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Messages - cryofame

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1
Development Deliberation /
« on: June 10, 2004, 06:51:35 pm »
Quote
Originally posted by lythia
hi

I\'ve got Microsoft visual C++ and i\'m running windows.


Grabbing the source is easy.  You just use the windows version of command-line CVS and then do the following sequence to get most of the parts. It is shown as you would put it in a batch file:


echo Pulling Cal3d - skeletal based 3d character animation library
echo. > cvs -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/cal3d login
cvs -z3 -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/cal3d co cal3d

echo Pulling Crystal Entity Layer (CEL)
echo. > cvs -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/cel login
cvs -z3 -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/cel co cel

echo Pulling Crystal Space 3D Software Development Kit
echo. > cvs -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/crystal login
cvs -z3 -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/crystal co CS

echo Pulling Planeshift 3D MMORPG
echo. > cvs -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/planeshift login
cvs -z3 -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/planeshift co planeshift


// rant on
Once everything is pulled others can help you get it compiling because I have not been able to get it to compile with VC6 or VS.NET after a week of working on it.  If you do get it to compile and execute then please __document__ all of the steps you did to get it to compile. It would be nice to have some documentation so others can contribute to PS.

//rant off

apologetically yours,
cryofame

2
Wish list /
« on: May 23, 2004, 03:55:14 am »
Ahem... but there were many cultures during \"medieval\" times that were making candies in lots of different forms:

American Indians: Fish smoked and glazed in honey

Incans/Aztecs/Mayans: Chocolate candies of all kinds

Hawaians: Sugarcane mixed with different fruits ad then dried, fruits with honey and nuts.

Britains: Candied yams, Candied etc. Honeyed things (such as mead), Sweet cream candies, Taffy\'s, etc.

Chinese: Rice candies, sesame candies, etc.

Japanese: Rice candies

Those are just off the top of my head. I\'m sure that others can come up with more examples.

3
Wish list /
« on: May 15, 2004, 05:41:41 am »
I don\'t think keys will work since this is an open source program. Someone can just recompile the program with a new function that returns a randomized key to the server and viola! They can have as many connections as they want.

4
Wish list /
« on: May 15, 2004, 05:07:51 am »
For those of you that do remember Zork, you should remember that it had a system that parsed the input line into a sequence of tokens that were then matched to an expected set of commands.  for instance: \"go to the west\" would equate to the same thing as \"go west\", \"pick up the damn screwdriver\" would be the same as \"get the screwdriver\" and \"get screwdriver\"

IIRC how it worked was that it first removed all unnecessary verbiage such as \"the\" and \"it\" and broke it down to mostly verbs and nouns. It then converted synonyms to a single word to make it easier to find the action to take. for instance \"toss\", \"chuck\", \"hurl\", and \"fling\" all were converted to \"throw\". By using something similar to this you can get quite good results.

One example of how a parser might work for a game can be read at the following website http://www.mud.co.uk/richard/commpars.htm

If you took the suggestion from that page to create an object-oriented parser for an input line that would be quite interesting.

If you further added some kind of soundex breakdown of the parsed line you could catch some of the common misspellings that people make and increase the accuracy of the server to recognie what people are saying. If you don\'t know what soundex is then check out http://www.highprogrammer.com/alan/numbers/soundex.html for a good description of it\'s uses.  I would expect the soundex to only be used as a last resort if it wasn\'t caught by normal matching.

For the point-n-click crowd, it would be easy enough to populate a list of automatic reponses to a specific NPC and cache it on the client\'s end for those that choose to have a point-n-click experience.  The role-players could turn off the point-n-click functionality whenever they want to (or Turn it on if it defaults to being off).


No matter which way Planeshift goes I think that it will be pretty cool :)

p.s. I do hope that the developers put into place some kind of logging of discussions with NPCs so that they can fine tune the conversations as well as the soundex method to catch common misspellings and sound-alike words.  That would be truly amazing to see!

5
Wish list /
« on: May 15, 2004, 04:21:25 am »
The idea of having an NPC\'s stock run out is an interesting one. The problems that I could see with that are that it would require a lot of information to be stored on the server even to the point that each merchant would have to have it\'s own database of items, prices, quantities, qualities, and maybe other factors such as asking price or factor based on current economy of the area. This much information for each and every NPC merchant seems like it would be a problem becuase of the possible amount of space it may take up on the server -and- the time it would take to sort through it.

The idea of an Automated selling mode is also an interesting one: I think it would require that each item in a characters posession would need to be individually valued; or even have multiple values such as \"starting price\", \"lowest price\", and maybe a bidding factor ( such as how much to respond with if the value they are offerring changes ).

just thinking...

6
Wish list /
« on: May 15, 2004, 04:08:20 am »
I think unique names are required otherwise the \"/tell\" command would not work.

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