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.
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| 08:24 | CIA-66 | arianne_rpg: kymara VERSION_00_RELEASE_86 * stendhal/data/conf/items/documents.xml: fix extra tag |
| 08:24 | CIA-66 | arianne_rpg: kymara VERSION_00_RELEASE_86 * stendhal/data/conf/items/documents.xml: remove ice scroll and blank scroll, they are not used in this release and so they shouldn't appear on items page. also i do not think they should be in 'documents' anyway. |
| 08:28 | CIA-66 | arianne_rpg: kymara VERSION_00_RELEASE_86 * stendhal/tiled/tileset/ground/hexagramm.png: |
| 08:28 | CIA-66 | arianne_rpg: Backport mkvii's changes : |
| 08:28 | CIA-66 | arianne_rpg: -increased the spark of the hexagram |
| 08:28 | CIA-66 | arianne_rpg: -removed graphic bugs |
| 08:29 | -!- | lachgeist [~lachgeist<(a)>dslc-082-083-236-124.pools.arcor-ip.net] has joined #arianne |
| 08:33 | CIA-66 | arianne_rpg: kymara VERSION_00_RELEASE_86 * stendhal/src/games/stendhal/server/maps/semos/wizardstower/ (WizardsGuardStatueSpireNPC.java BlueIceSorceressNPC.java): backport removal of special items which are not used yet in this release |
| 08:34 | CIA-66 | arianne_rpg: kymara VERSION_00_RELEASE_86 * stendhal/src/games/stendhal/server/entity/npc/action/SendPrivateMessageAction.java: backport send private message action |
| 08:37 | CIA-66 | arianne_rpg: kymara VERSION_00_RELEASE_86 * stendhal/data/conf/zones/semos.xml: |
| 08:37 | CIA-66 | arianne_rpg: backport changes to the wizards tower: |
| 08:37 | CIA-66 | arianne_rpg: - messages on successful use of portal |
| 08:37 | CIA-66 | arianne_rpg: - messaging areas to help at first stage |
| 08:37 | CIA-66 | arianne_rpg: - removed nonexisting sound |
| 08:37 | kymara | and added a music, that got skipped cos i split my message over lines |
| 08:37 | kymara | the_magical_tower |
| 08:39 | CIA-66 | arianne_rpg: kymara VERSION_00_RELEASE_86 * stendhal/src/games/stendhal/server/script/DumpPostmanTable.java: backport: write to file not server.log |
| 08:56 | kymara | in theory, test server is now running off branch 0.86 |
| 08:56 | kymara | and the 0.86 client should be there to dowbload as well as 0.86.5 (should be no difference, pls try with 0.86 if you are going to download it) |
| 09:00 | kymara | i cleaned up all the old ones like 0.84.5 yesterday but they hang around , i think they're in the build and don't get cleaned for whatever reason :( |
| 09:00 | kymara | 2010-07-23 08:51:27 WARN [marauroad ] Engine ( 130) - Chief Falatheen Humble Dishwasher: Adding ambiguous state transition: [ATTENDING,offer,ATTENDING,null] existingAction='null' newAction='games.stendhal.server.entity.npc.behaviour.adder.BuyerAdder$1<(a)>3d511e' |
| 09:00 | kymara | i didn't normally see these. |
| 09:01 | kymara | spotted them in http://xplanner.homelinux.net/log/server.log for a few buyers, Merenwen too. |
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| 13:43 | omero | I'd like to testout the hoeing NPC I've been preparing... the wiki has a section on implementing quests but haven't found anything specific on adding the NPC to the world |
| 13:46 | kymara | One moment |
| 13:48 | kymara | http://stendhalgame.org/wiki/HowToAddMapsServerStendhal#Adding_NPCs |
| 13:48 | kymara | The java way, please. |
| 13:49 | kymara | You can look at some existing npcs for examples just check they use the java way (a zone configurator not a SpeakerNPCFactory) |
| 13:49 | kymara | i am not sure how much use that guide really gets, if it is missing stuff i apologise, i would read it in hand with a specific example. |
| 13:50 | omero | ok |
| 13:50 | omero | it's a start |
