#arianne IRC Log

Index

IRC Log for 2009-03-10

Timestamps are in GMT/BST.

[0:01] <osl> that function could do just an additional check for notoldenough as it should only be called when it is known that the player can't own a house
[0:03] <osl> perhaps something like reasonincapableowner would be a more adequate name
[0:09] <osl> anyway my opinion is that all the checks that share the main meaning, in this case not being able to own a house, should be kept in a single compound case.
[0:10] <CIA-52> arianne_rpg: kiheru * stendhal/ (7 files in 5 dirs):
[0:10] <CIA-52> arianne_rpg: added HousePortals that remember the owner and right type of the key.
[0:10] <CIA-52> arianne_rpg: added HouseKey to be used with the said portals, and made an item
[0:10] <CIA-52> arianne_rpg: entry for it. Fixed replacing=false semantics for portal loading. (it
[0:10] <CIA-52> arianne_rpg: was not used anywhere before). made a sample HousePortal to kalavan
[0:10] <CIA-52> arianne_rpg: house 20
[0:12] * pwetpwet (n=julien@ser77-1-88-171-239-142.fbx.proxad.net) has joined #arianne
[0:12] <pwetpwet> hello all
[0:13] <pwetpwet> i'm still a bit lost with your RP system
[0:13] <gummipferd> thats part of stnedhals secret and magic :)
[0:13] * gummipferd shuts up now
[0:13] <pwetpwet> :D
[0:14] <pwetpwet> well, i could read the source...
[0:14] <pwetpwet> but if the game is in a spirit of "don't ask questions, make experiences" why do you display all these numbers :D
[0:15] <gummipferd> for the addicted powergamers who read the source :D
[0:15] <gummipferd> no seriously i think players prefer seeing their stats DO increase even though they dont know how exactly it works
[0:16] <pwetpwet> ah i see, read the source is part of the game, i like it :D
[0:16] <pwetpwet> ok
[0:16] <pwetpwet> it remember me this last week end meeting, when i was alone trying to understand the problem we had before trying to solve it...
[0:17] <osl> I think that means not asking other people how to do one particular quest because doing it is the point of playing the game
[0:17] <pwetpwet> i don't even talk about quests
[0:17] <pwetpwet> just the stats for players and items
[0:17] <osl> so?
[0:18] <pwetpwet> btw, i like the idea to have a npc to propose us quests, or training area, depending on our level and quests we already did
[0:18] <osl> by experiencing I understand exploring the game's world
[0:18] <pwetpwet> that's what i meant
[0:18] <gummipferd> "training area"?
[0:19] <pwetpwet> yeah, like the gnome village
[0:19] <pwetpwet> it's maybe a bad translation, sorry
[0:19] <osl> what don't you understand about the RP, pwetpwet ?
[0:21] <pwetpwet> a simple example, the rate stats on the weapon, my gold hammer get 9 and and my assassin dagger get 2, but the latest if sensibly faster
[0:21] <pwetpwet> so, to try to prepare a quest to get a better weapon is hard
[0:22] <pwetpwet> because i don't know what weapon is better than mines
[0:23] <osl> I think the problem is thinking that there's a best all purpose weapon
[0:24] <CIA-52> arianne_rpg: kiheru * stendhal/src/games/stendhal/server/ (4 files in 3 dirs): actually added the house portal classes that should have been in the previous commit
[0:24] <pwetpwet> excellent answer
[0:25] <osl> it doesn't make sense to use heavy weapons with small creatures as they don't have any special defense
[0:25] <pwetpwet> i meant relative better weapon, or a weapon which correspond more to my way to play
[0:25] <osl> and it will take you more time to kill them
[0:26] <pwetpwet> you could simply say that what i'm saying is stupid, it would be clearer :)
[0:26] <osl> that depends on what creatures you intend to kill
[0:26] <gummipferd> in older versions fast weapons were definitely the best. now - i think - a general rule is strong weapons for big guys, fast ones for the crap
[0:26] <osl> and there's an NPC which helps with choosing them
[0:27] <pwetpwet> the problem is that i don't know which weapons are strong or which ones are fast, because the numbers i'm seeing doesn't make sense (for me)
[0:27] <pwetpwet> ah
[0:27] <osl> seems more reasonable that way
[0:27] <durkham> the lower the rate of a weapon the faster it is
[0:27] <kiheru> the lieutenant in ados barracks can explain a bit about the weapons
[0:27] <pwetpwet> well, so i missed this npc
[0:27] <pwetpwet> thanks
[0:27] <durkham> oh there he got :-D
[0:28] <pwetpwet> the lower the fastest, ahahah excellent
[0:28] <pwetpwet> so it is a period of attack ? :D
[0:28] <pwetpwet> and not a frequency*
[0:28] <pwetpwet> very funny
[0:28] <kiheru> yes. it can be a bit confusing
[0:29] <pwetpwet> ah yeah ados, well, so, these informations aren't for newbies :/
[0:29] <durkham> right
[0:29] <durkham> no infos for newbies makes them think confusing thoughts .-D
[0:29] <durkham> :-D
[0:29] <pwetpwet> :D
[0:30] <pwetpwet> how could i prepare my role, if the director doesn't give me my text ?
