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#arianne IRC Log for 2010-07-11

Timestamps are in server time.

00:27-!-Laguz [~Miranda<(a)>p57B0964F.dip0.t-ipconnect.de] has quit [Quit: Laguz]
00:50storytellerHmm, strange thing...
00:50storytellerAs I changed the zone from 0_nalwor_forest_n_e2 to 0_nalwor_forest_ne there always was a monster sound...
00:51storytellerBut there don't even were sound sources
00:52storytellerI already wanted to make a bug report, but after server restart the problem seems to be gone...
00:56CIA-66arianne_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.
00:59-!-lachgeist [~lachgeist<(a)>dslc-082-083-236-124.pools.arcor-ip.net] has quit [Ping timeout: 240 seconds]
01:23storytellerOkay, that's it for today ;) See you again tomorrow :)
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04:23postman-botfinix rented a sign saying "i buy blue elf cloaks"
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10:03CIA-66arianne_rpg: kymara * stendhal/tiled/Level 0/ (4 files in 2 dirs): Mark paths with protection from fado to kirdneh
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10:22CIA-66arianne_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)
10:26CIA-66arianne_rpg: kymara * stendhal/libs/ (marauroa.jar marauroa-3.8.5.jar): moved version number marauroa jar to marauroa.jar
10:32kymarahudson pls rebuild :P
10:42omerogood morning all and question
10:42omero^^
10:43-!-teamy [58e23f6b<(a)>gateway/web/freenode/ip.88.226.63.107] has joined #arianne
10:43teamyhey
10:43omerois it by design that you can only sell 1 apple at a time to the gnome buyer NPC ?
10:43omeromorning teamy
10:43teamymorning..
10:45teamyIs 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.
10:46madmetzgeryes, you can ask here
10:46teamygreat.. so I'm having some trouble with the private events..
10:47teamyI have the RPClass with two attributes.
10:47teamyone is private and the other standard..
10:47teamywhen user logs-in, I get the client RPObject on onInit() method of RPRuleProcessor..
10:48teamythen adding the event the that RPObject
10:48teamyon the client side I can access the standard attribute but not the private one..
10:48teamyI feel like I'm missing something really simple..
10:54kymarateamy: did you try saying 'sell 3 apple' ?
10:54kymarasorry, omero
10:57kymaraomero: both 'sell 3 apples' and 'sell 3 apple' work for me.
10:58omerook
10:58kymaraomero: what did you try, out of interest?
10:59omerothe guy who asked was 'sell 5 shiny apple' or something like that
10:59omeroI was far in ados and couldnt verify it on the fly
10:59kymaraoh, ok
10:59omeroI suggested him to try without any 'qualifier'
11:00kymarateamy: I'm not sure of the answer to your questions but wondering if you have seen the docs on the wiki?
11:00omerohe say he did but probably he lied :)
11:00kymaratemy: 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
11:00kymarai need to go again now
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11:17CIA-66arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/engine/StendhalPlayerDatabase.java: register achievement dao
11:24CIA-66arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/stendhal_init.sql: remove comments
11:37kymaramadmetzger: the table for achievements had a typo obn the wiki page
11:37kymara*on
11:38kymaradoes the table in the init script have the typo too?
11:39kymaraok, good, it seems alright.
11:40kymarayou had 'titel' as the column name in the achievements table on the diagram.
11:41hendriki am thinking about whether title and category are a good choice or if just an identifier would be better.
11:44madmetzgeri think it could be usefull if we want to sth like "show only fighting related achievements"
11:45madmetzgerand it could be helpful for meta achievements maybe
11:45kymarait's a decision that should be made before too many people run teh script which will create the db there
11:45kymaracos it's messy to have to keep fixing them
11:46hendriki think in that case we should use a proper second table.
11:47hendrikwith 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.