| 13:50 | omero | thanks kymara |
| 13:50 | kymara | I just noticed it did not have the zone configurator part or configureZone |
| 13:50 | omero | I've been browsing the NPCs and noticed that some need XML data while others implement all in the java code |
| 13:51 | kymara | yes |
| 13:51 | omero | I'd had gone with the java way |
| 13:51 | kymara | did you spot the TODOs? |
| 13:51 | omero | yep |
| 13:51 | kymara | They should hint to you that the xml way is not right. |
| 13:51 | omero | that catched my eyes |
| 13:51 | kymara | Good. |
| 13:51 | kymara | That's why I added them :) |
| 13:52 | omero | if the hoeing npc turns out ok, I'd like to also add one that bakes cherry and apple pies |
| 13:53 | kymara | That sounds good. |
| 13:53 | omero | cherries are dropped by littlewitches other than being found inside presents :) |
| 13:53 | kymara | yes. |
| 13:53 | kymara | you may find some inside some houses too. |
| 13:54 | omero | the only issue troubling me are the ingredients: milk, flour, and... eggs |
| 13:54 | kymara | you have a request about eggs open |
| 13:54 | omero | yep |
| 13:54 | omero | is that being considered? |
| 13:54 | kymara | yes |
| 13:54 | omero | ohh that's good news then :) |
| 13:54 | kymara | for example hens could drop them or they could 'grow' on the nests |
| 13:55 | kymara | i just need to check if they're down as a weekly item quest item, and move it to daily if so. |
| 13:55 | omero | poor hens :) I'd prefer the 2nd option |
| 13:55 | kymara | they're also an item for the jailed barbarian quest, i think? |
| 13:55 | omero | uhm |
| 13:55 | kymara | so it trhows the balance of that out a bit. |
| 13:55 | kymara | i haven't checked this is just from memory |
| 13:56 | omero | how about making the snarfkins eggs a rare kind and have the others just common (not too hard) to find? |
| 13:57 | omero | painting the snarfking egg violet or green or something like that andh create a new item doesn't sound that hard... I'd volunteer for that |
| 13:57 | kymara | they could drop one of the other existing eggs |
| 13:57 | kymara | but that's not the issue. |
| 13:57 | kymara | it would need to change the item needed for the jailed barbarian quest, you see |
| 13:57 | kymara | he asks for eggs, say |
| 13:57 | kymara | which were rare |
| 13:57 | kymara | making them less rare then changes the difficulty and scope of the quest |
| 13:58 | omero | ok, lets that quest require a rare_egg item then :) |
| 13:58 | kymara | ok, have you checked what the quest state looks like? |
| 13:58 | omero | and we have rare_egg item dropped by the snarfkin |
| 13:58 | kymara | does it store the word 'egg' and he compared direct to it? |
| 13:58 | kymara | what about the players he already told he needed an egg? |
| 13:58 | omero | mm |
| 13:58 | kymara | and then we change it? |
| 13:58 | omero | right |
| 13:58 | kymara | isn't that confusing and even unfair? |
| 13:59 | omero | I know |
| 13:59 | kymara | I'm not shouting I'm just listing the things to think about |
| 13:59 | kymara | which is why i didn't instantly just add a bunch of eggs :) |
| 13:59 | omero | instead of rare_egg, hens will drop hen_egg |
| 14:00 | kymara | the item name of that white egg is just egg. |
| 14:00 | kymara | i think if eggs are needed for food items they should just be called egg |
| 14:00 | kymara | that is normal use in real life |
| 14:01 | omero | this is a classic chicken and egg problem :P |
| 14:01 | kymara | we can change what lorenz requires, would just need to add some sentence like 'did i ask you for an egg? i meant poisoned egg' or whatever |
| 14:01 | kymara | and also that from the start he asks for poisoned egg, etc |