[0:30] <osl> i it a period because you can't attack more than once per turn? (I'm asking) :/
[0:30] <durkham> it is about improvisation
[0:31] <durkham> osl how much sense would it make to attack several time every 300 milliseconds ?
[0:31] <pwetpwet> imrovisations are based on a known, strictly defined system , at least in music :D
[0:31] <durkham> tell me how fast you can throw your hammer
[0:31] <durkham> or poke with a sword
[0:31] <durkham> ninja guy ?
[0:31] <pwetpwet> humm? me?
[0:31] <pwetpwet> aaaah someone is talking to me in game sorry
[0:32] * durkham is just giving back philosophy to osl :-D
[0:32] * gummipferd (n=yenal@92.117.17.250) Quit ("Leaving.")
[0:32] <osl> until we don't allow automatic fire weapons, not much :D
[0:32] <durkham> :-P
[0:33] <durkham> medieval uzzi ?
[0:33] <durkham> :-D
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[0:33] <pwetpwet> ahahah
[0:34] <pwetpwet> if you got your uzi, i want my mechanical computer, with my lightning network :D
[0:44] <durkham> gnight stendhal
[0:45] * durkham (n=astrid@c171088.adsl.hansenet.de) has left #arianne
[0:45] <pwetpwet> gn durkham
[0:47] <gummipferd> life wont give you everything you want, pwetpwet
[0:47] <pwetpwet> ahahah :D
[0:47] <gummipferd> ... else id had my own harem in ados palace :D
[0:47] <pwetpwet> maybe, a harem isn't really what you want
[0:49] <gummipferd> ... we better move this to #arianne-chat or durkham will freak out when she reads the log tomorrow :D
[0:49] <pwetpwet> :D
[0:59] * gummipferd (n=yenal@92.117.17.250) Quit ("Leaving.")
[1:33] <pwetpwet> have fun all
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[9:20] <CIA-52> arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/player/ (PlayerRPClass.java UpdateConverter.java): update private keys to house keys with the correct doorId and lock number 0, in existing player's slots and bank chests
[9:20] <CIA-52> arianne_rpg: kymara * stendhal/data/conf/items/keys.xml: remove old private keys
[9:21] <CIA-52> arianne_rpg: kymara * stendhal/data/conf/zones/kalavan.xml: put the kalavan house doors to HousePortals
[10:30] <CIA-52> arianne_rpg: kiheru * stendhal/src/games/stendhal/server/entity/mapstuff/portal/HousePortal.java: fix a bug with multiple house keys
[10:35] <CIA-52> arianne_rpg: kymara * stendhal/data/conf/zones/ (ados.xml kirdneh.xml): change ados and kirdneh house doors to use house portal and accept house keys
[10:36] * gummipferd (n=yenal@92.116.198.185) has joined #arianne
[11:29] <CIA-52> arianne_rpg: kiheru * stendhal/src/games/stendhal/server/entity/mapstuff/portal/HousePortal.java: set rejected message for saved doors
[11:31] <CIA-52> arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/ (player/PlayerRPClass.java item/scroll/EmptyScroll.java):
[11:31] <CIA-52> arianne_rpg: unbind existing marked scrolls and stop binding empty scrolls when they are marked. the !visited check when you use a teleport scrolls means that
[11:31] <CIA-52> arianne_rpg: it's not needed now
[11:34] <CIA-52> arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/item/WeddingRing.java:
[11:34] <CIA-52> arianne_rpg: wedding ring is too powerful if you can use it to get to places you
[11:34] <CIA-52> arianne_rpg: haven't been to before, so make it check !visited. Romantics might say 'but the pull of your spouse should be enough to get you to even new places' -
[11:34] <CIA-52> arianne_rpg: I say, hush, or I'll add a cooldown period for wedding ring teleports, too.
