irc.freenode.net (see http://freenode.net for more information) then
Alternatively, you can simply use freenode's webchat service, below. Feel free to change the nick to for example, your player name.
Timestamps are in server time.
| 00:27 | -!- | Laguz [~Miranda<(a)>p57B0964F.dip0.t-ipconnect.de] has quit [Quit: Laguz] |
| 00:50 | storyteller | Hmm, strange thing... |
| 00:50 | storyteller | As I changed the zone from 0_nalwor_forest_n_e2 to 0_nalwor_forest_ne there always was a monster sound... |
| 00:51 | storyteller | But there don't even were sound sources |
| 00:52 | storyteller | I already wanted to make a bug report, but after server restart the problem seems to be gone... |
| 00:56 | CIA-66 | arianne_rpg: story-teller * stendhal/data/conf/zones/nalwor.xml: Added background ambient music to 0_nalwor_forest_e and parts of 0_nalwor_city, 0_nalwor_forest_ne and 0_nalwor_forest_n_e2. |
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| 01:23 | storyteller | Okay, that's it for today ;) See you again tomorrow :) |
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| 04:23 | postman-bot | finix rented a sign saying "i buy blue elf cloaks" |
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| 10:03 | CIA-66 | arianne_rpg: kymara * stendhal/tiled/Level 0/ (4 files in 2 dirs): Mark paths with protection from fado to kirdneh |
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| 10:22 | CIA-66 | arianne_rpg: kymara * stendhal/data/conf/zones/nalwor.xml: Fixing Text error in 0_nalwor_forest_ne - ID: 3027906 reported by storyteller (removed new lines caused by some text editor breaking them not wrapping them) |
| 10:26 | CIA-66 | arianne_rpg: kymara * stendhal/libs/ (marauroa.jar marauroa-3.8.5.jar): moved version number marauroa jar to marauroa.jar |
| 10:32 | kymara | hudson pls rebuild :P |
| 10:42 | omero | good morning all and question |
| 10:42 | omero | ^^ |
| 10:43 | -!- | teamy [58e23f6b<(a)>gateway/web/freenode/ip.88.226.63.107] has joined #arianne |
| 10:43 | teamy | hey |
| 10:43 | omero | is it by design that you can only sell 1 apple at a time to the gnome buyer NPC ? |
| 10:43 | omero | morning teamy |
| 10:43 | teamy | morning.. |
| 10:45 | teamy | Is that the right place to ask some questions about marauroa fw? Or this is just for arianne ? I'm trying to use it to develop some appl. |
| 10:46 | madmetzger | yes, you can ask here |
| 10:46 | teamy | great.. so I'm having some trouble with the private events.. |
| 10:47 | teamy | I have the RPClass with two attributes. |
| 10:47 | teamy | one is private and the other standard.. |
| 10:47 | teamy | when user logs-in, I get the client RPObject on onInit() method of RPRuleProcessor.. |
| 10:48 | teamy | then adding the event the that RPObject |
| 10:48 | teamy | on the client side I can access the standard attribute but not the private one.. |
| 10:48 | teamy | I feel like I'm missing something really simple.. |
| 10:54 | kymara | teamy: did you try saying 'sell 3 apple' ? |
| 10:54 | kymara | sorry, omero |
| 10:57 | kymara | omero: both 'sell 3 apples' and 'sell 3 apple' work for me. |
| 10:58 | omero | ok |
| 10:58 | kymara | omero: what did you try, out of interest? |
| 10:59 | omero | the guy who asked was 'sell 5 shiny apple' or something like that |
| 10:59 | omero | I was far in ados and couldnt verify it on the fly |
| 10:59 | kymara | oh, ok |
| 10:59 | omero | I suggested him to try without any 'qualifier' |
| 11:00 | kymara | teamy: I'm not sure of the answer to your questions but wondering if you have seen the docs on the wiki? |
| 11:00 | omero | he say he did but probably he lied :) |
| 11:00 | kymara | temy: http://stendhalgame.org/wiki/ClientServerChatExample may be a good place to start and you can navigate your way round the other pages using the links along the top |
| 11:00 | kymara | i need to go again now |
| 11:01 | -!- | teamy [58e23f6b<(a)>gateway/web/freenode/ip.88.226.63.107] has left #arianne [] |
| 11:17 | CIA-66 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/engine/StendhalPlayerDatabase.java: register achievement dao |
| 11:24 | CIA-66 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/stendhal_init.sql: remove comments |
| 11:37 | kymara | madmetzger: the table for achievements had a typo obn the wiki page |
| 11:37 | kymara | *on |
| 11:38 | kymara | does the table in the init script have the typo too? |
| 11:39 | kymara | ok, good, it seems alright. |
| 11:40 | kymara | you had 'titel' as the column name in the achievements table on the diagram. |
| 11:41 | hendrik | i am thinking about whether title and category are a good choice or if just an identifier would be better. |
| 11:44 | madmetzger | i think it could be usefull if we want to sth like "show only fighting related achievements" |
| 11:45 | madmetzger | and it could be helpful for meta achievements maybe |
| 11:45 | kymara | it's a decision that should be made before too many people run teh script which will create the db there |
| 11:45 | kymara | cos it's messy to have to keep fixing them |
| 11:46 | hendrik | i think in that case we should use a proper second table. |
