#arianne IRC Log

Index

IRC Log for 2009-05-03

Timestamps are in GMT/BST.

[0:27] * Ci-Dev_ (n=ci-dev@p54BDE4F8.dip.t-dialin.net) has joined #arianne
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[9:14] <kymara> is anyone working on maps that they haven't committed atm?
[9:15] <kymara> i want to do some organisation of the tilesets, rename ones with spelling mistakes, move things to correct place, and so on
[9:16] <durkham1> good morning
[9:16] * durkham1 is now known as durkham
[9:25] * kymara complains for 100th time that it wasn't realised early on in stendhal development that spaces in filenames are a Bad Idea
[9:26] * durkham hugs kymara and blames Bill Gates guilty
[9:27] <kymara> nah i'm talking about the ones in tiled, like Level 0 Level -1 etc for filenames
[9:27] <durkham> yes i know
[9:27] <kymara> ok. but someone should have known better!!!
[9:27] <kymara> heh
[9:35] <kymara> well, if anyone does have uncommitted maps just send them to me and i will fix them the same way i did existing ones
[9:38] * erdnuggel (n=blub@p5DD42BFA.dip.t-dialin.net) has joined #arianne
[10:20] <postman-bot> erdnuggel rented a sign saying "Hi all :o) I need an aventail... who can sell me one? Please msg me :)"
[13:02] <durkham> cvs source wont compile: PlayerHasPetcondition not found
[13:03] <durkham> PlayerHasPetOrSheepCondition sorry, still missing though
[13:08] <kymara> oh sorry! i maybe didnt add the thingy
[13:10] <kymara> that was for the complaint about players taking pets into dm
[13:10] <CIA-50> arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/npc/condition/PlayerHasPetOrSheepCondition.java: add new condition for checking if a player owns pet or sheep in npc dialogues
[13:12] <kymara> for the active developers, how would you feel about those ogg files in patches being added to cvs?
[13:12] <kymara> it would mean we can close the patches. it does not increase client download size, even the one with sounds, as music is excluded, but it can slow down cvs updating
[13:14] <kymara> iirc they were about 4M and there are one or two files around that size in the tiled miragetilesets thing, i see my checkout pause and diff or update slow down on them a bit, sometimes
[13:35] * Ci-Dev is now known as Ci-Dev_
[13:52] * Ci-Dev_ is now known as Ci-Dev
[14:12] <Ci-Dev> Is a baby dragon an animal?
[14:12] <Ci-Dev> nm
[14:13] <durkham> if i am still counted to active devs: i dont mind adding those files to cvs
[14:14] <durkham> afk again
[14:21] * durkham_ (n=durkham@d013001.adsl.hansenet.de) has joined #arianne
[14:34] <kymara> yes lol durkham
[14:35] <durkham_> i would like to start working today but that would mean that i also broom source
[14:38] <kymara> ok, i have one outstanding commit to make, is that ok? well and a lot on tiles but that won't need brooming :)
[14:41] <kymara> i wanted to make it so that if you take a pet to katinka to be 'saved' you get karma only ifyour karma is less than some amount
[14:41] <kymara> to limit abuse of just buying pets and taking them straight to her, to earn the karma
[14:42] <kymara> so i'll commit that and then there's no objection from me to brooming
[14:42] <durkham_> ok thank you
[14:43] <CIA-50> arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/ados/outside/AnimalKeeperNPC.java: limit abuse of the karma bonus for taking pets to katinka (afaik noone has actually been abusing it, but it's possible!)
[14:55] <durkham_> i start a brooming session now :-)
[14:56] <kymara> ok
[15:23] <kymara> the reason for me thinking about karma randomly there was that i had the idea to let the xp penalty on death depend a bit on how much karma you have?