| 14:01 | kymara | rotten egg is probably the name i'm thinking of |
| 14:01 | omero | sounds good to me |
| 14:02 | kymara | for me it fits to snarfkin because they are poisonous |
| 14:02 | omero | ah! green egg then :D |
| 14:02 | kymara | i can deal with lorenz, the snarfkins and the weekly quest |
| 14:02 | kymara | if you want to deal with the nests, making eggs grow there |
| 14:03 | kymara | i don't think it's green egg i think it's rotten egg but again i ddin't check |
| 14:03 | kymara | there is a green one with erd dots |
| 14:03 | kymara | red |
| 14:03 | omero | the spotted egg |
| 14:03 | omero | where should I start looking for the nests? |
| 14:05 | omero | ah... the piemaker location... I was thinking the rightmost room in kirdneh's bar next to where everyone goes training |
| 14:06 | postman-bot | slady rented a sign saying "Selling 100 greater potions for a good price, ask Harold" |
| 14:06 | omero | I'd like to place it in kirdneh but there's no spots at the market and all houses seems to be taken |
| 14:12 | kymara | what about ados market, though |
| 14:12 | kymara | in ados city n2 |
| 14:12 | kymara | the nests are in the farm, 0 ados forest w2 |
| 14:12 | kymara | and on teh road out there outside pdiddi's house on 0 semos road e |
| 14:13 | kymara | well the hens are there, not all necessarily have nests |
| 14:14 | kymara | you can add stuff. and i think the hens by pdiddi are enclosed. time for a gate :) |
| 14:15 | kymara | what about kalavan for your pie maker too, or the farmhouse in ados forest w2 |
| 14:19 | omero | Ill check all the locations ... kalavan sounds good though |
| 14:20 | omero | the farm area is where the beekeeper is? |
| 14:20 | omero | ah sorry... ados not fado |
| 14:20 | kymara | the farm areas is in ados forest w2 |
| 14:20 | kymara | where Paul walks around. |
| 14:21 | kymara | kalavan has a house with old granny graham |
| 14:21 | kymara | but she is already 'producing' tea and you cannot produce more than one item |
| 14:22 | omero | I see lots of small houses in 0_fado_forest_s |
| 14:23 | -!- | Blue_exam is now known as Bluelads4 |
| 14:25 | kymara | albino elves would not make cherry pies i think |
| 14:26 | kiheru | that's the area with the beekeeper |
| 14:27 | omero | mmm... never met any there... did I miss something? |
| 14:27 | kiheru | the other huts than his would be free |
| 14:28 | omero | yep, the beekeeper is there but he wouldnt feel in competition with a lady making cherry pies, would he? |
| 14:28 | kiheru | cherry pies need something to sweeten them |
| 14:29 | omero | Im now catching something kymara just said though: ... and you cannot produce more than one ite |
| 14:29 | kymara | yes. |
| 14:29 | kymara | more than one type of item |
| 14:29 | omero | I was actually thinking about both cherry and apple pies |
| 14:29 | kymara | sorry i had understood you meant all in one |
| 14:29 | kymara | ok so i guess you need two npcs. |
| 14:29 | omero | so I'd need 2 npc |
| 14:29 | omero | gh |
| 14:29 | omero | ok |
| 14:29 | omero | no problem |
| 14:29 | omero | martha got a sister |
| 14:30 | kymara | can't she have a brother, stewart ? |
| 14:30 | kiheru | one hut has a cauldron & bottles around it. that would fit more someone who makes drinks better (a brewer?) |
| 14:30 | kymara | still a shame we didn't get the sugar cane gfx off geomac |
| 14:30 | kymara | but at least i did teh work for the cane field |
| 14:31 | omero | uhu! ruhm? |
| 14:32 | omero | kymara I thought about a twin sister (I'd just need to maybe alter hair/dress color for the npc outfit) |
| 14:34 | kymara | i was only joking. |
