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Messages - monktbd

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1
General Discussion / Re: Graphics testing
« on: October 18, 2007, 02:55:07 pm »
Video.OpenGL.UseExtension.GL_EXT_texture_rectangle = false
Video.OpenGL.UseExtension.GL_ARB_texture_rectangle = false
Video.OpenGL.UseExtension.GL_NV_texture_rectangle = false

Geforce 4200 Ti, Driver 96.43.01 (edit: latest driver for this chipset)
Linux (Ubuntu Dapper)



PS: Otherwise I crashed when trading with Trasok and the list for selling weapons got filled, i.e. clicking on sell and then weapons.

2
Linux Specific Issues / Re: Please help me choose a distro
« on: October 14, 2007, 05:08:24 pm »
The ones I know best are Mandriva and Ubuntu.

Difficult to say which one is more userfriendly.
If you want a good preselection of software on just one cdrom then go for Ubuntu. Ubuntu also has a very good and vast user community and an extensive wiki where you can easily find help. I also prefer debs in combination with apt-get/synpatic for installation to rpms/urpmi.
Mandriva has a nice control panel though where you can easily configure (almost) everything you want. When coming from Windows I think that is a bit more intuitive than Ubuntu with the tools a bit more scattered.

Also I think that the sudo concept of Ubuntu is a bit more Windows like (and of course clearly OS X like) than the usualy Linux way of using root.

Also I prefer Gnome but would not be able to really recommend it over KDE because it is much too much personal liking than anything else. Gnome is a bit less cluttered with Features than KDE, something I prefer, but Gnome also tends to give you less - sometimes basic - configuration options even if you want to. I still use Gnome though.



3
General Discussion / Re: Long Sword Prices
« on: October 10, 2007, 10:02:53 pm »
What you say about my substitution is true enough I suppose but there is an exit algorithm for the repair skill if it is insufficient. Perhaps you could point out where the players actual skill is considered in all that mess. There is nothing in the first two scripts that uses that particular value and neither is there anything in the snippet of source code. I suppose if I am really interested I could download the source myself, I am not too good at following other peoples code and get confused by object oriented modality.

Well Cumeri summed it up pretty well and i think these are the same formulas i sued when i made a spreadhseet table for calculating the time and needed repairskill.
Worker:getSkillValue(Object:RequiredRepairSkill)  is the actual repairskill you have, but it gets only evaluated when you have the needed rank as written in c++ code.

Quote
As for the price of weapons I think the base and crafted weapons have an arbitrary value and the looted weapons with modifiers have the value calculated at their time of generation; that is, in whatever algorithm that is used to randomly generate them. I think weapons should have a valuation based on a standard archetype whereby a 50/50 quality merchant/crafted weapon has an arbitrary value for its particular type, axe, battle axe, dagger, long sword and etc. and as you get away from 50/50 or start adding modifiers to the weapon its value changes. I suspect this is the ultimate plan. Under such a system you could have a factor of, say, 10% of the current quality and 100% of the maximum quality with additional factors for specific modifiers. I suggest the difference between the current and maximum qualities because a 10/250 sword is still better than  a 50/50 in that it can be repaired to a greater quality which makes maximum quality a more significant factor. As far as the modified loot weapons go they all currently max out at 50/50 but  the modifiers make them better or worse than mundane ones, so that this will need to be considered. Of course they already have their own valuation algorithm but they could have the quality factors adjusting their "as new" prices when they get used.

i fully agree that current quality and maximum quality should influence the actual price, and - as stated in the other thread about "repair needs work" - that the needed repair skill should be based on that plus the other modifiers and not the price. (although if the price depends also on modifiers AND current quality and max quality then the repair formula can be based solely on the price as well).

but i am quite sure that the team is already aware of that since long before i started the game and that it is their ultimate goal to implement it this way at one point :).

4
General Discussion / Re: Long Sword Prices
« on: October 10, 2007, 03:31:40 pm »

the second algorithm I looked at was
Quote
saleprice2/(2000 x repairskill)
substituting we get:
saleprice2/(2000 x (saleprice/150))=

you substituted with the calculation that determines if the rank is sufficient for that weapon.
you cannot do that because the number put into the timing formula is the repair skill and not the calculation whether you have a sufficient repair skill for that specific weapon.

e.g. if the weapon costs 600 and you have skill 12
then it is still 12 that goes into that formula and not 4 (600/150).
but 12 is higher than 4 so you can repair that item.


as to the question for the prices: very likely a table in the DB on the server that says the price. maybe even an xml file, but whatever it is, it is surely not public and different from what you can download to make a test environment.


5
General Discussion / Re: Long Sword Prices
« on: October 09, 2007, 07:49:05 pm »
you need to look also at the c++ source and not only at the scripted rules.
from the source (which need not be the same used on the laanx server) 
Quote
int rankneeded = repairTarget->GetPrice().GetTotal() / 150;
Quote
if (repairskillrank<rankneeded)
       psserver->SendSystemError(client->GetClientNum(),"This item is too complex for your current repair skill. You cannot repair it." );

This makes clear that the required rank is dependent on price of the object.
again on laanx it could be different but besides the factor i never encountered anything different than a dependancy on price for skill rank needed.

Quote
int repair_time = (int)var_time_Result->GetValue();
  if (repair_time < 20)
   repair_time = 20;

here the quote for having a minimum of 20 seconds for repairing.

whatever it says in the scripted rules and why it is not combined to a simpler form is that it is more readable like this. you have a common factor for duration and quality making it easier to tweak both the same way.
factor gets larger when you have a higher rank and a less valueable item. therefore repair time should go down with a higher factor while regained quality should go up, hence once division and once multiplication. whenever you want to add another dependency to that formula (e.g. current quality) just tweak the factor if you want to tweak for both otherwise tweak the result term.




