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.
| 00:03 | martinf | how is the asynchronous db access implemented: |
| 00:03 | martinf | is there a central db thread doing al the work? |
| 00:03 | hendrik | yes |
| 00:06 | hendrik | oh, the slides from the meeting contain references to /tmp/something.png instead of the images :-/ |
| 00:07 | kymara | there's a wiki page |
| 00:07 | hendrik | http://stendhalgame.org/media/2010-03-15-hendrik-markus-marauroa-future.avi |
| 00:07 | kymara | http://stendhalgame.org/wiki/Asynchronous_Database_Access |
| 00:08 | hendrik | we could easily use a pool of background threads, but that would require to mirror some of the database logic concerning isolation of transactions. |
| 00:09 | hendrik | and there is no need for it right now. |
| 00:10 | martinf | can you say something about the cpu consumption of the db thread compared to the other threads? |
| 00:11 | martinf | with this asynchronous access you can use a multi core cpu without having to parallelise the game logic |
| 00:12 | hendrik | CPU consumption is very, very low. |
| 00:12 | hendrik | there were two reasons why we did this: |
| 00:13 | hendrik | a) we want to be able to do complex queries on itemlog and gameEvents which causes inserts to be delayed. |
| 00:14 | martinf | because of db locks, ok |
| 00:14 | hendrik | we have a tight time contraint on the main game thread. |
| 00:14 | hendrik | yes, or just because it is getting delayed. |
| 00:14 | hendrik | the tables are so huge that it sometimes has to go to the hard disk. |
| 00:14 | hendrik | even if I do some import into a another table, mysql gets slow. |
| 00:15 | hendrik | b) We want to be able to restart the mysql server process without the game going amoc. |
| 00:15 | kymara | i said at the beginning it can be because of locks |
| 00:15 | hendrik | for example for security updates. |
| 00:15 | hendrik | we have not completed the retries for b yet. |
| 00:16 | martinf | oh you can restart the database while leaving the game running?! :) |
| 00:16 | hendrik | not yet. |
| 00:16 | hendrik | all further database queries will fail. |
| 00:16 | martinf | but it will come |
| 00:16 | martinf | very interesting |
| 00:19 | martinf | in the wiki it is explained you are using a polling approach |
| 00:19 | martinf | which polling intervall are you using? |
| 00:19 | martinf | the game loop time may be? |
| 00:19 | hendrik | martinf, the article is a bit outdated, but i need to go to bed. |
| 00:20 | martinf | yes me too ;) |
| 00:20 | hendrik | yes, in those cases in which we do polling. |
| 00:20 | kymara | there can be a turn notifier activated if you wanted to wait for a result |
| 00:20 | kymara | and then you complete the command when the turn is reached |
| 00:20 | martinf | ok |
| 00:22 | kymara | if you needed to remember certain things to actually do what you wanted to do, with the result, you can store them with the command, then you can retrieve them, as well as the result. |
| 00:22 | kymara | there are some simple examples in code if you want to see. |
| 00:23 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/semos/bank/Vault.java: notify player of items left in vault using postman table not directly having dagobert private message postman |
| 00:23 | martinf | i think i understand: any db access is using some call back mechanism in smart objects |
| 00:24 | martinf | ... executed in the context of the db thread |
| 00:28 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/player/ReadMessagesOnLogin.java: just javadoc |
| 00:28 | martinf | good night everyone! :) |
| 00:29 | kymara | night martinf |
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| 00:32 | CIA-66 | arianne_rpg: kiheru * stendhal/src/games/stendhal/server/entity/mapstuff/sound/BellSoundSource.java: Changed the timing and number of hits to normal |
| 00:33 | CIA-66 | arianne_rpg: kiheru * stendhal/data/conf/zones/ (ados.xml fado.xml): Added BellSoundSources to the churches |
| 00:34 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/quests/marriage/Divorce.java: Use postman table to store and send the message about divorce from wilfred if the spouse is not online |
| 00:35 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/bot/postman/Postman.java: removed the temporary hack telling postman not to reply to the npcs who talked to him, because they don't talk to him any more. |
| 00:38 | kymara | https://sourceforge.net/tracker/?func=detail&aid=3028472&group_id=1111&atid=351111 <- kiheru do you want to close that? (the bell ringing one) |
| 00:41 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/mithrilbourgh/throne_room/BuyerNPC.java: Despot Halb Errvl should turn round again - ID: 3027921 |
