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Malaclypse

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Everything posted by Malaclypse

  1. Where do you get your signature from?

    from fortunce cookies or from good books
  2. First Post. Cloning

    I think none of what you asked is moral and acceptable. The problem imo is, anything that is doable (or thinkable?) by mankind will get done, whether some people want it or not. This is our mercy and our curse. I think nature is perfect and men shouldn't bother and trying getting even more perfect. It's the doom of mankind if they do (and they will do ). Btw. what do you yourself think about those topics reboot
  3. I think i need help :(

    Rofl, do you need a bagpack? Um, no wait, this would unbalance the construction on your shoulders
  4. C99

    No, I won't use gcc-3.4 for now. I have it already installed, but use it only for mono which requires it. As long as nearly all my libs are compiled with gcc-3.3 I won't switch for EL. I just wanted to point this out, so other people could get aware of it.
  5. Cleaning up the code

    :lol: thank you Grum, I would be happy if I would But I learned quite a few things.
  6. im thinking a dueling option

    This has been suggested several times... Try the search button before you post. Search for the term 'duel' and using a range longer than the default 30 days, will lead to ~20 threads to this topic.
  7. Cleaning up the code

    I commited the code cleanup for books.h now as well.
  8. C99

    FYI: This option is only available with gcc-3.4 and above. On gentoo this release is still marked as unstable and has in fact caused a lot of problems lately (with kde compiling against 'old' libraries that were compiled with gcc-3.3). So if anyone of you has still libraries used by EL installed which were compiled with gcc-3.3 or below, be careful, as this might cause trouble, both compile-time as well as run-time related.
  9. How many games do you play?

    Currently I don't play too much games: EL Neverwinter Nights Civilization II (mostly freeciv), still one of my favourites Colonization (using dosbox, lately I also tried freecol) some kind of Mahjong to calm down Shogi to train my brain I have a Planeshift account, but don't play atm Tuxracer to have some short timed fun sometimes uqm (Ur-Quan Master, a port of Star Control 2, something like wing-commander) rarely vegastrike (a kind of MMO wing-commander) EDIT I also forgot about non computer games Das Schwarze Auge (a german pen'n'paper rpg) Thx Enlia
  10. Terri Schiavo

    I have a somewhat shamanic view to this whole topic. I think if someone has the will to live, life will continue. If there's not enough will, people will begin to dive into (first psychic, later maybe physical) unconsciousness, in that they are not aware or don't realize what really happens to them (or to their body). The end of this is always the same: death. I think, we don't have the right to force another person into our will (that s/he should live) if this person itself hasn't this will and therefore won't live any longer. If we do this, we start to torture this person. If such a person is living for years without any external life support, than s/he has the will and it is always worth to nurse this person and give maximum support to continue this life. If s/he needs external life support there's not enough will left and we should let nature go its way.
  11. PP reset

    First, it wasn't my idea, but Grum's And yes I know I forgot to add this costs But as most people in this forum can't even imagine how big this number actually is (I think nobody of us really can), I didn't bother to be absolutely precise
  12. PP reset

    I too agree with Grum's idea. It's a low penalty when you only want to change some pp's to correct something you made wrong, but will lead to loads of money if you want to change a lot of pp's. And Elf, I don't think this idea is targeted to replace #reset... Assume an OA 100 player: doing a 'reset' this way would cost him 2^100 kgc... Guess nobody in EL has actually so much money
  13. Divulgence Stone

    No absolutely not! How'd you feel going through the streets and anyone is yelling at you as loud as he can
  14. Bugs On Maps

    Portland [230,152]: You can walk inside a stone Edited by Roja: fixed
  15. Terri Schiavo

    It seems you're now starting an anti-all-other-players campaign to be proud of, are you Why can't you just accept that other people think different from you? For me putting someone on a life-supporting machine is the same as torturing this person, whose natural life has definitely ended. The only reason to put someone on such a machine, is imho the lack of the relatives to face the truth of death. Much people nowadays simply can't face this truth, for reasons I can't reconstruct. It's ok, for a short period of time, i.e. after an operation, as long as someone is in deadly peril, but not for long periods of time. For me, this is a debate of principles and not bound to this certain case where I know absolutely nothing of, besides what is written here in the forum. But this is imho as well propaganda as what the newspapers tell. Btw. what special places are you talking about? I am not a christian, although I was baptised as a child when I couldn't decide myself whether I want this or not, so there's no hell for me and also no specials places therein
  16. Terri Schiavo