11:47kymarawill achievements ever be 'undo-able' btw
11:47kymarai mean is there a need for a status
11:48kymaraor 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)
11:48hendriki think you should keep them.
11:49kymarathats fine, then
11:49madmetzgerokay, 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?
11:50hendrikyes.
11:50hendrikand we should have an identifier there.
11:50madmetzgermore than the id column?
11:51hendrikyes
11:52hendrikusing id's in the java code seems to be bound to trouble.
11:53madmetzgeryes, that's a good point
11:57kymarawhat kind of listener is going to watch for these achievements?
11:58kymaraand 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.
11:58kymarafor the messages wihch he writes to xml
11:59madmetzgerthat's not clear yet where to watch for those achievements
11:59hendrikoh and a description.
12:00hendrikkymara, something similar to the tutorial.
12:01kymaraok, that makes sense
12:01kymaraso an xp-related one you'd watch out for, when you add xp
12:01hendrikyes
12:02kymarai was explaining that for markus incase he didn't know right away how tutorial works
12:02hendrikthere might be a problem with complex ones like kill 10 creatures of each type of rat.
12:03hendrika performance
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13:49-!-Laguz [~Miranda<(a)>p57B09331.dip0.t-ipconnect.de] has joined #arianne
13:49Laguzhello all
13:49CIA-66arianne_rpg: nhnb * marauroa/src/marauroa/server/game/messagehandler/KeepAliveHandler.java: accept KeepALife in pregame
13:50hendrikLaguz, have you seen that you can now define actions for portals?
13:50Laguzu told me yesterday, but i didnt tried it
13:50hendrikah, sorry.
13:51Laguzi will ask u anyway how it works
13:52Laguzkymara, are there any suggestions for the places of the other wizard towers?
13:52Laguzbecause i write something about where the wizards come from
13:53Laguzfor example, i had the idea that the tower for life magic lies in ados
14:01madmetzgeri think you should stick with those towers to the natures/damage types we already have
14:01hendrikcan life be light?
14:02madmetzgerfor example
14:03madmetzgeri meant just if Laguz wants to add those towers they should be aligned to the four natures we have
14:03hendrikmy guestion was for him, not you.
14:03madmetzgerbut life could fit to light, yes
14:03madmetzgeroh :D
14:04hendrikbecause I agree with you.
14:05Laguzit doesnt matter if life, light or white magic
14:05Laguzor what ever
14:05Laguzbut i dont know about the existing magic towers
14:06Laguzoh nevermind
14:06Laguzmisunderstood
14:06Laguzits not the nature of the tower, just the places in the world
14:07Laguznature in the elven forests, ice in the glaciers etc
14:07Laguzthe place for light magic tower could be in ados
14:08hendriksorry, i don't know the world well enough to comment.
14:08Bluelads4what about ados mountains laguz?
14:08Bluelads4there are lots of empty maps
14:08Bluelads4empty in the way of just a few creatures and nothing else around...
14:09Bluelads4like the map left from the barbarians and right from the abandonded keep entrance
14:09storytelleryes
14:09Bluelads4and there are a few ones further to the right I think from the position of the ents
14:09Bluelads4there is also a map on the right of kirdneh
14:09storytellerthats true, in these mountains there is almost nothing...
14:10Bluelads4and that kirdneh map is surrrounded by trees
14:10Bluelads4there is a small house at the beginning with two or three floors, but nothing that spectacular, something new could make the area more interesting
14:10Bluelads4then there is some place on the left of the fado bridge I think
14:11storytellerHmm...
14:11Bluelads4not when you cross it but closer to the mountains there
14:11Bluelads4(semos mountains I think)
14:11storytellerorril mountains ;)
14:11Bluelads4oh ok :D
14:11Bluelads4are you sure?
14:12Bluelads4if so I have to change a wiki page :D
14:12storytellerwell, it is on the atlas...