| 00:45 | kiheru | ok. I'll be surprised if the code is not buggy, but the feature should be there |
| 00:59 | CIA-66 | arianne_rpg: kiheru * stendhal/doc/CHANGES.txt: Added church bell ringing |
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| 08:55 | kymara | schemavalidate doesn't like the [ ] in semos xml now |
| 08:55 | kymara | http://stendhalgame.org/hudson/job/stendhal_HEAD/lastFailedBuild/console |
| 08:55 | kymara | but it did load fine |
| 09:17 | CIA-66 | arianne_rpg: madmetzger * stendhal/data/conf/zones/semos.xml: fix validation errors due to wrong order of elements |
| 09:17 | madmetzger | the xml parser loading the xml doesn't consider the xsd defined for the xml files, but schemavalidate checks schema conformance |
| 09:18 | madmetzger | we might change the schema to make the order of elements more flexible |
| 09:26 | kymara | oh, ok, that one |
| 09:27 | kymara | it's a bit artificial to force an order, i guess, if the loader itself can cope with any |
| 09:32 | madmetzger | yes, i think i could have a look at the xsd files to make the order more flexible |
| 09:33 | kymara | i will make a tracker entry for it to remind you :) |
| 09:33 | madmetzger | i was about to make one myself :) but if you want to make i am fine with that :) |
| 09:33 | kymara | hehe |
| 09:34 | kymara | are you logged in? |
| 09:34 | madmetzger | yes |
| 09:34 | kymara | k then go ahead :P |
| 09:34 | madmetzger | okay :P |
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| 10:43 | CIA-66 | arianne_rpg: kiheru * stendhal/src/games/stendhal/ (3 files in 3 dirs): javadoc fixes |
| 11:01 | hendrik | a fixed order in the xml file might make it easer for people to understand it. |
| 11:05 | omero | mmm... was thinking about rendering the hoeing npc (farm area) have half-elf resemblances |
| 11:06 | omero | he would be close to nalwor forest and give some hints about the forest and the elves |
| 11:31 | kymara | semos plains n isn't very close to nalwor forest though? |
| 11:31 | kymara | i thought he was wanted for that farming area? |
| 11:48 | omero | ah ok |
| 11:48 | omero | I was thinking about the grain field in 0_ados_forest_w2 |
| 11:50 | omero | no problem, kymara |
| 11:50 | omero | I already have a human version of the same npc |
| 12:13 | kymara | omero: maybe both, we can have two hoe-ers. But consider if paul and philomena would hire a half elf too, is that common? |
| 12:13 | omero | he works for apples? |
| 12:14 | omero | and milk maybe :) |
| 12:16 | omero | btw, this converter does a really nice job... I've tryied converting straight ahead with imagemagick but the outcome is blurred and not at all usable |
| 12:16 | kymara | it uses teh scalex algorithm |
| 12:16 | kymara | http://scale2x.sourceforge.net/ |
| 12:17 | kymara | it's just a combination of that script and removing the charas green colour |
| 12:17 | kymara | almost all our sprites used it |
| 12:27 | omero | very nice indeed |
| 12:28 | omero | aha! today's pizza tuesday :) |
| 12:54 | kymara | i wrote a little wiki guide to those new condtiion and action portals as i thought that may help along with the existing examples. if soemone is feeling like doing something not too frsutrating then maybe it's worth to convert say some keyed portals? or if there are any quest comlpeted ones or quest checking ones lying about? |
| 12:55 | kymara | http://stendhalgame.org/wiki/HowToAddMapsServerStendhal#Condition_and_Action_Portals is where i added the description |
| 12:56 | kymara | should the old portals like LevelCheckingPOrtal which shouldn't be needed any more, get removed? |
| 13:04 | kiheru | I think the old portals should be removed eventually. it's less code to maintain if everything uses the same portals |
| 13:05 | kiheru | part of the motivation for the conditions and actions was the mess that the current portal hierarchy is |
| 13:06 | kymara | right |
| 15:42 | omero | http://imagebin.ca/view/ePPG8t3A.html |
| 15:43 | omero | take a look if you like... to test it out, I replaced hayun with this and the hoeing animation is not too bad |
| 15:44 | kymara | very nice |
| 15:44 | kymara | i wonder if the image animator perviewer we used to use still works |
| 15:44 | kymara | kiheru: we talked about it recently, was it using pagelayout or something? |
| 15:44 | kymara | *previewer |
| 15:45 | omero | kymara, have you already seen it in action? |
| 15:46 | kymara | omero: no, i was resopnding to having just seen the picture |
| 15:46 | omero | ah ok |
| 15:47 | kymara | i will not be able to look at it for a few hours, in action. |
| 15:47 | omero | I'm about to try to make the other with a sickle instead of a hoe |
| 15:49 | kiheru | kymara: the animator should work. I replaced the pagelayout thingies with something else |
| 15:49 | kymara | i can't find it atm |
