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Messages - Elvors

Pages: [1] 2 3 4
1
Wish list / Re: More available ranks in Guilds
« on: April 08, 2011, 12:35:17 am »
One remark and one proposal I'd like.

The remark
The term "rank" is a bit of a misnomer. A guild could associate no permissions with rank 8 and all permissions with rank 1, making rank 1 the highest rank in the guild, and it would all work okay.  (Unless I overlooked something, like, PS automatically adding all permissions of a low-numbered rank to all higher-numbered ranks. But I don't think it does that, and I don't think it should do that.)
A better term would be "title", I think.

The proposal
I'd like to have composable guild ranks, i.e. allow people to have multiple ranks.
So a character could be, say, a "Lord Protector" and also an "Ambassador". Guilds would be free to assign titles as they see fit, designating some as ranks and some as honorary or temporary titles.
There would be rather little game mechanics involved. In particular, the game need not differentiate between a "rank" and a "title", the difference is just in the minds of the players.
(There would be a schema change involved to allow multiple titles per character, and the GUI would need to support editing the list of titles, the permissions, and the list of titles that a player has - not a trivial change I have to admit, but I kinda like the RP possibilities that that offers.)

Thoughts?

2
General Discussion / Re: Be right back, PlaneShift
« on: January 19, 2011, 09:28:10 pm »
Well, what can I say... some things went very very well, others went very very badly.
Still wishing you the best on your way, whether it leads you back to PS eventually or somewhere else.

3
Guilds Forum / Re: [Guild] The Warriors
« on: December 20, 2010, 11:50:57 pm »
Just in case anybody is reading here: the guild website has just moved to http://thewarriorsguild.org .
The contents are unchanged.

4
Linux Specific Issues / Re: Failure while launching game...
« on: September 15, 2010, 08:07:53 pm »
Reinstalling solved the problem (repairing the installation didn't).
If anybody is interested in exploring the reasons for such behaviour, I'm keeping the old installation around and will post the results of diff runs.

EDIT: I had to clean out the settings in .PlaneShift, too, else pslaunch would run but psclient would segfault, i.e. the previous behaviour was reversed.
Very strange, that all.

5
Linux Specific Issues / Re: Failure while launching game...
« on: August 21, 2010, 05:26:33 pm »
Setting the option didn't change anything.
It's still falling back to default device (ALSA, it seems):

Code: [Select]
Sat Aug 21 17:23:39 2010, <src/common/sound/system.cpp:36 Initialize SEVERE>
Sat Aug 21 17:23:39 2010, Failed to locate Sound renderer!
DEBUG: Initializing OpenAL sound system
DEBUG: Retrieving available devices.
DEBUG: Available OpenAL device: ALSA Default
DEBUG: Available OpenAL device: OSS Default
DEBUG: Available OpenAL device: Null Output
DEBUG: Default OpenAL device: ALSA Default
DEBUG: No device specified
DEBUG: Falling back on default device
Segmentation fault

I'm on current Ubuntu.

6
Linux Specific Issues / *Bump*
« on: August 18, 2010, 05:01:12 am »
Sorry for double post, but I didn't get any replies yet.

7
Linux Specific Issues / Re: Processor Type
« on: July 19, 2010, 06:19:43 pm »
Core2 Duo here, but on 64 bits - the poll didn't offer an option for that specific combination.

8
No luck for me, I'm getting a segfault after it falls back to the default device (ALSA in my case).

9
Linux Specific Issues / Re: Problems running the game in ubuntu 10.04
« on: July 14, 2010, 12:45:54 am »
You may be running into issues with sound in pslaunch, which hopefully will be fixed with the next minor release.

pslaunch seems to always run into sound issues, psclient should work if sound is disabled.
Note that pslaunch is just a convenience feature; doing pslaunch --repair will do updates, and editing the various configuration files will allow you to do all the configuration that pslaunch does. Just keep original versions of the configuration files around in case you broke something.

I don't know off the top of my head what's in which configuration file, so you may want to google "site:hydlaaplaza.com" for the configuration file names, explanations for configuration file changes have been posted in the past. Start using the newest instructions first, configuration has changed over the years, so experimenting is unavoidable.

10
Linux Specific Issues / Re: Failure while launching game...
« on: July 01, 2010, 11:52:17 pm »
Installing in /opt/Planeshift/libs didn't work for me.

