Navigation

    NodeBB

    • Register
    • Login
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    1. Home
    2. Vizzini
    3. Topics
    V
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Topics created by Vizzini

    • V

      Transport code for Areo
      Restricted Discussion • • Vizzini  

      1
      0
      Votes
      1
      Posts
      11
      Views

      No one has replied

    • V

      Achaen citizenship papers
      Requests • • Vizzini  

      1
      0
      Votes
      1
      Posts
      10
      Views

      No one has replied

    • V

      SSL java telnet?
      Requests • • Vizzini  

      2
      0
      Votes
      2
      Posts
      7
      Views

      It's not paranoia if they *ARE* out to get you. 8)
    • V

      Remort Only continent?
      Fourth Continent • • Vizzini  

      2
      0
      Votes
      2
      Posts
      13
      Views

      Maybe for the most part. Perhaps have it generally accessible, for things like quest clues and other info, but leave the predominant activities remort-only.
    • V

      Sextants
      Bug Reports • • Vizzini  

      4
      0
      Votes
      4
      Posts
      15
      Views

      Or base it upon the condition of the object. A worn/loose sextant isn't likely to work as well as a prestine sextant. Through age (if degradation is added) and repeated use, it will eventually become damaged.
    • V

      Achaeus seedy shopkeep
      Restricted General Discussion • • Vizzini  

      5
      0
      Votes
      5
      Posts
      22
      Views

      How about a temporary extra2 flag called "no_value", which forces all instances of the object to load of with no value, regardless of what is set on the index. A quick IMP command could scan all objects that have this set and correct them. Items that are imp-signed would be ignored of course.
    • V

      Informational: UIDs
      Design & Advanced System Discussion • • Vizzini  

      1
      0
      Votes
      1
      Posts
      10
      Views

      No one has replied

    • V

      Variation of entity size
      Design & Advanced System Discussion • • Vizzini  

      3
      0
      Votes
      3
      Posts
      17
      Views

      Don't have to set ALL of those manually 8) Could put onto every race a min-max size range and then have the size parameter that is stored in the files renamed (so the old one is skipped). An invalid size set before the processing of the file would be used to indicate that the mob doesn't have one. Basically, reset every mob to the racial norms. Players would need to be asked what they want their size to be within a larger range from racial average. Only mobs you want to be resized specifically would need to be tweaked.
    • V

      (Serious Mortal Annoyance) Class/skill system broken
      Bug Reports • • Vizzini  

      1
      0
      Votes
      1
      Posts
      10
      Views

      No one has replied

    • V

      Chat command syntax
      Bug Reports • • Vizzini  

      3
      0
      Votes
      3
      Posts
      15
      Views

      Just testing something.
    • V

      Mudconnector.com entry
      Immortals Forum • • Vizzini  

      15
      0
      Votes
      15
      Posts
      94
      Views

      ~~@Areo:~~ > Our topmudsites entry from about 2000 was removed. We can put what we wish there now. SUCCESS!!! Areo, you will now my right hand man in executing the armies of incompetent webmasters. 8)
    • V

      (mortal Annoyance) invisible item in container
      Bug Reports • • Vizzini  

      4
      0
      Votes
      4
      Posts
      21
      Views

      After looking at it through the debugger, this stems from the fact that the titan guardian hammer has "hidden" flag on it for some reason. This is a utility flag which gets set on objects which are hidden with the "hide" command and are thus completely hidden from view until they are found with "search" which flips the flag bit. It shouldn't EVER be on inventory items for any reason. I hardcoded it so that "hidden" can't be set on objects for any reason - once again this is a utility flag, not really something that should be set. I also added a bit of code to flip the flag on any inventory items which might have it on, on player log-in. Idea for self: in the future, implement a utility bitfield for objects to put flags which imms aren't supposed to set.
    • V

      (Mortal Annoyance) get failure feedback
      Bug Reports • • Vizzini  

      3
      0
      Votes
      3
      Posts
      21
      Views

      This might be a consequence of Whisp's replacing my painstaikingly-fixed get and put functions with his older, crappier functions to make his carts work. Luckily, my functions are commented out; leaving this post as a reminder to myself to re-enable them and see if it fixes this error. Edit: Actually, my function doesn't account for this either, despite the things it fixes. I'll look into resolving this prob ASAP since I don't like blank lines any more than you do :twisted:
    • V

      Vizzini Whereabouts
      Immortals Forum • • Vizzini  

      2
      0
      Votes
      2
      Posts
      18
      Views

      Hey man, sounds great. Shoot me an email when you get all settled in, I wanted to ask your advice on a few ideas I had to make our code more efficient.
    • V

      Cosmetic - olist formatting
      Bug Reports • • Vizzini  

      5
      0
      Votes
      5
      Posts
      30
      Views

      Hmm, i wasn't aware the printf functions could be used with this syntax. You live, you learn 8) I was trying to do a ghetto workaround with a second buffer string, and kept running into overflows. I'll give this a go when I get back home.
    • V

      Dynamic Wilds
      Coding Discussion • • Vizzini  

      40
      0
      Votes
      40
      Posts
      176
      Views

      V

      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.