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I am Bored

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Posts posted by I am Bored

  1. If I were to put together a large list, what would the best way to do that? (what info would be needed to make it viable to actually update all of them) I can pretty easily get:
    - The scene coords
    - The item name (eg. item15, item16)
    - Current x/y
    - Correct x/y

    As an example that needs fixing (LR back entrance): 3_-3x-4_1 - item16 - current position x:229 y:151 - correct position x:228 y: 152

    As a note for anyone trying to fix this with A25 tools, the y positions above are what the backend says the position is. When actually shown in the scene, it's 3 pixels higher at 148, and I don't know which number your interface will show.

  2. There's a minor issue with the alignment of small (<20px in both dimensions) clickables on Firefox. This causes the images to appear one text line (~10px in this context) down from where they're supposed to. (see image #1) This particular instance can be seen in the branches at Oak Fort.

    This is caused by the extra whitespace within the `<a>` tag (image #2), removing it (image #3) resolves the issue and returns alignment to normal. (image #4)

    a25OakFortBefore.jpg

    a25OakFortCodeBefore.PNG

    a25OakForCodeAfter.PNG

    a25OakFortAfter.jpg

  3. This list is missing the Vitality Shrine, which is at the top of the creature page, the adept list page, and the profile page.
    The webcam capture page is also backed by flash currently.
    When selecting an individual creature, the creature's full image is currently loaded via flash as well.
    The device at Berserker’s Way is also a separate flash file if memory serves (given what it does and how it's loaded, I'd be utterly amazed if it wasn't).
    The old homepage (as-in http://magicduel.com/) also uses flash in its left-side banner.

    As a bit of clarification, what are you referring to with "Heat spinny thing"? The only thing I know of that fits that description is the erolin device.

  4. My feedback is that, other than it looking absurd (color scheme wise), and it trying to be way too vertically compact on the main forum list (the way it organizes subforums as boxes ends up cutting off the titles of anything with a reasonable title), it's also a pain to log into. I may very well just be one of the few that have a different username than they have display name, but it took me getting locked out before I tried to figure out what my display name was actually set to. By requiring that you use your display name (public information), vs. your username (which isn't shown anywhere that I know of) to login, there's other fun things. In that same respect, they are explicitly telling you whether it's the display name or the password that you got wrong, which, although helpful, is problematic for other reasons.
     

  5.  

    This is why I plan to change combat into a simulation type model.

     

    The simulator accepts all the paramters, starts it up, and then runs. Calculates effects to apply to the player (stats and such) and then passed back to the game.

     

    This means we can try and combination in the simulator as we want to easily repeat combat, and find bugs.

     

    How do you intend to handle the parts that are pseudo-random, such as the creatures being targeted by a "Random" targeting ability? Do you intend to include a set seed for the random number generator as part of the simulation parameters?

  6. Assuming I'm not just as tired now as when I posted that, it makes sense. The intent of the query is to set the translations to empty where the romanian version matches the english version, to allow the english version to be updated freely without the other languages getting left behind.

  7. No actually, for the majority of parts english is copied over to all languages and then you need to modify every single other language when the english changes. Since most translators didnt have access to all languages when english changed none of the other ones did.

    Ekk, that's not nice at all :(

     

    To implement the fallback, assuming my minimal idea of how the translation mechanism works is correct, I propose simply selecting both the English column and the column for the specific language, and fall back to the English column on the PHP side if the language's column is empty. De-duplication should also be pretty easy, as a set of simple `UPDATE translation_table SET ro='' WHERE ro=en` (no idea what the actual column or table names are) queries should do the trick.

  8. If I remember correctly, the other translations fall back to English if the target language doesn't have the requested value defined. If it doesn't, then I propose that such a mechanism be implemented to allow the pieces that have been translated into other languages to still be viewed.

     

     

    Also, I wasn't using the bug; I asked if I could use the bug to retrieve what information I could about the structure of the equipment system, allowing me to better phrase and direct the questions that I'll have when I start documenting the system for project Legacy. (All of this assumes that I do get the equipment system assigned to me, if not, then I won't start writing it up)

  9. In Announcement 3543, it was announced that the languages other than English have been disabled in the game. This however prevents access to a large amount of content that has been translated, or where significant differences between the original version of the text, and the English text exist.

     

    Let's take the Romanian poem text for instance. It is done largely independently, and has a large number of places where the English and Romanian versions are completely different. I'm unsure if the the poem text was translated from Romanian, or from English. I do know most of the German poem text was translated from the English version.

     

    Next up, is the Inner Spell Documents and Principles. Both of these were originally written in Romanian, and as I believe has been said in the past, there are many subtle pieces in the Romanian versions that simply don't translate cleanly to English. 

     

     

     

    I propose that, at the very least, the Romanian version be re-enabled.

  10. Alright, so, here goes a weird one.

     

    IAB the Numberless (ID 113205) is able to see both the slime and the downward arrow at the Meeting of the Roads. This is the only key that should be considered as "normal" on it, due to me having some fun with the key system on my own and ending up with both the story and movement arrows at the Fields of Abandonment (1_0x-3_1). In general, the key state of the account should be considered as abnormal.

  11. Recently, there have been a couple of, what I'll refer to as realm quests, such as the current "Mystery of the Orb", as mirus has described it.

     

    I propose that future things like this be entered into the AL. 

     

    This would allow much more realm involvement than the current global message only method does, because, if you idle in populated areas, such as the GOE, you may not even know that anything has happened if you don't see the original messages.

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