| 11:47 | hendrik | with this approach we will have trouble to change the title or the cateogry of an achievement because the table might grow huge and updates are slow in MySQL. |
| 11:47 | kymara | will achievements ever be 'undo-able' btw |
| 11:47 | kymara | i mean is there a need for a status |
| 11:48 | kymara | or if you have met it once, that's fine (e.g. reached level 50 - ok they might die and get to level 49 but they did reach it) |
| 11:48 | hendrik | i think you should keep them. |
| 11:49 | kymara | thats fine, then |
| 11:49 | madmetzger | okay, that's an important thing, hendrik. should we keep the titles and categories then in a second table and have a foreign key in achievements table? |
| 11:50 | hendrik | yes. |
| 11:50 | hendrik | and we should have an identifier there. |
| 11:50 | madmetzger | more than the id column? |
| 11:51 | hendrik | yes |
| 11:52 | hendrik | using id's in the java code seems to be bound to trouble. |
| 11:53 | madmetzger | yes, that's a good point |
| 11:57 | kymara | what kind of listener is going to watch for these achievements? |
| 11:58 | kymara | and speaking of listeners: the postman table is just read on login of player now, so if the player is online they don't get the message till they relog. But currently postman is also checking periodically too. |
| 11:58 | kymara | for the messages wihch he writes to xml |
| 11:59 | madmetzger | that's not clear yet where to watch for those achievements |
| 11:59 | hendrik | oh and a description. |
| 12:00 | hendrik | kymara, something similar to the tutorial. |
| 12:01 | kymara | ok, that makes sense |
| 12:01 | kymara | so an xp-related one you'd watch out for, when you add xp |
| 12:01 | hendrik | yes |
| 12:02 | kymara | i was explaining that for markus incase he didn't know right away how tutorial works |
| 12:02 | hendrik | there might be a problem with complex ones like kill 10 creatures of each type of rat. |
| 12:03 | hendrik | a performance |
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| 13:16 | -!- | storyteller [~storytell<(a)>p57B75039.dip.t-dialin.net] has joined #arianne |
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| 13:49 | -!- | Laguz [~Miranda<(a)>p57B09331.dip0.t-ipconnect.de] has joined #arianne |
| 13:49 | Laguz | hello all |
| 13:49 | CIA-66 | arianne_rpg: nhnb * marauroa/src/marauroa/server/game/messagehandler/KeepAliveHandler.java: accept KeepALife in pregame |
| 13:50 | hendrik | Laguz, have you seen that you can now define actions for portals? |
| 13:50 | Laguz | u told me yesterday, but i didnt tried it |
| 13:50 | hendrik | ah, sorry. |
| 13:51 | Laguz | i will ask u anyway how it works |
| 13:52 | Laguz | kymara, are there any suggestions for the places of the other wizard towers? |
| 13:52 | Laguz | because i write something about where the wizards come from |
| 13:53 | Laguz | for example, i had the idea that the tower for life magic lies in ados |
| 14:01 | madmetzger | i think you should stick with those towers to the natures/damage types we already have |
| 14:01 | hendrik | can life be light? |
| 14:02 | madmetzger | for example |
| 14:03 | madmetzger | i meant just if Laguz wants to add those towers they should be aligned to the four natures we have |
| 14:03 | hendrik | my guestion was for him, not you. |
| 14:03 | madmetzger | but life could fit to light, yes |
| 14:03 | madmetzger | oh :D |
| 14:04 | hendrik | because I agree with you. |
| 14:05 | Laguz | it doesnt matter if life, light or white magic |
| 14:05 | Laguz | or what ever |
| 14:05 | Laguz | but i dont know about the existing magic towers |
| 14:06 | Laguz | oh nevermind |
| 14:06 | Laguz | misunderstood |
| 14:06 | Laguz | its not the nature of the tower, just the places in the world |
| 14:07 | Laguz | nature in the elven forests, ice in the glaciers etc |
| 14:07 | Laguz | the place for light magic tower could be in ados |
| 14:08 | hendrik | sorry, i don't know the world well enough to comment. |
| 14:08 | Bluelads4 | what about ados mountains laguz? |
| 14:08 | Bluelads4 | there are lots of empty maps |
| 14:08 | Bluelads4 | empty in the way of just a few creatures and nothing else around... |
| 14:09 | Bluelads4 | like the map left from the barbarians and right from the abandonded keep entrance |
| 14:09 | storyteller | yes |
| 14:09 | Bluelads4 | and there are a few ones further to the right I think from the position of the ents |
| 14:09 | Bluelads4 | there is also a map on the right of kirdneh |
| 14:09 | storyteller | thats true, in these mountains there is almost nothing... |
| 14:10 | Bluelads4 | and that kirdneh map is surrrounded by trees |
| 14:10 | Bluelads4 | there is a small house at the beginning with two or three floors, but nothing that spectacular, something new could make the area more interesting |
| 14:10 | Bluelads4 | then there is some place on the left of the fado bridge I think |
| 14:11 | storyteller | Hmm... |
| 14:11 | Bluelads4 | not when you cross it but closer to the mountains there |
| 14:11 | Bluelads4 | (semos mountains I think) |
| 14:11 | storyteller | orril mountains ;) |
| 14:11 | Bluelads4 | oh ok :D |
| 14:11 | Bluelads4 | are you sure? |