[15:24] * Bluelads4 (i=5084e6ef@gateway/web/ajax/mibbit.com/x-8f6470d595a01536) has joined #arianne
[15:24] <kymara> to make overall average effect much the same, but that you lose less than 10% xp, skills, on death if your karma is pretty good and perhaps more than 10% if it was negative and bad
[15:25] <kymara> if you have ring of life the amount lost is usually 1 % and i dont know really what we'd do then - still have karma count a bit but around the average of 1 not 10? or just say if you have ring of life its always 1 ?
[15:26] <kymara> (oh, and for those who get quite negative karma from so many trips to hell, i will work on the other exit to hell, the option of solving a riddle and thus not taking the karma 'hit')
[15:27] <kymara> i guess that the chanc of reducing death penalty will be attractive to most players, so i hope the idea would be well received, but what do people think?
[15:29] <erdnuggel> hmm I hope I did understand all right ;) I think it would be nice if can leave the hell and lost no karma. A riddle is a nice idea I think :)
[15:30] <kymara> yes, that was one part of what i said above
[15:30] <Bluelads4> that sounds good to me but I could see a problem in the fact, that there aren't so good chances currently to earn a good karma in the game, especially for high levels, despite the fact if they are going to hell or not... we should maybe think of some other places where to earn karma points maybe...
[15:30] <kymara> that was always the original plan for hell, the solving of a riddle to get out, or ask the evil twin instead if you cant solve the riddle
[15:30] <kymara> Bluelads4: there's the repeatable quests
[15:31] <kymara> lots of them give karma
[15:31] <Bluelads4> I'm just killing! :D
[15:31] <Bluelads4> nah
[15:31] <Bluelads4> ;)
[15:31] <kymara> like um ice cream for annie, elvish princess, amazon princess, ummm possibly snowballs one? and uh the one where you get a mithril nugget
[15:31] <Bluelads4> that's correct with the repeatable quests ;)
[15:31] <kymara> you're right though, the amount of karma would become to be more important
[15:31] <kymara> so people would be keen to have more ways to get good karma
[15:32] <Bluelads4> I just thought of the soup quest before... should start to weak up today _D
[15:32] <Bluelads4> :D
[15:32] <kymara> heh
[15:32] <durkham_> we might also consider to have a color bar that reflects karma status to user
[15:32] <kymara> well i only noticed so many of them when i was updating the wiki quest pages
[15:32] <kymara> yes, durkham, there's the bar in code already i think
[15:32] <durkham_> because i have no idea how the karma is with my chars
[15:32] <kymara> for karma
[15:32] <Bluelads4> well there are often people who are asking of how to earn some karma, so maybe the karma lady in fado can give hints how to earn it? or does she already give?
[15:32] <kymara> but i dont know how to make it happen :D i tried ages ago to add it to character panel
[15:33] <kymara> i think she does Bluelads4 but i could get her to be more specific
[15:33] <kymara> durkham woul dyou want client messed with in that way, htough?
[15:33] <kymara> it's undergoing refactoring so i didn't want to suggest it yet as then it's just another thing to recode
[15:33] <Bluelads4> to the other hell exit: that sounds good to me for not going out of hell and losing so much karma at the same time...
[15:33] <kymara> but we coudl have the karma as a pure number like the other stats on characte rpanel
[15:33] <durkham_> kym you told me you are the one who decides on how the client looks like, so it is your decision
[15:33] <kymara> heh
[15:34] <durkham_> i would not like to have it displayd as number
[15:34] <kymara> i mean short term
[15:34] <kymara> then when the client refactoring is done, the bar can be used
[15:34] <kymara> if you think it wouldn't hold back refactoring thats ok
[15:34] <kymara> but i myself have no idea how to code the bar thingy
[15:35] <kymara> i thought it would go on bottom of character panel, but i dont kno how to do it
[15:35] <kymara> erdnuggel: the other thing i said was about the death penalty
[15:35] <kymara> you lose 10% xp, atk xp, def xp
[15:35] <erdnuggel> hmm mom, I have to translate ;)
[15:35] <erdnuggel> ah ok
[15:35] <kymara> but we could change it so it depends a bit on the karma
[15:36] <kymara> (it would also therefore use up a bit karma)
[15:37] <erdnuggel> well.. I will try to answer ;)
[15:37] <erdnuggel> I think it is good, if players with good Karma dont lost so much xp, and if player with bad karma lost more
[15:38] <kymara> ok
[15:38] <kymara> (another repeatable one is campfire quest, 10 wood gets you 10 karma plus the rest, repeatable every 5 mins)
[15:38] <erdnuggel> but i have no idea how it can be...