| 14:34 | kymara | i figured you meant martha as in martha stewart the famous american baker. |
| 14:36 | omero | lol... that was the 1st name that came to mind... is there a Martha famous baker? |
| 14:36 | kymara | yes --^ |
| 14:36 | * | kiheru wonders how hard it would be to have multiple producer behaviours per npc |
| 14:37 | * | kymara would much rather refactor the producer code first. |
| 14:37 | kymara | it's fine for a 'user', easy. |
| 14:38 | kymara | but the code itself neesd to use standard conditions and actions. |
| 14:38 | kymara | ditto buyer and selelr |
| 14:39 | kiheru | ok |
| 15:54 | omero | uhm... I'm trying to understand how to actually place the NPC where I want it to be |
| 15:55 | kymara | npc.setPosition(x,y) |
| 15:55 | omero | lets take the hoeing man: I'd like he to be hoeing in 0_semos_plain_ne |
| 15:55 | kymara | down by where you set the outfit |
| 15:56 | omero | what I miss is where I should define that he's in 0_semos_plain_ne |
| 15:56 | kymara | We need to tell the zone to load this configuration class file. |
| 15:56 | kymara | The map she's on is called int_ados_magician_house, so the information is inside the <zone name="int_ados_magician_house" file="interiors/ados/magician_house.tmx"> </zone> section. |
| 15:57 | kymara | add the line : <configurator class-name="games.stendhal.server.maps.ados.magician_house.WizardNPC" /> |
| 15:57 | kymara | right after the <zone ... tmx"> |
| 15:58 | kymara | choose your package wisely also please, just to keep things tidy really. |
| 15:58 | kymara | so your file shoudl be in .. server/maps/semos/plains/ |
| 15:58 | omero | uhm... I'm even more confused now... I thought hoeing man was to be put in the farm area (just below the mill) |
| 15:58 | omero | ah ok |
| 15:58 | kymara | I was pasting from the wiki page. |
| 15:58 | kymara | Pastign exactly so you could refer to it |
| 15:59 | kymara | I know you are not making a wizard |
| 15:59 | kymara | it would not be in a magicians house. |
| 15:59 | kymara | Finally, please could you ensure your java class name follows our conventions, use the 'role' of the NPC not the first name |
| 16:00 | kymara | e.g. BakerNPC or even better PieMakerNPC would be appropriate |
| 16:00 | omero | found the spot you're referring to |
| 16:00 | omero | public class HoeingManNPC |
| 16:01 | omero | I'm going with easy one 1st... I'll take on the piemaker npc when I got all the process clear |
| 16:01 | omero | one last question: what's npc.setEntityClass() for? |
| 16:02 | kymara | have you seen this in examples or the wiki? |
| 16:02 | omero | setting its class to a PNG image that exists at data/sprites/npc <<--? |
| 16:02 | kymara | ok, on the wiki that is takign parameter which is the sprite for the image |
| 16:02 | kymara | yes, so that is what it says it is used for |
| 16:03 | omero | so if I have hoeingnpc.png it will use that |
| 16:04 | omero | npc.setEntityClass("hoeingmannpc"); |
| 16:04 | omero | and then have data/sprites/npc/hoeingmannpc.png |
| 16:05 | kymara | are you using an IDE? |
| 16:05 | omero | nope |
| 16:05 | kymara | oh well. |
| 16:05 | omero | just vi(m) |
| 16:06 | kymara | I'm just not 100% positive that's the current method name for it so it's a shame |
| 16:06 | kymara | but if you can look at an example |
| 16:06 | kymara | then you'll see |
| 16:06 | kymara | open up Carmen's for example. |
| 16:07 | kymara | she'd be semos/city/HealerNPC.java if yuo dont' have grep. |
| 16:07 | kymara | and her image is healernpc |
| 16:07 | omero | ok, was checking Jennyy the Miller |
| 16:08 | kymara | oh that's fine |
| 16:08 | kymara | she'll be a woman_ blah picture i think? |
