kibora Report post Posted December 17, 2007 Can't commit it. Probably cause i'm loggin in as anonymous Share this post Link to post Share on other sites
Schmurk Report post Posted December 17, 2007 Ok my bad... I was sure you had an account... So I'll take in account your last patch and I'll do the commit asap. Share this post Link to post Share on other sites
kibora Report post Posted December 18, 2007 Ok my bad... I was sure you had an account... So I'll take in account your last patch and I'll do the commit asap. Well i have an accound on berlios but i can't login with it. What is the command line to do that or do i need some special access Share this post Link to post Share on other sites
Entropy Report post Posted December 18, 2007 You can't commit stuff unless if you are a registered developer with EL. If you are not, you'll need to submit a patch. Share this post Link to post Share on other sites
Schmurk Report post Posted December 20, 2007 Modifications commited: * now the char rotates when the angle is over +/- 22.5°* reduced the number of commands to the ones we decided* applied the patch of kibora for the server communication @Kibora: I've changed your code a little in order to do the proper actions and I'm now using the functions you defined in gamewin.c for testing Share this post Link to post Share on other sites
kibora Report post Posted December 21, 2007 @Schmurk actor_aim_at_b and missile_fire_a_to_b are not working properly atm. You are setting the target for the wrong character actor_aim_at_b could look like this actor *act; float target[3]; act = get_actor_ptr_from_id(actor2_id); target[0] = (float)act->x_pos + 0.25; target[1] = (float)act->y_pos + 0.25; target[2] = get_actor_z(act) + 1.2; actor_aim_at_xyz(actor1_id, target); and missile_fire_a_to_b could look like this actor *act; float target[3]; act = get_actor_ptr_from_id(actor2_id); target[0] = (float)act->x_pos + 0.25; target[1] = (float)act->y_pos + 0.25; target[2] = get_actor_z(act) + 1.2; missile_fire_a_to_xyz(actor1_id, target); Share this post Link to post Share on other sites
Schmurk Report post Posted December 21, 2007 Oh yeah my bad I did it a little too fast it seems... TY for reporting it, I'll correct that asap... However, I'm not calling actor_aim_at_xyz in actor_aim_at_b (and same for fire functions) just to avoid a function call and a memcpy. I know that's not a lot but there are no small savings Share this post Link to post Share on other sites
kibora Report post Posted December 31, 2007 Will archery use a new archery skill or the attack one? Share this post Link to post Share on other sites
Entropy Report post Posted December 31, 2007 New skill, already implemented on the server (for the most part). Share this post Link to post Share on other sites
kibora Report post Posted December 31, 2007 Patch for an "Archery" skill. It doesn't have a counter, the kills/deaths should be enough. https://developer.berlios.de/patch/index.ph...p;group_id=1256 Share this post Link to post Share on other sites
bluap Report post Posted December 31, 2007 (edited) New skill, already implemented on the server (for the most part). If the client is going to need a new skill, then may be you want to consider my suggestion for moving to an xml based skill definition. I was going to pick this up after your end of January release but I could do it before. In any case, adding a new skill is easy apart from the issues with displays. The hud control will be OK for more skills now but the counters and skills tab will need some work this time. edit: darn, while I was writing this kibora ws writing the new skills patch Edited December 31, 2007 by bluap Share this post Link to post Share on other sites
Puntif Report post Posted December 31, 2007 (edited) Patch for an "Archery" skill. It doesn't have a counter, the kills/deaths should be enough. https://developer.berlios.de/patch/index.ph...p;group_id=1256 Don't the kills/deaths counters depend on the attecker and attackee being next to each other? This won't necessarily be the case for archery. Perhaps we could count arrows that we shoot (hits and misses) and arrows that hit us if the server gives us enough info to go on . . . Edited December 31, 2007 by Puntif Share this post Link to post Share on other sites
ville-v Report post Posted December 31, 2007 Perhaps we could count arrows that we shoot (hits and misses) and arrows that hit us if the server gives us enough info to go on . . . The best solution would be that server did send data like [YOU_KILLED][name] / [YOU_WERE_KILLED_BY][name] Share this post Link to post Share on other sites
Entropy Report post Posted December 31, 2007 Yes, the server should send a message to the one being killed, especially if you do it from the shadows or something. As for the XML, I don't know, we only have like one skill left (construction) after we are done with the archery. Share this post Link to post Share on other sites
kibora Report post Posted January 2, 2008 If there is going to be such message for missiles anyway, why not make it for every weapon. This way the kills/deaths counter will work properly. Share this post Link to post Share on other sites
Entropy Report post Posted January 2, 2008 One thing at a time Share this post Link to post Share on other sites
kibora Report post Posted January 2, 2008 (edited) Patch updated https://developer.berlios.de/patch/index.ph...p;group_id=1256 Added a new message: SEND_DEATH_NOTIFICATION (89) [iS_DEATH:1][iS_HUMAN:1][NAME] IS_DEATH: 1 - you have been killed by NAME 0 - you have killed NAME IS_HUMAN: (required because human names are displayed in red color) 1 - NAME is human 0 - NAME is monster Edited January 2, 2008 by kibora Share this post Link to post Share on other sites
Entropy Report post Posted January 3, 2008 Umm, not like that. It would be a text message. Share this post Link to post Share on other sites
kibora Report post Posted January 3, 2008 Emmm okay then, what will the message say. But there should also be a message for the one who killed a target. There's no certain way to know that you killed smth/smb. If it's not done properly it's pointless to make it at all. Btw have you planned any monsters for the future that will use ranged weapons? Share this post Link to post Share on other sites
Entropy Report post Posted January 3, 2008 For the time being, there will be no monsters using missiles, but that doesn't mean it won't happen in the future. As for the messages, it could be something like: "You killed X" or "You got killed by X" Share this post Link to post Share on other sites
kibora Report post Posted January 4, 2008 Okay updated. But more changes will be needed if ranged monsters are added Share this post Link to post Share on other sites
Schmurk Report post Posted January 8, 2008 I've found a bug in the patch: Share this post Link to post Share on other sites
Entropy Report post Posted January 8, 2008 I am not sure if it is a bug, the server does not send the data for the time being. Share this post Link to post Share on other sites
kibora Report post Posted January 9, 2008 (edited) Yep it's not a bug. The numbers are not initialized (random). Edited January 9, 2008 by kibora Share this post Link to post Share on other sites
Schmurk Report post Posted January 9, 2008 ok np, so I'll wait that the server send the info to commit it. Share this post Link to post Share on other sites