[15:38] <Bluelads4> wood I'm comming :D
[15:38] <kymara> thats ok i would take care of coding it :) just want opinions on the idea itself incase it is bad
[15:40] <erdnuggel> hmm and I think players who killed an other player can loose more if they die
[15:41] <erdnuggel> maybe only for the time with the red skull
[15:42] <kymara> yes, thats the easiest way for us to check that anyway
[15:42] <kymara> in the code, they are called Bad Boy
[15:42] <durkham_> :-)
[15:42] * durkham_ giggles
[15:42] <kymara> hehe
[15:43] <kymara> one of the reasons i am so lazy in adding the riddles to hell is that i want to encode them with a hash say
[15:43] <kymara> so that people cant just look up the answer in the source
[15:43] <kymara> so it is less straightforward to do than normal quest, npc, etc
[15:43] <kymara> also language is a problem and a riddle i might think is appropriate, can be tood hard
[15:43] <kymara> *too
[15:43] <kymara> but then you also have the option to leave from the evil twin
[15:44] <durkham_> why does it cost you karma to leave hell, i.e. what was the design idea behind it ?
[15:45] <durkham_> did that reason change ?
[15:46] <Ci-Dev> May I know what kind of riddles are that? NPC asks a question and one has to enter a text as answer?
[15:47] <kymara> the original idea was to have to solve a riddle to leave hell. and if you couldnt solve the riddle then you need another option to leave but it has the penalty of karma
[15:47] <kymara> so the npc on the left says in order to leave hell you must solve a riddle
[15:47] <kymara> but when you ask for riddle now, he says he lost book
[15:47] <kymara> yes Ci
[15:47] <kymara> dev
[15:48] <durkham_> oh i see :-D
[15:48] <kymara> i had some example ones saved somewhere i had tried out on players to gauge how appropriate they are, but it's on another machine
[15:48] <kymara> durkham so right now your only option in the karma loss but i'd like one day to have the riddles in, anyway riddles would be fun :)
[15:48] <Ci-Dev> Is there anything wrong with using a md5 or sha1 (or whatever) on the user input before comparing the textual answer?
[15:48] <durkham_> the closest prime to 10000 ? :-P
[15:48] <kymara> Ci-Dev: as i said above, hashing them would be an ideal way to do it
[15:49] <kymara> so that the user input gets hashed, and we compare to answers in code which are hashed
[15:49] <kymara> i was likely to use md5, but not having to, i'm open to suggestions
[15:49] <Ci-Dev> And the problem is to maintain the hashes in a readable-way?
[15:49] <kymara> no thats no problem
[15:49] <Ci-Dev> As once they are hashed, even the coders do not know the answer anymore.
[15:49] <kymara> the problem is me having time to do it
[15:49] <kymara> i know the answers
[15:49] <kymara> :)
[15:49] <Ci-Dev> But they will be maintained outside the source tree then?
[15:49] <kymara> as i know the answers to the riddles, having put them in
[15:50] <durkham_> in order to hide the answers without har coding the hashed in code we could use a text file (xml) put on server
[15:50] <durkham_> hard coding
[15:50] <kymara> oh right?
[15:50] <kymara> would that be better?
