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Messages - Kunlock

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1
Wish list /
« on: February 09, 2006, 05:22:04 pm »
It might be tough to implement a first person view where you could see your own character model properly, I have yet to see a game do it such that it was believable.  Several games I have played tried to do it, but it never felt natural, it always was like your view just pivoted on top of a character model with no head, it let you see your neck which cant really happen.  Most game devs think its a waste of time, or its not needed, so is a rare thing to see a first person view with your own model visible.  But like I said no one has yet gotten it right in my view, I doubt it would be worth the time of the devs to do something no one has ever done well before.

EDIT: Well Halo 2 would be a good example of one of the few games I have never played. :P

2
Newbie Help (Start Here) /
« on: February 09, 2006, 05:11:39 pm »
Mob - enemy creature/monster

3
It seems I have run into an issue with the Ring of Familiar quest.  At the point in the quest when I am attempting to give the 10 diamonds to Levrus to complete the quest, it seems I am unable to do so.  

When I attempt to give him the  diamonds it gives me these messages:

popup messages in the middle of the screen
\"Trade complete\" (Green)
\"Levrus Dahrenn does not need that.\" (Red)

messages in the chat window
\"Levrus Dahrenn tells you: Wow, you found them! (etc, etc) The ring is ready. It\'s yours.\"
\">Fist does not fit in this slot.\"
\"Levrus Dahrenn tells you: Wow, you found them! (etc, etc) The ring is ready. It\'s yours.\"
\">Fist does not fit in this slot.\"


When I check my inventory after these messages, it seems my 10 diamonds are still there, and I have not recieved the ring.  Upon further checking I find it does properly detect that 10 have been offered, because when I do a number other than 10 it does the same popup messages, however the chat window messages do not appear.  This has happened every time I have tried to do this.  I have had other people confirm that it happens to them as well.

I did search high and low for another post regarding this topic, but I didnt find it here or even in the bugtracker. Hope that I am not posting on something that has already been covered.

4
Technical Help: IN GAME bugs (after loading world) /
« on: February 04, 2005, 02:43:53 am »
The same thing happened to me as Ayla.  I had the current version from this morning.  I ran the updater, and it fetched and installed a new updater.  Then it tried doing it again.  But after it had fetched it, when it went to install the updater, it would just close instead of running the dos prompts like normal.  No error messages.  I tried adding tinyxml.dll and adding the line to my pssetup.cfg.  It did the same thing.  So next I tried to update by unzipping the updater.zip into my root folder, and that didnt work either.  That just made it worse because now I have an \"
WARNING! Suspicious: object with tag \'iVFS\' does not implement interface \'iVFS\'!
Error loading Graphics2D plugin.\"
error.  So now im probably going to reinstall to see if I can get back where I was before I seemed to make the problem worse.

Note: I\'m running Win2k.

5
Technical Help: IN GAME bugs (after loading world) /
« on: January 14, 2005, 07:00:56 am »
from looking at all these posts and from my experiences with the problem, it seems the error is when you drop the potion on your 2d character in the inventory window, that you dont properly drop the potion off your cursor or something, because occasionally i will click on another stack of potions after i have used a potion and it will add one to the stack as if i was holding one, but my cursor didnt show one as i had just used it on myself, and occasionally when i get done with the battle and i just got done using a potion, if i click on the 3d environment it drops one as if i was holding one in my cursor when it didnt show one on my cursor

6
Technical Help: IN GAME bugs (after loading world) /
« on: January 06, 2005, 02:54:05 am »
It seems that the truth lies in all of you, the skill AND the shield both are there and you still cant lvl the skill up, it seems to me, all though I dont know for sure, that the shields dont actually do anything at all yet...

7
General Discussion /
« on: January 06, 2005, 02:24:57 am »
Im just giving my opinions about this mining system or any for that matter.  First of all, let me make said that ANY repetative action, no matter how complicated or unique, can be botted.  Any time where you can sit in one spot/one area you can bot it, no question about it.  My proposed solution to this nasty little problem would be to make it more involved and less repetative.  Make you do more things, not over and over but doing more different things to add to the realism/limit the possibility of botting.  I would suggest a system where you have to test the soil/search around and do some things before you are able to dig.  And I feel its kind of weird at the moment to have to know what your digging for, why not just dig a hole in the ground and find out what you get?  Why not make a system where you must search around and find a spot.  Then once you found that spot you could dig a bunch of ore out of it (like a vein of iron or something) then once you were done with the spot you would have to do a lot more searching to find another vein.  That would reduce the amount of botting a lot because of all the searching and interpreting of where the ore will be.  Something that would take human thought and reading of what you get back from the searching efforts to do.  But it would have to be rewarding after only doing it a little while, if it took too much time to do it would get boring and thus lead to more botting.