    This changes my opinion completely. As I said I don't know who she is. I first heard the name here in this forum. Knowing this earlier, I would have voted for no. Well, I suppose that's for voting on something, where I'm not imformed of And Elf is quite right here. What I stated were only my personal opinions on this topic in general.
  17. A Player-based representative council

    You have a good point here, Leeloo. And about the explorers: I think, in spite of what you wrote Roja, explorers are still in the need to have a representative. Not to tell that there is a need of new maps, but for example to give ideas on what sort of maps, what kind of quests and new dungeons they like to explore. I personally would favour a categorization into the four different type of players. This also, because many of the skills (which you have used for the categories) have some overlappings and/or dependencies on each other and can not easily be viewed alone, but only in the context of some other skills.
  18. Encyclopedia Work

    James, although the encyc. files need to be changed after the code changes, you should still add new items to it for now, I think. Don't convert them to plain text files, at least not at the moment. I think, it's better be done in one step, after the code changes are finished. Maybe it's even possible to do this semi-automatically, avoiding you, to completely rewrite all of the encyclopedia in the new format.
  19. Terri Schiavo

    I have no clue, who she is, but my answer's yes. I she has enough energy of her own to survive, she will do, even without a life-supporting machine. If she won't survive without such a machine then it is a big sign for me, that her time on earth is over and one should peacefully let her pass.
  20. Cleaning up the code

    The above mentioned changes are commited. I also added comments at top of the C files, if there are unused and commented functions in this file.
  21. Cleaning up the code