[15:51] <kymara> how about peoples own test servers though
[15:51] <durkham_> easier to maintain i think , my sha5 reading capabilities are limited :-D
[15:51] <kymara> heh
[15:51] <kymara> but you are good riddle solver i am sure :P so is google
[15:51] <kymara> i wasnt planning on making them ultra hard, because of the language issue. and yes some number related ones would be better
[15:52] <kymara> though then we have an issue which nods towards the parser : twenty one needs to be accepted as well as 21
[15:52] <durkham_> for xplanner we could have a sync if needed and other people should just have there own riddle list
[15:52] <kymara> ok. or we could provide a dummy set of answers
[15:52] <durkham_> our devs can be provided
[15:52] <durkham_> yes
[15:53] <Ci-Dev> The parser just needs to understand "21" imho. No one would enter the number as a word, or in anything else but arabic numbers.
[15:53] <kymara> if that is the case then our npc parser is a waste of time :D
[15:53] * durkham_ wished martin would read that :-D
[15:53] <kymara> someone put a lot of effort into that lol
[15:54] <durkham_> muhuahuahua
[15:54] <durkham_> sorry
[15:54] <Ci-Dev> XVI is understood as number?
[15:55] <kymara> i have not tried roman numerals nor do i remember if that counts but i remember that three instead of 3 works
[15:55] <durkham_> do you think that question adds to the discussion ?
[15:56] <kymara> durkham will you help me with how to access an external file once i get to that stage in coding it
[15:57] <durkham_> yes sure
[15:57] <kymara> tx
[15:57] <durkham_> you can start with hard coded questions and anwers in a hashmap for example
[15:58] <durkham_> and then the filling from file can be easily refactored into it
[15:58] <kymara> yep like the LookUpQuote quest
[15:58] <kymara> ok
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[15:59] <kymara> so, back slightly to original question, which i think people agreed is a nice idea (that was, to let death penalty depend on karma a bit) -- should that only be included in game once the Riddles exit to hell is added?
[15:59] <kymara> (remember, players with level over 200 (those who can enter hell) most likely have ring of life, so the loss is a lot less anyway)
[16:05] <Bluelads4> I think that it could be added earlier then the riddles into the game... though as the players who are going to hell doesn't even know about the plans for that (despite the ones who are reading this channel here :P )
[16:05] <Bluelads4> *earlier than
[16:06] <Bluelads4> sure it has both to do with karma, but I wouldn't see the problem in bringing both things in at other times
[16:07] <erdnuggel> I think so too, Bluelads4
[16:07] * love_puppet is now known as puppet-away
[16:09] * durkham_ cannot run tests on this mashine so i commit changes and run it on another , sorry for inconveniance
[16:10] * Ci-Dev (n=ci-dev@p54BDDEB5.dip.t-dialin.net) has left #arianne
[16:10] <CIA-50> arianne_rpg: astridemma * stendhal/ (30 files in 23 dirs): brooming
[16:13] <kymara> ok, thanks all for the advice. i will work on these for a while
[16:13] <kymara> durkham dont worry i often have to run on different one too
[17:42] * Disconnected.
[17:42] -NickServ- This nickname is registered. Please choose a different nickname, or identify via /msg NickServ identify <password>.
[17:42] [freenode-connect VERSION]
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[17:42] * Topic is 'Stendhal 0.73 and Marauroa 2.6.1 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 ]'
[17:42] * Set by kymara on Tue Mar 31 18:35:38 CEST 2009
[17:42] * durkham_ (n=durkham@d013001.adsl.hansenet.de) Quit (Read error: 110 (Connection timed out))
[17:55] <CIA-50> arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/quests/PlinksToy.java: javadoc said you got 20 xp but code gave only 10, corrected to 20. added karma reward of 10
[17:56] <CIA-50> arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/ados/outside/VeterinarianNPC.java:
[17:56] <CIA-50> arianne_rpg: dr feelgood says he only heals animals (he means, he doesn't heal humans) so
[17:56] <CIA-50> arianne_rpg: correct response to he doesn't heal animals except those in the zoo, and add a
[17:56] <CIA-50> arianne_rpg: comment that he could be made to heal pets in future, if someone wishes to add
[17:56] <CIA-50> arianne_rpg: the feature.