[11:40] * gummipferd (n=yenal@92.116.198.185) Quit ("Leaving.")
[12:06] <postman-bot> ejcruz rented a sign saying "*hi ^_^"
[12:41] * durkham (n=astrid@c171088.adsl.hansenet.de) has joined #arianne
[12:41] <durkham> good day stendhal
[12:59] <postman-bot> ejcruz rented a sign saying "i buy magic plate armor and ice war hammer for good offer :)"
[13:12] <madmetzger> i made some screenshots of the quiz on sunday evening, maybe someone could make a news entry or sth like this
[13:17] <durkham> only 6 players online :-o
[13:22] <durkham> server seems fine though
[13:26] <CIA-52> arianne_rpg: kiheru * stendhal/ (2 files in 2 dirs): added a master key to help in checking the houses
[13:29] <kiheru> that does *not* mean that everyone in the testserver should just summon themselves one. the house portal code should be tested otherwise too
[13:33] * durkham mumbles junit?
[13:33] <durkham> :-D
[13:36] <kiheru> hehe. would not hurt to write some tests, of course
[13:49] * naggie (i=58536ef0@gateway/web/ajax/mibbit.com/x-e68363d9dd099304) Quit (Remote closed the connection)
[14:02] <CIA-52> arianne_rpg: astridemma * stendhal/src/games/stendhal/client/gui/bag/ (BagPanelControler.java ItemPanel.java BagPanel.java):
[14:02] <CIA-52> arianne_rpg: code format
[14:02] <CIA-52> arianne_rpg: adjusted declaration order
[14:12] <CIA-52> arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/mapstuff/portal/HousePortal.java: method to return the pure house number from the doorId
[14:13] <CIA-52> arianne_rpg: astridemma * stendhal/src/games/stendhal/server/ (8 files in 6 dirs): moving class Spot from deathmatch package to core
[14:14] <CIA-52> arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/quests/HouseBuying.java:
[14:14] <CIA-52> arianne_rpg: method to get all house portals in the world added. use this to check players who login so we can update previously owned houses with the ownername,
[14:14] <CIA-52> arianne_rpg: since new ones will have ownername. add TODOs for what needs changing for new stuff (please note atm if you buy a house you get given a plain house
[14:14] <CIA-52> arianne_rpg: key with no infostring .. bear with us till we have finished this refactoring.
[14:39] <CIA-52> arianne_rpg: kymara * stendhal/tests/games/stendhal/server/maps/quests/HouseBuyingTest.java: update test for new behaviour, can't check if it runs or not but this is closer to the new behaviour
[15:39] <durkham> madmetzger: as you are the master of the build.xml can you try to make run_tests run please :-)
[15:39] <madmetzger> are there errors when starting run_tests?
[15:40] <madmetzger> i can have a look later
[15:40] <durkham> no with tools compile :-)
[15:40] <durkham> tx
[15:40] <durkham> kymara : assuming you read the logs , the tests you changed pass again , tx
[16:26] * Ogeretal (n=Ogeretal@85.219.24.2.dyn.user.ono.com) has joined #arianne
[16:51] <CIA-52> arianne_rpg: astridemma * stendhal/src/games/stendhal/server/script/AdminMaker.java: code format
[17:04] * durkham (n=astrid@c171088.adsl.hansenet.de) has left #arianne
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[17:19] <CIA-52> arianne_rpg: astridemma * stendhal/src/games/stendhal/client/gui/j2d/entity/Item2DView.java: remove unneeded override
[17:26] * Disconnected.
[17:28] -NickServ- This nickname is registered. Please choose a different nickname, or identify via /msg NickServ identify <password>.