| 14:12 | Bluelads4 | if so I have to change a wiki page :D |
| 14:12 | storyteller | well, it is on the atlas... |
| 14:12 | Bluelads4 | semos mountain ;) |
| 14:12 | storyteller | http://arianne.sourceforge.net/screens/stendhal/world_labelled.png |
| 14:12 | Bluelads4 | hmm |
| 14:12 | Bluelads4 | well the yeti area where the cave is, is on semos mountain |
| 14:12 | storyteller | yes |
| 14:13 | Bluelads4 | I think the left part of the mountain is described as orril :D |
| 14:13 | Bluelads4 | so we are both right :D |
| 14:13 | storyteller | yay :D |
| 14:13 | storyteller | well, that's a bit diffusing there because the mountains are both, orril and semos ;) |
| 14:13 | Bluelads4 | confusing? |
| 14:13 | Bluelads4 | :D |
| 14:14 | storyteller | or that ;) |
| 14:14 | Bluelads4 | good that I named areas out of my head instead of taking a look at the map :D |
| 14:14 | storyteller | diffuse and confusing ;D |
| 14:14 | storyteller | hehe |
| 14:14 | Bluelads4 | what about positioning one on athor? |
| 14:14 | Bluelads4 | to the right for example |
| 14:25 | Laguz | bluelads4, its not my intend to fill the empty parts of the world |
| 14:25 | CIA-66 | arianne_rpg: nhnb * marauroa/src/marauroa/client/ClientFramework.java: new method sendKeepAlive |
| 14:26 | Laguz | the towers should fit to the areas |
| 14:26 | Laguz | beside |
| 14:26 | Laguz | mountains are empty |
| 14:27 | kymara | hi |
| 14:27 | kymara | i have not fully read the logs |
| 14:27 | storyteller | HI Kymara :) |
| 14:27 | kymara | but can you please use the existing towers |
| 14:27 | kymara | there shoudl be one on ados rock |
| 14:27 | Laguz | what these maps need is more improve with rocks and vegetation, not housese etc |
| 14:27 | kymara | there was one in nalwor forest which got used for the assassins |
| 14:27 | kymara | Laguz: you are free to rebuild the towers to your own tiles |
| 14:27 | kymara | but please do use the ones there |
| 14:27 | kymara | they were supposed to be wizard towers from the very start |
| 14:28 | kymara | the one you used already on semos mountain, was one. ados rock has one, nalwor forest had one but the assassins took it |
| 14:28 | Laguz | we need 6 more towers |
| 14:29 | kymara | i think the orril mountain w one wasn't an original one but you can use that spot if you like it (the strange building with two floors) |
| 14:29 | kymara | there is another tower on semos mountain n e2 |
| 14:29 | Laguz | ill take a look at these places |
| 14:30 | kymara | ok. i'd start with teh ados rock one and semos moutain n e2 if possible, if that suits you |
| 14:30 | kymara | then the orril one, again as i said you can change the actual buildings (wizard magic did it bla bla) |
| 14:31 | kymara | the nalwor forest one will have to stay owned by the assassins now |
| 14:31 | kymara | is that enoguh to get along with - 3 spots? |
| 14:31 | kymara | for now |
| 14:31 | CIA-66 | arianne_rpg: nhnb * marauroa/ (README src/marauroa/client/ClientFramework.java): documented sendKeepAlive method |
| 14:32 | Laguz | i will not add the towers to the map next time |
| 14:32 | kymara | perhaps the dark tower should be below ground? |
| 14:32 | Laguz | i just write some text for the wizards |
| 14:32 | kymara | what do you mean? |
| 14:33 | Laguz | where they come from and the towers lies |
| 14:33 | Laguz | the NPCs in the wizards tower |
| 14:33 | kymara | you mean, you don't want to make the interior maps? |
| 14:33 | Laguz | i want to change the graphics of the towers for each magic |
| 14:33 | Laguz | but this takes some time |
| 14:34 | Laguz | so i cant add them next time, i have other work |
| 14:34 | Laguz | let me make an example |
| 14:35 | kymara | thats fine. maybe we can use your existing grey and blue one |
| 14:35 | Laguz | Lyreade, the school of nature magic, lies hidden in the wideness of the elven forests |
| 14:35 | Laguz | this is what the nature wizards says |
| 14:36 | Laguz | and i add this text for all wizards |
| 14:36 | Laguz | for each tower, this is the reason whyi ask for the places |
| 14:37 | kymara | if you want to come up with ideas for the other 3 spots go ahead. |
| 14:37 | kymara | but there are only 4 magic types defined now |
| 14:38 | kymara | and so i think there can be just 4 |
| 14:38 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/client/gui/login/CharacterDialog.java: prevent timeout and black screen if a player leaves the choose character dialog open for more than 10 minutes |
| 14:38 | Bluelads4 | well it wasn't my intention either laguz. I just named areas which could need some kind of new attraction instead of filling full maps more with them |
| 14:38 | kymara | feel free to write ideas for others but they might be less priority as the weapons and creatures don't have that |
| 14:38 | hendrik | Client(/82.83.250.55) is not in the required state (GAME_BEGIN ) |
| 14:38 | hendrik | we will get that message if someone with a HEAD client keeps the character selection dialog open for more than 5 minutes, just ignore it. |
| 14:39 | kymara | ok |
| 14:39 | -!- | Bluelads4 [~Bluelads4<(a)>p5B349DA8.dip.t-dialin.net] has left #arianne [] |