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[19:21] <CIA-50> arianne_rpg: astridemma * stendhal/ (6 files in 4 dirs): adapting a few tests to new behaviour still some failing
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[20:37] * erdnuggel (n=blub@p5DD42BFA.dip.t-dialin.net) Quit ()
[20:39] <kymara> i'll start the commits for the map tiles and changed maps, then. if anyone had maps they hadn't committed or sent me today then i can run the same changes after and send them back to you
[20:39] <tigertoes> durkham1 - test server needs newest files :) and you need hugs and chocolate cause you are busy
[20:39] <tigertoes> oh, hi
[20:40] <kymara> ah you
[20:40] <kymara> were just who i'd been waiting for :D
[20:40] <tigertoes> :) what can i do for you?
[20:40] <kymara> did you have any uncommited maps?
[20:40] <tigertoes> yes, but they can be redone, no problem
[20:40] <kymara> i'm doing some tileset tidying and renimaing and moving thinsg into correct places so all maps in cvs i am fixing as i go
[20:40] <tigertoes> easier to do that
[20:40] <tigertoes> good
[20:40] <kymara> if you send them to me i can fix them with the same scripts i used for cvs ones
[20:41] <tigertoes> i was gonna fix some image files too
[20:41] <kymara> which is honestly easier than redoing a map
[20:41] <kymara> i'm not particularly changing files, more renaming them and moving to correct places
[20:41] <kymara> like all the buildings in object i moved to building
[20:41] <tigertoes> make the new beds have their top right on the main image and deleting separate one
[20:41] <tigertoes> oh, good
[20:42] <tigertoes> it has needed rearranged
[20:42] <kymara> hm, i wouldnt start on actually changing images or makiing existing ones bigger
[20:42] <kymara> to do that we should do a lot of work on all sorts, like putting the walls together who are all the same colour
[20:42] <kymara> and there will be an automated way to do it
[20:43] <kymara> i agree the top sheets should be in same images as the bad itself but i think it's way too much work to do manually
[20:43] <tigertoes> oh, ok, well i still had plenty to do, so i wont bother..
[20:43] <tigertoes> i already did it
[20:43] <kymara> oh
[20:43] <kymara> but didn't commit the changed map files?
[20:43] <tigertoes> just hadnt commit them cause they are on the laptop
[20:43] <tigertoes> and i dont have a working database there yet
[20:44] <kymara> i dont know what to say
[20:44] <tigertoes> dont worry
[20:44] <kymara> i do worry
[20:44] <kymara> if you have any new map files which you havent added to cvs yet please send them to me and i will apply the changes i made
[20:44] <tigertoes> when i have the time and feel like it, i do LOTS of stuff real quick
[20:45] <tigertoes> it is a mindset..
[20:45] <kymara> do you have any new ones which arent in cvs which i can fix please
[20:46] <tigertoes> they really were for down the road.. i gave the ent npc a place to live and prettied up his wifes place to match what he will say
[20:46] <tigertoes> didnt take any time, so i can redo when it is time
[20:46] <kymara> oh sorry i thought you meant you had done the beds thing
[20:46] <tigertoes> i did the images only
[20:46] <tigertoes> sorry
[20:47] <kymara> right thank god for that
[20:47] <tigertoes> yes
[20:47] <tigertoes> thats why they were not committed
[20:47] <kymara> well, thats fine but altering all the maps that use them would take a long time which is why i suggest a script which i know we already have
[20:47] <kymara> and when we do that we will also be changing some things like putting all the dark red walls together not having corners, corners 2, etc etc
[20:48] <kymara> so thats ok. i haven't touched image files except moving them, mostly
[20:48] <tigertoes> ok
[20:48] <kymara> it's the maps i am concerned about as if you had edited them and then some of the source images have moved they wont open
[20:48] <kymara> or new ones - new ones i'm happy to run through the script with
[20:49] <tigertoes> i then edit them in dreamweaver and delete the file or rename them
[20:49] <tigertoes> you do it so much easier, i know
[20:49] <kymara> ok. so can i progress with the commits?
