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.
| 00:07 | CIA-66 | arianne_rpg: kymara * stendhal/tiled/Level 0/orril/mountain_w.tmx: add grass edge to make the transition up the mountain smoother |
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| 00:09 | CIA-66 | arianne_rpg: kymara * stendhal/tiled/Level 0/orril/ (5 files): add protection on the path leading east -west along orril river |
| 00:13 | kymara | there aren't really many paths left to go now |
| 00:13 | hendrik | thank you for the pathes. |
| 00:13 | kymara | 0 semos mountain n w2 has one which isn't done but the zone might be protected already |
| 00:14 | kymara | inside nalwor city isnt' really worth it |
| 00:14 | kymara | maybe kalavan city since it's a simple path, and the castle but i think they're ok |
| 00:39 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/core/engine/dbcommand/StoreMessageCommand.java: use variable names in line with the dao and table. added getters for source, target and message. |
| 00:45 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/actions/admin/SupportAnswerAction.java: |
| 00:45 | CIA-66 | arianne_rpg: when answering support, send a message to postman if the player is offline but |
| 00:45 | CIA-66 | arianne_rpg: did exist. Needed to change how the supportanswer templates were formatted to |
| 00:45 | CIA-66 | arianne_rpg: include the name as it required player to be online but we could have used |
| 00:45 | CIA-66 | arianne_rpg: action.get(TARGET) like for the rest of it. |
| 00:45 | kymara | It should be clear to player who logs in that it was an answer to a support question. the admins get notified that it was answered using postman too. |
| 00:48 | kymara | I'd originally just made the 'Source' of that message be Support so that's all teh player knew when they logged in and got the message |
| 00:48 | kymara | but then we'd have to do something special about how we give feedback to the admin and all supporters |
| 00:48 | kymara | since no player called Support exists. |
| 00:52 | CIA-66 | arianne_rpg: kymara * stendhal/doc/CHANGES.txt: about support using postman |
| 00:53 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/actions/admin/SupportAnswerAction.java: cleaned up imports |
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| 12:06 | CIA-66 | arianne_rpg: kiheru * stendhal/src/games/stendhal/client/gui/layout/SBoxLayout.java: Fixed a couple of integer overflows. Added convenience methods for creating layout boxes and springs. |
| 13:39 | CIA-66 | arianne_rpg: kiheru * stendhal/src/games/stendhal/client/gui/login/CharacterDialog.java: added padding |
| 15:41 | omero | YAY! I've got an ingame 'man with the hoe' wich even looks like he's hoeing :) |
| 15:56 | CIA-66 | arianne_rpg: kiheru * stendhal/src/games/stendhal/client/gui/layout/SBoxLayout.java: support component alignment |
| 16:00 | CIA-66 | arianne_rpg: kiheru * stendhal/src/games/stendhal/client/gui/login/LoginDialog.java: moved remove button right of the profile list |
| 16:02 | kiheru | now I'll just need a nice image for the for the button. (I tested the alignment with a multiline label) |
| 16:05 | omero | kiheru, a trashcan? |
| 16:05 | kiheru | yes |
| 16:06 | CIA-66 | arianne_rpg: kiheru * stendhal/src/games/stendhal/client/gui/login/LoginDialog.java: Removed the etched border. It looks bad with the wooden style. |
| 16:06 | kiheru | did you pick a good one already? |
| 16:06 | omero | what size... 24x24? |
| 16:07 | kiheru | maybe about that, possibly even smaller |
| 16:13 | kiheru | tango icons would be free to use, if there's nothing suiteble in out tiles |
| 16:22 | kiheru | or I can draw a new one (metal; a wooden bucket would not be very clear on wooden background) |
| 16:38 | omero | ok |
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| 17:10 | kiheru | testing the size of the button: http://imagebin.ca/view/dQeVSsH.html |
| 17:11 | kiheru | (the image is just something I quickly made) |
| 17:11 | kiheru | ups |
| 17:11 | kiheru | wrong link |
| 17:11 | kiheru | http://imagebin.ca/view/vmFfRZr.html |
| 17:12 | kymara | looks ok size to me |
