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Messages - Gothi[c]

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General Discussion / Re: Lake Mushrooms
« on: November 04, 2008, 02:50:34 am »
The best thing is to define shortcuts for these:


Code: [Select]
/target next item
/target next npc
/pickup


You can assign key-bindings to these shortcuts so you only have to press one key to target, and one key to pick up. You never have targeting issues if you do it that way :)

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On my ATI card, it's the other way around. With vertex buffer object OFF, i get more crashes than with vertex buffer ON - yet i still get them no matter what the vertex buffer object setting is. Just not that frequent. It's playable at least..

I'm not sure if the vertex buffer object setting will do anything more than not trigger the real cause in certain cases. As far as I understand it's a shader issue.

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Forum and Website Discussions / Re: New register pages
« on: July 15, 2008, 11:32:06 pm »
Hi folks :)

I'm glad to see my crystal ball was correct and that this thread has evolved in what I expected it to evolve into :D

Yes, I know it's not perfect, so I expected all the above. :) But I didn't feel like re-doing the art to make a cleaner and more flexible dynamic design. I merely refactored the old pages, which were quite horrible into something remotely acceptable. The thing could do with a complete rewrite, but that would take a lot more time.

Quote
Ah, I could not tell if you were using PHP for those particular pages or not as the link was just a directory. I added index.html to it to see and it looked the same.  PHP has been known to have its own problems  but I wouldn't let that stop me from using it. It does create more work for the server, though.

Heh. Good luck inserting database records with pure html ;) Not to say we couldn't use perl or something other than php, but definitively not bare html ;) Yes, php has had vulnerabilities, so did Apache, The Linux and Windows kernel, and pretty much any other application out there... I'm not sure what the point is you're making.. That is just a matter of keeping up with updates and patches, which is not my job, as far as I know that's up to the people at fragnetics.
The most important thing fixed in the new design was some various security problems in the old design actually. I think that's far more important than any design issue.

If you're up for rewriting it from scratch, be my guest. The pages are in the www folder on svn, send the end result to Caarrie or Xordan.  >o)

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Forum and Website Discussions / Re: New register pages
« on: July 15, 2008, 07:50:21 am »
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some way to separate out the navigation menu into a separate html file that can be included in each page?

For the new design we currently have the menu in it's own php file so we can just include it on whatever page we want without having to copy/paste it or rewrite it. Which is handy because there is only one single place to make menu changes and they will be consistent throughout all pages.

However, on the end-user end, to the browser it still comes out as one single page, so there is no bandwidth gained by this. That's the one and single advantage that frames had, but the disadvantages far outweigh the advantage, and especially now in modern times, now that broadband is more widespread, clarity and quality of code is far more important.

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It would seem to be more efficient to do this than to include the same html code (6KB!) in every page

There was a time in the past when you would even remove all spaces and linebreaks from the html output just to save a few KB of bandwidth. That is rarely if ever done anymore. The few KB's gained would pale in comparison with the images and graphics downloaded, making it hardly seem worth the effort.

The average page download size has tripled in the past 5 years, and I think the ps register page is very slim compared to many modern websites.


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Forum and Website Discussions / Re: New register pages
« on: July 15, 2008, 03:33:54 am »
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Nice job.  It actually makes you realize the rest of the pages with that design at planeshift.it are a little off center. 

That would be because the planeshift.it layout is not centered at all ;)
The register pages are a complete redesign with css layout,.. we didn't copy-paste the planeshift.it code :)



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Forum and Website Discussions / Re: New register pages
« on: July 15, 2008, 02:47:17 am »
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I would think you could load the laanx page into a frame on the planeshift page and not include all the planeshift stuff to the laanx page, that way the laanx page is clean with nothing more than you need to register -- say, everything under "Create an account!" -- and the planeshift page can still access it.

http://www.html-faq.com/htmlframes/?framesareevil
 ;D

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Actually the registration page need not be more than just a web form linked to the main planeshift page as well as the fragnetics page. You click on the link and a little popup window is displayed. It seems to me you are duplicating the planeshift menu system on the registration page now, at least in the html even though the files are still only in the one place.

I think the menu system is more an attempt at consistency and uniform look with the main page, besides, it's always nice to have all menu links handy.

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Forum and Website Discussions / Re: New register pages
« on: July 15, 2008, 12:42:11 am »
Also loads of thanks to Caarrie who initially started redesigning the page, and helped me test each and every little aspect of the eventual redesign. She pointed out all the little things that needed fixing and without her we wouldn't have had a new page in the first place :)

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The mix of links looks odd to me, otherwise it looks much better than the old page and keeps with the current overall theme.