14:12Bluelads4semos mountain ;)
14:12storytellerhttp://arianne.sourceforge.net/screens/stendhal/world_labelled.png
14:12Bluelads4hmm
14:12Bluelads4well the yeti area where the cave is, is on semos mountain
14:12storytelleryes
14:13Bluelads4I think the left part of the mountain is described as orril :D
14:13Bluelads4so we are both right :D
14:13storytelleryay :D
14:13storytellerwell, that's a bit diffusing there because the mountains are both, orril and semos ;)
14:13Bluelads4confusing?
14:13Bluelads4:D
14:14storytelleror that ;)
14:14Bluelads4good that I named areas out of my head instead of taking a look at the map :D
14:14storytellerdiffuse and confusing ;D
14:14storytellerhehe
14:14Bluelads4what about positioning one on athor?
14:14Bluelads4to the right for example
14:25Laguzbluelads4, its not my intend to fill the empty parts of the world
14:25CIA-66arianne_rpg: nhnb * marauroa/src/marauroa/client/ClientFramework.java: new method sendKeepAlive
14:26Laguzthe towers should fit to the areas
14:26Laguzbeside
14:26Laguzmountains are empty
14:27kymarahi
14:27kymarai have not fully read the logs
14:27storytellerHI Kymara :)
14:27kymarabut can you please use the existing towers
14:27kymarathere shoudl be one on ados rock
14:27Laguzwhat these maps need is more improve with rocks and vegetation, not housese etc
14:27kymarathere was one in nalwor forest which got used for the assassins
14:27kymaraLaguz: you are free to rebuild the towers to your own tiles
14:27kymarabut please do use the ones there
14:27kymarathey were supposed to be wizard towers from the very start
14:28kymarathe one you used already on semos mountain, was one. ados rock has one, nalwor forest had one but the assassins took it
14:28Laguzwe need 6 more towers
14:29kymarai 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)
14:29kymarathere is another tower on semos mountain n e2
14:29Laguzill take a look at these places
14:30kymaraok. i'd start with teh ados rock one and semos moutain n e2 if possible, if that suits you
14:30kymarathen the orril one, again as i said you can change the actual buildings (wizard magic did it bla bla)
14:31kymarathe nalwor forest one will have to stay owned by the assassins now
14:31kymarais that enoguh to get along with - 3 spots?
14:31kymarafor now
14:31CIA-66arianne_rpg: nhnb * marauroa/ (README src/marauroa/client/ClientFramework.java): documented sendKeepAlive method
14:32Laguzi will not add the towers to the map next time
14:32kymaraperhaps the dark tower should be below ground?
14:32Laguzi just write some text for the wizards
14:32kymarawhat do you mean?
14:33Laguzwhere they come from and the towers lies
14:33Laguzthe NPCs in the wizards tower
14:33kymarayou mean, you don't want to make the interior maps?
14:33Laguzi want to change the graphics of the towers for each magic
14:33Laguzbut this takes some time
14:34Laguzso i cant add them next time, i have other work
14:34Laguzlet me make an example
14:35kymarathats fine. maybe we can use your existing grey and blue one
14:35LaguzLyreade, the school of nature magic, lies hidden in the wideness of the elven forests
14:35Laguzthis is what the nature wizards says
14:36Laguzand i add this text for all wizards
14:36Laguzfor each tower, this is the reason whyi ask for the places
14:37kymaraif you want to come up with ideas for the other 3 spots go ahead.
14:37kymarabut there are only 4 magic types defined now
14:38kymaraand so i think there can be just 4
14:38CIA-66arianne_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
14:38Bluelads4well 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
14:38kymarafeel free to write ideas for others but they might be less priority as the weapons and creatures don't have that
14:38hendrikClient(/82.83.250.55) is not in the required state (GAME_BEGIN )
14:38hendrikwe will get that message if someone with a HEAD client keeps the character selection dialog open for more than 5 minutes, just ignore it.