Code: [Select]
root@kurier:/opt/Planeshift/libs# ls -al
insgesamt 220
drwxr-xr-x 2 root root   4096 2010-07-01 23:43 .
drwxr-xr-x 3 root root   4096 2010-07-01 23:43 ..
-rw-r--r-- 1 root root 212312 2009-06-23 16:49 libopenal.so.1

Code: [Select]
jo@kurier:~/PlaneShift$ ./pslaunch
WARNING: could not load plugin 'crystalspace.syntax.loader.service.text'
ERROR: Couldn't load plugin with class 'crystalspace.syntax.loader.service.text'!
WARNING: failed to initialize plugin 'crystalspace.graphics3d.shadercompiler.xmlshader'
WARNING: failed to initialize plugin 'crystalspace.graphics3d.shadercompiler.weaver'
WARNING: could not load plugin 'crystalspace.syntax.loader.service.text'
ERROR: Couldn't load plugin with class 'crystalspace.syntax.loader.service.text'!
WARNING: failed to initialize plugin 'crystalspace.graphics3d.shadercompiler.xmlshader'
WARNING: could not load plugin 'crystalspace.level.loader'
WARNING: could not load plugin 'crystalspace.level.loader'
WARNING: Can not load default shader vars, no iSyntaxService available
Opening GLX2D
Checking for updates to the updater: Using mirror http://planeshift.clevertech.net/Updates/ for updaterinfo.xml
Creating Context
Video driver GL/X version (direct renderer)
Visual ID: 0x0000000000000024, 24bit TrueColor
R8:G8:B8:A8,
level 0, double buffered
WARNING: could not load plugin 'crystalspace.syntax.loader.service.text'
ERROR: Couldn't load plugin with class 'crystalspace.syntax.loader.service.text'!
NOTIFY: Applied: GeForce: RECT texture extension support apparently sucks
NOTIFY: Applied: NVidia: GENERATE_MIPMAPS does not generate last level
NOTIFY: OpenGL renderer: Quadro NVS 140M/PCI/SSE2 (vendor: NVIDIA Corporation) version 3.2.0 NVIDIA 195.36.24
NOTIFY: Using windowed mode at resolution 1024x768.
NOTIFY: Pixel format: Color: 24 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 48 AccumAlpha: 16 MultiSamples: 0
NOTIFY: Multisample: disabled
NOTIFY: Using VBO with 64 MB of VBO memory
Default shader /shader/std_lighting.xml not available
Default shader /shader/std_lighting_portal.xml not available
WARNING: could not load plugin 'crystalspace.renderloop.step.generic.type'
Failed to load plugin crystalspace.renderloop.step.generic.type; pandemonium will ensue.
WARNING: could not load plugin 'crystalspace.rendermanager.unshadowed'
No rendermanager set!
Mounting skin: /planeshift/art/pslaunch.zip
Texture Manager parsing /paws/launcher/imagelist.xml
Thu Jul  1 23:44:41 2010, <src/common/paws/pawsimagedrawable.cpp:66 PreparePixmap SEVERE>
Thu Jul  1 23:44:41 2010, Could not open image: >/paws/base/maps/leather/top_left_1.png<
Thu Jul  1 23:44:41 2010, <src/common/paws/pawsimagedrawable.cpp:66 PreparePixmap SEVERE>
Thu Jul  1 23:44:41 2010, Could not open image: >/paws/base/maps/leather/top_right_1.png<
Thu Jul  1 23:44:41 2010, <src/common/paws/pawsimagedrawable.cpp:66 PreparePixmap SEVERE>
Thu Jul  1 23:44:41 2010, Could not open image: >/paws/base/maps/leather/bottom_left_1.png<
Thu Jul  1 23:44:41 2010, <src/common/paws/pawsimagedrawable.cpp:66 PreparePixmap SEVERE>
Thu Jul  1 23:44:41 2010, Could not open image: >/paws/base/maps/leather/bottom_right_1.png<
Thu Jul  1 23:44:41 2010, <src/common/paws/pawsimagedrawable.cpp:66 PreparePixmap SEVERE>
Thu Jul  1 23:44:41 2010, Could not open image: >/paws/base/maps/leather/left_1.png<
Thu Jul  1 23:44:41 2010, <src/common/paws/pawsimagedrawable.cpp:66 PreparePixmap SEVERE>
Thu Jul  1 23:44:41 2010, Could not open image: >/paws/base/maps/leather/right_1.png<
Thu Jul  1 23:44:41 2010, <src/common/paws/pawsimagedrawable.cpp:66 PreparePixmap SEVERE>
Thu Jul  1 23:44:41 2010, Could not open image: >/paws/base/maps/leather/top_1.png<
Thu Jul  1 23:44:41 2010, <src/common/paws/pawsimagedrawable.cpp:66 PreparePixmap SEVERE>
Thu Jul  1 23:44:41 2010, Could not open image: >/paws/base/maps/leather/bottom_1.png<
Thu Jul  1 23:44:41 2010, <src/common/sound/system.cpp:36 Initialize SEVERE>
Thu Jul  1 23:44:41 2010, Failed to locate Sound renderer!
DEBUG: Initializing OpenAL sound system
DEBUG: Retrieving available devices.
DEBUG: Available OpenAL device: ALSA Default
DEBUG: Available OpenAL device: OSS Default
DEBUG: Available OpenAL device: Null Output
DEBUG: Default OpenAL device: ALSA Default
DEBUG: No device specified
DEBUG: Falling back on default device
Segmentation fault
jo@kurier:~/PlaneShift$