| 16:08 | kymara | sorry carmen is welcomernpc picture, anyway |
| 16:09 | omero | she's npc.setEntityClass("woman_003_npc"); |
| 16:09 | omero | and the sprite is woman_003_npc.png |
| 16:09 | omero | sounds easy :) |
| 16:09 | kymara | yes, and the wiki had also explained it |
| 16:10 | -!- | storyteller [~storytell<(a)>p57B73F28.dip.t-dialin.net] has joined #arianne |
| 16:20 | storyteller | Hmm, at the wizards tower... can the music at the top of the map get a larger radius again? It is very small and there is a quite large area without music now between the tower and the upper zone... |
| 16:20 | storyteller | the music at the top is on full volume at the one tile and off at the next tile... |
| 16:21 | storyteller | hmm, sounds a bit jerky then when you walk there... |
| 16:22 | storyteller | it was good as it was before... |
| 16:25 | kymara | is this on current test server? |
| 16:25 | kymara | laguz made quite a few music changes and i could not test those. |
| 16:25 | kymara | he added the track the_magical_tower too. |
| 16:25 | storyteller | yes, it is |
| 16:25 | storyteller | yes :) |
| 16:26 | storyteller | but the radius thingy at the outside area should be changed again... |
| 16:26 | kymara | i guess it is still possible to make changes but i can't test any of those. |
| 16:26 | storyteller | I don't know what the original radius was... |
| 16:27 | storyteller | I'll try it out and change it then |
| 16:27 | Bluelads4 | bbl |
| 16:27 | Bluelads4 | oh |
| 16:27 | Bluelads4 | sorry |
| 16:27 | storyteller | nevermind :) |
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| 16:27 | kymara | storyteller: http://arianne.cvs.sourceforge.net/viewvc/arianne/stendhal/data/conf/zones/semos.xml?r1=1.230&r2=1.231 may show the changes |
| 16:28 | kymara | i don't see a radius change. |
| 16:28 | storyteller | ah, okay, thank you, Kymara :) |
| 16:28 | storyteller | hmmm... |
| 16:28 | storyteller | was it even changed before this change? |
| 16:28 | kymara | http://arianne.cvs.sourceforge.net/viewvc/arianne/stendhal/data/conf/zones/semos.xml?r1=1.229&r2=1.230 has some radius changes, that was the previous edit. |
| 16:28 | storyteller | I havent tested... |
| 16:30 | storyteller | Oo, there is it: He changed he radius from 13 to 3 |
| 16:31 | storyteller | may be a mistake as he may not have hit the "1"... |
| 16:31 | storyteller | I will correct that |
| 16:32 | -!- | plassy [~quassel<(a)>ip-90-186-32-204.web.vodafone.de] has joined #arianne |
| 16:35 | storyteller | Yes, that was the bug :) |
| 16:35 | omero | kymara, I got hoeingman on my local server |
| 16:35 | omero | only the outfit isn't right... |
| 16:35 | omero | some conversion issue I suppose |
| 16:36 | kymara | omero: well done. |
| 16:36 | kymara | what is not right? |
| 16:36 | kymara | incorrect parts showing in animation frame? |
| 16:36 | kymara | gfx not found? |
| 16:36 | omero | it appears as a very tiny 4x4 garbage |
| 16:37 | omero | I set the class to be hoeingmannpc.png and just checked it's there |
| 16:37 | kymara | do the examples you saw have .png ? |
| 16:37 | kymara | or do they drop it? |
| 16:37 | omero | the png file is the one I get from using the converter on the (altered with gimp) charas png |
| 16:37 | storyteller | Okay, the bug is fixed now :) |
| 16:38 | kymara | it should be dropped, omero, the .png part |
| 16:38 | omero | no .png extensions |
| 16:38 | kymara | thanks storyteller |
| 16:38 | storyteller | You're welcome :) |
| 16:38 | omero | ah sorry |
| 16:38 | omero | the class is just 'hoeingmannpc' |
| 16:38 | omero | without the .png extension |
| 16:38 | kymara | yes |
