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Messages - picobyte

Pages: [1]
1
Linux Specific Issues /
« on: February 27, 2006, 02:28:47 pm »
thanks. It is ok.
my fault, I did
bash ./PlaneShift_CBV0.3.013.i686.bin, but should have done
\'./PlaneShift_CBV0.3.013.i686.bin\'

2
Linux Specific Issues / cannot execute binary
« on: February 27, 2006, 01:57:04 pm »
I cannot execute PlaneShift_CBV0.3.013.i686.bin. can someone give the md5sum so that I can see whether my file is correct? I have permissions, and mounted to be able to execute it.
Quote
roel@zoinx:~/downloaded/games$md5sum -b PlaneShift_CBV0.3.013.i686.bin
095bedf887372c0789dba0843cfff509 *PlaneShift_CBV0.3.013.i686.bin

3
Wish list /
« on: February 24, 2006, 01:04:20 pm »
Actually looking at the code, easy_planeshift script, I see that it is allready implemented, the script does not retrieve the latest CVS dates, however.

4
Wish list / one source for CVS dates
« on: February 23, 2006, 12:49:14 am »
My wish: one public text file on the server, used to display CVS dates. If I look at this page http://laanx.fragnetics.com/index.php?page=linux it mentions the following dates for CVS:
Quote
Cal3d Date:        2005-05-15 00:00:00
CS Date:      2006-01-04 00:00:00
CEL Date:        2006-01-04 00:00:00
PS Date:      2006-01-14 00:00:00

and lower the probably inacurate dates:
Quote
Cal3d               2005-10-06 00:00:00
Crystal Space   2005-10-06 00:00:00
CEL                2005-10-06 00:00:00
PlaneShift     2005-11-30 00:00:00

This causes confusion because for instance for cal3d, the lower date is newer, All other dates are newer in the upper table. If there is one source, a cvsbuild script like easy_planeshift could use that as a source as well. Of course it would be nice if the names left to the dates were consistent as well. An advantage for a moderator of the site is that only on one location changes have to be made.
to fetch it for the easy_updatescript (in linux) we could do a:
Code: [Select]
wget [URL]http://laanx.fragnetics.com/path/to/cvsdates[/URL] -O buildlist.cfg
If you want to display it on a site you could use something like:
Code: [Select]
$cvsfile = \"http://laanx.fragnetics.com/path/to/cvsdates\";
$file = fopen ( $cvsfile, \"r\" );
if (!$file) {
   echo \"

Unable to read $cvsfile.

\";
   exit;
}
while (!feof ($file)) {
   $line = fgets ($file, 256);
   echo \"

$line

\"
}
fclose($file);
?>

5
Technical Help: IN GAME bugs (after loading world) / problem solved
« on: February 22, 2006, 11:49:08 pm »
Thanks for the replies, the problem was solved after a cvs update

6
Technical Help: IN GAME bugs (after loading world) /
« on: February 21, 2006, 12:18:48 pm »
If I adjust the transperancy like you say, Bereror, only the icons that are visible become more or less transperant. The window as a whole remains transperant.

indeed I ran CVS, and the updater thereafter. I\'ll try to update from CVS after the updater next time and see if pssetup can be run thereafter.

I thought I was running it in 1024x768. I\'ll doublecheck if the server\'s back online. Thanks for the hint, Kymizer

7
Technical Help: IN GAME bugs (after loading world) /
« on: February 20, 2006, 06:54:51 pm »
You can restart the attack when close enough by pressing stop attack and then start attack resp. 5, 4 on my ps. When it is mentioned that you have no target selected, while you have, (a bug) you have to unselect it first, reselect it and do the 5, 4 over. defensive mode (default) also requires to be overridden with 5, 4.

I agree this looks really silly, but it works for me.

8
All windows are transperant, and no icons are visible. Due to the transperancy white characters are hard to read, other window things like equiped item-slots are invisible as well. I think it is a different problem than the smeared-toolboxes problem I found searching the forum.

I have built from CVS according to the slackware guide, updated a few times, each time the same result. I can play and have for some weeks, allthough this issue makes some things a bit hard.

I can\'t run pssetup. maybe that\'s related? running ./pssetup gives:
Quote

crystalspace.canvas.openglcommon.driverdb:
  Applied: GeForce FX 5xxx: Broken \'Inverted fog\'


Slack 10.2, kernel 2.6.15, gcc 3.3.6, GNU Make 3.80, nvidia 7676

If you want a screenshot, ask it, and I\'ll post it.

9
Technical Help: IN GAME bugs (after loading world) /
« on: February 14, 2006, 09:44:28 am »
Quote

Why are you posting this in the Wish List?... This belongs in the bugs forum.


Well it could have been, maybe it was the wrong choice. I thought while it bugs me, it may not bug others. As pestilence mentions, it is indeed my wish for it to change.

Quote

There shouldn\'t be any distance checks any earlier, because you are allowed to threaten people from a distance.


To be able to provoke an attack is realistic, but maybe that could be implemented as a seperate command like /provoke or /shout when targetting a monster, also I would like it if it involved more chances, that the creature (dependent on it\'s intelligence and the distance) may or may not take this aggressive stance.

I think right now you have too much power, on a monsters\' behaviour. Also I don\'t like that you are able to distract a monster that is right in front of another\'s players nose and lure it.

When there are bows and arrows, that a hit, possible from a certain distance, does give a high chance to provoke an attack would be logic.

I understand that some of these wishes may require a lot of changes. I\'ll try to look at the code and see whether I can suggest where changes could be made to make it work.

10
When you see a monster far away, you can sellect it give the command to attack it. When you do that while running, your running movement stops, while you still move, attack music starts and the monster turns towards you aggressively, neglecting further all (nearer) other attackers. After all this, however your attack stance will be canceled because the target is too far away.

Wouldn\'t it be better if the validation was before all these changes, and canceled the attack beforehand?

I am a bit new to the planeshift code, but I think that in file combatmanager.cpp, function psCombatManager::HandleCombatEvent,

before calling

Client * attacker_client = psserver->GetNetManager()->GetClient(event->AttackerCID);

this could be placed

if ( !ValidateDistance(gemAttacker, gemTarget, weapon) )
{
    psserver->SendSystemError(event->AttackerCID, \"You are too far away to attack.\" );
    return;
}

or am I wrong?

11
Development Deliberation /
« on: February 10, 2006, 04:24:21 pm »
I thought I read that somewhere, but well, you\'re probably right. :s

12
Development Deliberation / float integer issue
« on: February 10, 2006, 03:47:59 pm »
In function csPen:: DrawArc in file pen.cpp (cstool lib) floats and integers are mixed. If you do an integer division like

void csPen:: DrawArc(uint x1, uint x2, ... )
{
  float width = x2-x1;
  float x_radius = width/2;
  ...
}

then, since the 2 is an integer (2.0 is a float), this division will be translated by the compiler to

  float x_radius = (float)( (int)width/2 );

The consequence is that a width of 3 for instance will not evaluate to the float 1.5, but to 1.0 (integer division allways rounds down).
I am not sure what is intended here, but I think either this should be rewritten as:

  float width = x2-x1;
  float x_radius = width/2.0; // evaluates to 1.5

or when intended as:

  int  width = x2-x1;
  int radius = width/2 // which evaluates to 1

both width and radius can in this case be uints even, I think, because if I am correct x2 should allways be greater than x1. (maybe that should be tested beforehand)

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