[20:49] <tigertoes> yes
[20:49] <kymara> ok
[20:49] <kymara> and any new maps you have already but not committed, send them to me
[20:49] <kymara> it's fairly big changes
[20:49] <tigertoes> ok
[20:50] <kymara> i hope you won't hate one of them :/ i moved furniture directory up a whole directory
[20:50] <kymara> it was item/furniture
[20:50] <kymara> but furniture is massive
[20:50] <tigertoes> :) wonderful
[20:50] <kymara> liek as big as any of the others
[20:50] <kymara> ok
[20:50] <tigertoes> there should be a kitchen too
[20:50] <kymara> yes
[20:50] <kymara> that is all in other/ atm
[20:50] <tigertoes> i have new stuff for that
[20:50] <kymara> i haven't done that much yet as i need to commit the new furniture folder and the changed maps first
[20:50] <tigertoes> great
[20:52] <durkham1> updated files
[20:52] <CIA-50> arianne_rpg: kymara * stendhal/tiled/tileset/ (442 files in 26 dirs): Moved furniture folder of tilesets up one whole directory
[20:52] <tigertoes> i keep meaning to ask if we can put sound of buzzing bees around the hives...
[20:52] <tigertoes> thanks durkham1
[20:53] <tigertoes> and i remember you asking about treating the areas around the hives as areas like spikes, kymara..
[20:54] <kymara> eheh
[20:54] <kymara> damaging areas?
[20:54] <CIA-50> arianne_rpg: kymara * stendhal/tiled/tileset/ (30 files in 6 dirs):
[20:54] <CIA-50> arianne_rpg: rename 'green' to furnace. move from object to building: huts, church, castle, gazebo. moved from object to item/weapon: assassin dagger. edited readme of object. renamed 'light red' walls
[20:54] <CIA-50> arianne_rpg: and entrance which are atcually green purple. moved details of green purple entrance into the entrance file itself which had 4 spaces, exactly enough for what was in details file.
[20:54] <tigertoes> yes
[20:55] <kymara> (btw atm i am just committing the tileset changes so i can say in each commit message what happened, after that i will commit all the fixed (hopefully!) maps
[20:55] <kymara> yes damaging areas would be ok by me. not too damaging, i can't remember if that's a configurable thing or not. its added to the xml
[20:56] -christel- [Global Notice] Hi all, we're going to take services down for some quick maintenance -- they'll be gone a mere few minutes, this will affect chanserv, memoserv, nickserv and alis. Apologies for the inconvenience.
[20:56] <tigertoes> ok, yes, i didnt want a log
[20:56] <tigertoes> lot
[20:56] <tigertoes> but i thought it would be cute
[20:56] <kymara> ok
[20:56] <tigertoes> shame on me
[20:56] <kymara> heh
[20:56] <kymara> why shame?
[20:56] <CIA-50> arianne_rpg: kymara * stendhal/tiled/tileset/item/documents/ (9 files): add new files, the documents that were loose in item/ before (books, notes, letter, worldmap)
[20:57] <tigertoes> :)
[20:57] * ChanServ (ChanServ@services.) Quit (shutting down)
[20:58] <CIA-50> arianne_rpg: kymara * stendhal/tiled/tileset/item/textile/ (dress.png large_dress.png red_hat.png trousers.png): moved clothing items into textile, they were floating loose before
[20:59] <kymara> when we do want to do the more scary tile changes which mean changing actual image sizes, we can all do together like we did when we cut up the old massive tilesheets
[20:59] <kymara> we had a file that stored the old and new places of each square in the image
[20:59] <kymara> and then we converted using that file
[20:59] <kymara> so we all worked on cutting up the big sheets and then at the end a script ran to fix the maps
[21:00] <CIA-50> arianne_rpg: kymara * stendhal/tiled/tileset/ (8 files in 2 dirs): grass edges and corners were in plant but the actual grass was in ground, so put the edges and corners in ground
[21:00] <tigertoes> i was getting ready to add some images... should i wait? or just email them to kiheru to make the final decision
[21:01] <tigertoes> in getting ready to, doesnt mean right away, but as you are making changes, might be good to do them now
[21:01] -NickServ- This nickname is registered. Please choose a different nickname, or identify via /msg NickServ identify <password>.