| 15:50 | kymara | it was never where i thuoght it woudl be |
| 15:51 | kiheru | I'm trying to search for it too :-D |
| 15:59 | kymara | well the name had Animation in |
| 15:59 | kymara | I think it was CreatureAnimationRunner |
| 15:59 | kymara | or CreatureAnimationPreviewer |
| 15:59 | kymara | and i was just looking using cvs frontend |
| 15:59 | kymara | it should be in src/games/stendhal/tools if the world has any justic |
| 15:59 | kymara | e |
| 15:59 | kymara | but i think it was somewhere in a test or soem other tools folder |
| 16:00 | kiheru | ./tests/data/sprites/monsters/CreatureAnimationPreview.java |
| 16:01 | kymara | tests/data/sprites/monsters/CreatureAnimationPreview.java |
| 16:01 | kymara | damn |
| 16:01 | kiheru | hehe |
| 16:01 | kymara | ok but did knowing a portion of teh name help? |
| 16:01 | kiheru | no |
| 16:01 | kymara | :( |
| 16:01 | kiheru | I searched commit logs for layout |
| 16:01 | kymara | do i get points for practically knowing the full name and even that it was in tests ? |
| 16:02 | kiheru | ok |
| 16:02 | kymara | you can cheat, you have git |
| 16:02 | kiheru | :-P |
| 16:02 | kymara | omero: you use an ide? |
| 16:02 | kiheru | but I knew what to search for |
| 16:02 | omero | ls -alR |grep -i creature |
| 16:02 | kymara | oh cmon |
| 16:02 | kymara | if you did that you'd never find it. |
| 16:02 | kymara | well you may but you'd get so many other results |
| 16:03 | omero | find . -type f -iname creature* |
| 16:03 | kiheru | [kimmo ~/src/stendhal]$ find . -type f -iname creature*|wc -l |
| 16:03 | omero | kymara, I did that with the gimp |
| 16:03 | kiheru | 67 |
| 16:03 | omero | lol |
| 16:03 | kymara | omero: we do know linux shell commands :D |
| 16:03 | omero | ok, but you knew the full name |
| 16:03 | kymara | in fact i love grep |
| 16:04 | kymara | but w/out access to source code to grep it's harder ... |
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| 16:13 | omero | kymara, an ide for the source or for the drawing? |
| 16:13 | kymara | for stendhal's source code in java and xml |
| 16:14 | kymara | because then you can run the previewer rather simply. when i mentioned the charasconverter file i had assumed you had an ide and could run it from there without needing to go get the jar |
| 16:19 | storyteller | Hey, Kiheru, I have seen the new BellSoundSource :) That's nice :) |
| 16:21 | omero | kymara, my ide is vim :) |
| 16:22 | kiheru | unfortunately I broke the build so I think it's not active in the test server :-D |
| 16:23 | kymara | did you? |
| 16:23 | kymara | i thought i did. |
| 16:24 | storyteller | ah... |
| 16:24 | kymara | because the xml cared about the element order. |
| 16:24 | kymara | but the server does not |
| 16:24 | kymara | i'll restart testserver |
| 16:26 | kiheru | I added the bells to the xml. I think that broke it. (didn't check it for sure though) |
| 16:28 | kiheru | oh, could not have been me. it was in semos |
| 16:28 | storyteller | Hmm... |
| 16:28 | storyteller | do the bells work already? |
| 16:29 | kiheru | they should |
| 16:29 | kymara | it was me. |
| 16:29 | storyteller | is the bell sound added within the BellSoundSource so? |
| 16:29 | storyteller | ah, okay |
| 16:29 | kymara | i did: |
| 16:29 | kymara | <portal |
| 16:29 | kymara | <implementation |
| 16:29 | madmetzger | yes, it was the order what broke the xml |
| 16:29 | kymara | </implementation |
| 16:29 | kymara | <destination |
| 16:30 | storyteller | hmm... |
| 16:30 | kiheru | they're timed only at about the right minute (+ any turn overflows) |
| 16:30 | kymara | that is bad. i was supposed to put the destination ebfore the imlpementation. i find it counter intuitive and since i stopped usign emacs and ant i dont' spot it now |
| 16:30 | storyteller | also half hours? |
| 16:30 | kiheru | once every half hour |
| 16:30 | storyteller | okay |
| 16:31 | madmetzger | should we at least change the order for portal elements then rather than making the order more flexible? |
| 16:31 | storyteller | well, at my local server if didn't work... :/ |
| 16:31 | storyteller | Ahhhhh :D |
| 16:31 | storyteller | Now :)) |
| 16:31 | storyteller | That's great :) |
| 16:32 | storyteller | nearly two minutes over time ;) |
| 16:32 | storyteller | but the bell is great :) |
| 16:32 | kiheru | I could have aimed at higher accuracy, but thought the sacristan does not know the time any better anyway |
| 16:33 | storyteller | yes |
| 16:33 | storyteller | no, that's fine :) |
| 16:34 | storyteller | and does it really ring five times in half an hour then? |
| 16:34 | kiheru | it should |
| 16:34 | storyteller | Oh, that's really great :) |
| 16:34 | storyteller | Thank you, Kiheru :) |