| 17:13 | kiheru | that would be 20x20 |
| 17:14 | kiheru | one pixel margins |
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| 17:32 | CIA-66 | arianne_rpg: kiheru * stendhal/doc/CHANGES.txt: Added LoginDialog and SBoxLayout changes |
| 17:38 | storyteller | Is it possible to add a sound to a special server time? |
| 17:39 | storyteller | My idea was to add a bell sound for the Ados church (and maybe also for the Fado church) |
| 17:40 | storyteller | it could ring at full hours the number of time and every half hour a single time |
| 17:41 | storyteller | What do you think about that? :) |
| 17:41 | kiheru | I suppose it would be possible to implement |
| 17:41 | storyteller | Cool :) |
| 17:42 | kymara | could you make a feature request for it ? |
| 17:42 | storyteller | Yes, I'll do |
| 17:42 | kiheru | exact time would take a turn listener that runs way too often, but it's ok to be imprecise. they don't have atomic clocks |
| 17:42 | storyteller | yes ;) |
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| 18:17 | hendrik | kiheru, that dialog looks nice. |
| 18:17 | kiheru | thanks |
| 18:25 | storyteller | Shall I upload a bell sound? |
| 18:35 | kiheru | Sure. I could take a look how to make the sound source. not very interested to draw anything today so I'll leave the trashcan for some other day |
| 18:36 | storyteller | Okay :) |
| 18:37 | kiheru | we seem to have a SoundEvent. a couple of times an hour played sound looks like a prime candidate of using those :-D |
| 18:39 | storyteller | ;) |
| 18:42 | * | hendrik nods. |
| 18:44 | CIA-66 | arianne_rpg: story-teller * stendhal/data/sounds/bell-1.ogg: Added a bell sound for a church bell. The file is bell-1.ogg |
| 18:45 | storyteller | Okay, here it is :) |
| 18:45 | storyteller | You can also loop it, if you want ;) |
| 19:06 | kiheru | thank you |
| 19:07 | storyteller | You're welcome :) |
| 19:08 | kiheru | it's a very nice idea. I remember thingking a long time ago that it would nice to have some bell sounds around the churches, but a timed one is even better. by then the sound system could not have done that |
| 19:08 | storyteller | :) |
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| 19:09 | nickthecoder | hey all, I'm having a problem with my server disconnecting a lot when people are playing the game |
| 19:10 | nickthecoder | it sais that the server has flooded |
| 19:11 | kymara | nickthecoder: may you paste the error message to http://pastebin.ca so we can be sure of what you mean? |
| 19:12 | nickthecoder | here it is: http://pastebin.ca/1899127 |
| 19:14 | hendrik | 38 messages within one second? |
| 19:14 | hendrik | probably a broken bot. |
| 19:14 | kymara | the server is disconnecting people. but the server should be staying online |
| 19:14 | kymara | is that what you find, nickthecoder? |
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| 19:16 | nickthecoder_ | sorry, my other one stopped responding, does anyone know why that's happening? |
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| 19:16 | hendrik | is the server on the same internet connection as your irc client? |
| 19:16 | hendrik | 19:14 < hendrik> 38 messages within one second? |
| 19:16 | hendrik | 19:14 < hendrik> probably a broken bot. |
| 19:17 | kymara | 19:14 < kymara> the server is disconnecting people. but the server should be staying online |
| 19:17 | nickthecoder_ | no, the server is running the server and my computer is running the client |
| 19:18 | nickthecoder_ | so anyone know how i can fix it? |
| 19:19 | hendrik | can you make a network dump of those messages? |
| 19:19 | nickthecoder_ | i put the error messages on pastebin |
| 19:20 | hendrik | and it says there were 38 messages within one second. |
| 19:20 | hendrik | So I am wondering what those messages are. |
| 19:20 | kymara | that means, 38 messages from the client, to the server. just incase you didn't realise. |
| 19:20 | nickthecoder_ | oh, let me see... |
| 19:20 | kymara | in one second |
| 19:20 | nickthecoder_ | ah, ok |
| 19:23 | nickthecoder_ | where do i find where those messages are? |