| 14:39 | kymara | hm |
| 14:40 | kymara | Laguz: so please think about dark, light, fire and ice, if you want to be writing descriptions |
| 14:40 | Laguz | its already done, there are 7 wizards in the tower |
| 14:40 | Laguz | but its no problem |
| 14:40 | kymara | Laguz: and it's already in game that there are fire, ice, dark anf light magic types supported. |
| 14:40 | kymara | mroe can be added but start with what we've got, please. |
| 14:41 | kymara | this was all pretty clear on the documentation written up after the meeting |
| 14:41 | Laguz | its nature/earth and illusion/air magic, i think its not problem if its not added now |
| 14:41 | kymara | your idea of one master -tower was also outside what we originally planned by i did agree to that |
| 14:41 | kymara | the one where it's one floor per type of magic |
| 14:42 | kymara | we'd thought, before, it'd be one tower per magic type and not one mixed one. but i think it fits if it's considered the 'master' one |
| 14:43 | kymara | Laguz: just please, be aware, it may not be picked up and finished by anyone else, you can't guarantee it |
| 14:43 | Laguz | the job of the tower is not clear defined |
| 14:43 | kymara | ah, ok, well it is clearly defined for us |
| 14:43 | kymara | shall i explain? |
| 14:43 | Laguz | so we can use it different |
| 14:43 | kymara | um, i think we wrote it down, but i can explain |
| 14:43 | kymara | the idea was that you cannot use spells until you have learnt them |
| 14:44 | kymara | and the place to learn them, is the tower |
| 14:44 | Laguz | yes |
| 14:44 | kymara | you can only learn spells of a certain type in teh tower of that type |
| 14:44 | Laguz | yes |
| 14:44 | kymara | which is why we said one tower per type |
| 14:44 | Laguz | i mean the wizards circle tower, not the others |
| 14:45 | kymara | the wizards circle one maybe can be the one where you get the general wizrad qualification |
| 14:45 | kymara | before you can even start to learn spells |
| 14:45 | kymara | that kindof thing |
| 14:45 | Laguz | yes thats what i thought too |
| 14:45 | kymara | or perhaps if you had originally specialised in one type (i'm not sure if we'll restrict to this) |
| 14:45 | kymara | and you wanted to change |
| 14:45 | Laguz | the player can not enter the other towers until he did the quest for the circle tower |
| 14:45 | kymara | then you have to go to that place to get your allegiances changed |
| 14:45 | kymara | yes |
| 14:46 | kymara | i would be grateful though if you can give some time to the graphics at any stage later |
| 14:46 | kymara | for the towers |
| 14:46 | kymara | because you created the ones for teh wizards circle tower and it's important for me that they have a consistent look and feel |
| 14:46 | kymara | and i knwo you used special software |
| 14:46 | kymara | so i would be happier if you can also create the images for the other ones |
| 14:46 | Laguz | yes of course |
| 14:46 | kymara | or perhaps it uses the same base but we just add other options for the colour of the conical rooves |
| 14:47 | kymara | so that mostly it uses the same tileset |
| 14:47 | kymara | that is up to you, you are the artist, but if you have little time that's something that might work |
| 14:48 | kymara | i can try to understand the portals with actions and make an example for you Laguz |
| 14:48 | Laguz | i will do that |
| 14:48 | Laguz | this would be nice thx |
| 14:48 | kymara | you've got written somewhere the requirements, probably, but can you remind me? must be equipped with candle, must eat the candle, must have started quest? |
| 14:50 | kymara | sorry to jump from topic to topic but the other thing i was thinking about was to help with the tower locations as well - you knwo about creatures having damage types so maybe we can also use that as inspiration for where they shoudl be |
| 14:50 | kymara | as well as the surroundings |
| 14:50 | kymara | so if there are a lot of 'dark' creatures gathered in one place, that can be a good place for a dark magic tower? |
| 14:51 | kymara | likewise the rest. and finally, how can we tie in the magic city? does any tower fall naturally there, or above land above the magic city but lead down to it? |
| 14:51 | kymara | i dont have answers for that, it's just something to think about, and i'd like to know what storyteller and bLuelads4 think too on it |
| 14:52 | storyteller | I was away a few minutes so I have to get on topic ;) |
| 14:52 | Laguz | yes, i just said to bluelads4 that i dont just fill empty parts of the world |
| 14:52 | Laguz | the parts should fir to the towers nature |
| 14:52 | Laguz | fit* |
| 14:53 | Laguz | the fire tower can be in the underground |
| 14:53 | Laguz | the dark tower can be in the mountains |
| 14:53 | storyteller | Hmm, interesting thing, these towers... |
| 14:53 | Laguz | the ice tower in the mountains to, in the glaciers |
| 14:54 | Laguz | and teh light tower in ados |
| 14:55 | kymara | why fire underground? |
| 14:55 | Laguz | from the hell |
| 14:55 | kymara | i'd have thoguht, dark undeground, with the dark creatures |
| 14:55 | kymara | ah ok. i guess i like fire and sun |