| 16:35 | kiheru | I have had a local server running overnight and been checking the bells once a while |
| 16:35 | kiheru | yw. it was a fun and nice feature to implement |
| 16:35 | storyteller | :) |
| 16:38 | kymara | madmetzger: if the validation was also enforced in eclipse it wouldn't be an issue. |
| 16:39 | kiheru | the sound radius etc may take adjusting. I'm not sure those are right |
| 16:39 | storyteller | hmm... Well, it can be a quite big radius that's fine then |
| 16:40 | storyteller | I also thought of also having the bell sound then in areas next to where the church is, maybe. But then with less volume |
| 16:41 | kiheru | that's harder to add. the bell source is at the map with the church |
| 16:41 | storyteller | yes |
| 16:41 | storyteller | Hmm... |
| 16:41 | storyteller | well, it is no need ;) |
| 16:42 | kiheru | maybe the bell at the athor island should be made usable |
| 16:43 | storyteller | oh, is there one? |
| 16:43 | storyteller | Aaaaand: Idea- alert ;D |
| 16:43 | kiheru | right of the beach |
| 16:44 | storyteller | What about someone shouting when the ferry arrived? ;) |
| 16:44 | kiheru | next to the huts |
| 16:44 | storyteller | Ah okay :) |
| 16:46 | kymara | i was thinking about swimming costumes: although you coudl still teleport out of the island, the ferry people could at least refuse to let you on if you had on the swimming costume still |
| 16:46 | kymara | or change you back |
| 16:46 | storyteller | yes |
| 16:47 | kymara | i'd someday liek to do something better with the outfits that get removed |
| 16:48 | kymara | atm server restart breaks the listener |
| 16:49 | storyteller | well, there could be a sound when the ferry has arrived, which has a quite big radius and the source is set at the dock, so you also hear it when you are further away |
| 16:49 | kymara | sounds good, storyteller |
| 16:50 | kymara | i do not think the npc themself can shout for the whole zone |
| 16:50 | kymara | but a horn toot like a ferry makes could go quite far |
| 16:50 | storyteller | yes, thats true... |
| 16:51 | storyteller | but a horn toot is well, non fotting to the world... |
| 16:51 | storyteller | unless it is something like blown in a cow horn like the vikings or something ;) |
| 16:51 | kymara | right |
| 16:51 | storyteller | :) |
| 16:52 | storyteller | that would be nice then |
| 16:54 | madmetzger | kymara: do you open xml files with the eclipse text editor? or do you use the eclipse xml editor? in my configuration the xsd is checked on save |
| 16:54 | kymara | madmetzger: i just 'open' them. i have no xml editor for them, they aren't syntax highlighted. i have asked about it in teh past and someone recommended xmlbuddy and it was closed source i think so i didn't get it |
| 16:56 | madmetzger | okay, i have the web tools platform installed, which might be a bit too much maybe. but it includes an xml editor. that makes the difference i guess |
| 16:56 | hendrik | you can select just the editor from the web tools platform. |
| 16:57 | madmetzger | yes, there's one feature for that |
| 17:01 | storyteller | Huiii, the bell works fine :) |
| 17:02 | kymara | I will try it when i get home, hendrik, madmetzger. |
| 18:23 | omero | uhm |
| 18:23 | omero | [18:18] <Carmen> Hi, may I help? |
| 18:23 | omero | [18:18] <omero> heak |
| 18:23 | omero | [18:18] <Carmen> There, you are healed. How else may I help you? |
| 18:23 | kymara | Yes. |
| 18:24 | kymara | Loads of NPCs can understand typos. |
| 18:24 | omero | she's heaked me |
| 18:24 | kymara | That's the magic of parser |
| 18:24 | kymara | No, she told you she healed you. But she understood. |
| 18:24 | omero | ^^ |
| 18:24 | omero | hi |
| 18:24 | kymara | You can ask to get into the vault with a whole host of spelling errors. |
| 18:24 | omero | ops |
| 18:24 | omero | yes, vaulz works :) |
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| 18:38 | storyteller | I am really excited of the bell at ados church :D |
| 18:38 | kiheru | :-) |
| 18:38 | storyteller | Well, but hmm, in my opinion it should also be in other zones of ados... |
| 18:39 | storyteller | Well, if I am in Ados I am not that often in the south... |
| 18:40 | kymara | perhaps it would be best to add it to other churches like fado first and then think about making it to a wider area of zones. after all, we dont' want to dilute the effect too much |
| 18:40 | storyteller | yes, that is true |
| 18:40 | kiheru | I added a bell to fado |
| 18:40 | storyteller | Okay :) |
| 18:41 | storyteller | Well, you are right :) For this first time it should just be in these zones and not in others around :) |
| 18:41 | storyteller | maybe then the people will come to this zone just to hear the bell ;) |
| 18:41 | storyteller | Just like with Big Ben ;D |
