Author Topic: Cvs Fun.  (Read 12511 times)

Adeli

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« Reply #90 on: November 03, 2004, 05:11:41 pm »
Damn, no friendly Zombies this time..!

I like Red Jelly Beans!

John_Thazer

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« Reply #91 on: November 07, 2004, 03:04:51 pm »
Quote

*** 2004-11-04 by Andrew Robberts
- Fixed a problem with eedit. It should now work in windows. Everybody point
  and laugh at Perique.


(points a finger and laughs at Perique)


You can try, but you shall fail! Seek us not, we shall find you.

smoak

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« Reply #92 on: November 08, 2004, 03:18:51 am »
Quote
*** 2004-11-04 by Christian Svensson
- Made the keys prettier
how does this work?

Quote
*** 2004-11-07 by Andrew Craig
- Fixed ability to /attack targets that are already dead.
so much for venting frustration on the dead
Madness is merely an extension of sanity.

Levski

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« Reply #93 on: November 08, 2004, 03:25:11 am »
Quote
Quote
*** 2004-11-07 by Andrew Craig
    - Fixed ability to /attack targets that are already dead.


so much for venting frustration on the dead


Actually... that could\'ve been a good Roleplaying aspect...
Ingame name:  Nuv Cerdyn  ~   Member of: The Blitzers Guild

Seytra

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« Reply #94 on: November 08, 2004, 08:55:24 pm »
Quote
Originally posted by smoak
Quote
*** 2004-11-04 by Christian Svensson
- Made the keys prettier
how does this work?

Maybe PS is now instructing the player to buy a flashy keyboard upon first install? ;)
Quote
Originally posted by smoak
Quote
*** 2004-11-07 by Andrew Craig
- Fixed ability to /attack targets that are already dead.
so much for venting frustration on the dead

Yes, what about ppl., erm, chars :) who keep kicking and slashing at the dead opponents? *snif*
Yes, it could have been an RP aspect, maybe we should put it back in, maybe using the wishlist?
« Last Edit: November 08, 2004, 08:57:34 pm by Seytra »

Entamis

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« Reply #95 on: November 20, 2004, 12:09:46 am »
*** 2004-11-19 by Christian Svensson
- Added reason to ban and kick

Now you cannot complain you were banned without reason. The reason is hard-coded. :))

Cyberchu

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« Reply #96 on: November 20, 2004, 12:14:50 am »
Quote

*** 2004-11-19 by Andrew Craig
- Fixed crash if crafter did not have a valid guild.


Good news for guildless crafters
Under construction

It is through suggestions and critisisms that we improve our ideas

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Jessyn

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« Reply #97 on: November 25, 2004, 03:29:17 am »
*** 2004-11-11 by Andrew Dai
- Cleaned up more objects in server destructor.
 
this just sounds like it could be fun to play with.....


*** 2004-10-06 by Jorrit Tyberghein
- Fixed compile error in pawsselector. How could people compile  this???

*** 2004-09-31 by Ondrej Hurt
- Fixed that HP and mana progressbars in group window were set   to total numbers instead of percents, in other words  full bar meant 100 hp, instead of 100% hp.

I\'m probably the only one who finds this one hilarious


*** 2004-09-23 by Daniel Fryer
- Added the ability to read books (for now using ordinary /examine,  later we can add /read).  Uses ugly window.  Only uses item description  field, later we can add new database structure or file to load from.  A test book was added to npcroom, looks suspiciously like a mug.


Heehee

That\'s all for now
Jessyn
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Adeli

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« Reply #98 on: November 25, 2004, 03:54:13 am »
I don\'t get the joke with the HP bar? Care to elaborate?

I like Red Jelly Beans!

Cyberchu

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« Reply #99 on: November 25, 2004, 11:23:15 pm »
I think it is the what  is going to happen if you have >100 health
Imagine someone with 9000 hp!
« Last Edit: November 25, 2004, 11:23:47 pm by Cyberchu »
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Jessyn

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« Reply #100 on: November 26, 2004, 07:16:03 pm »
yeah, it was pretty much people who have more than 100 health.  My sense of humour is very odd.

Jessyn
Most things in life operate, not on reality, but the perception of reality.  

Typhorean

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« Reply #101 on: November 26, 2004, 08:15:31 pm »
Heh...Assuming that they didn\'t force it to be below 100, imagine what would happen if you *did* have more than 100 health...The outline of the bar being the same size, but the fill going way past it...whee.  Well, I\'m sure that there\'s something wrong with what I just said, come to think of it, but I\'m too lazy to figure out what it was.
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Like a stranger coming out of the rain.

Adeli

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« Reply #102 on: November 28, 2004, 04:09:54 pm »
Typhorean, the bar wouldn\'t go out of the outline. The bar would just represent a different amount while being exactly the same size.

I would expect people to exceed 100 health, 100% health, no. But 100, most definitely, I would be disappointed if that is not the case.

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Seytra

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« Reply #103 on: November 29, 2004, 01:08:18 am »
This only happens if it is implemented as percentage already but simply not labelled it accordingly (which seems to be the case here).

However, what happens to the bar depends on how it is implemented, or rather on what it expects (i.e., percentage values or arbitrary numbers) and what it gets (i.e., arbitrary numbers or percentage values), and how it deals with out of range data (usually not at all :) or by cutting off at maximum value). It may go over the outline (to be cut off somewhere or go past the edge of the screen, whereever something is drawn on top of it), it may stay at 100 until your health drops below, or not be displayed at all until you reach 100 or lower, or any combination. :D

However, I have seen these things actually happen too often to find them funny... :(

Shadowfalcon

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« Reply #104 on: December 05, 2004, 07:04:19 am »
*** 2004-11-23 by Michael Cummings
- Reverting usermanager.cpp which broke the build, sorry everyone.

Great. now we will have to wait 2 MORE years.