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Everything posted by revi
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Please don't double-post, try to edit your earlier posts if possible. For one, it won't help to just spam the forums, we can't be online 24/7. As for contacting him, he might have mercator on ignore, so he might not have seen your messages. And if he reads forums, a character name would be helpful for in-game contact later. You did put your char name in your order?
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Not sure we need yet another gc source in the game. And except for the gc bonus, I don't see where this differs from normal farming/training, as the player seems to decide which "bounty" to go for. The "points per bounty" might be interesting, if there are some ideas what to do with those points.
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Funny, I noticed a character "skelos" online about 1-2 h ago...
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Items in my quest list have disappeared? List is now empty.
revi replied to alekos's topic in General Chat
Best thing is to talk again to the last NPC you talked to (Tutorial NPC for tutorial quest), often (but not always) you'll get at least a hint of what you are supposed to do. -
Items in my quest list have disappeared? List is now empty.
revi replied to alekos's topic in General Chat
First, the quest log is kept locally on your computer, not on the server (or at least, the list you see is local to your computer) There are several ways that list could have disappeared, without knowing more about your situation (operating system, did you change computers, ...?), we can't really tell you what happened (crystal balls being notoriously unreliable). -
Already discussed in-game, and that's what he did (it worked)
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And what you request is exactly what happens already: if I click on a spider token in inventory (with "eye" icon), I get: "Eye" icon on spider token in storage gives only the name, like for any other item in storage.
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New Player. Game client keeps connecting to "Test Server". How can I change it to play on the Main server?
revi replied to a topic in Linux
Don't forget to ask for validation in the validation thread- 7 replies
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- change
- connection
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Sorry, my mistake, I was looking at an SDL version of the code, not the SDL2 version.
- 69 replies
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- 1.9.5p6
- client update
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I was looking at the Uint16 get_key_code(const char *key) funtion in "keys.h" in the client. As I understand that routine, it gets a char string representing keyboard input, and translates it to an internal key code, using the SDL codes for KP_1 etc. (not the SDL2 symbols).
- 69 replies
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- 1.9.5p6
- client update
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Well, comparing the header files, there is a difference between handling of keypad codes: SDL uses fixed values for the codes between 256 and 272 (from SDL_keysym.h) , SDL2 derives them from scan codes by an OR with 2^29 (i.e. bit 30 is always set, from SDL_keycode.h). The client code still translates the input to the fixed SDL codes, instead of using the SDL2 symbols (SDL_KP_1 etc. ). Might that be the cause of the problem?
- 69 replies
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- 1.9.5p6
- client update
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according to item_info.txt: (122 is image id, and 10 is weight) Afaik, item_info.txt should always be present, as it's needed for the "new" way of handling inventory. @Aislinn: May I ask where you found the ID's? My version of item_info.txt has different ID's for the items you list (e.g. "titanium shield" is 450, "used titanium shield" is 466). Bots (used to) use ID's that had nothing to do with the server ID's (as those only became available in 2010 or so). Update: I extracted all wearable items from item_info.txt (~370), what remains is classifying them according to type (once you start coding that, might as well go the whole way and implement it for all types...). Before doing that, could someone confirm that the types are: - head - body - legs - feet - medallion - weapon - shield (includes gloves) - cape (and two-handed weapon occupying "weapon" and "shield" simultanuously)?
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Just log in on kerrzo and trade your new char. If you haven't managed to recover kerrzo's pass, it'l be difficult: you will still have to prove that you own the kerrzo char, so you might as well go for the password recovery.
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Optimal production rates depend on amounts made of the base item, break rates, and how rare the rare item should be, so that's up to radu to decide (he has the info, we don't).
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Can you add which windows version you use and which option you downloaded? Also, do you have SDL2 installed, or does it come with the download?
- 69 replies
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- 1.9.5p6
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You could of course try to contact Ben directly to see if he can/will share his build. Given the license for the client, his project must be open source (or it gets complicated). But all that means is that if he distributes a binary, he has to offer the source code; it does not mean he has to share his version.
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Not sure that's easily possible: how can GIWS distinguish monsters it spawned from other invasion monsters (possibly same creature on same map)? And, simplest implementation is something like if (#il != 0) remove_invasion_monsters();
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The problem with having GIWS happen during other invasions is not the extra monsters that spawn, but the automatic clearing at the end. Not nice if it happens 1h into a large invasion.
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So what exactly is proposed here? From what I gather, radu proposed a way for mixers to get nexus removal. Which means that the mixers still have to get the gc to get the hydro. So the extra PPs indeed don't come cheap, but there's an unlimited amount of them (in theory, at least) Now, OP in this thread proposes what amounts to a few free PP when reaching certain levels. That's giving mixers free PP, and a very limited number of them at that (at best 36 of them, for someone getting all skills to 160, and all skills giving the extra PP). The top non-combat players right now would have gotten about 15 extra PP, full attrbutes with a few fighting perks would need upwards from 300 PP...
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You'd still need the hydro bars for the nexus removals to be of any use. So having alts gather stones is only helping up to a point. And could be countered by forcing a minimum skill level to even have a chance of getting a removal. That forces either a lot of investment (REGs or big books), or a lot of effort to get an alt army gathering stones... Note that (harvesting) alt armies haven't so far managed to reduce pricing of serpent or binding stones, so their influence seems rather limited. And as a mixer, I don't see any valid reason to basically give mixers free extra PPs.
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The original suggestion from radu was to introduce a way so that mixers could get nexus removal stones. OP transformed that in a suggestion to give extra PP. Not quite the same thing... While nexus removals are very nice, also for mixers, what might be as nice is nexus transfer stones, to switch PP between skills (allowing you to not have all nexus at 5 or 6 all the time, and still be able to switch with relative ease, at a cost).
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Remove Serpent Stone from Dvarium/Wolframite Bar Mixes
revi replied to Burn's topic in Suggestions - General, Misc.
As I've stated before, I dont like the idea of changing recipes just because an ingredient becomes too expensive. I thought the idea was to have a free market here, with prices adjusted according to offer and demand. If you start adjusting recipes, because the value of the ingredients becomes higher than the value of the item, you should also remove binding stones, EFE, EME etc from the armour and weapons recipes (the prices for binding stones and enriched essences went up before serpent stones became expensive, the recipes concerned haven't been changed...). But then, what's the use of the rare items? -
Erm, nexus removals do not give you extra PP...
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It would be the first potion increasing a cross attribute. Perhaps there's a reason for that (I don't know), but there are 9 cross attributes. Anyway, you can get the effect through potions of reasoning and wildness. And of course we already have the night visor to increase perception. As for it being *the* obvious potion to add: where is it different from rationality, charm, reaction or dexterity? Except that those do not have an item that increases the stat while worn...