| 18:46 | kiheru | I don't remember if there are other bells than those two churches (except the one at athor, but that should work differently) |
| 18:51 | yoriy | amazoness giant should drop giant heart. Otherways is is hard to prove that we dont think about womans have no heart :-) |
| 18:51 | yoriy | i will make feature request |
| 18:58 | yoriy | kiheru, i found that request: #1802408, what you think, it seems to be very close to your maze. |
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| 19:16 | kiheru | the maze does not quite take an hour to do :-D |
| 19:16 | Bluelads4 | :D just if you forget that you're logged in ^^ |
| 19:18 | -!- | gros is now known as Codenmark |
| 19:48 | -!- | Laguz [~Miranda<(a)>p57B08233.dip0.t-ipconnect.de] has joined #arianne |
| 19:48 | Laguz | hello all |
| 19:51 | CIA-66 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/ (9 files in 5 dirs): |
| 19:51 | CIA-66 | arianne_rpg: start of notifier mechanism similar to tutorial events |
| 19:51 | CIA-66 | arianne_rpg: * logging in database commented out as reached achievements are not yet stored in player object |
| 19:51 | CIA-66 | arianne_rpg: * add new achievements in code in createXXXAchievement methods |
| 19:51 | CIA-66 | arianne_rpg: * add new categories in enum Category if necessary |
| 19:51 | kymara | hi Laguz |
| 19:52 | kymara | i wrote you messages here when i was comitting the candle portals |
| 19:53 | Laguz | hi kymara |
| 19:53 | kymara | http://stendhalgame.org/chat/2010-07-12.html if you search for first time i saw 'laguz' and then read on |
| 19:53 | kymara | i stop at about 23 30 |
| 19:53 | Laguz | ok moment |
| 19:53 | kymara | so, 2100 is the first one i think |
| 19:57 | Laguz | kymara, ok i see |
| 19:58 | Laguz | the problem is that players can drop the candles and get new |
| 19:58 | Laguz | thats the reason whyi wanted it as quest-state |
| 19:58 | Laguz | the candles can be all destroyed by the next portal but other players can use the candles |
| 19:58 | Laguz | if the lay on the ground |
| 19:59 | Laguz | hm |
| 19:59 | Laguz | we could bound them to the player, maybe then its no need to be bound to a quest-state |
| 20:01 | Laguz | and yes, the gates need a reject-message. special cause i use a gate for a quest |
| 20:02 | Laguz | and the player dont know what happens without the reject message |
| 20:02 | kymara | you did not say what quest state you mean |
| 20:02 | kymara | so i did't know what to do |
| 20:02 | kymara | the spots were saying they needed a candle so i thought i had to give it a candle |
| 20:02 | Laguz | oh wait |
| 20:03 | Laguz | i havent read all |
| 20:03 | Laguz | no i thought it doesnt work multi-action |
| 20:03 | Laguz | i should rd all first^^ |
| 20:03 | Laguz | read* |
| 20:04 | kymara | well right now i have it that it gives you the candle only if you don't have one. but you're right i geuss they can put it on ground to get more, but zekiel did make you drop them anyway too (i guess you could teleport out) |
| 20:04 | kymara | it coudl set teh quest slot and give the candle, only if quest slot isn't already set |
| 20:05 | kymara | but then if you pick the wrong portal zekiel needs to reset your slot before he sends you back |
| 20:05 | Laguz | hm |
| 20:05 | kymara | *or* we could make each candle-spot (not portal, i mean the shimmer spot) eat all candles you hold not just one of them. |
| 20:05 | Laguz | no i wanted portalset quest-states |
| 20:05 | kymara | alright |
| 20:05 | kymara | i guess you can see yourself how to do it now |
| 20:05 | Laguz | let me explain |
| 20:05 | kymara | and i wrote a small guide on the wiki |
| 20:06 | Laguz | ah nice thank you |
| 20:06 | Laguz | i still havent read the complete log |
| 20:07 | Laguz | ill read it first |
| 20:07 | Laguz | if i cant do it how i need, ill ask u |
| 20:07 | kymara | ok |
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| 20:16 | Laguz | kymara, of course i can change the quest-name. I enlarged the quest while developing it, so the name is anyway not really fitting to the complete quest anymore. |
| 20:17 | Laguz | which name do u had in mind? |
| 20:17 | kymara | on the wiki you call it the wizards circle quest |
| 20:17 | Laguz | oh, really? |
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| 20:18 | kymara | so it coudl be wizards_circle and the java file quest name too, or take it from the java file and call the quests slot zekiel_practical_test or something ? |
| 20:18 | Laguz | we should better name it like the java file, or? |
| 20:19 | kymara | yes unless we changed both |
| 20:19 | kymara | but i think it was changed enough before ... |
| 20:20 | kymara | so zekiels_practical_test |
| 20:20 | kymara | to be close to the java file name too |