14:39kymaraok
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14:39kymarahm
14:40kymaraLaguz: so please think about dark, light, fire and ice, if you want to be writing descriptions
14:40Laguzits already done, there are 7 wizards in the tower
14:40Laguzbut its no problem
14:40kymaraLaguz: and it's already in game that there are fire, ice, dark anf light magic types supported.
14:40kymaramroe can be added but start with what we've got, please.
14:41kymarathis was all pretty clear on the documentation written up after the meeting
14:41Laguzits nature/earth and illusion/air magic, i think its not problem if its not added now
14:41kymarayour idea of one master -tower was also outside what we originally planned by i did agree to that
14:41kymarathe one where it's one floor per type of magic
14:42kymarawe'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
14:43kymaraLaguz: just please, be aware, it may not be picked up and finished by anyone else, you can't guarantee it
14:43Laguzthe job of the tower is not clear defined
14:43kymaraah, ok, well it is clearly defined for us
14:43kymarashall i explain?
14:43Laguzso we can use it different
14:43kymaraum, i think we wrote it down, but i can explain
14:43kymarathe idea was that you cannot use spells until you have learnt them
14:44kymaraand the place to learn them, is the tower
14:44Laguzyes
14:44kymarayou can only learn spells of a certain type in teh tower of that type
14:44Laguzyes
14:44kymarawhich is why we said one tower per type
14:44Laguzi mean the wizards circle tower, not the others
14:45kymarathe wizards circle one maybe can be the one where you get the general wizrad qualification
14:45kymarabefore you can even start to learn spells
14:45kymarathat kindof thing
14:45Laguzyes thats what i thought too
14:45kymaraor perhaps if you had originally specialised in one type (i'm not sure if we'll restrict to this)
14:45kymaraand you wanted to change
14:45Laguzthe player can not enter the other towers until he did the quest for the circle tower
14:45kymarathen you have to go to that place to get your allegiances changed
14:45kymarayes
14:46kymarai would be grateful though if you can give some time to the graphics at any stage later
14:46kymarafor the towers
14:46kymarabecause you created the ones for teh wizards circle tower and it's important for me that they have a consistent look and feel
14:46kymaraand i knwo you used special software
14:46kymaraso i would be happier if you can also create the images for the other ones
14:46Laguzyes of course
14:46kymaraor perhaps it uses the same base but we just add other options for the colour of the conical rooves
14:47kymaraso that mostly it uses the same tileset
14:47kymarathat is up to you, you are the artist, but if you have little time that's something that might work
14:48kymarai can try to understand the portals with actions and make an example for you Laguz
14:48Laguzi will do that
14:48Laguzthis would be nice thx
14:48kymarayou'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?
14:50kymarasorry 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
14:50kymaraas well as the surroundings
14:50kymaraso if there are a lot of 'dark' creatures gathered in one place, that can be a good place for a dark magic tower?
14:51kymaralikewise 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?
14:51kymarai 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
14:52storytellerI was away a few minutes so I have to get on topic ;)
14:52Laguzyes, i just said to bluelads4 that i dont just fill empty parts of the world
14:52Laguzthe parts should fir to the towers nature
14:52Laguzfit*
14:53Laguzthe fire tower can be in the underground
14:53Laguzthe dark tower can be in the mountains
14:53storytellerHmm, interesting thing, these towers...
14:53Laguzthe ice tower in the mountains to, in the glaciers
14:54Laguzand teh light tower in ados
14:55kymarawhy fire underground?
14:55Laguzfrom the hell
14:55kymarai'd have thoguht, dark undeground, with the dark creatures
14:55kymaraah ok. i guess i like fire and sun
14:56kymara*link
14:56kymaraso up on some high place
14:56Laguzdark magic is undead
14:56Laguzfire magic is demon
14:56kymaraLaguz: what creatures have dark magic in game?
14:56kymarado you know?
14:56Laguzyes
14:56kymarago on then?
