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    Vizzini

    @Vizzini

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    Posts made by Vizzini

    • Transport code for Areo
      Hi Ryan,

      Here's the transport code examples I mentioned. They're not mine, I just wrote the Makefile cos there wasn't one.

      Cheers,

      Scott.

      :banghead:
      transport-code.tar.gz
      posted in Restricted Discussion
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      Vizzini
    • RE: 4th neutral race
      I like the idea of an animated stone race. I'm fully behind the idea of having more distinct races than the standard human sized biped. A race with 8 arms for example, a centaur like race that can act as a mount for another player, an outsized troll like race that benefits from massive strength but very limited magical or skilled ability. That kinda thing. Nice idea. Vizz.
      posted in Suggestions Archive
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      Vizzini
    • Achaen citizenship papers
      I'd like to suggest the script for the gatekeeper to the castle in achaeus be modified to mention where to kick off the miniquest for the achaean citizenship papers. Right now there's no overt clue on where to start.

      Scott.
      posted in Requests
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      Vizzini
    • RE: Immortal Roundup
      Inconceivable!
      posted in Immortals Forum
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      Vizzini
    • RE: Dynamic Wilds
      Hey all, Been a while since I posted any kind of progress update, so I guess I'd better write one. For those who don't know, I have my own company and the end of the financial year is looming (31st March), and I have a large tax bill to meet so I've been working my ass off. The wilds work has suffered as a result so there's not a massive amount to report. * Rewrote the Terrain and Vlinks loading/saving routines to use Syn's value tags method rather than the stock ROM lazy-man's method of using absolute fixed fields. This is much more fault tolerant and makes the area files bigger, but much more readable. It also keeps the wilds files in roughly the same format as the rest of the area file format, which makes me more comfortable (and will save me lots of explaining time when Nib comes to rewrite PGN2ARE). * Spent some time bullet-proofing various parts of the wilds OLC. Again, a lot of testing will still be required but I wanted to head-off some of the dumber and more obvious bugs before beta testing begins in earnest. * Vlinks can be linked/unlinked from the OLC now. I wasn't happy with the way this had been done previously, so I rewrote the linking and unlinking routines so that they are more compartmentalised, so the code can be reused when it comes to putting in script hooks for allowing room/mob/obj scripts to link/unlink vlinks. * At Nib's request I made vlink wilds entrance tiles customisable in the OLC, and also modified the loading/saving code appropriately. I'll try to do more in the coming week. I realise you guys are waiting for this. Cheers, Scott.
      posted in Coding Discussion
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      Vizzini
    • SSL java telnet?
      This one's kinda directed at Areo specifically, but I guess there may be others with a vested interest.

      Is there any possibility of us getting a java-based telnet gateway to the game/testports that would allow SSL connections? I'd like to be able to work on stuff during the day at work, but of course there's a proxy in the way that only allows http/https connections. It's not critical, I just wondered if there was an easy way to do it, and if there were any show-stoppers in our hosting agreement or whatever...

      Goes without saying I'd never use any of the plethora of free ones on the net that no doubt grab account information for their owners. (Am I paranoid?)

      Scott.
      posted in Requests
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      Vizzini
    • RE: "rand" is pure garbage
      I think Nib's prolly the man to speak to about this. From a coder's perspective, there's an internal function dice() that takes an argument along the lines of dice(d+offset). e.g dice (20d6+10) would give you a min result of 10 + 20d6 = 30, max result 10 + 20d6 = 130. The only problem I see with functions like these is of "striping", where the random factor isn't actually very random, making the randomisation a little "predictable", which is to say that in repeating the same function over and over and recording the results, definite patterns emerge in the data. Linux provides a number of methods of providing much more random data, utilising things like entropy data extracted from the normal operation of the system, none of which are hard to implement. Indeed, there are external entropy packages we could employ for just this purpose. In summary, I don't think it would be hard to give you a method of generating finite and bounded randomness based on defined probablility constraints. In fact, I'd be surprised if this hasn't already been addressed in the wealth of new functions Nib's bolted on recently. Scott. Scott.
      posted in Requests
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      Vizzini
    • Remort Only continent?
      Remort only continent perhaps?

      Anyone else sick and tired of maxxed remorts moaning about having nothing to do?

      Scott.

      PS - 1st post in the forum - woohoo! =)
      posted in Fourth Continent
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      Vizzini
    • RE: New Areas: Spirit's Forest (Elite) and Mierkwood Keep
      I tried to say this ages ago, but the forum code ate it. Mierkwood… aren't we a little close to Middle-earth's "Mirkwood"? I tell ya, if you don't change the name, I'm going to have so much fun slaying morts who state the obvious... Scott.
      posted in Design & Advanced System Discussion
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      Vizzini
    • RE: Training Over Max
      I'd like to point out that Durron reported the bug, not SCo. SCo did test whether or not STR etc could be trained by unshifting and casting weaken (STR -5) on himself. The assumption I'm making is that the trainer code is checking current hp, rather than permanent hp when it's decided whether or not you can continue to train. Scott.
      posted in Bug Reports
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      Vizzini