| 14:56 | kymara | *link |
| 14:56 | kymara | so up on some high place |
| 14:56 | Laguz | dark magic is undead |
| 14:56 | Laguz | fire magic is demon |
| 14:56 | kymara | Laguz: what creatures have dark magic in game? |
| 14:56 | kymara | do you know? |
| 14:56 | Laguz | yes |
| 14:56 | kymara | go on then? |
| 14:58 | Laguz | what do u mean? |
| 14:58 | kymara | i'm just trying to get a dialog. |
| 14:58 | kymara | you are saying very dogmatically, that dark magic is undead |
| 14:58 | kymara | but i thought that teh dark elves are using a lot of dark magic for example |
| 14:59 | storyteller | yes, thats true |
| 14:59 | kymara | so i'm just trying to see what viewpoints you are coming from. |
| 14:59 | Laguz | yes thats nice |
| 14:59 | Laguz | ah i see |
| 14:59 | kymara | and you say fire magic is demon |
| 14:59 | Laguz | demonic |
| 15:00 | kymara | but who are the strongest users of magical attack? |
| 15:00 | storyteller | elementals |
| 15:00 | kymara | the ones with the most % with effectiveness and susceptibility are actaully the elementals |
| 15:00 | kymara | right, storyteller |
| 15:00 | storyteller | I'd say |
| 15:01 | storyteller | :) |
| 15:01 | storyteller | Oh, hehe I just said it intentionally without knowing the stats ;D |
| 15:03 | Laguz | elementals use fir and ice |
| 15:03 | Laguz | fire |
| 15:03 | kymara | there is an elemental for each type |
| 15:03 | kymara | i'm not saying that the towers have to be near them, was just trying to correct the idea that fire magic must be demonic |
| 15:03 | Laguz | dark magic are necromancers and evil creatures |
| 15:04 | kymara | i'd rather not have the fire tower down in hell if that's ok |
| 15:04 | Laguz | fire magic is demonic and chaotic |
| 15:04 | storyteller | are all towers at the surface? |
| 15:04 | Laguz | lol |
| 15:04 | Laguz | sure not |
| 15:04 | kymara | no, as i offered to Laguz the dark one might fit below ground for example |
| 15:04 | storyteller | hm |
| 15:04 | Laguz | i answered kymara, story |
| 15:04 | storyteller | yes, okay, I just wanted to ask... |
| 15:05 | Laguz | for sure the tower will not be in hell |
| 15:05 | kymara | ok. |
| 15:06 | Laguz | fire magic fits to chaotic creatures and dark magic to undead |
| 15:07 | Laguz | both can be mixed anyway to evil creature general |
| 15:08 | Laguz | at moment chaotic creatures are in the underground and undead not |
| 15:08 | Laguz | or not all |
| 15:08 | Laguz | a swamp were also a good place for a dark tower |
| 15:08 | kymara | Laguz: i don't think that chaos got a magic type. |
| 15:08 | kymara | we thoguhts about adding a chaos magic type in fact specially for them |
| 15:08 | kymara | but there was no good opposite that fit to existing creatures and items. |
| 15:09 | kymara | so they are just not considered magic, if we did give any i think it'd be dark, anyway, not magic |
| 15:09 | Laguz | chaotic and demon creatures fit together |
| 15:09 | kymara | they're black in colour and their living areas are not surrounded by fire. |
| 15:09 | Laguz | i see |
| 15:09 | kymara | heh, you say everything as if it's a stated fact that noone can argue with |
| 15:09 | kymara | it's a bit frustrating |
| 15:09 | kymara | because then I have to correct or argue |
| 15:10 | kymara | could you please put things in a bit more of a passive way, less that it's a certain truth? |
| 15:10 | Laguz | it was just an idea, not a fact |
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| 15:10 | kymara | yes, i know |
| 15:10 | kymara | that's why i'm suggesting that you word it like an idea |
| 15:10 | kymara | and not word it like a fact |
| 15:10 | kymara | because others might not realise |
| 15:10 | Laguz | oh, ok |
| 15:11 | Laguz | ok at moment we have demons and fire elementals using fire? |
| 15:12 | Laguz | they are all in underground too, except fire elemtals |
| 15:13 | Laguz | and i prefer undead using dark magic |
| 15:16 | Laguz | the dark elves area could be a good place for the dark tower |
| 15:16 | Laguz | i just tried to place the towers in areas which can reached with neraly same players level |
| 15:17 | kymara | which player? |
| 15:17 | Laguz | we dont make difference between min-level for magics or? |
| 15:18 | Laguz | so the towers should be reachable for all players with the same level |
| 15:19 | kymara | i am not sure what levels the spells will be appropriate for |
| 15:19 | kymara | but i think it's probably ok if for example dark magic you have to be more powerful before you can learn it |
| 15:21 | Laguz | aah, u want that players can learn all magics? |
| 15:21 | Laguz | i had the thought that players can learn only one of them, or maybe two |
| 15:22 | Laguz | so we have more rpg |
| 15:22 | Laguz | but we should clear that befor i set the towers |
| 15:26 | Laguz | kymara, because of the portals. I need them to check and set queststates and give items to the player. |
| 15:26 | kymara | Laguz: no, i don't necessarily want that players can learn all |
| 15:27 | kymara | Laguz: i don't like havign to set everything out so much |
| 15:27 | kymara | not without some return of investment if you know what i mean |