That's because most of the main site is located on a different server. And the register page needs to be on laanx.fragnetics.com because that's where the mysql database for the server is (which the register page needs to manipulate). For obvious security reasons mysql connections from remote hosts are disabled on that server.
And it would be silly to create 2 copies of the site on 2 different servers :)

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Forum and Website Discussions / Re: New register pages
« on: July 14, 2008, 11:46:42 pm »
No problem :)

I'm sure we'll hear about a few issues with it yet, and maybe some rendering bugs maybe with different browsers... (Did any of us actually test it in IE yet? :D).  :)

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In-Game Roleplay Events / Re: [A post for RPers to find Rpers]
« on: July 12, 2008, 05:13:57 am »
In game characters: Elviria

Time Zone: EST

Hours in game: Very random. Sometimes I disappear for many months if work gets too heavy. Other times I will spend an extreme amount of hours in game.

Frequent Hang Outs: All over the place, but frequently at the broken door and in Kada's

Religious Orientation: Elviria's father was a Laanx priest, but Elviria kind of went her own way. She finds each of the religions in Yliakum fascinating, she would not actively follow any of them, or claim to be a follower of any specific religion, yet she can not be called an Atheist either.

Guild/Guilds: None. Elviria will never join any guild.

One Paragraph Description: See character description in game. What I can add is that Elviria is an extremely neutral character. She never wanted to belong to any sort of group, will rarely pick a side in conflict, and if she does it will be completely random, possibly influenced by beer. She tends to stay clear of relationships, but values friendship. She is usually very friendly and willing to help people out, yet some times (quite rare) she can get a bit of an edge (again, usually influenced by beer).


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you do not need to modify the source code at all to make the camera zoom out further. you just have to edit the correct xml file as stated above

I suppose that would be the easier/cleaner way ;D
Last time I tried something like that I just modified the camera code I think.
It's just my natural instinct to dig into the code i suppose.  ::|

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It is possible to make maps like this with a simple client-side source code modification that allows you to zoom out further in-game.
Simple meaning, simple if you're familiar with C++, compiling etc,...

As mentioned before, the actual technical details of how to do this can discussed on this forum, but please refrain from posting maps publicly on the internet. However, as far as I know, it is perfectly OK to make maps for private use and for use within your guild, as long as it is strictly limited to that.

If you want to know more about compiling planeshift, find the planeshift compiling guide.
 [edit] Found it for you: here [/edit]

Note that in the guide, no guidance is offered on how to modify the source, and what to modify. I don't think it's a good idea to publicly mention on this forum what you have to modify though, moreover, If you know how to do it, you'll probably be smart enough to not blindly share the maps with anyone out of respect for the community. You can always ask for help in the #planeshift-build channel on IRC (irc.freenode.net)

Also, please be aware that you are not allowed to connect to the public laanx server with a modified client. Please run a local test server for that purpose.

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General Discussion / Re: What makes you not want to RP?
« on: June 09, 2008, 02:28:41 pm »
#1 Being thrown into some overly complex far-fetched plot, with no real connection to my character.
#2 Lost friends
#3 Wipes are very discouraging :( It took me many months to log back in after the last wipe.

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General Discussion / Re: Roleplaying Focus
« on: June 09, 2008, 02:10:51 pm »
I don't think changing the focus away from RP is a good idea, because that is one of the things making planeshift unique and valuable.

However, I do think the community should be more welcoming. If someone violates the rules, try to inform the person of the way we do things in a way that doesn't make him feel like he/she is "getting yelled at". People leave when they feel unwelcome. Most people don't read the documentation before playing, since with most other games they are used to, you just download and play. The tutorial area was a good step forward. More of that stuff.

We don't have enough people to fill all the areas we have, however, to attract more people, I suggest making these areas more interesting. Put more neat random hidden stuff in the vast planes (eg: bdroad2 and the ojaroad's), making it more worth the effort to actually wander around and explore!!

Also, consider having more diversity for the lower level characters. Spending all day killing rats or mining gets old VERY quick. Put in some more low-level creatures with loot that would be useful to low level characters, perhaps.

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General Discussion / Re: I miss the sewers.
« on: February 20, 2007, 08:08:20 pm »
Quote
I miss Golmir, and sensotaka, and the defenders, and the temple, and well...yeah. that's about it. The DE, I miss that too...It was good times.

I miss the defenders too,... and Zabeal and lots of other people's characters that are gone because they have either become gm, or dev, or have quit, or have vanished,...

I also miss the simplicity,... i never quite got used to the crafting system etc,...

oh well :)

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