14:58Laguzwhat do u mean?
14:58kymarai'm just trying to get a dialog.
14:58kymarayou are saying very dogmatically, that dark magic is undead
14:58kymarabut i thought that teh dark elves are using a lot of dark magic for example
14:59storytelleryes, thats true
14:59kymaraso i'm just trying to see what viewpoints you are coming from.
14:59Laguzyes thats nice
14:59Laguzah i see
14:59kymaraand you say fire magic is demon
14:59Laguzdemonic
15:00kymarabut who are the strongest users of magical attack?
15:00storytellerelementals
15:00kymarathe ones with the most % with effectiveness and susceptibility are actaully the elementals
15:00kymararight, storyteller
15:00storytellerI'd say
15:01storyteller:)
15:01storytellerOh, hehe I just said it intentionally without knowing the stats ;D
15:03Laguzelementals use fir and ice
15:03Laguzfire
15:03kymarathere is an elemental for each type
15:03kymarai'm not saying that the towers have to be near them, was just trying to correct the idea that fire magic must be demonic
15:03Laguzdark magic are necromancers and evil creatures
15:04kymarai'd rather not have the fire tower down in hell if that's ok
15:04Laguzfire magic is demonic and chaotic
15:04storytellerare all towers at the surface?
15:04Laguzlol
15:04Laguzsure not
15:04kymarano, as i offered to Laguz the dark one might fit below ground for example
15:04storytellerhm
15:04Laguzi answered kymara, story
15:04storytelleryes, okay, I just wanted to ask...
15:05Laguzfor sure the tower will not be in hell
15:05kymaraok.
15:06Laguzfire magic fits to chaotic creatures and dark magic to undead
15:07Laguzboth can be mixed anyway to evil creature general
15:08Laguzat moment chaotic creatures are in the underground and undead not
15:08Laguzor not all
15:08Laguza swamp were also a good place for a dark tower
15:08kymaraLaguz: i don't think that chaos got a magic type.
15:08kymarawe thoguhts about adding a chaos magic type in fact specially for them
15:08kymarabut there was no good opposite that fit to existing creatures and items.
15:09kymaraso they are just not considered magic, if we did give any i think it'd be dark, anyway, not magic
15:09Laguzchaotic and demon creatures fit together
15:09kymarathey're black in colour and their living areas are not surrounded by fire.
15:09Laguzi see
15:09kymaraheh, you say everything as if it's a stated fact that noone can argue with
15:09kymarait's a bit frustrating
15:09kymarabecause then I have to correct or argue
15:10kymaracould you please put things in a bit more of a passive way, less that it's a certain truth?
15:10Laguzit was just an idea, not a fact
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15:10kymarayes, i know
15:10kymarathat's why i'm suggesting that you word it like an idea
15:10kymaraand not word it like a fact
15:10kymarabecause others might not realise
15:10Laguzoh, ok
15:11Laguzok at moment we have demons and fire elementals using fire?
15:12Laguzthey are all in underground too, except fire elemtals
15:13Laguzand i prefer undead using dark magic
15:16Laguzthe dark elves area could be a good place for the dark tower
15:16Laguzi just tried to place the towers in areas which can reached with neraly same players level
15:17kymarawhich player?
15:17Laguzwe dont make difference between min-level for magics or?
15:18Laguzso the towers should be reachable for all players with the same level
15:19kymarai am not sure what levels the spells will be appropriate for
15:19kymarabut i think it's probably ok if for example dark magic you have to be more powerful before you can learn it
15:21Laguzaah, u want that players can learn all magics?
15:21Laguzi had the thought that players can learn only one of them, or maybe two
15:22Laguzso we have more rpg
15:22Laguzbut we should clear that befor i set the towers
15:26Laguzkymara, because of the portals. I need them to check and set queststates and give items to the player.