| 19:23 | kymara | you need to do a network dump. if you use linux you can try tcpdump |
| 19:24 | nickthecoder_ | i don't use linux =/ |
| 19:24 | kymara | shall we google it? |
| 19:24 | nickthecoder_ | ok |
| 19:28 | kymara | 'There is also a port of tcpdump for Windows called WinDump' - dunno if that'd be any good |
| 19:28 | kymara | but i myself trust that more than some closed source sniffer tool or sth |
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| 20:49 | kymara | i dont' seem to be allowed to do multiple actions with the condition and actions portals |
| 20:49 | kymara | i tried it with two action parameters |
| 20:49 | kymara | and then i tried it with one action parameter but MultipleActions |
| 20:49 | kymara | ERROR [marauroad ] ZonesXMLLoader (151 ) - Error loading zone: int_semos_wizards_tower_1 |
| 20:49 | kymara | groovy.lang.GroovyRuntimeException: failed to invoke constructor: public games.stendhal.server.entity.npc.action.MultipleActions(games.stendhal.server.entity.npc.ChatAction[]) with arguments: {IncreaseXP <100>, equip item <1 candle>} reason: java.lang.IllegalArgumentException: wrong number of arguments |
| 20:49 | kymara | <parameter name="action">new MultipleActions(new IncreaseXPAction(100), new EquipItemAction("candle"))</parameter> |
| 21:00 | CIA-66 | arianne_rpg: kymara * stendhal/data/conf/zones/semos.xml: Make the portals in front of the chosen creature for each level give you a candle when you use them, only if you don't already have a candle. |
| 21:00 | kymara | ok, laguz, you'll see the usage is really similar to when you have a condition for them |
| 21:00 | kymara | i am not sure yet how to do more than one action |
| 21:00 | kymara | so for now this one just gives you a candle |
| 21:01 | kymara | I'm thinking that Zekiel shoudl give you a page from a book with the description of each wizard to carry with you maybe |
| 21:01 | kymara | what do you think? |
| 21:02 | kymara | can you make something really fitting to the quest for this? an old sheet of paper, with fancy writing, a picture of each wizard of symbol of this magic,with written the description that zekiel gives when you ask about each wizard? |
| 21:04 | kymara | ohhhh cute he made it look as though you can see down to the ground when you're in the spire |
| 21:04 | kymara | that is so clever |
| 21:04 | * | kymara waves at the little trees |
| 21:04 | kiheru | hehe |
| 21:04 | kymara | hello tree! |
| 21:05 | hendrik | kymara, can you try if it works with the most recent groovy.jar from http://groovy.codehaus.org/Download ? |
| 21:05 | kymara | kiheru: how do you close a gate? |
| 21:05 | kiheru | use? |
| 21:06 | kymara | ahh i wasn't *right* next to it |
| 21:06 | kymara | they need a rejetc message for if you arefar away. |
| 21:06 | kiheru | some of the gates are timed, I don't remember if all of laguz' doors are |
| 21:10 | kymara | sorry, which is the groovy jar in? |
| 21:10 | kymara | ah i found it |
| 21:13 | postman-bot | miguelangelo rented a sign saying "sell meat 1 = 5$" |
| 21:15 | kymara | http://pastebin.ca/1899230 |
| 21:15 | kymara | that latest one wasn't liked at all |
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| 22:46 | hendrik | kymara, please use <parameter name="action">new MultipleActions([new IncreaseXPAction(100), new EquipItemAction("candle")])</parameter> with the original groovy.jar. |
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| 22:47 | hendrik | that is from a groovy bug report i found. |
| 22:47 | kymara | ok, i'll try. do i guess it will be the same for AndCondition too? |
| 22:48 | hendrik | yes. |
| 22:51 | kymara | it works now thank you |
| 22:57 | kymara | laguz, if there was anything you didn't like about the door behaviour then you can now use a portal instead if you prefer, because you can make your own key destroying portal just by making a ConditionAndActionPortal have a DropItemAction |
| 22:58 | kymara | laguz, i put the multiple action there with the xp too mostly as an example. |
| 22:59 | kymara | laguz, the not having item condition is so player didn't keep getting xp and candles as the doors onlyate one at a time and it looked funny to get a lot and the reject message serves as a good instruction |