| 20:20 | Laguz | i dont care on the name, i just want the best and easiest fit |
| 20:20 | kymara | just something not toooo hard for poor admins and developers to remember:) |
| 20:20 | kymara | and did you find the wiki page |
| 20:21 | Laguz | ^^ thats what i mean |
| 20:21 | Laguz | no |
| 20:21 | kymara | http://stendhalgame.org/wiki/HowToAddMapsServerStendhal#Condition_and_Action_Portals |
| 20:21 | Laguz | i didnt loked for it, i talk to friend so im little bit slow |
| 20:21 | kymara | i didn't actually *test* the code that i pasted there but it shoudl give the overall idea |
| 20:22 | Laguz | hes playing stendhal at moment and asks me somethings |
| 20:22 | Laguz | ah yes thanks, this is cool |
| 20:23 | Laguz | but i didnt really understand how it can replace the gates |
| 20:24 | kymara | it is not designed to replaced gates |
| 20:24 | kymara | gates, doors and portals are all different base types of entrance, really. |
| 20:24 | kymara | but you can add these conditions and actions up |
| 20:24 | Laguz | it seems i misunderstood |
| 20:24 | kymara | like combine them in different ways |
| 20:24 | Laguz | yes |
| 20:25 | kymara | i thought i already saw conditions on the gates |
| 20:25 | Laguz | yes |
| 20:32 | Laguz | ah, i remember why i used a gate for the quest |
| 20:32 | Laguz | because portals with image are visible at the minimap |
| 20:33 | Laguz | thats mean i still cant replace the gate with the action portals |
| 20:33 | Laguz | beside, the gate just needs reject message and it works perfect |
| 20:34 | kymara | Laguz: you used gate atthe top of teh spire |
| 20:34 | kymara | you used door for the ones that eat the candle. |
| 20:34 | Laguz | yes, i mean another gate |
| 20:34 | kymara | i am not sure which you mean right now. |
| 20:34 | kymara | ok |
| 20:34 | Laguz | ? |
| 20:35 | kymara | what? |
| 20:35 | Laguz | i just talk about gate, not doors |
| 20:35 | kymara | and? |
| 20:35 | kymara | is there a problem? |
| 20:35 | Laguz | becauseu said i used doors eating candle |
| 20:35 | kymara | if there is something you need, state what you need in one simple line please. |
| 20:36 | Laguz | i already talked to kiheru about that, its just a while ago |
| 20:36 | Laguz | he made all the gate conditions |
| 20:36 | kymara | Ok, if you have everything you need now that's fine. |
| 20:36 | Laguz | i cant remember what was the problem with reject message |
| 20:37 | hendrik | Laguz, you asked for portals/gates/doors/whatever to be able to do actions. |
| 20:37 | Laguz | yes thats true and i need it |
| 20:37 | Laguz | the gates are another theme |
| 20:38 | Laguz | i guessi confused u a bit^^ |
| 20:38 | Laguz | the gates are for another quest^^ |
| 20:38 | kymara | i dont feel confused. |
| 20:38 | Laguz | i need the action portals for the candle quest, but the gate for another |
| 20:38 | hendrik | seems like Laguz is the confused one. |
| 20:39 | kymara | i just feel that you're not communicating, but that's ok, if you have everything you need. |
| 20:39 | Laguz | i still have prblems to communicate explain in english, i guess thats the problem... |
| 20:43 | kymara | you're like me and don't think much before you type |
| 20:43 | kymara | just start typing whatever you are thinking and that means it doesn't come out well formed. |
| 20:45 | Laguz | could be^^ |
| 20:49 | madmetzger | has anyone a better idea than storing reached achievements for a player in the player object than using a string list as implemented in Attributes.java? |
| 20:50 | madmetzger | adding attributes is not a decision one should make without thinking good about it :D |
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| 20:52 | hendrik | loading it from the archivement table on login and storing as Set<String> in the Player.java |
| 20:54 | madmetzger | oh, that's a sounds like a good idea |
| 21:07 | Laguz | hendrik, how can i check and set quest states with the portals? |
| 21:07 | hendrik | Laguz, kymara told you the link that explain it. |
| 21:07 | Laguz | yes but i cant find any example for quests |
| 21:08 | Laguz | i dont know how to get to the quests |
| 21:08 | kymara | i also gave links where all the conditions and action names can be found |
| 21:09 | kymara | you know how to set quest states and check them when you write an npc doing it |
| 21:09 | kymara | just use exactly the same ones |
| 21:09 | kymara | <parameter name="action">new DropItemAction("special magical thingy", 10)</parameter> |
| 21:09 | Laguz | oh wait, im dumb |
| 21:09 | kymara | <parameter name="action">new SetQuestAction("candle_quest","start")</parameter> |
| 21:09 | kymara | like for quests ... |
| 21:10 | Laguz | i just have to use the direct name of the quest |
| 21:10 | Laguz | instead quest_slot |