15:26kymaraLaguz: no, i don't necessarily want that players can learn all
15:27kymaraLaguz: i don't like havign to set everything out so much
15:27kymaranot without some return of investment if you know what i mean
15:27Laguzyes i know what u mean
15:27Laguzbut if we dont we have to rechange something later for sure
15:28kymarabut you'er just writing this, where, like on tegh wiki?
15:28kymaraso what's wrong with havign to modify it?
15:28kymarawhat's wrong with modifying it at all?
15:28Laguzno thats no problem
15:28kymarathings should be flexible while we are planning.
15:29Laguzof course, i mean when i place the towers
15:29Laguzthis should be clear i think
15:29hendrikwhen players cannot learn all types of magic, we have to pay attention to make them well balanced.
15:29Laguzof course i can change the text always
15:29hendrikwhen->if
15:29Laguzyes this too
15:30Laguzthe easiest way is to make the direct opposite in the spells
15:31kymarait's also possible they can master one of each pair
15:31kymaraso, dark, but not light, and fire, but not ice, say
15:31Laguzyes
15:31Laguzthat makes sense
15:31kymaraas you see there are a lot of possibilities and i think it's too soon to say.
15:31kymarabut you don't need to know *what* conditions to place on the doors
15:31kymarajust that there will be some conditions.
15:31kymaraand that is fine, doors can have conditions ...
15:31Laguzyes
15:38kymarais that enough detail for now Laguz ?
15:38kymarai should go in a moment
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16:04CIA-66arianne_rpg: mkvii * stendhal/tiled/interiors/abstract/ (malleus_plain_bone_pillar.tmx malleus_plain.tmx): map update
16:06CIA-66arianne_rpg: mkvii * stendhal/src/games/stendhal/server/maps/semos/wizardstower/ (7 files): updated conversation of all NPCs
16:08Laguzhendrik, i got an error with CharacterDialog.java
16:09LaguzStendhalClient.get().sendKeepAlive();
16:10hendriksorry, if forgot to commit marauroa.
16:10hendrikshould be fixed now.
16:10CIA-66arianne_rpg: nhnb * stendhal/libs/marauroa.jar: updated marauroa
16:10Laguzok
16:46CIA-66arianne_rpg: story-teller * stendhal/data/conf/zones/ados.xml: Added wind sounds to ados rock.
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19:42storytellerWhat do you think about the idea to add the music track "Adventurers Wish" to Ados City?
19:49storytellerIs 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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20:07CIA-66arianne_rpg: story-teller * stendhal/data/conf/zones/ados.xml: Added background music and oven fire sounds to Ados townhall.
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20:10plassystoryteller: can you explain this a bit more?
20:10storytellerwhat exactly?
20:10plassy<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?
20:10storytellerah okay
20:11plassyi don't see what you mean
20:11storytellerwell, for example the deathmatch area
20:11storytellerthere is a special area where some other music should be played, some kind of action music maybe
20:11storytellerbut with radius you would either hear it outside of this area,
20:12storytelleror there were huge volume differences in the deathmatch area
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20:14plassynormally 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
20:14storyteller_ah okay
20:15plassyif the player is outside the outer circle no sound can be heard anymore
20:15kymaraso you could have inner radious = max radius, but that may not be supported in xml?
20:15storyteller_well, I thought of a quadrat (correct word?)
20:16storyteller_for example the source is at 5,5 and it is 6x and 7y large
20:16storyteller_like with signs
20:16kymaraa rectangle. no, sound would naturally be circular in shape if it comes from a point source
20:16plassya quadrat could be possible too... would just need a few lines of code calculating the distance from the player to the quadrat area
20:16storyteller_well and I thought that only within this quadrat the music can be heard
20:17storyteller_a step away you cannot hear it at all
20:17plassyit would be possible to, to have any shape as an audible area (for example a polygon)
20:17-!-storyteller_ is now known as storyteller
20:18plassyit would even be possible to have an inner audible area quadrat and an outer audible area circle
20:18storytellerHmm...