| 15:27 | Laguz | yes i know what u mean |
| 15:27 | Laguz | but if we dont we have to rechange something later for sure |
| 15:28 | kymara | but you'er just writing this, where, like on tegh wiki? |
| 15:28 | kymara | so what's wrong with havign to modify it? |
| 15:28 | kymara | what's wrong with modifying it at all? |
| 15:28 | Laguz | no thats no problem |
| 15:28 | kymara | things should be flexible while we are planning. |
| 15:29 | Laguz | of course, i mean when i place the towers |
| 15:29 | Laguz | this should be clear i think |
| 15:29 | hendrik | when players cannot learn all types of magic, we have to pay attention to make them well balanced. |
| 15:29 | Laguz | of course i can change the text always |
| 15:29 | hendrik | when->if |
| 15:29 | Laguz | yes this too |
| 15:30 | Laguz | the easiest way is to make the direct opposite in the spells |
| 15:31 | kymara | it's also possible they can master one of each pair |
| 15:31 | kymara | so, dark, but not light, and fire, but not ice, say |
| 15:31 | Laguz | yes |
| 15:31 | Laguz | that makes sense |
| 15:31 | kymara | as you see there are a lot of possibilities and i think it's too soon to say. |
| 15:31 | kymara | but you don't need to know *what* conditions to place on the doors |
| 15:31 | kymara | just that there will be some conditions. |
| 15:31 | kymara | and that is fine, doors can have conditions ... |
| 15:31 | Laguz | yes |
| 15:38 | kymara | is that enough detail for now Laguz ? |
| 15:38 | kymara | i should go in a moment |
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| 16:04 | CIA-66 | arianne_rpg: mkvii * stendhal/tiled/interiors/abstract/ (malleus_plain_bone_pillar.tmx malleus_plain.tmx): map update |
| 16:06 | CIA-66 | arianne_rpg: mkvii * stendhal/src/games/stendhal/server/maps/semos/wizardstower/ (7 files): updated conversation of all NPCs |
| 16:08 | Laguz | hendrik, i got an error with CharacterDialog.java |
| 16:09 | Laguz | StendhalClient.get().sendKeepAlive(); |
| 16:10 | hendrik | sorry, if forgot to commit marauroa. |
| 16:10 | hendrik | should be fixed now. |
| 16:10 | CIA-66 | arianne_rpg: nhnb * stendhal/libs/marauroa.jar: updated marauroa |
| 16:10 | Laguz | ok |
| 16:46 | CIA-66 | arianne_rpg: story-teller * stendhal/data/conf/zones/ados.xml: Added wind sounds to ados rock. |
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| 19:42 | storyteller | What do you think about the idea to add the music track "Adventurers Wish" to Ados City? |
| 19:49 | storyteller | Is it possible to add a background music to a special area but not like radius that the volume fades, but that it stays constant in this area? |
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| 20:07 | CIA-66 | arianne_rpg: story-teller * stendhal/data/conf/zones/ados.xml: Added background music and oven fire sounds to Ados townhall. |
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| 20:10 | plassy | storyteller: can you explain this a bit more? |
| 20:10 | storyteller | what exactly? |
| 20:10 | plassy | <storyteller> Is it possible to add a background music to a special area but not like radius that the volume fades, but that it stays constant in this area? |
| 20:10 | storyteller | ah okay |
| 20:11 | plassy | i don't see what you mean |
| 20:11 | storyteller | well, for example the deathmatch area |
| 20:11 | storyteller | there is a special area where some other music should be played, some kind of action music maybe |
| 20:11 | storyteller | but with radius you would either hear it outside of this area, |
| 20:12 | storyteller | or there were huge volume differences in the deathmatch area |
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| 20:14 | plassy | normally a circle area has two circles an inner circle and an outer circle. if the player is in the inner circle the sound is played with max volume. the more the player get closer to the outer circle the sound will fade away |
| 20:14 | storyteller_ | ah okay |
| 20:15 | plassy | if the player is outside the outer circle no sound can be heard anymore |
| 20:15 | kymara | so you could have inner radious = max radius, but that may not be supported in xml? |
| 20:15 | storyteller_ | well, I thought of a quadrat (correct word?) |
| 20:16 | storyteller_ | for example the source is at 5,5 and it is 6x and 7y large |
| 20:16 | storyteller_ | like with signs |
| 20:16 | kymara | a rectangle. no, sound would naturally be circular in shape if it comes from a point source |
| 20:16 | plassy | a quadrat could be possible too... would just need a few lines of code calculating the distance from the player to the quadrat area |
| 20:16 | storyteller_ | well and I thought that only within this quadrat the music can be heard |
| 20:17 | storyteller_ | a step away you cannot hear it at all |
| 20:17 | plassy | it would be possible to, to have any shape as an audible area (for example a polygon) |
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| 20:18 | plassy | it would even be possible to have an inner audible area quadrat and an outer audible area circle |
| 20:18 | storyteller | Hmm... |