    The last pass for the cleanup, covering function declarations. This is (hopefully) also the last big post for this topic. Any of the functions listed below is only used in the corresponding .c file. I haven't touched any function declaration that is called from more than one file. For each file affected, I list the functions that will be removed from the header file (in bold-face) and after that all the other functions in the resp. C file, that use (call) the particular function. Some functions are currently unused, they are marked with [uNUSED] after their name, other don't even have an implementation, they will be marked with [uNUSED/NO-IMPL]. For those functions that are unused, I have commented the implementation in the corresponding .c file as well. For some functions I had to add a forward declaration to the .c file to keep the compiler happy, those have an additional mark [FW]. I have omitted the file books.h for now. 2d_objects.h: void draw_2d_object(): display_2d_objects() obj_2d_def* load_obj_2d_def(): load_obj_2d_def_cache() obj_2d_def* load_obj_def_cache(): add_2d_obj() 3d_objects.h: e3d_object* load_e3d()[FW]: load_e3d_cache() e3d_object* load_e3d_cache(): add_e3d() void compute_clouds_map()[FW]: draw_3d_object() actor_scripts.h: float unwindAngle_Degrees(): next_command() float get_rotation_vector(): next_command() void update_all_actors(): add_command_to_actor() actors.h: int add_actor(): add_actor_from_server() void draw_actor(): display_actors() void end_actors_list()[uNUSED]: commented implementation in actors.c draw_actor_overtext()[FW]: draw_actor_banner() asc.h: Sint32 get_string_after_string()[uNUSED]: commented implemenation in asc.c void get_file_digest()[uNUSED]: commented implementation in asc.c void get_string_digest()[uNUSED]: commented implemenation in asc.c void my_UTF8Toisolat1()[FW]: my_xmlStrncpy() buddy.h: int compare2(): display_buddy_handler() int click_buddy_handler(): display_buddy() int display_buddy_handler(): display_buddy() int drag_buddy_handler(): display_buddy() cache.h: void cache_system_shutdown()[uNUSED]: commented implemenation in cache.c Uint32 cache_system_clean()[FW]: cache_system_maint() Uint32 cache_system_compact(): cache_system_maint() void cache_set_free()[uNUSED]: commented implementation in cache.c Uint32 cache_clean()[FW]: cache_system_clean() Uint32 cache_compact()[FW]: cache_system_compact() void cache_delete()[FW]: cache_system_init(), cache_system_shutdown() void cache_clear_counter()[uNUSED]: commented implementation in cache.c void cache_set_size()[uNUSED]: commented implementation in cache.c void cache_use_item()[uNUSED]: commented implementation in cache.c cache_item_struct* cache_find(): cache_find_item(), cache_remove_item() cache_item_struct* cache_find_ptr()[FW]: cache_adj_size(), cache_delete(), cache_set_name(), cache_set_size() and cache_use_item() void cache_remove()[FW]: cache_clean(), cache_delete(), cache_remove_all(), cache_remove_item() and cache_remove_unused() void cache_remove_item()[uNUSED]: commented implemenation in cache.c void cache_remove_all()[FW]: cache_delete() void cache_remove_unused()[uNUSED]: commented implementation in cache.c console.h: void cls(): test_for_console_command() void print_log()[uNUSED]: commented implementation in console.c cursors.h: void assign_cursor(): build_cursors() void change_cursor_show()[uNUSED]: commented implemenation in cursors.c draw_scene.h: void get_tmp_actor_data()[FW]: draw_scene() elwindows.h: int find_window()[uNUSED]: commented implementation in elwindows.c void* get_window_handler()[uNUSED]: commented implementation in elwindows.c int display_window()[FW]: display_windows() int drag_in_window()[FW]: drag_in_windows() int mouseover_window()[FW]: draw_window() int keypress_in_window()[FW]: keypress_in_windows() int draw_window(): display_window() int draw_window_title(): draw_window() int draw_window_base()[uNUSED/NO-IMPL]: Note, there's a function called draw_window_border() implemented in elwindows.c, maybe this is a typo? But even then, it will be commented, because it is only used by draw_window() encyclopedia.h: int encyclopedia_mouse_over()[uNUSED/NO-IMPL] void ReadCategoryXML(): ReadIndexXML() void ReadIndexXML(): ReadXML() events.h: Uint32 event_timer()[uNUSED/NO-IMPL] filter.h: int check_if_filtered(): filter_text() void load_filters_list(): load_filters() void clear_filter_list(): load_filters() font.h: int draw_char_scaled(): draw_string_small(), draw_string_zoomed() and draw_string_zoomed_clipped() int get_font_char()[FW]: find_font_char() and get_char_width() int find_font_char(): draw_char_scaled() and draw_ingame_string() int get_font_width()[FW]: draw_char_scaled(), draw_ingame_string(), get_char_width() and reset_soft_breaks() int get_nstring_width()[FW]: get_string_width() int set_font_parameters()[FW]: init_fonts() void remove_font()[uNUSED]: commented implementation in font.c gl_init.h: void check_gl_mode(): init_video() help.h: int display_help_handler(): fill_help_win() int click_help_handler(): fill_help_win() hud.h: void init_hud_frame()[FW]: init_hud_interface() void init_peace_icons()[FW]: init_hud_interface() int check_peace_icons()[uNUSED]: commented implementation in hud.c void add_icon()[FW]: init_peace_icons() void set_icon_order()[uNUSED/NO-IMPL] void reset_states()[uNUSED/NO-IMPL] int translate_win_id()[uNUSED]: commented implementation in hud.c void switch_action_mode()[FW]: init_peace_icons() void init_stats_display()[FW]: init_hud_interface() int check_stats_display()[uNUSED]: commented implementation in hud.c void draw_exp_display()[FW]: display_stats_bar_handler() void draw_stats()[FW]: display_misc_handler() void init_misc_display()[FW]: init_hud_interface() int check_misc_display()[uNUSED]: commented implementation in hud.c void init_quickbar()[FW]: init_hud_interface() void draw_quickbar()[uNUSED]: commented implementation in hud.c int check_quickbar()[uNUSED]: commented implementation in hud.c void flip_quickbar()[FW]: click_quickbar_handler() void reset_quickbar()[FW]: click_quickbar_handler() void change_flags()[FW]: click_quickbar_handler(), draw_quickbar() and reset_quickbar() Uint32 get_flags()[FW]: click_quickbar_handler() ignore.h: int check_if_ignored(): pre_check_if_ignored() void load_ignores_list(): load_ignores() void clear_ignore_list(): load_ignores() init.h: void load_harvestable_list(), void load_entrable_list(), void read_config(), void read_bin_cfg(), void init_md2_cache(), void init_texture_cache(), void init_e3d_cache(), void init_2d_obj_cache(), void load_e3d_list(), void read_command_line[FW]: init_stuff() interface.h: void draw_menu_title_bar()[uNUSED]: commented implementation in interface.c items.h: void draw_pick_up_menu()[FW]: get_bags_items_list() keys.h: unsigned int CRC32()[FW]: get_key_code() unsigned short get_key_code()[FW]: parse_key_string() unsigned int parse_key_string()[FW]: read_key_config() void add_key()[FW]: parse_key_string() lights.h: void draw_test_light()[uNUSED]: commented implementation in lights.c void enable_local_lights(): new_minute() void make_gradient_light(): build_global_lights_table() map_io.h: void destroy_map(): load_map() and new_map() int save_map()[uNUSED]: commented implementation in map_io.c void new_map()[uNUSED]: commented implementation in map_io.c md2.h: md2* load_md2()[FW]: load_md2_cache() {md2loader.c} void free_md2(): destory_md2() {md2loader.c} misc.h: void project_ortho(): mouse_in_sphere() multiplayer.h: void send_version_to_server(): connect_to_server() void process_message_from_server(): process_data_from_server() int recvpacket()[uNUSED/NO-IMPL] void get_update()[uNUSED]: commented implementation in multiplayer.c new_actors.h: void draw_body_part()[uNUSED/NO-IMPL] int add_enhanced_actor(): add_enhanced_actor_from_server() new_character.h: void check_for_input(): draw_new_char_screen() void add_char_2_pass(), void add_char_2_un(), void add_char_2_conf(): add_char_to_new_character() options.h: void init_display_options_menu()[FW]: display_options_menu() void add_option()[FW], void change_option()[FW], void move_to_full_screen()[FW] void switch_video_modes()[FW], void change_sound()[FW], void change_music()[FW]: init_display_options_menu() particles.h: void destroy_all_particle_defs()[FW]: end_particles_list() int create_particle_sys()[FW]: add_particles_sys() void create_particle(): create_particles_sys(), update_bag_part_sys(), update_fire_sys(), update_fountain_sys(), update_teleport_sys() and update_teleporter_sys() void update_teleporter_sys(), void update_fire_sys(), void update_teleport_sys(), void update_bag_part_sys(), void update_burst_sys(), void update_fountain_sys(): update_particles() void dump_part_sys_info()[uNUSED]: commented implementation in particles.c int save_particle_def(): added conditional compilation directive MAP_EDITOR. Seems to be only used by mapeditor.(?) pathfinder.h: PF_TILE* pf_get_tile(): pf_find_path() and pf_move() PF_TILE* pf_get_next_open_tile(): pf_find_path() void pf_add_tile_to_open_list(): pf_find_path() int pf_is_tile_occupied()[FW]: pf_move() Uint32 pf_movement_timer_callback()[FW]: pf_find_path() pm_log.h: void add_name_to_pm_log(): add_message_to_pm_log() and send_afk_message() void print_return_message()[FW]: go_ifk() int have_name(): add_message_to_pm_log() and send_afk_message() questlog.h: void add_questlog_line()[FW]: add_questlog() and load_questlog() void string_fix(): add_questlog() reflection.h float mrandom(): make_lake_water_noise() void draw_body_part_reflection()[uNUSED/NO-IMPL] void draw_actor_reflection(), void draw_enhanced_actor_reflection(), void draw_3d_reflection(), int find_local_reflection: display_3d_reflection() void draw_lake_water_tile(): draw_lake_tiles() rules.h: void free_rules()[FW]: cleanup_rules(), init_rules_interface() and toggle_rules_window() rule_string* get_interface_rules()[FW]: init_rules_interface() and toggle_rules_window() void check_mouse_rules_interface()[FW]: draw_rules_interface() and mouseover_rules_handler() int draw_rules()[FW]: display_rules_handler() and draw_rules_interface() void reset_rules(): get_interface_rules() and highlight_rule() sector.h: int sector_add_2do(): sector_add_map() int sector_add_light()[uNUSED]: commented implementation in sector.c shadows.h: void draw_3d_object_shadow(): display_shadows() void draw_body_part_shadow()[uNUSED/NO-IMPL] void draw_enhanced_actor_shadow(), void draw_actor_shadow(): display_actors_shadow() void display_actors_shadow(): display_shadows() void display_shadows(): draw_sun_shadowed_scene() and render_light_view() void display_3d_ground_objects(), display_3d_non_ground_objects(): draw_sun_shadowed_scene() sound.h: int realloc_sources[FW]: add_sound_object() and kill_local_sounds() ALuint get_loaded_buffer(): add_sound_object() void play_ogg_file(): play_music() and update_music() void load_ogg_file()[FW]: play_ogg_file() void stream_music()[FW]: play_ogg_file() and update_music() void ogg_error()[FW]: stream_music() text.h: void put_small_colored_text_in_box()[FW]: put_small_text_in_box() int find_last_console_lines(): display_console_text() textures.h char* load_bmp8_color_key_no_texture()[uNUSED]: commented implementation in textures.c char* load_bmp8_alpha_map()[uNUSED]: commented implementation in textures.c void load_bmp8_to_coordinates(): load_bmp8_enhanced_actor() translate.h: void init_console()[FW], void init_help()[FW], void init_options()[FW], void init_spells()[FW], void init_stats()[FW], void init_titles()[FW], void init_errors()[FW]: init_translatables() void* add_xml_group()[FW]: init_groups() void add_xml_distringid(): init_options() and init_spells() void add_xml_statid(): init_stats() void add_xml_identifier(): init_console(), init_errors(), init_help(), init_stats() and init_titles() void free_xml_parser()[FW]: load_translatables() void parse_errors()[FW], void parse_console()[FW], void parse_help()[FW], void parse_options()[FW], void parse_spells()[FW], void parse_stats()[FW], void parse_titles()[FW]: load_translatables() void save_string(): load_translatables() struct xml_struct load_string()[FW]: load_translatables() struct xml_struct load_strings_file()[FW]: load_string() void copy_strings(): parse_distrings() void copy_stats(): parse_statstrings() void parse_statstrings(), void parse_distrings(), void parse_strings(): parse_groups() void parse_groups(): parse_console(), parse_errors(), parse_help(), parse_options(), parse_spells(), parse_stats() and parse_titles() widgets.h: int ReadXMLWindow()[FW]: AddXMLWindow() int ParseWindow()[FW]: ReadXMLWindow() int ParseWidget()[FW]: ParseTab() and ParseWindow() int ParseTab()[FW]: ParseWidget() int GetWidgetType()[FW]: ParseWidget() I have omitted the rest of widgets.h, although most of the functions declared there are currently not used. But they are under heavy development completing the window manager. So I was thinking we should wait until this is finished, then we can have a look at this file once more and see what can be changed. I marked any function with an "OBSOLETE declaration" comment to show the queued removal of those declarations. There are quite some unused functions. Although I have commented the implementation of them in the C files, I think we should keep them at least for another 6 month, until they might be considered for removal. Some of them could already be implemented for future extensions. Any objections or comments about this?
  22. OS X Port Questions