[17:28] * _eye_fill_in (n=PircBot@c218205.adsl.hansenet.de) has joined #arianne
[17:28] * Topic is 'Stendhal 0.72 and Marauroa 2.6 released: http://arianne.sourceforge.net/?arianne_url=games/game_stendhal#downloadsection][ public server: http://stendhal.game-host.org ][ want to chat?: /join #arianne-chat ][ ANY QUESTIONS?: Just ask them and stick around in the channel, maybe an answer will pop up later ]'
[17:28] * Set by kymara on Sun Feb 22 23:37:04 CET 2009
[17:39] <durkham> a big step forward to clean up code would be achieved if we were able to run the updateplayer() method against the database
[17:41] <durkham> i assume it could be done with a script
[17:42] <durkham> we might need as preparation a way to have a single user startup for server
[17:42] * durkham just throws a few red herrings :-D
[18:18] <CIA-52> arianne_rpg: kymara * stendhal/tiled/interiors/athor/ (3 files): more sprucing up of holiday apartments on athor (maps are fun)
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[18:49] <storyteller> Hi all! I would like to have some more feedback to my background music tracks...^^ Just to see if it is good and if it can be used in the game. Well, and maybe also to motivate me a little bit! ;-)
[18:59] * madmetzger (n=markus@g229173050.adsl.alicedsl.de) has joined #arianne
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[20:44] <postman-bot> goldenpuppet rented a sign saying "buying wood 55$ each better hurry this wont last long"
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[22:23] <osl> what do you think about a healing bonus when the player levels up?
[22:26] <osl> It could cheer up players and it wouldn't disrupt significantly the gameplay
[22:33] <osl> hey durkham, what's that about "having a single user startup for server"? :)
[22:34] <durkham> yay i caught an osl with my red herring
[22:35] <durkham> single user startup is hinder players to connect with a startup flag probably
[22:35] <osl> is it sth like a debugging or maintenance mode for server?
[22:35] <durkham> yes
[22:36] <osl> what interesting things would it allow you to do?
[22:36] * robertj (n=rcaskey@208.52.140.17) Quit (Read error: 110 (Connection timed out))
[22:38] <durkham> if you do some maintenance on db from within the game , it is necessary that the players object is not already loaded .
[22:38] <durkham> so hindering players to connect would be helpful
[22:39] <osl> I c
[22:39] <osl> is it difficult to implement?
[22:39] <durkham> i hoped some one else would have alook at it :-D
[22:40] * durkham throws red herrings back into channel
[22:40] * durkham notes one osl caught
[22:40] <durkham> :-)
[22:43] <osl> so the idea would be that when the player object tries to connect to the server it gets rejected if it doesn't have the required permissions?
[22:45] <osl> *player, not object
[22:45] <durkham> ha maybe we could even make an extern script
[22:46] <durkham> o
[22:46] <durkham> no
[22:46] <durkham> :-(
[22:48] <osl> I ask because then it seems that it is still useful to allow certain priviledged players to connect to the server instead of not allowing any player object to get loaded at all
[22:49] <durkham> the question is if you 'd allow it for non server admins or not
[22:50] <durkham> prolly it does not make sense to have it done by someone who has no direct access to server.
[22:50] <durkham> so a scripty solution would do
[22:51] <madmetzger> that should be enough
[22:51] <madmetzger> i do not see why "normal" admins should close down the server
[22:51] * durkham moves red herring more into mad's direction
[22:52] <madmetzger> but: the server admin should log out all non privileged players
[22:52] <durkham> iff we could do the player.update thingy without server running that could even be better
[22:53] <madmetzger> as a database-script?
[22:53] <durkham> no a a java app based on stendhal code
[22:54] <durkham> database code cannot know what has to be done to rpobject
[22:54] <madmetzger> right?
[22:54] <madmetzger> no ?
[22:54] <durkham> ?
[22:54] <durkham> huh?
[22:54] <durkham> :-)
[22:54] <madmetzger> *argh*
[22:54] <madmetzger> right database doesn't know anything about object world
[22:55] <madmetzger> so it should be a script like logoutplayer
[22:55] <durkham> well no
[22:55] <durkham> logoutplayer is started from ingame
[22:56] <durkham> no server up -> no ingame script
[22:56] <durkham> maybe like the code hend did to move from maruaroa 1 to marauroa 2
[22:57] <madmetzger> ah, a console java app that does certain things?