[21:01] * ChanServ (ChanServ@services.) has joined #arianne
[21:02] <kymara> new ones dont worry me for the changes
[21:02] <CIA-50> arianne_rpg: kymara * stendhal/tiled/tileset/item/ (drink/casks.png food/fish_crates.png): move a food and a drink that were free floating in item, into correct folders
[21:02] <tigertoes> ok
[21:02] <kymara> you could email them to kiheru though he might not be able to check til tomorrow evening, i mean tomorrow about this time
[21:03] <tigertoes> ok
[21:03] * madmetzger (n=markus@g229085247.adsl.alicedsl.de) has joined #arianne
[21:03] <tigertoes> will just email them when i get organized.. i need to get outside and do some work now...
[21:03] <kymara> ok
[21:04] <CIA-50> arianne_rpg: kymara * stendhal/tiled/tileset/item/ (15 files): removing the images which have now been moved to correct folders (documents, food, drink and textile)
[21:04] <kymara> just briefly um do you think there should be a folder in item/ for the kind of household items
[21:04] <kymara> i'm definitely going to put one in furniture for the kitchen furntiure
[21:04] <tigertoes> yes
[21:04] <kymara> like stove, cabinets, pie safe
[21:04] <tigertoes> right
[21:04] <kymara> but i didnt know about item and what to call it
[21:04] <kymara> household?
[21:04] <tigertoes> yes
[21:04] <kymara> ok
[21:04] <kymara> and if i miss some that should go in there, let me know
[21:05] <tigertoes> ok, i will look at it tonight.. to see how you have it arranged and then make comments
[21:06] <kymara> ok
[21:15] * durkham1 (n=astrid@d031113.adsl.hansenet.de) has left #arianne
[21:20] <CIA-50> arianne_rpg: kymara * stendhal/tiled/ (73 files in 25 dirs): all underground maps updated with new changes
[21:21] <CIA-50> arianne_rpg: kymara * stendhal/tiled/ (77 files in 13 dirs): level 0 and above maps updated with the tileset changes
[21:22] <CIA-50> arianne_rpg: kymara * stendhal/tiled/interiors/ados/ (76 files): updated for new tileset changes
[21:23] <kymara> trying to do these in batches so the emails dont get bounced for being too big :D
[21:23] <CIA-50> arianne_rpg: kymara * stendhal/tiled/interiors/nalwor/ (31 files): updated with new tileset changes
[21:24] <CIA-50> arianne_rpg: kymara * stendhal/tiled/interiors/ (56 files in 3 dirs): updated with new tileset changes
[21:25] <CIA-50> arianne_rpg: kymara * stendhal/tiled/interiors/ (71 files in 6 dirs): updated with new tileset changes
[21:41] * madmetzger (n=markus@g229085247.adsl.alicedsl.de) has left #arianne
[21:45] <CIA-50> arianne_rpg: kymara * stendhal/tiled/interiors/kalavan/ (32 files): updated with new tileset changes
[21:46] <CIA-50> arianne_rpg: kymara * stendhal/tiled/interiors/kirdneh/ (36 files): updated with new tileset changes
[21:47] <CIA-50> arianne_rpg: kymara * stendhal/tiled/interiors/abstract/ (12 files): updated with new tileset changes
[21:48] <CIA-50> arianne_rpg: kymara * stendhal/tiled/tileset/animation.seq: update animation sequence as some tilenames have changed
[21:49] <kymara> ok that is everything that i did earlier today now to start on kitchen bits!!
[21:52] <kymara> waa! did i break cvs? did i make it work too hard?