| 20:18 | plassy | i had all this in mind as i designed the soundsystem |
| 20:18 | storyteller | :) |
| 20:19 | plassy | and as i said, it would not be much work to program this kind of audible areas |
| 20:20 | storyteller | well, that's good then :) |
| 20:20 | plassy | just hendrik has to support this in the xml stuff |
| 20:21 | plassy | thats acctualy one of the reason i am currently working on a mapediter, because it would be rediculous bothersome to place the areas by hand in xml files |
| 20:22 | kymara | but then there's so much more than just sound to consider |
| 20:22 | kymara | fertile grounds, one player areas, walk blockers |
| 20:22 | kymara | damaging spikes |
| 20:22 | CIA-66 | arianne_rpg: story-teller * stendhal/doc/CHANGES.txt: Added the information for music in ados townhall and some minor sound adds. |
| 20:22 | plassy | what do you mean kymara? |
| 20:23 | kymara | for the things that should or could be configurable with tiled. |
| 20:23 | storyteller | By the way: Is it good, that I commit often the changes in the changes.txt file? Or should I collect them first and then add at one time? |
| 20:24 | kymara | well, you'll shame kiheru with your diligence |
| 20:24 | kymara | and hendrik |
| 20:24 | kymara | and madmetzger |
| 20:24 | kymara | and yoriy |
| 20:24 | kymara | but it's fine :D |
| 20:24 | plassy | kymara: ?? if you want anything in tiled you should ask thorbjorn, no? |
| 20:24 | kymara | the summaries are good, i see you have summarised in one line the music, and in one the areas |
| 20:24 | storyteller | Okay, Kymara ;D |
| 20:25 | kymara | plassy: for the things that should or could be configurable with a stendhal mapeditor. |
| 20:25 | kymara | and tiled could well support it |
| 20:25 | kymara | one would add another logic layer i guess |
| 20:25 | kymara | and some tiles |
| 20:25 | storyteller | yes, I did one line for music and one for sounds :) |
| 20:25 | kymara | and get stendhalrpworld (is it that? or zone? to interpret them) |
| 20:28 | storyteller | Plassy: Can sounds be bound to actions? |
| 20:28 | storyteller | Let's say, read or look? |
| 20:28 | kymara | for example when you exchange money with an npc there is a coin sound |
| 20:28 | storyteller | yes |
| 20:28 | kymara | and when you click open teh bag there is a bag open sound |
| 20:28 | storyteller | ah okay |
| 20:28 | storyteller | yes |
| 20:29 | kymara | so, yes, i think they can |
| 20:29 | storyteller | I thought of playing one of the book sounds I created when opening a book or so |
| 20:29 | plassy | i had the same idea to reduce network traffic, but there exists no framework for that i think |
| 20:30 | plassy | when a sound is bound to an action, no sound event must be send |
| 20:31 | storyteller | ah okay |
| 20:31 | hendrik | what kind of action? |
| 20:31 | plassy | that was meant general |
| 20:31 | storyteller | walking also |
| 20:32 | storyteller | if would be great to have walk sounds |
| 20:32 | hendrik | I am asking specific because all actions that happen a lot trigger the sound without an sound event. |
| 20:32 | hendrik | like hitting in a fight. |
| 20:32 | plassy | but hendrik. this is hardcoded! |
| 20:32 | kymara | he said reading a book |
| 20:33 | plassy | this is not configurable unless you are an programmer |
| 20:33 | hendrik | and all the other sound event happen so rarely that saving 5 bytes every couple of minute does not make sense. |
| 20:34 | plassy | 5byter per minute for 500.000 players? |
| 20:34 | kymara | woo, where are they> |
| 20:34 | plassy | your don't pay for traffic? |
| 20:35 | hendrik | compared to the traffic those 500,000 players create, this is still neglateable. |
| 20:35 | plassy | i try to plan for the future |
| 20:35 | hendrik | the most important rule about optimazation is to ananlyse first and don't do it into the blue. |
| 20:36 | hendrik | sound events are really the wrong place to start reducing network traffic. |
| 20:40 | plassy | hendrik ... bla bla bla, blub... i don't know what you are talking about? i'ts obviously the right way to connect the sound that can be connected to action and not send them seperatly |
| 20:40 | plassy | and do this so that it is configurable by an designer |
| 20:41 | hendrik | i think bla bla bla blub is a good sign that saying anything more is a wate of my time. |
| 20:42 | * | Bluelads4 feels like being in an aquarium :D |
| 20:43 | plassy | yes |
| 20:43 | storyteller | :D |
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| 22:10 | CIA-66 | arianne_rpg: kiheru * stendhal/src/games/stendhal/client/StaticGameLayers.java: removed unnecessary code |
| 22:18 | kiheru | omero: have you given up with the login dialog? |
| 22:21 | CIA-66 | arianne_rpg: story-teller * stendhal/data/music/mystical_aura.ogg: Added a new background ambient music track called "Mystical Aura". The file is mystical_aura.ogg |
| 22:23 | omero | kiheru, mmm... I've been trying several things |
| 22:23 | omero | but all fail to position the button correctly on the grid |
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| 22:24 | omero | then I concentrated on the 'man with the hoe' NPC |