20:18plassyi had all this in mind as i designed the soundsystem
20:18storyteller:)
20:19plassyand as i said, it would not be much work to program this kind of audible areas
20:20storytellerwell, that's good then :)
20:20plassyjust hendrik has to support this in the xml stuff
20:21plassythats 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
20:22kymarabut then there's so much more than just sound to consider
20:22kymarafertile grounds, one player areas, walk blockers
20:22kymaradamaging spikes
20:22CIA-66arianne_rpg: story-teller * stendhal/doc/CHANGES.txt: Added the information for music in ados townhall and some minor sound adds.
20:22plassywhat do you mean kymara?
20:23kymarafor the things that should or could be configurable with tiled.
20:23storytellerBy 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?
20:24kymarawell, you'll shame kiheru with your diligence
20:24kymaraand hendrik
20:24kymaraand madmetzger
20:24kymaraand yoriy
20:24kymarabut it's fine :D
20:24plassykymara: ?? if you want anything in tiled you should ask thorbjorn, no?
20:24kymarathe summaries are good, i see you have summarised in one line the music, and in one the areas
20:24storytellerOkay, Kymara ;D
20:25kymaraplassy: for the things that should or could be configurable with a stendhal mapeditor.
20:25kymaraand tiled could well support it
20:25kymaraone would add another logic layer i guess
20:25kymaraand some tiles
20:25storytelleryes, I did one line for music and one for sounds :)
20:25kymaraand get stendhalrpworld (is it that? or zone? to interpret them)
20:28storytellerPlassy: Can sounds be bound to actions?
20:28storytellerLet's say, read or look?
20:28kymarafor example when you exchange money with an npc there is a coin sound
20:28storytelleryes
20:28kymaraand when you click open teh bag there is a bag open sound
20:28storytellerah okay
20:28storytelleryes
20:29kymaraso, yes, i think they can
20:29storytellerI thought of playing one of the book sounds I created when opening a book or so
20:29plassyi had the same idea to reduce network traffic, but there exists no framework for that i think
20:30plassywhen a sound is bound to an action, no sound event must be send
20:31storytellerah okay
20:31hendrikwhat kind of action?
20:31plassythat was meant general
20:31storytellerwalking also
20:32storytellerif would be great to have walk sounds
20:32hendrikI am asking specific because all actions that happen a lot trigger the sound without an sound event.
20:32hendriklike hitting in a fight.
20:32plassybut hendrik. this is hardcoded!
20:32kymarahe said reading a book
20:33plassythis is not configurable unless you are an programmer
20:33hendrikand all the other sound event happen so rarely that saving 5 bytes every couple of minute does not make sense.
20:34plassy5byter per minute for 500.000 players?
20:34kymarawoo, where are they>
20:34plassyyour don't pay for traffic?
20:35hendrikcompared to the traffic those 500,000 players create, this is still neglateable.
20:35plassyi try to plan for the future
20:35hendrikthe most important rule about optimazation is to ananlyse first and don't do it into the blue.
20:36hendriksound events are really the wrong place to start reducing network traffic.
20:40plassyhendrik ... 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
20:40plassyand do this so that it is configurable by an designer
20:41hendriki 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
20:43plassyyes
20:43storyteller:D
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22:10CIA-66arianne_rpg: kiheru * stendhal/src/games/stendhal/client/StaticGameLayers.java: removed unnecessary code
22:18kiheruomero: have you given up with the login dialog?
22:21CIA-66arianne_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
22:23omerokiheru, mmm... I've been trying several things
22:23omerobut all fail to position the button correctly on the grid
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22:24omerothen I concentrated on the 'man with the hoe' NPC
22:25*omero back to watch the final
22:25kiheruok. 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)
22:26omerook
22:26omerowith an IDE that would be a 5min issue
22:27-!-plassy [~quassel<(a)>ip-90-187-78-190.web.vodafone.de] has joined #arianne
22:27kiheruapparently the IDE produced layouts can't be relied on
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22:32CIA-66arianne_rpg: story-teller * stendhal/data/conf/zones/ados.xml: Added background music to int_ados_church_0 and int_ados_church_1.