[21:52] <kymara> cvs update: failed to create lock directory for `/cvsroot/arianne/stendhal' (/cvsroot/arianne/stendhal/#cvs.lock): Permission denied
[21:53] <kymara> phew ok again now
[22:38] <CIA-50> arianne_rpg: kymara * stendhal/tiled/tileset/ (6 files in 2 dirs): we don't wnat two folders for lights/lamps/candles so move those in item/candle/ to the bigger one furniture/light
[22:39] <CIA-50> arianne_rpg: kymara * stendhal/tiled/tileset/furniture/bed/ (14 files): remove 'front on' from bed names, assume they're front on unless we specified side on. give better colour descriptions on some
[22:40] <CIA-50> arianne_rpg: kymara * stendhal/tiled/tileset/furniture/ (16 files in 2 dirs):
[22:40] <CIA-50> arianne_rpg: remove 'carpet' from filenames in item/carpet and ditto for curtain, as: You don't need to repeat information in the image name that's already given by the directory name, from
[22:40] <CIA-50> arianne_rpg: http://stendhal.game-host.org/wiki/index.php/Stendhal:Tileset_specification
[22:41] <CIA-50> arianne_rpg: kymara * stendhal/tiled/tileset/furniture/ (11 files in 2 dirs): move kitchen items to furniture/kitchen from furniture/other. removed furniture/other/green.png to the carpet directory
[22:44] <CIA-50> arianne_rpg: kymara * stendhal/tiled/tileset/ground/indoor/oriental_tan_tile.png: this was in furnite/carpet but it is a tile so belong with th eother tiles in ground/indoor
[22:45] <CIA-50> arianne_rpg: kymara * stendhal/tiled/tileset/item/ (4 files in 2 dirs): move two images with objects for food preparation to household folder, from item/
[22:46] <CIA-50> arianne_rpg: kymara * stendhal/tiled/ (18 files in 15 dirs): maps updated for new tilesets
[22:48] <CIA-50> arianne_rpg: kymara * stendhal/tiled/tileset/animation.seq: animated image menorah was move
[22:49] <CIA-50> arianne_rpg: kymara * stendhal/tiled/interiors/ (212 files in 13 dirs): changes for lights, bed, curtain, carpet, kitchen, other tilesets
[22:50] <kymara> tigertoes re the bed sheets it looks like you could safely add them to the existing images without writing any new scripts or editing the maps manually. the tilesets page says: You can add more rows to images, below the old ones.
[22:51] <kymara> and the topsheet would be exactly that, right? a new row under the bed
[22:51] <kymara> then When you change the size of an old tileset image, you need to run 'ant updatemaps'
[22:51] <kymara> (not working atm but mad said he'd look at it, or i can if he has no time)
[22:51] <postman-bot> finix rented a sign saying "I buy xeno sword or better good money"
[22:52] <kymara> oh, but i guess some maps are already using the lone topsheets so they still need changing. well perhaps i could then rename that for you to dont_use and then we can gradually manually change them but at least for new maps we wouldn't be loading two images every time
[22:53] <kymara> its something to bear in mind for future, anyway, and especially remember the even simpler rule, about ''If the image has completely transparent tiles, you can safely use those for new tiles.''
[22:53] <kymara> thats better than adding a new image, if it's appropriate with the old one of course.
[23:14] <kymara> i think i'm all done for today with changing maps and tilesets, no need to pummel cvs any more
[23:25] <tigertoes> kymara that is really the reason i was waiting.. to move them to this machine and test first ;)
[23:25] <tigertoes> thanks
[23:51] <CIA-50> arianne_rpg: kymara * stendhal/src/games/stendhal/server/ (4 files in 3 dirs):
[23:51] <CIA-50> arianne_rpg: initial commit of 'solve riddles' way to leave hell. currently just dummy
[23:51] <CIA-50> arianne_rpg: riddles in there but one can test the logic of requesting riddle, answering
[23:51] <CIA-50> arianne_rpg: correctly and incorrectly, leaving the other way, and asking for riddle when
[23:51] <CIA-50> arianne_rpg: previous wasn't solved but you didn't leave yet by other method. one riddle has
[23:51] <CIA-50> arianne_rpg: a number as an answer so you can test saying the number in numerals or letters.

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