| 23:00 | kymara | and i am not sure about calling teh quest slot candle_quest and the quest name something quite different, bit confusing, and putting _quest in the name is a bit duplication as it's a quest slot, maybe we can think something better (please ask though.) |
| 23:10 | CIA-66 | arianne_rpg: kymara * stendhal/data/conf/zones/semos.xml: make each giving-candle portal also give some xp |
| 23:37 | CIA-66 | arianne_rpg: kiheru * stendhal/src/games/stendhal/server/entity/mapstuff/sound/BellSoundSource.java: A timed sound source for the churches |
| 23:37 | kiheru | it's the only of it's kind for now so I did not bother to generalize it to some TimedSoundSource |
| 23:40 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/quests/houses/HouseTax.java: Use postman table to store and send the house tax messages |
| 23:41 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/semos/tavern/market/ (AcceptOfferHandler.java OfferExpirer.java): Use postman table to store and send the expired offers and sold items messages |
| 23:43 | kymara | neither of those really fit using the npc actio i made |
| 23:43 | kymara | but it's just one line to send the db command version anyway |
| 23:43 | kymara | so i just did that. |
| 23:44 | kymara | DBCommandQueue.get().enqueue(new StoreMessageCommand("Mr Taxman", owner, message, "N")); |
| 23:44 | kymara | like that |
| 23:44 | kymara | otherwise i'd have to do something silly as it's not part of the add method, that that gets sent |
| 23:45 | martinf | wow - there are completely new classes i didn't know :) |
| 23:45 | martinf | DBCommandQueue for example |
| 23:46 | kymara | thats part of marauroa |
| 23:47 | kymara | the asynchronous database access stuff |
| 23:47 | martinf | yep i suspected it |
| 23:47 | kymara | for example when you try to add a buddy to your list with /add buddyname, it goes to check if that character exists |
| 23:48 | kymara | but we don't want to make the server pause while that happens |
| 23:48 | kymara | i mean, if the database table is locked say |
| 23:48 | martinf | so you don't know if it succeeded immediatelly |
| 23:49 | martinf | what if an error occures? |
| 23:49 | kymara | that's right |
| 23:49 | kymara | you wait for teh result |
| 23:49 | kymara | if you need a result |
| 23:49 | kymara | some commands can just be queued and you don't care to know the result |
| 23:49 | kymara | what kind of error? |
| 23:49 | martinf | well any kind |
| 23:49 | martinf | an sql error may be |
| 23:50 | hendrik | martinf, even before the async stuff, we just logged them. |
| 23:50 | martinf | mh ok |
| 23:50 | kymara | most of the daos log them |
| 23:50 | kymara | that hasn't reall changed with this |
| 23:51 | hendrik | Just in cases the data was needed for further processing, errors are handled. |
| 23:51 | martinf | so one should not try to write a bank management software with mauroroa ;) |
| 23:51 | hendrik | for example if a database operation failes during login, the client is told that there was an error. |
| 23:52 | hendrik | martinf, you can, it uses transactions. |
| 23:52 | martinf | oh you are prepared for anything:) |
| 23:52 | kymara | for example there is now a table to store postman messages |
| 23:53 | hendrik | martinf, in fact my bank uses a very similar approach: Some time ago I got an error message just saying that some error occured without details. |
| 23:54 | kymara | and the command which gets the messages for the player, will get the undelivered messages, and marks those delivered in one transaction |
| 23:54 | kymara | so if something bad did happen both would get rolled back together. |
| 23:54 | martinf | correct |
| 23:55 | martinf | i myself got an error report on my bankstatement a week ago |
| 23:55 | martinf | seems i typed the wrong account number ;) |
| 23:55 | martinf | they just sent the money back in a second transaction |
| 23:56 | martinf | the command and undo command pattern :) |
These logs of #arianne were automatically created on irc.freenode.net