What should I try next?
Reinstall?
Wait for the next upgrad? (I'm at 0.5.4)
Compile myself? (Unpleasant but doable for me.)

UPDATE: pslaunch crashes, but psclient runs just fine. (I have sound off or at zero volume, not sure what exactly.)

*bump*

11
Development Team Blog / Re: Factions As Real Organizations.
« on: May 09, 2010, 07:35:32 pm »
Enemies should be generally consistent, but as Neko pointed out, it need not be a perfect symmetry.

To prevent misunderstandings like this, it might be a good idea to rephrase the faction relationships in terms of "A hates B" to "A loves B".

I.e. BF hates everybody, but nobody hates or loves them.

Oh, and I think there should be a secret organization that knows about BF. Otherwise, BF will simply win, hands down.

12
For Windows, it would be creating a shortcut to pslaunch.exe, and modifying the command line so that it looks like this:
Code: [Select]
  "c:\....\pslaunch.exe" --console
Hmm... maybe that won't work. It depends a bit on how smart pslaunch is at detecting how it was started.
If the program just sits there and does nothing (not even open a window), you need to use the command line, which is a bit more involved and I'm too far beyond my Windows days to give reliable advice on that.

13
Yes it is.
I'm playing on a 3-years-old laptop here. If PS ups the hardware requirements, then that's it for me until I have another reason to cough up the 1000 Euros for a new laptop.

14
The Intel drivers aren't that crappy, it's just low-end 3D chips. You can't expect full performance on these.

That said, it's still a sign of problems in CS (Crystal Space) if 0.4 ran smoothly and 0.5 doesn't.
On the other hand, it's hard to test for every chip and every driver that's out there.
On the third hand, completeness of testing with graphics drivers is one of the differences between high-quality and not-so-high-quality graphics libraries.
On the fourth hand, switching to another graphics library is probably not an option.

Back to the problem at hand - have you tried downgrading the graphics settings in the launcher?
Some settings can have a dramatic impact, particularly on low-end cards.

15
Development Deliberation / Re: Master thesis proposal
« on: December 10, 2009, 08:44:12 pm »
I see two areas where Erlang can help PS:

1) Make the code base more robust against crashes (the keyword is "fault-tolerant"). E.g. this could prevent the server from crashing due to faulty database field contents.
This is more a programming-culture than hard-language-property thing; similar things could be done inside the current C++ codebase.
A comparative study of using Erlang's processes vs. C++'s exceptions could be interesting.

2) Use Erlang to distribute the server software across multiple machines. Erlang would scale far better than C++ with RPCs or something could, if only because moving an Erlang process to another machine is easier than moving a C++ object.

Note that Erlang is not at all suitable for sending data between server and client, that would open security holes. (Erlang is built for environments where all Erlang software runs on trusted machines, and where only trusted machines can open Erlang connections to each other. A PS client cannot be trusted.)

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