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CVS

Unless someone else wants to deal with it, there's no CVS updates, mostly because I can't work out how to use it properly, if it doesnt redirect me to the old code-base (Generic-player's UOXNG), it does nothing. So I'm not using it, I'll just throw up daily tarballs of my source tree.

CVS is teh retardmo ;(

Posted by Xander Cox 2004-12-18

this->Restart();

Sometime soon, I'll be putting a new version of revd in the CVS. So far I've got:

cEconomyAtom - an element of the economy system, eg: a trader, can either be static or wandering. Wandering traders will follow the road system via a path of waypoints, static traders will live in a house, sleeping at night and putting items on shelfs if they're sold any. More documentation is in the code itself.

cXML - A simple XML backend written around libxml++ for loading configuration, so far only the economy uses any XML data.... read more

Posted by Xander Cox 2004-12-16

New(er) changelog

Another update, 2 days of changes in one post, whee... Check the CVS for the latest files and such under CVSROOT/FScripts/, should have all the .scp files and common_docs included.

-=Changes=-

6/4/04
(Xander)
- Sketched out preliminary list for the 78 types of potion and ingredients
- First reagent, Garlic, can be crushed into a ground version (uses lettuce graphic w/ colour atm)
will eventually write items for all the other 78 reagents, 76 ground and 78 raw versions
- Harvesting a reagent plant will now yeild one raw reagent, which will yeild 2 final items.
- Akin to the former change, harvesting a normal plant for alchemy will yeild two of the items.
- Upped amounts for mining, lumberjacking and fishing. minimum per harvest is 10/30/5
- Any harvesting will always yeild a raw material, mr_nothing is either removed or set to 1.0
- Added all the elseif's to the Mortar and Pestle & Alembic for the 84 potions
- Moved the existing Reagents into skills/Alchemy.scp so its all together in one file.
- Reached 5,000 lines of 'New' code, w00t ;)
- Added cute little item for harvesting milk from Cows, gives 5 pitchers of milk per cow
every day.
- Started recolouring some alchemy items, Alembic is now a dark red, ground garlic is a whitish.
6/10/04
(Xander)
- Fixed wood pulp and removed from carpentry, hoorah.
- Added (at last) all the i_reag_ entrys, new ones need tweaking.
- Got (extremely) bored and made a template for the headers. Waste of time but it looks cool ;p
- Added 'Imperial Recycler', can reduce any items with a proper VALUE field into an apt amount
of tokens. (Tokens = Itm.Value * Itm.Amount) [though ATM it only recylers 1 in a stack.]
- Drying wood pulp on a t_fire will now give one scroll rather than parchment, dunno what I'm
using this for though, written messages? (Since scrolls are deprecated with the new
magery system.)
- Moved fishing/lumberjacking resources into sphereitem_ore.scp, renamed said file to resource.scp
and moved into scripts/core/ for organisations sake.... read more

Posted by Xander Cox 2004-05-26

Recent Changes

For those that are interested, ganked from my ~/work/falengard/non-code/scripts/common_docs/:

-=Changes=-

6/4/04
(Ghost)
- Sketched out preliminary list for the 78 types of potion and ingredients
- First reagent, Garlic, can be crushed into a ground version (uses lettuce graphic w/ colour atm)
will eventually write items for all the other 78 reagents, 76 ground and 78 raw versions
- Harvesting a reagent plant will now yeild one raw reagent, which will yeild 2 final items.
- Akin to the former change, harvesting a normal plant for alchemy will yeild two of the items.
- Upped amounts for mining, lumberjacking and fishing. minimum per harvest is 10/30/5
- Any harvesting will always yeild a raw material, mr_nothing is either removed or set to 1.0
- Added all the elseif's to the Mortar and Pestle & Alembic for the 84 potions
- Moved the existing Reagents into skills/Alchemy.scp so its all together in one file.
- Reached 5,000 lines of 'New' code, w00t ;)
- Added cute little item for harvesting milk from Cows, gives 5 pitchers of milk per cow
every day.
- Started recolouring some alchemy items, Alembic is now a dark red, ground garlic is a whitish.

Posted by Xander Cox 2004-05-21

We now return you to your regular programming

Sorry about the apparently complete lack of work in the past week or so, i got lazy, also the server decided to be a git and not let me connect with the clients, so i couldnt get much work done.

Apart from that, still debating over which base to derive Falengards server from, its currently a toss between some version of UOX or Sphere, I'm personally leaning at Sphere. but it doesnt seem to like having any wine'ed clients connecting. UOX is nice, but only UOX:NG likes to compile on my box and to be frank, the code is butt ugly and I fear I'll spend more time rewriting non-core systems just so i can understand them. I'll see though, since I'm getting my old machine (that i gave away) back for a week or two to do some work on, and i know sphere works with the client on that machine, hopefully it'll all go without a hitch.... read more

Posted by Xander Cox 2004-05-10

CVS Commits: Warning.

The files I'll be commiting to the cvs over the next few consist mostly of scripts and supplementry C++ code for simple rules, but a word of warning:

The files commited to the CVS come with no hint of even remotely working first pass, they may at any point fry your brain, rape your cat, commit unspeakable acts with your wife, consume your dog with tabasco sauce, wipe your computers harddrive, enable you to fry eggs on your CPU, turn your graphics card into a work of modern art or just plain not work. But they might work, though it'd sooner put money on bush admitting iraq was a mistake.... read more

Posted by Xander Cox 2004-04-23

The Bulk of Project Information

Can be found in the project documentation section, thats where 90% of the content is to be posted, since its more orientated on theoretical rules and systems.

Posted by Xander Cox 2004-04-21

Some notes on timing

We hope to complete all major systems in script, theoretical implementation and calculation tools by approximatly May 30th or somedays later (time and reallife permitting) and have a CRPG working by sometime in the middle of June for public access.

Any external submissions are welcomed by an email sent to either developer, and will be considered at length for inclusion.

Posted by Xander Cox 2004-04-21

First Render of the map files.

The first render of the map files was completed today, but the renderer appears to be playing up, so unfortunately, until I can get the render working properly, there will be no screenshots.

Posted by Brendan Lucius Halliday 2004-04-21
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