[22:57] <durkham> yes
[22:57] <madmetzger> okay should be a good thing
[22:58] <madmetzger> what is your problem?
[22:58] <durkham> load the player object from db , let it run through player.update() and put it back into db
[22:58] <osl> the player.update is needed to update accounts when changes are made to marauroa?
[22:58] <durkham> we have code in stendhal that makes sure all updates since 0.2 are done to a loading player
[22:59] <durkham> like putting spaces into intern representation of item .
[22:59] * durkham thunks head on table
[23:00] <durkham> and we could fix the cursed name <-> title thingy
[23:00] <durkham> that is broken for a while now
[23:04] <osl> so, until the player object is loaded it doesn't get updated
[23:04] * robertj (n=rcaskey@208.52.140.1) has joined #arianne
[23:04] <durkham> yes
[23:04] <durkham> atm
[23:04] <madmetzger> is it difficult to implement?
[23:05] <madmetzger> durkham: do you have a certain problem writing such things?
[23:05] <osl> so there can be existing ancient account wich need to be updated and which force to keep an accumulating migration system active indefinitely...
[23:06] <durkham> yes mad , i search a victim :-)
[23:06] <durkham> yes osl correct
[23:06] <osl> and all this is due to the fact that the player objects exist as blobs in the database?
[23:07] <madmetzger> ^^thursday
[23:07] <madmetzger> today it is too late :-D
[23:08] <osl> which is done so for performance reasons?
[23:08] <durkham> no thursday i need you for our trading thingy :-D
[23:09] <madmetzger> tz
[23:09] <madmetzger> do you have sth checked in? tell me which classes to look at and i will give you feedback
[23:09] <durkham> the code for the update is massive
[23:09] <madmetzger> but not before tm
[23:10] <osl> could the database blobs be replaced by clobs?
[23:12] <durkham> part of it is in Player.create(RPObject ..)
[23:13] <durkham> rest is in UpdateConverter
[23:13] <durkham> that would not solve the problem but add another osl
[23:14] <osl> couldn't the objects be updated without loading them?
[23:15] <madmetzger> i don't think so
[23:16] <osl> can't the player objects be stored in some human readable form?
[23:17] <madmetzger> osl: yes if you change how marauroa stores objects
[23:17] <osl> and it does it this way for performance reasons?
[23:18] <osl> because it seems an important trade-off
[23:18] <durkham> it is not
[23:18] * kymara (n=katie@92.0.234.179) has joined #arianne
[23:19] <durkham> and i dont want to change the way how things are stored
[23:19] <durkham> i just liked to have a way to update them
[23:19] * durkham waves at kymara
[23:19] <durkham> woohooo
[23:19] <kymara> hiya. i can't commit a file because of a cvs lock
[23:19] <durkham> arrr
[23:19] <durkham> which one ?
[23:19] <kymara> can people hold off commits on src/games/stendhal/server/maps/quests/HouseBuying.java please
[23:20] <kymara> the lock is (/cvsroot/arianne/stendhal/src/games/stendhal/server/maps/quests/#cvs.lock): Read-only file system
[23:20] <madmetzger> ^^having update logic is good
[23:20] <madmetzger> kind of migration on demand
[23:20] <durkham> uhm
[23:20] <osl> so, do you like the way things are stored? :)
[23:20] <madmetzger> i would prefer objects only updated on demand
[23:20] <kymara> <osl> what do you think about a healing bonus when the player levels up? <-- there is. 10 HP.
[23:20] <osl> why, madmetzger ?