    That's what I meant with problems. So we would have to compile SDL_net for windows users, which isn't part of EL. This is an extra compilation, where we should instead use the default installation on the users computer. And as of today, we imho could suspect SDL to be installed even on windows computers, as there are more games then just EL that use and/or support it. Ok, those are not really problems, but imho this is no clean solution, even more in the attempt to unify the distribution process.
  23. Harvest experience limit message

    Afaik this is because the message comes from the server. The client does not know how many items were harvested, as it does not have it's own counter for it. It just relays on the messages from the server. So I think there's no way to give this notice after the 120th successful, but before the 121st successful harvest attempt. Only after the 121st successful attempt this noticing message comes from the sever and can be shown to the user. Looking at it from this point, I don't think it's a bug either.
  24. Bag POP timer

    I'm paranoid enough to avoid using bags completely when doing alchemy/manu/crafting I personally don't feel like having such a clock for bags, although you have a valid point here scafativ with the deathbags.
  25. Regarding the forums

    Also you said, this is not debatable, I want to take the freedom and add my two cents I think there's a need for people to defend themself. If they only come with the standard excuse, you will know very well, they are only going to lie in most cases and can easily remove such posts within a few days. If they come with some really creative excuses, there may be even something to laugh But keeping them shut down, with pre WW2 nazi methods is imho no solution. People sometimes felt pissed on, whether they are right or not doesn't really matter. It's always subject to the individual point of view. And someone might seriously think s/he is right, even if s/he is wrong. Then they need a place to talk about it. If such a place is missing, they might even get pissed more and it will not be of any good, neither for the community nor for the game, I think. The other points sound very good from my point of view and I think it will be more comfortable for anybody, if things get split up partially, instead of having anything in one place. I would really welcome a separate developer forum, as well as a wiki for helping newbies.
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