| 16:38 | CIA-66 | arianne_rpg: story-teller * stendhal/data/conf/zones/semos.xml: Fixed the radius bug of the music source at the top of the wizards tower area. Set the radius from "3" to "13" again. |
| 16:39 | kymara | do you have any client errors? |
| 16:39 | omero | npc.setEntityClass("hoeingmannpc"); |
| 16:39 | kymara | does the image itself have 3 frames across and 4 down or is it just 1? (maybe you cropped it for looking at it and then forgot) |
| 16:39 | kymara | if you do 'file' does it think it's a png? |
| 16:40 | omero | $identify hoeingmannpc.png |
| 16:40 | omero | hoeingmannpc.png PNG 144x256 144x256+0+0 8-bit DirectClass 5.56KB 0.000u 0:00.010 |
| 16:40 | omero | let me identify others |
| 16:41 | omero | elfbankernpc.png PNG 144x256 144x256+0+0 8-bit DirectClass 7.97KB 0.000u 0:00.000 |
| 16:41 | omero | looks good to me |
| 16:42 | omero | ah |
| 16:42 | omero | ERROR [main] SpriteStore.java ( 201) - Can't find ref: data/sprites/npc/hoeingmannpc.png |
| 16:42 | omero | maybe my file wasn't packed with 'ant dist' |
| 16:43 | omero | of course |
| 16:43 | kymara | would be unusual. |
| 16:43 | omero | my client |
| 16:43 | kymara | but you might be runnign some old version |
| 16:43 | omero | doesn't have that |
| 16:44 | kymara | yes, old client. |
| 16:44 | omero | ^^ |
| 16:44 | omero | ok |
| 16:44 | omero | I'll fix it on monday |
| 16:44 | omero | got to leave now |
| 16:44 | kymara | byebye |
| 16:44 | omero | later |
| 16:44 | omero | thanks for help and troubleshootin :) |
| 16:45 | storyteller | bye |
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| 17:02 | kiheru | since sound radius was mentioned, I think we could give access to the inner radius of the sound system too. the current default works well for fairly small radii, but results in a large constant volume area if the redius is large (church bells, music in maze, probably others too) |
| 17:03 | storyteller | yes |
| 17:06 | storyteller | Ah, Kiheru, you asked me for some special music for the maze a quite long time ago... |
| 17:31 | -!- | Laguz [~Miranda<(a)>p57B0A34B.dip0.t-ipconnect.de] has joined #arianne |
| 17:31 | Laguz | hello all |
| 17:32 | storyteller | Hi Laguz |
| 17:34 | plassy | hi |
| 17:35 | Laguz | storyteller, the music at the wizards area with radius 3 was not a bug, it was my intent |
| 17:35 | storyteller | ah, but why? |
| 17:35 | storyteller | it sounded very strange |
| 17:35 | Laguz | because if u enter or leave the are the music stops instantly |
| 17:35 | Laguz | why strange? |
| 17:36 | storyteller | well, you were at the water source in the upper zone and changed to the other zone, walked three steps and -cut- the music was off |
| 17:37 | Laguz | this happens when u leave areas |
| 17:37 | storyteller | no then it fades |
| 17:37 | storyteller | at least with changing zones |
| 17:37 | Laguz | the music was just planed for the little park there |
| 17:37 | Laguz | it didnt fade when i testet it |
| 17:38 | Laguz | thats why i added it |
| 17:38 | Laguz | the music stops instantly when i leave the area |
| 17:38 | Laguz | ah |
| 17:38 | storyteller | well, but it also fit to the small forest below and why not letting it play just in touch with the other track down at the tower? |
| 17:38 | Laguz | i mean the zone |
| 17:38 | Laguz | u think? |
| 17:39 | Laguz | i wantet it just for teh park, not for the rest of the zone too |
| 17:39 | storyteller | there would be an area (I talk about area when I mean a special part of the map) without any music then |
| 17:40 | storyteller | strange, at such a great place... |
| 17:41 | Laguz | i had the feeling that the music has no good crossing to the next |