| 22:25 | * | omero back to watch the final |
| 22:25 | kiheru | ok. I can try porting the dialog to sboxlayout (I'll need to add a couple of features to that, but that part of the task should not be hard; There are other issues that can be harder) |
| 22:26 | omero | ok |
| 22:26 | omero | with an IDE that would be a 5min issue |
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| 22:27 | kiheru | apparently the IDE produced layouts can't be relied on |
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| 22:32 | CIA-66 | arianne_rpg: story-teller * stendhal/data/conf/zones/ados.xml: Added background music to int_ados_church_0 and int_ados_church_1. |
| 22:34 | CIA-66 | arianne_rpg: story-teller * stendhal/doc/CHANGES.txt: Added the information for music in ados church. |
| 22:40 | storyteller | Okay, that's it for today again ;) |
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| 22:56 | postman-bot | intifada rented a sign saying "gooooooooooooooooooooooooooooool" |
| 22:56 | Bluelads4 | :D |
| 23:01 | Megajack64 | Sorry, but what do you think of this? |
| 23:01 | Megajack64 | http://rapidshare.com/files/406400219/SKeleton.BONES-F2-M3.png |
| 23:01 | Megajack64 | http://rapidshare.com/files/406400427/Devilworm_F1-M3.png |
| 23:01 | Megajack64 | http://rapidshare.com/files/406400553/Dirk_ani1_32X32.png |
| 23:01 | Megajack64 | http://rapidshare.com/files/406400630/Dirk_ani2_32X32.png |
| 23:01 | Megajack64 | http://rapidshare.com/files/406400695/Elecswordani_f32X32.png |
| 23:01 | Megajack64 | http://rapidshare.com/files/406400774/uncurse_potion.png |
| 23:01 | Megajack64 | http://rapidshare.com/files/406400840/uncurse_potion-SMALL.png |
| 23:01 | kymara | i do wish rapidshare would let you view the pictures directly, |
| 23:01 | kymara | i have to click through the options for each one. |
| 23:02 | kymara | ERROR: You have reached the download limit for free-users. Would you like more? |
| 23:02 | kymara | I got to view one picture. bbut i guess I have viewed quite a few already in the past. |
| 23:02 | kymara | maybe you could just zip up the images and put the one single zip at http://filebin.ca ? |
| 23:03 | Megajack64 | ok! |
| 23:05 | plassy | why dont use imagebin? |
| 23:05 | kymara | plassy: sure. but this way he gets to send all with only one upload. |
| 23:05 | plassy | imageshak or something? |
| 23:05 | kymara | isn't that rather easier? |
| 23:06 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/core/engine/dbcommand/StoreMessageCommand.java: check if the character that the message is for exists before storing message. remember the result incase we want feedback for player/support use |
| 23:06 | kymara | yes, there is http://imageshack.us and http://imagebin.ca for example but i suggest that for so many images one zip is easier |
| 23:06 | plassy | but not really easier to view :P |
| 23:06 | kymara | i don't mind. |
| 23:06 | kymara | i am already feeling bad that he must re-upload them |
| 23:08 | Megajack64 | ok! |
| 23:08 | Megajack64 | i use imagebin |
| 23:08 | Megajack64 | http://filebin.ca/jgwxhz/STENDHALMonsterideas.zip |
| 23:10 | kymara | the worm is awesome |
| 23:10 | kymara | i'm not sure you'll be 'allowed' that electrical sword :D |
| 23:11 | kymara | unless we can claim the electricity is from lightning or a huge build up of static |
| 23:11 | * | kymara rubbed her hair over it |
| 23:12 | Bluelads4 | thunder and lightning :P |
| 23:12 | Bluelads4 | once upon a time, a huge storm ran over faiumoni... |
| 23:14 | Megajack64 | The electrical sword, thought to use it to defeat the Metal Golem |
| 23:15 | kymara | madmetzger: there is an sql exception with trying to create the achievements table because the syntax of the create table statement is incorrect. |
| 23:16 | kymara | but we discussed changes to it earlier, anyway, and i expected you to want to do them asap before anyone had that table on their servers |
| 23:16 | kymara | since the syntax was incorrect, noone willhave it yet. so i am going to correct the syntax and comment out the statement and re-commit. |
| 23:16 | madmetzger | i have some changes there, but didn't manage to commit it yet |
| 23:16 | kymara | or i can make the changes as we discussed to remove title and category and add some identifier for java |
| 23:17 | kymara | ok, but like i said i'd have thought it was rather urgent to do it quickly. |
| 23:17 | kymara | luckily noone will have it created because of the mistake |
| 23:17 | madmetzger | yes, luckily... stupid me... |
| 23:20 | kymara | so you dont' want me to commit the correction with the create block commented out? |
| 23:20 | madmetzger | you can commit it, but i have some changes to that tables anyway |
| 23:22 | madmetzger | better i'll do it right now |
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| 23:37 | madmetzger | i committed it |
| 23:37 | madmetzger | thanks for pointing that mistake out kymara |
| 23:39 | kymara | well, i didn't spot it, eclipse did when i tried to run the server :P |
| 23:40 | kymara | thank you |
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These logs of #arianne were automatically created on irc.freenode.net