6
General Discussion / Re: Long Sword Prices
« on: October 07, 2007, 09:54:23 pm »
Upon further thought this cannot be the only algorithm involved with repair time as there has to be some further tweaking to get the observed minimum 20 second repair time. For a seasoned repairman an ax a dagger and short, long and broad swords all take 20 seconds.

well of course the maximum of (result, 20)  is taken.
more interesting than the time it takes is the actual calculation of Worker:getSkillValue(Object:RequiredRepairSkill), where the required repair skill is also determined by the price.

7
General Discussion / Re: Long Sword Prices
« on: October 06, 2007, 03:23:31 pm »
Repair can't be based on price, I can repair certain weapons that cost more than others that I can't.

Can you PM me the names of the weapons you can repair that cost more than another you cannot?
I have never encountered yet a difference from the formula based on merchant price.

But then my informations are based solely on repair skills below 20.

8
Complaint Department / Re: "Time to die!" /die being abused
« on: October 04, 2007, 03:13:26 pm »
I can only say that your character won't be mutilated, at least not permanently, and that you will not lose items, at least not all of them.

A temporary degradation of stats/skills is perfectly fine and makes sense and is actually what I wish for. It is good to feel a bit groggy in such a case.
About items: I suspect it will be what you wore at the time of death. Now that can get a bit frustrating if it could happen to be a quest item (like helms, books in mind or glyphs) or crafted weapons, although losing items makes sense in the case of death. I hope that /unstick not working, no GM online and having to use /die will not make the frustration bigger.

9
Wish list / Re: Repair needs work
« on: October 04, 2007, 03:01:48 pm »
Lastly what is a modified weapon?

I call a modified weapon - or better weapon with a modifier - any weapon that has an additional name to it, like dark, frosty, different material, etc... that changes the properties of that weapon, whether it may be price, speed, damage, requirements, etc..

I agree that a certain weapon skill should be needed to master a sword making skill, same applies to armor. I also think that maybe certain stats are needed to repair certain items, i just don't think it makes much sense for nonmagical weapons to not be able to hold it in your hand when you can already carry it in your backpack. A magical weapon can always have a spell on it that requires certain stats to be able to hold it properly.

On the other hand one could argue that equipping means to be able to hold the weapon properly, i.e. wield it. But then I don't think equipping should be needed in all cases for repairing an item.

10
Wish list / Re: Repair needs work
« on: October 03, 2007, 08:47:00 pm »
Well if you can carry the weapon in your backpack you should also be able to hold it in your hand, so equipping it should be possible for all unmodified weapons. Whether you can really wield it and do damage is a whole different story.
But repairing should not be prohibited if you cannot properly wield it unless - again - it is a modified weapon.

I also hope for a repair system that takes quality, efficiency and magical modifiers into account when it comes to complexity for repairing and not only the price of the item.
The price only dependency is a minor problem for weapons but a much bigger problem for armor. Maybe different formulas will be used soon as well.

11
General Discussion / Re: Long Sword Prices
« on: October 03, 2007, 08:38:48 pm »
It has been like that already for a while now - 2 months maybe?
My guess is that it was a decision to make repairing longswords available to lower repair levels.
The price for longswords with modifiers did not change in my experience, so it seems like the basic LS price is the same (and that the plain LS got a modifier for its price (times 0.25), or the basic price was lowered by a factor of 4 and all other modified longswords' price modifier was multiplied by 4.

Whether or not the whole repair system being based on price only is a good idea or not is another story. (And I hope there are plans to change that at one point).

12
Complaint Department / Re: controls have been nerfed?
« on: September 20, 2007, 04:18:50 pm »
I could try to activate and deactivate "autorun" - while running in the wall - and see if that helps; but for now I found no way to stop running once I got stuck running in a wall...

this actually does help most of the time.

13
Complaint Department / Re: "Time to die!" /die being abused
« on: September 14, 2007, 04:47:25 pm »
There should (and surely will be) some sort of punishment for getting sent to DR.

Besides DR getting much larger maybe a temporary drop of stats (STR,END,AGI), maybe even a permanent or long lasting one. Also maybe a faster drop in stamina while moving for the first couple of hours or maybe days. maybe even depending on how someone died (combat, falling, /die).
But then I have not enough knowledge of how DR and getting back to the living is reasoned in settings.

Removing /die right now is not an option as long as you can get stuck somewhere and /unstick does not help.

14
For reference, because apparently you don't know what a communist is: http://en.wikipedia.org/wiki/Communism

I think what you're looking for is: http://en.wikipedia.org/wiki/Despotism

thank you xordan.
i dont think that real communism will ever work in the real world but blaming communism for (almost) everything evil always bugs me.


besides that: what acraig said.

15
Linux Specific Issues / Re: Why Ubuntu?
« on: September 09, 2007, 02:26:13 pm »
Well I can just speak for myself, but I started off with Gentoo right away, and had a VERY hard time figuring things out...

well i think that is to be expected with being new to linux and using gentoo. but i guess you leanred more within the first week about linux than a lot of ubuntu users do in their first year....


about redhat/novell and their free distribution spinoffs: i doubt that you can detach them from the main corporation behind it, as you cannot detach ubuntu from canonical and mark shuttleworth surely will want to make some more money with it and his goal surely is as well to make good business with ubuntu. big graphical desktop applications and the desktops itself would not be where they are right now without the help of corporations (trolltech, novell, sun, ibm, redhat ....).

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