| 17:41 | storyteller | it was perfect |
| 17:42 | Laguz | but i didnt wanted the instant stop by leaving the zone |
| 17:42 | storyteller | (in my view at least...) |
| 17:42 | Laguz | hm |
| 17:43 | Laguz | does it fit again? because i also changed the coordinates of the entity |
| 17:44 | storyteller | it should |
| 17:44 | Laguz | ok then |
| 17:45 | Laguz | it was not a bug, but i dont care if u think its better so |
| 17:45 | storyteller | yes, okay :) |
| 17:47 | Laguz | kymara, thanks for testing and removing the last bugs. Sorry that i couldnt answering you yesterday. |
| 17:48 | Laguz | beside, we should remove rift cloak also from the item list for the same reason |
| 17:49 | plassy | storyteller!! |
| 17:49 | Laguz | and you said that i should add the scrolls to documents^^ |
| 17:50 | storyteller | yes, plassy? |
| 17:50 | plassy | since i'm programming at a mapeditor right now i remodeled the soundsystem a bit to fit better into the mapeditor |
| 17:50 | storyteller | So I can soon add sounds in the map editor? |
| 17:51 | plassy | but since you are working with audio right now... could you make a small list what you would like to do with audio and are not able because there is a lack of features right no |
| 17:51 | storyteller | ah okay, yes I'll do :) |
| 17:51 | plassy | so i can better decide how to build up the whole system |
| 17:52 | storyteller | yes |
| 17:52 | storyteller | well, but now I'll be away for some time |
| 17:53 | storyteller | I make the list later and give it to you or just write the ideas here |
| 17:53 | storyteller | See you later |
| 17:53 | -!- | storyteller is now known as story_away |
| 17:53 | plassy | bye |
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| 18:00 | nikomicho | hello |
| 18:00 | nikomicho | i make a support but no admin is in game. |
| 18:03 | Laguz | it can take some time till someone realize that |
| 18:03 | Laguz | plz just wait a bit |
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| 19:45 | kymara | Laguz: sorry perhaps I did not know you really meant a scroll or that you'd call them scroll |
| 19:45 | kymara | when we have a class scroll already |
| 19:45 | kymara | really scrolls have a 'Use' |
| 19:45 | kymara | but anyway we can discuss that later |
| 19:45 | kymara | so do you want me to remove rift cloak too? |
| 19:45 | kymara | i assume it's in cloak? |
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| 20:29 | Laguz | kymara, yes u can remove it, but i dont care. It would make sense beacuse it would be the same reason why u removed the scrolls |
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| 20:32 | kymara | that was partly just because i think we should think more carefully about the scrolls. |
| 20:33 | kymara | i dont' want to rush into the magical items. |
| 20:33 | kymara | then there's also the question of whether to backport story's sound change. |
| 20:34 | CIA-66 | arianne_rpg: kymara VERSION_00_RELEASE_86 * stendhal/data/conf/items/cloaks.xml: remove rift cloak from this version as it is not ready |
| 20:34 | Laguz | ok np |
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| 23:43 | CIA-66 | arianne_rpg: nhnb VERSION_00_RELEASE_86 * stendhal/data/conf/zones/semos.xml: backported radius change of music by storyteller |
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| 23:59 | CIA-66 | arianne_rpg: nhnb VERSION_00_RELEASE_86 * stendhal/release.xml: create diff of stendhal-sound-0.xx.jar, too |
| 23:59 | CIA-66 | arianne_rpg: nhnb * stendhal/release.xml: create diff of stendhal-sound-0.xx.jar, too |
These logs of #arianne were automatically created on irc.freenode.net