I suggest this method because of the fact that it makes you move and think about it.  No matter how many workarounds and stops you try to put to botting you implement if you dont have to move around then botting can be done.  And as I mentioned before if someone can do it but it doesnt take any thought at all, then a bot can easily be made to do it.  One thing bots have a hard time doing generally is thinking and interpreting visual information smartly.

8
Development Deliberation /
« on: January 05, 2005, 11:42:04 pm »
Ok it seems to me that I have no idea what the jam executable comes from or is for that matter, as it is not mentioned in the guide except to run the ./configure and the jam command.  Could you please explain so I am not so lost?

9
Development Deliberation /
« on: January 05, 2005, 12:43:56 am »
Quote
C) Use MSYS to compile Crystal Space
------------------------------------

Run MSYS from the start menu to open the shell. And switch to the Crystal
Space source using \'cd /d/Development/cs\'. Now run (note that CS uses the
JAM utility instead of make)

.../configure --enable-debug --with-libcal3d=/d/development/cal3d/ --enable-new-renderer
jam


This will build the whole of Crystal Space with the associated libraries
and demo applications. You may need to run make several times to ensure
that all the dependencies are resolved. When everything has compiled,
try running some of the demo applications to check that everything is OK.

I got to the point where I used the ./configure command that is highlighted above.  I used that command and I let it run for a while and when it finished working, I found it had this error:

http://bellsouthpwp.net/I/n/Inferno4/mingwerror.bmp
http://bellsouthpwp.net/I/n/Inferno4/mingwerror.txt

10
Wish list /
« on: January 04, 2005, 06:01:50 pm »
I personally feel there is nothing wrong with the walking speed as the towns must seem far apart, why would someone put 2 towns within 10 min running time of each other? even in a game? Obviously later in the game development there will be faster forms of travel so this issue will be solved as the world gets bigger.

As for graphic issues, think about it this way, no matter how much each model moves between frames, for every frame everything is recalculated.  Making models run faster would only involve making them move their legs farther inbetween frames and it gives the showing of moving faster, which is what our eyes want to see.  To make it move faster would not cause it to think more and make those same 50 (just as an example) frames of motion in the animation play faster, but to play them over the same framerate and thus make the models move farther in between frames, unless ofcourse the graphics engine doesnt handle this efficently.  But I am assuming CS works like any other graphics engine and thus does not try to play the animation faster by increasing how many have to play per second, but calcualting it out and making sure it ran at the same framerate but had the effect of looking like it was going faster.  For in every frame even if a model is not moving, everything must be recalculated just as much as if it was moving.

11
Wish list /
« on: January 04, 2005, 05:24:22 pm »
ok for the skill bar thing:

For every skill you have no training in currently, you have a big yellow bar followed by a big red bar.
As you use PP and money at trainers, the yellow bar fills with a big green bar.  When the green bar totally fills the yellow bar, you have enough theoretical experience to start learning some practical experience.  So, when the green totally fills the yellow bar, and the blue bar goes away for that skill, and all that is left is green and red, you have to go out and use that skill till the green fills the entire bar.  Once that happens you rank up, you get one more added to the number beside the bar.  And the yellow and red bars return.  The little blue bar is how much theoretical experience you can get if you spend all of your current PP\'s.  And when you are done learning the theoretical experience for that rank of that skill the blue bar disappears leaving only the green and red bars.

Hope that helps some.

12
Wish list /
« on: January 04, 2005, 05:15:41 pm »
OR, it could be how it is already, you have to be grouped togeather to be attacking the same monster, otherwise only one person is allowed to attack it

13
Development Deliberation /
« on: January 04, 2005, 04:33:27 pm »
I know this thread is dated, but this seems to be where I am having my problems.  I followed the compiling-mingw32.txt very closely so far and I have done everything exactly as it has mentioned.  That is untill I got to the compliling of CS.  When I did the ./configure with all the parameters it went through till then end when it was executing the jam.exe commands, but then it gave me this nice little error: failed to build jam, please install manually.  I have tried this multiple times as the document suggested, but that didnt help any.  And I am unsure of what the problem is.  I run on Windows 2000 Prof.  And as far as I can tell I have done everything exactly as it asked for in the documentation so far.

14
Technical Help: IN GAME bugs (after loading world) /
« on: January 02, 2005, 01:42:22 am »
You really can\'t expect and demand anything out of a free game, you haven\'t payed any money to play it or anything, the devs are giving up their personal time to make this game work so it\'s not good to complain about it not working

15
Technical Help: IN GAME bugs (after loading world) /
« on: January 02, 2005, 01:13:28 am »
All that means is they either added a faulty call to a library file or didnt call it correctly or something, it shouldnt be hard to fix so hopefully they will fix it and tell us what to do soon, but right now lets let them do their work, they seem to be good at doing that :D

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