| 21:10 | Laguz | or? |
| 21:10 | hendrik | yes |
| 21:10 | Laguz | that was my question^^ |
| 21:10 | kymara | yes, normally somewhere you have said QUEST_SLOT="candle_quest" atteh start the file. |
| 21:10 | kymara | *at the start |
| 21:10 | Laguz | yes |
| 21:10 | Laguz | its all clear |
| 21:11 | CIA-66 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/engine/db/AchievementDAO.java: add a method to read all reached achievement identifiers of a player |
| 21:11 | kymara | i thought there were already code examples too |
| 21:11 | kymara | for entering the catacombs for example. in semos.xml |
| 21:18 | CIA-66 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/engine/dbcommand/ReadAchievementsForPlayerCommand.java: add db command to read reached achievements for a player |
| 21:23 | CIA-66 | arianne_rpg: yoriy * stendhal/data/conf/creatures/giant_human.xml: implementation of #3029044, "Amazoness giant should drop giant heart" |
| 21:41 | CIA-66 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/engine/db/AchievementDAO.java: fix column number |
| 21:46 | CIA-66 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/ (5 files in 4 dirs): |
| 21:46 | CIA-66 | arianne_rpg: * check if player has already reached an achievement |
| 21:46 | CIA-66 | arianne_rpg: * add logging of reaching to player and database table |
| 21:46 | CIA-66 | arianne_rpg: * store reached achievements in volatile set within player object |
| 21:50 | kymara | 'The a kymara's house key ' .. |
| 21:50 | kymara | ugh, that's from the quantityplnoun change of 1 -> a |
| 21:51 | kymara | but it's not too easy to fix this one |
| 21:51 | kymara | i could drop the 'The' totally but then the thing isn't capitalised |
| 21:52 | hendrik | Did it say The 1 kymara's house key before? |
| 21:52 | kiheru | hmm, wouldn't that look weird with 1 as well |
| 21:52 | kymara | it did but that is better |
| 21:52 | kymara | The 1 carrot which you left on the floor |
| 21:52 | kymara | The 10 carrots |
| 21:52 | kymara | not The a carrot |
| 21:53 | kiheru | ah, that message |
| 21:53 | kymara | it's alright, i'll put it after a colon and pretend it's not a new sentence. |
| 21:54 | kiheru | what if it was without "The"? |
| 21:54 | kymara | Then it is: |
| 21:54 | kymara | a carrot which you left on the floor |
| 21:54 | kymara | and as i said that is not capitalised. |
| 21:54 | kymara | so that is unacceptable too. |
| 21:54 | kiheru | capitalization should be easy to add |
| 21:54 | hendrik | I'd suggest a new method quantityplnounWithoutPrefixOnOne() or with a better name. |
| 21:54 | kymara | a new method, wasteful. |
| 21:55 | hendrik | that does the same thing as quantityplnoun except that it does add nothing in case it is 1. |
| 21:55 | kymara | I can do: Dagobert tells you: a carrot which you left on the floor |
| 21:55 | kymara | I'd dropped the Dagobert tells you: before (for when it didn't have to come via postman) |
| 21:56 | kymara | so now i have to add in 'source tells you:' into my GuaranteedDelayedPlayerTextSender |
| 21:58 | kymara | if someone wants to make a new method i'll use it |
| 21:58 | kymara | i had the same problem with my mum telling players a message using that |
| 22:00 | kymara | she was saying " come back in .. and I'll have got your " + quantityplnoun ... |
| 22:00 | kymara | so i just dropped the 'your' |
| 22:06 | kiheru | slightly refined bucket image: http://imagebin.ca/view/wSHfuU.html |
| 22:08 | CIA-66 | arianne_rpg: story-teller * stendhal/data/conf/zones/ados.xml: Added bird sounds to different places in 0_ados_city_s and 0_ados_city_n. |
| 22:11 | CIA-66 | arianne_rpg: madmetzger * stendhal/data/conf/ (achievements/achievements.xml achievements.xsd): add a first draft to configure achievements via xml similar to portals with conditions |
| 22:11 | kiheru | a new quantityplnoun variant would be trivial to add. (and apparently used at least 2 places so it would be ok). what would be a good name? |
| 22:12 | kymara | it irritates me to add a new one |
| 22:13 | kymara | there are so many methods in there already |
| 22:13 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/core/events/ (2 files): |
| 22:13 | CIA-66 | arianne_rpg: private text sender which guarantees message delivery using a delayed method so |
| 22:13 | CIA-66 | arianne_rpg: it doesn't get lost on zone change and then by using postman if the player |
| 22:13 | CIA-66 | arianne_rpg: logged out by the time it was sent. prepends who the souce was from to the |
| 22:13 | CIA-66 | arianne_rpg: private message like 'source tells you:\n' |
| 22:13 | kymara | isare IsAre plnoun quantityplnoun quantityplnounwithhash |
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| 22:18 | kiheru | ok, no new methods then |
