Drakos7
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Everything posted by Drakos7
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Update: I have xml loading working now, but I made a lot of changes to things. Here is how I have set up the XML file with the heal spell as an example. I have added the particles namespace to handle future effects. Also, I have included sigils for now as that is how things work currently, as opposed to receiving an octet from the server. <spells> <spell id="0"> <name>Heal</name> <desc>Minor healing of wounds</desc> <color>0</color> <image_id>0</image_id> <target type="none" distance="0" /> <ingredient number="1" image_id="59" quantity="1" /> <mana amount="5" /> <magic level="0" /> <sigil number="1" name="increase" /> <sigil number="2" name="health" /> <particles>heal.part</particles> </spell> <spell id="1">...</spell>... </spells> We could probably collapse a couple things like mana and magic. I removed some of the xml helper functions from actor_scripts.c and placed them into xmlhelpers.c/h as that should be more reusable. I have also started building the interface to just display the quickspells that one is allowed to cast based upon current sigils and ingredients in inventory.
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Not sure where Kuro is on this, but I have been tinkering with it now. I am using the xml format of the actor_defs right now as my template. As such, I think we should break the xml get_string_value, ... into a separate file. Ent, can you help my weak brain and tell me what you mean by an octet (sent from the server)? Just so I know what I am supposed to look for eventually.
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Lighter? Can you elaborate? I am using the standard colors. If anything I think the bounding box should be made darker. I also like the first one better, but this one works a bit better at 800x600 because I start running out of room (especially if you have the clock and digital clock on)
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Nice work m_bee! One note, when posting screenshots with patches, make sure they are while you are on the test server.
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Compiling the client (fresh cvs) on gentoo linux using gcc 4.02. I get a ton of "differ in signedness" messages. Example: text.c: In function 'write_to_log': text.c:117: warning: pointer targets in passing argument 1 of 'strftime' differ in signedness text.c:118: warning: pointer targets in passing argument 1 of 'snprintf' differ in signedness text.c:120: warning: pointer targets in passing argument 1 of 'strlen' differ in signedness text.c:122: warning: pointer targets in passing argument 1 of 'strlen' differ in signedness Anyone else using gcc 4+ and seeing this? I thought Uint meant unsigned integer... This was posted a long time ago in the bugs forum http://www.eternal-lands.com/forum/index.p...ndpost&p=171026
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i started the process, but UGH! Certainly a lot of digging around in the code to find what everything is passing around.
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I did not see it mentioned, but a note that an OSX version is complete/almost complete might be good as well, considering the vast number of excellent OSX games out there.
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This patch makes the quickspell icons faded until you hover over them. Simple gimmick, but I thought some people would like even more eye-candy. I did not include a configuration switch for this one. I can if there is enough desire for it though. Patch here: http://developer.berlios.de/patch/?func=de...3&group_id=1256
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I think Atlantis's comment is on target, that Ent's proposed change is where things need to happen first.
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I actually thought about that earlier. I think I could probably do it, but it would probably slow things down due to scanning the inventory.
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Yes, I know that section of code, but it only specifies how much they healed, and not how or by whom. It could have been a FR cloak, healing spot, life drain, ...
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PV Insides 398x15 , door does not work from inside, have to click on outside of door to exit.
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Enables SHIFT-LEFTMOUSE to move a spell UP on the quickbar and SHIFT-RIGHTMOUSE to move a spell down on the list. Thx to jamincollins/Blackthorne for the suggestion. Please post comments, and any of you who are excellent with pointer management please make sure I do not need to add a "free" to the code. https://developer.berlios.de/patch/index.ph...4&group_id=1256
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Yes, you can already delete a spell by right clicking on the spell (i think the update and CVS code does this well). I wanted to move the items using the scroll mouse but could not find a good way to get it to work.
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Glacmor Insides 1: Seems that a lot of the chairs have their hights wrong. Especially at the tavern. See screenshot 2: 208x36 exit (Dara's Tavern & Grocery Store). when I click on it, I move to 204x43 or 205x42 and get the "Get closer." no matter where I stand while clicking on the archway. 3: 132x39, this exit takes you to he outside 359x76 which is correct, except if you enter the caves from 355x48, you get sent to 132x39 also. 2 entrances to the same inside point. The exit always takes you to 359x76. Might not be a bug if it was intended.
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CVS with version change to 13 works fine here connecting to the test server.
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Bots will need to have their version code changed to 1.3 also correct?
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No, the marker only occurs when you click something. It does not persist. It is just like when you click to move. As far as I know, the server does not send additional information to the client for me to figure out when someone else was healed/harmed/... It would be great to have that so you have an idea of what else is happening around you. I guess I could parse for "You were [harmed/healed/...] by" and add some sort of affects for them, but again, only you would see it on yourself.
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Ok, i have added a decent particle system to the magic component, but it would require adding another file to the particles/ directory. How should I go about posting that file?
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I think it is very useful when I accidentally click on a bear. I get the visual feedback that I just did something potentially stupid. But, yes, it really is eye candy.
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In the control panel, HUD tab, "StatBars in HUD" right under "Stats in HUD"
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Minor: VotD secret place above tavern. Window behind chair flickers.
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Latest CVS (yesterday) fixed this for me. Anyone else? NEW_FRUSTUM is good on my ATI X700.
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Well, the latest CVS is working great for me now. ATI Mobility X700.
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I have a slew of patches I am adding to the berlios site, but 0ctane is right, none of them are even remotely legal on the live server until they are approved by the devs.