22:34CIA-66arianne_rpg: story-teller * stendhal/doc/CHANGES.txt: Added the information for music in ados church.
22:40storytellerOkay, that's it for today again ;)
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22:56postman-botintifada rented a sign saying "gooooooooooooooooooooooooooooool"
22:56Bluelads4:D
23:01Megajack64Sorry, but what do you think of this?
23:01Megajack64http://rapidshare.com/files/406400219/SKeleton.BONES-F2-M3.png
23:01Megajack64http://rapidshare.com/files/406400427/Devilworm_F1-M3.png
23:01Megajack64http://rapidshare.com/files/406400553/Dirk_ani1_32X32.png
23:01Megajack64http://rapidshare.com/files/406400630/Dirk_ani2_32X32.png
23:01Megajack64http://rapidshare.com/files/406400695/Elecswordani_f32X32.png
23:01Megajack64http://rapidshare.com/files/406400774/uncurse_potion.png
23:01Megajack64http://rapidshare.com/files/406400840/uncurse_potion-SMALL.png
23:01kymarai do wish rapidshare would let you view the pictures directly,
23:01kymarai have to click through the options for each one.
23:02kymaraERROR: You have reached the download limit for free-users. Would you like more?
23:02kymaraI got to view one picture. bbut i guess I have viewed quite a few already in the past.
23:02kymaramaybe you could just zip up the images and put the one single zip at http://filebin.ca ?
23:03Megajack64ok!
23:05plassywhy dont use imagebin?
23:05kymaraplassy: sure. but this way he gets to send all with only one upload.
23:05plassyimageshak or something?
23:05kymaraisn't that rather easier?
23:06CIA-66arianne_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
23:06kymarayes, there is http://imageshack.us and http://imagebin.ca for example but i suggest that for so many images one zip is easier
23:06plassybut not really easier to view :P
23:06kymarai don't mind.
23:06kymarai am already feeling bad that he must re-upload them
23:08Megajack64ok!
23:08Megajack64i use imagebin
23:08Megajack64http://filebin.ca/jgwxhz/STENDHALMonsterideas.zip
23:10kymarathe worm is awesome
23:10kymarai'm not sure you'll be 'allowed' that electrical sword :D
23:11kymaraunless we can claim the electricity is from lightning or a huge build up of static
23:11*kymara rubbed her hair over it
23:12Bluelads4thunder and lightning :P
23:12Bluelads4once upon a time, a huge storm ran over faiumoni...
23:14Megajack64The electrical sword, thought to use it to defeat the Metal Golem
23:15kymaramadmetzger: there is an sql exception with trying to create the achievements table because the syntax of the create table statement is incorrect.
23:16kymarabut 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
23:16kymarasince the syntax was incorrect, noone willhave it yet. so i am going to correct the syntax and comment out the statement and re-commit.
23:16madmetzgeri have some changes there, but didn't manage to commit it yet
23:16kymaraor i can make the changes as we discussed to remove title and category and add some identifier for java
23:17kymaraok, but like i said i'd have thought it was rather urgent to do it quickly.
23:17kymaraluckily noone will have it created because of the mistake
23:17madmetzgeryes, luckily... stupid me...
23:20kymaraso you dont' want me to commit the correction with the create block commented out?
23:20madmetzgeryou can commit it, but i have some changes to that tables anyway
23:22madmetzgerbetter i'll do it right now
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23:37madmetzgeri committed it
23:37madmetzgerthanks for pointing that mistake out kymara
23:39kymarawell, i didn't spot it, eclipse did when i tried to run the server :P
23:40kymarathank you
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