[23:20] <durkham> kym that is probably a file system problem
[23:20] * Bluelads4 (n=kvirc@p5084D7B2.dip.t-dialin.net) has joined #arianne
[23:21] <kymara> ok, but can people hold off commits on that file plase
[23:21] <kymara> please
[23:21] <durkham> i check if i can change it
[23:21] <durkham> ok
[23:21] <kymara> i have done extensive edits again as part of refactoring the house system
[23:21] <osl> ok, thanks kymara, I was about to male a feature request on behalf of pwetpwet
[23:21] <madmetzger> osl: just because then only necessary objects are updated. if an object is not loaded, why should it be updated
[23:21] <durkham> yes but if the folder dont let you write no one else would be able
[23:22] <kymara> osl: your base HP goes up by 10 every time you level up and at the same time your HP goes up by 10 so that if you were full you're still full etc
[23:22] <osl> madmetzger: to lighten the update logic
[23:22] <kymara> durkham: it might become able while i am away
[23:22] <durkham> ok
[23:23] <kymara> anyway i better go before i get drawn into the updater issue
[23:23] <osl> nicely done then, kymara
[23:23] <kymara> it's been like that ages osl ;)
[23:23] <kymara> since before i started playing ...
[23:23] <kymara> see you
[23:23] <osl> does the player get visual feedback about that?
[23:23] <osl> ok
[23:23] <kymara> um, you could login and play the game?
[23:24] <kymara> just a thought
[23:24] <durkham> seems to be an cvs issue kym
[23:24] * kymara (n=katie@92.0.234.179) has left #arianne
[23:24] <madmetzger> osl: no, update only object that are loaded. logic stays the same
[23:25] <osl> but you end up accumulating "filters" that represent the changes between versions
[23:25] <madmetzger> so what?
[23:27] <osl> well, if the goal is getting the most of server uptime then, yes, on demand makes sense
[23:27] <durkham> kymara if you still read this
[23:28] <durkham> then read this:
[23:28] <durkham> 2009-03-10: Service CVS unplanned downtime March 10th, 2009
[23:28] <durkham> as of status page of sourceforge
[23:28] <durkham> so it wasnt us :-P
[23:28] <durkham> osl we have downtime for game update anyway
[23:29] <durkham> if we had a script that solves the update for each object in db , the code coud be removed every next server update
[23:29] <durkham> now it has to stay
[23:29] * madmetzger (n=markus@g229173050.adsl.alicedsl.de) has left #arianne
[23:30] <durkham> with an app doing it , we could reduce the amount of code that has to be kept in source
[23:30] <osl> afaik the client goes through a similar situation when it gets updated and stores a new diff jar file...
[23:34] * durkham hopes regarding cvs problem kih has his git uptodate :-D
[23:36] <durkham> osl that is something totally different and leading more than astray
[23:42] * osl is surprised to realize that, for the first time, he's leading a discussion astray :)
[23:43] <osl> durkham: wouldn't
[23:45] <osl> you like to be able to look at the game database without running the game server and being able to fully understand a player's account contents? :)
[23:49] <osl> that is being able to manipulate all the contents without needing the game server to mediate
[23:49] <durkham> osl, i do not need to understand the blob
[23:50] <durkham> and running the same line of code on a blob with or within server running is in fact the same
[23:50] <durkham> with or without
[23:50] <durkham> but that is techy stuff anyway :-P
[23:51] <osl> if you wanted an app that got a formatted pretty output of the players accounts it could make things easier...
[23:51] <durkham> i dont need that
[23:52] <durkham> and you dont understand the problem
[23:52] <osl> what problem?
[23:52] * robertj (n=rcaskey@208.52.140.1) Quit (Read error: 110 (Connection timed out))
[23:52] <durkham> the one i am talking about
[23:52] <osl> I do
[23:52] <durkham> if you want to start a new topic please say so :-D
[23:53] <osl> but I think that it could be taken further
[23:53] <durkham> well you dont , if you did you would not tell me stuff about output :-D
[23:53] <durkham> what for ?
[23:53] <durkham> i need an updater for updating db blobs from one to next
[23:53] <durkham> nothing more
[23:54] <durkham> i do not need a tool to make the world run faster
[23:54] <osl> you want to do the same that is being done now but on masse
[23:55] <osl> *en masse
[23:56] <osl> so, you can force updates to happen without having to wait for the players to log in
[23:56] <durkham> yes
[23:58] <osl> but I think that the root of the problem that makes that a non-trivial task is the fact that they are stored as blobs
[23:59] <osl> so I was wondering about the necessity of using blobs, just that.
[23:59] <osl> but yes, it's a red herring

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