanks
Dave

9
Development Deliberation /
« on: March 05, 2006, 05:37:18 pm »
We have Success :)

I have upped cal3d/CS/cel to 18th Feb.

I copied the models.zip from my \'playing\' PS install into my PS-development install and it now works - I think.. does this imply that updater for my PS-dev install got the wrong models.zip?

Just to confirm: the \'world\' is very much reduced: a square field, with a smithy, various dwarfs and a couple of guys standing about, potions lying around, etc...

A case of RTFM ;) I think I have confirmed this myself by reading build-faqs in the PS CVS...

10
Development Deliberation /
« on: March 05, 2006, 10:26:01 am »
thanks DaveG

For CS/CEL/cal3d I used 16th/17th Feb which is what is advised in the build-guides in /docs folder of PS. Is that now incorrect?

I built it as per the build-guides so I assume the cal3d plugin is there but I shall check.

As for models.zip, I ran updater after building so again I assume its correct...

11
Development Deliberation / psserver segmentation fault
« on: March 05, 2006, 12:21:14 am »
Hi

For the first time, I am trying to run \'psserver\' - on Ubuntu Linux.

As far as I can tell, everything has built ok... except I get a segmentation fault, after a bunch of plugin problems...

From the below transcript of a session, can someone spot if the errors are indicative of something obvious that is missing/incorrect about my psserver setup please?

Many thanks
Dave



$ ./psserver
crystalspace.render3d.null:
  Using windowed mode 640x480.
-Server Console initialized (./psserver-V0.1)-
All LOGS are off.
Skipping disallowed word \'i\' in trigger \'i bring glyph from maleenki\' at position 0.
Trigger without dissallowed words: bring glyph from maleenki

Load
:
  NULL psDBMovement (3) found in SpeedOp
  NULL psDBMovement (3) found in SpeedOp
PS Server: loadmap npcroom
Cleaning map file.
Region npcroom loaded successfully in 167ms
PS Server: spawn

crystalspace.pluginmgr.loadplugin:
  could not load plugin \'crystalspace.mesh.loader.factory.sprite.cal3d\'

crystalspace.maploader.parse.meshfact:
  Error loading plugin \'crystalspace.mesh.loader.factory.sprite.cal3d\'![node:
  library,meshfact(name=enkim),plugin]

cel.pfmesh.loadmeshfactory:
  Error loading mesh object factory or library
  \'/planeshift/models/enkim/enkim.cal3d\'!

InitMesh
:
  Could not set mesh with factname=enkim and
  filename=/planeshift/models/enkim/enkim.cal3d. Trying dummy model

crystalspace.pluginmgr.loadplugin:
  could not load plugin \'crystalspace.mesh.loader.factory.sprite.cal3d\'

crystalspace.maploader.parse.meshfact:
  Error loading plugin \'crystalspace.mesh.loader.factory.sprite.cal3d\'![node:
  library,meshfact(name=stonebm),plugin]

cel.pfmesh.loadmeshfactory:
  Error loading mesh object factory or library
  \'/planeshift/models/stonebm/stonebm.cal3d\'!

InitMesh
:
  Could not use dummy CVS mesh with factname=stonebm and
  filename=/planeshift/models/stonebm/stonebm.cal3d

gemObject
:
  Could not create Item because mesh could not be Init\'d.

gemObject
:
  Name: MaleEnki Factory: enkim File: /planeshift/models/enkim/enkim.cal3d

InitLinMove
:
  No entity!  Actor not created.

gemActor
:
  Could not initialize LinMove prop class, so actor not created.

gemNPC
:
  Error in GemNPC enkim constructor File: /planeshift/models/enkim/enkim.cal3d
Error while creating Entity for NPC \'4\'
Segmentation fault


12
Technical Help: IN GAME bugs (after loading world) /
« on: March 01, 2006, 07:34:07 pm »
I am using the zoneinfo.xml update. I still cannot get into the sewers.

...but after finally getting the new art/world map files, I can now get into the sewers...

13
Technical Help: IN GAME bugs (after loading world) /
« on: February 27, 2006, 09:45:49 pm »
Hi

Regarding the new zoneinfo file, I still cannot enter the sewers... I get the same error.

I run the Linux client (both the patch release Xordan made, and from CVS).

Help?

Thanks
Dave (Acissej)

14
Linux Specific Issues /
« on: January 23, 2006, 06:57:12 pm »
Being as its now early \'06, is PS buildable with gcc 4?

Thanx
Dave

15
General Discussion /
« on: January 12, 2006, 07:41:57 pm »
I\'m Acissej in-game.

Since I got Skype going ppl have been asking me this very question... I pronounce it thus

  Assee-say [the J is silent]

Will there be a \"pronouncing your name backwards\" thread? Cos thats usually what ppl say to me first in the game... grrr!

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