| 22:23 | Laguz | kymara, do u have the feeling the practical test is to hard? Or why do u want a paper for the players with the informations? |
| 22:34 | CIA-66 | arianne_rpg: kiheru * stendhal/data/gui/ (trash.png trash.xcf.bz2): Added an image for the remove account button |
| 22:35 | Laguz | kiheru, marked scrolls can be used by other players too? |
| 22:35 | Laguz | i mean instead of the player who marked it |
| 22:36 | kiheru | I think they can now. they used to be bound, but since we have already the visited check it was not really needed anymore |
| 22:36 | Laguz | because i have to use noTeleportIn-area for all interiors of the wizards tower, so that players not just use marked scrolls to reach the spire |
| 22:37 | Laguz | OOh |
| 22:37 | Laguz | cool |
| 22:37 | Laguz | didnt knew that |
| 22:37 | kymara | Laguz: maybe you should get some moreplayers to test the quest. |
| 22:37 | Laguz | so i just have to use them at the interiors of the test |
| 22:37 | kymara | For example you said that one wizard is a fire wizard |
| 22:37 | kymara | and to pick teh creature for him |
| 22:38 | kymara | i picked a fire elemental |
| 22:38 | kymara | stupid me, why would a fire elemental represent fire magic? |
| 22:38 | Laguz | it does, thats it |
| 22:38 | kymara | um, i think i had to choose the fire demon. |
| 22:38 | Laguz | but it doesnt fir to the fire mages history |
| 22:38 | kymara | yes |
| 22:39 | Laguz | i think |
| 22:39 | kymara | and from zekiel i had thought the important thing to remember was just thatthat wizard is fire |
| 22:39 | kymara | and remember there were 7 wizards to remember |
| 22:39 | Laguz | the quest should not be to easy, let the players teleport back sometimes if they choosee false |
| 22:39 | kymara | so i thought of the paper. |
| 22:39 | kymara | which might be nice, visually, and stop them just using trial and error |
| 22:40 | kymara | i think right now most players will just use trial and error or just ask their friends. |
| 22:40 | kymara | not even try to do it properly |
| 22:40 | Laguz | yes |
| 22:40 | kymara | so i offer a solution. |
| 22:40 | Laguz | asking friends will happen anyway |
| 22:40 | Laguz | hm |
| 22:41 | Laguz | u mean a paper with image, like map from monogenes? |
| 22:41 | kymara | yes |
| 22:42 | kymara | like my dark elves wanted image too. it's just supposed to be a 'wanted poster' i think |
| 22:42 | kymara | or the maps by zynn iwuhos |
| 22:43 | Laguz | i will check that |
| 22:43 | kymara | but with text too |
| 22:44 | Laguz | yes sure, without text it would make no sense |
| 22:45 | CIA-66 | arianne_rpg: kiheru * stendhal/src/games/stendhal/client/gui/login/LoginDialog.java: Use image rather than text for the remove account button. Added a tooltip to it |
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| 23:31 | Laguz | hendrik, something seems to be wrong with my portal-code. All portals befor this action-portal are in the zone, but all portals(including the action-portal) after it are not. |
| 23:32 | hendrik | are there error messages on server start? |
| 23:32 | Laguz | http://pastebin.com/EMm9smer |
| 23:32 | kymara | put "" around the string for the quest slot. |
| 23:32 | kymara | or it does not know it's a string |
| 23:32 | Laguz | let me check |
| 23:33 | kymara | <parameter name="action">new SetQuestAction("candle_quest","start")</parameter> is what i told you |
| 23:33 | kymara | SetQuestAction(zekiels_practical_test, "second_step") is what you have, and check the condition too |
| 23:34 | Laguz | so its still different to the java code |
| 23:34 | hendrik | no, it is not. |
| 23:34 | hendrik | in Java you have to quote strings, too. |
| 23:35 | hendrik | try: |
| 23:35 | hendrik | public class Foo { |
| 23:35 | hendrik | public static void main(String[] args) { |
| 23:35 | Laguz | ah i just copied the line with the quest_slot |
| 23:35 | Laguz | and replaced it |
| 23:35 | hendrik | new SetQuestAction(zekiels_practical_test, "second_step"); |
| 23:35 | hendrik | }} |
| 23:35 | Laguz | ok forget it |
| 23:36 | kymara | Laguz: but as i told you, you had earlier set quest_slot = "candle_quest"; |
| 23:36 | kymara | not quest_slot = candle_quest; |
| 23:36 | kymara | please don't just say 'ok forget it' |
| 23:36 | kymara | that seems pretty rude, hendrik was trying to teach you something there. |
| 23:39 | Laguz | that is what i said |
| 23:39 | Laguz | i defined quest slot befor |
| 23:40 | Laguz | i just replaced quest slot with the name of the quest |
| 23:40 | Laguz | in the xml |
| 23:40 | Laguz | and "forget it" means in this case "forget it, it was my fault" |
| 23:40 | Laguz | in german we use that normaly, its not rude |
These logs of #arianne were automatically created on irc.freenode.net