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Old January 30, 2019, 12:35   #81
tangar
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We are moving to a new server... game wouldn't be available for a few hours

--
UPDATE
server is up; but to play you should push ctrl+m and enter IP there:
137.135.204.184
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youtube.com/GlazGame — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

Last edited by tangar; January 30, 2019 at 13:43.
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Old January 30, 2019, 14:13   #82
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Website moving to another hosting. To play with auto-connection to our server, download new clients:
setup client: https://mega.nz/#!Pf5gya4S!qIFAFi48c...Ez3CPanGQaZ1b4
7z archive client: https://mega.nz/#!vC4gTSAL!-8due5-2t...q40S5r9wmtTVSs
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http://angband.online - persistent online multiplayer roguelike game.
tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz
youtube.com/GlazGame — streams in English ⍽ youtube.com/StreamGuild — streams in Russian
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Old January 30, 2019, 17:03   #83
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DONE.

We moved.. again http://angband.online/we-moved-again/
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tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz
youtube.com/GlazGame — streams in English ⍽ youtube.com/StreamGuild — streams in Russian
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Old January 30, 2019, 17:30   #84
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Quote:
Originally Posted by tangar View Post
We are moving to a new server... game wouldn't be available for a few hours

--
UPDATE
server is up; but to play you should push ctrl+m and enter IP there:
137.135.204.184
For regular PWMAngband client users:

- open mangclient.ini
- uncomment the "host" line in the [MAngband] section
- put "host=137.135.204.184"
- save the file

Once you start the client, you should be automatically redirected to angband.online server.
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Old January 30, 2019, 17:41   #85
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Quote:
Originally Posted by tangar View Post
Then this spell should remove light charges from other players torches only if this players are hostile, to protect newbies from harass.
Done. In next version, only hostile players will have their light empty.
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Old January 31, 2019, 09:30   #86
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Fun D

Players are interested about houses:
1) "is it possible to increase amount of houses per char (atm its 2?) to 5, for example"

Lets think about pros/cons of this... As we have 1 char/acc restriction it shouldn't be a problem.

Also I suppose it's also would be fun to restrict player to be able to have only 1 house per location (so wealthy player woundn't buy all Hobbiton houses for himself to live in luxury place).

2) add possibility to paint house doors with potions to be able to distincs them

3) there is a storage-house in Carn-Dum. Player reported that currently it's off use (?) Would be fun to make it possible to buy it for some quite big money (to make it endgame-like royal estate), so it would be yet another little 'goal' for player at certain stage of the game - to get money for this particular house. 500k? 1kk?
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http://angband.online - persistent online multiplayer roguelike game.
tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz
youtube.com/GlazGame — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

Last edited by tangar; January 31, 2019 at 09:36.
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Old January 31, 2019, 09:41   #87
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Painting house doors is already in the game. Try a potion at a door, it should change to the type corresponding to the color of the potion. WARNING: this also changes the type of house, so if you throw a green potion, the only things you will be able to store are items you usually find in the Temple. By default, every house is a "black market" type (you can store anything and sell for BM price). Throw a "yellow" potion to change to "Home", which is the less restrictive.

As far as houses go, the 2 house restriction is 1) to ensure players don't buy all the big houses and 2) to stay fair regard of no-wilderness when you just have your home in town. This will force players to "manage" their houses: buy a small one, then later on buy a bigger one, then later on buy a second big one.

Moreover, you have the "enlarge" house feature from MAng, so once you have no more space in your houses, you can go to the General Store and buy House Foundation Stones and a Scroll of House Creation to enlarge your house!
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Old January 31, 2019, 09:52   #88
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Thanks for info, I'll add it to FAQ Considering 2 houses - yep, it's fun. I like this restriction, makes player make decisions, not just buy everything he see.
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tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz
youtube.com/GlazGame — streams in English ⍽ youtube.com/StreamGuild — streams in Russian
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Old January 31, 2019, 11:49   #89
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How to put item on sale in house? Guide doesn't state this info (Mang too), should be obvious, but I've tried some ways (@S, S & etc) and other player too.. No idea

Quote:
Originally Posted by PowerWyrm View Post
WARNING: this also changes the type of house, so if you throw a green potion, the only things you will be able to store are items you usually find in the Temple. By default, every house is a "black market" type (you can store anything and sell for BM price). Throw a "yellow" potion to change to "Home", which is the less restrictive.
There are some problem with this concept. It's looks pretty cool at first glance, but actually it's kinda problematic to multiplayer.

The idea of coloring houses is to make one house distinctive from another one. When we have a lot of players and a lot of houses on server - it's hard to find particular house to buy something, thats why players asked about painting. Eg. one player yell in 'trade' chat in discord that to the north of Hobbiton he sell a magical Dagger. There are loads of houses there, how to find right one? Colors helps us.

But if we restrict *house types* by coloring and in 'green' house you could put only potions.. it would make all people just paint houses to 'yellow' to be able to store there most if the items. It doesn't make sense at all.

Every player got 1 char. Every player needs a storage to place spare items there are sell some of them. They are various types (weapons, pots & etc), no point to restrict it. It make sense to sell them in any house (purpose of player store - make it easier to sell, when two players are in different timezones and it's hard to them to meet each other in person for trade).

Please could you consider to remove such restrictions. I would propose such stuff:

1) leave in place possibility to change store type 'icon' aka door type (BM, armoury, alchemy, temple) - it's really cool feature, which eg. TomeNET doesn't have. Add possibility for player to customize this icon at will, it would be kinda 'house sign' (btw I proposed it at TomeNET forum @ 2016 lol https://www.tomenet.eu/phpBB3/viewto...7&t=852&p=2564 ). To customize it - player could 'apply' certain item type on it (except potion):
- weapon to make weaponsmith
- armour - for armoury
- provisioner items (torch, flask) - for '1'
- food - tavern
- ring - BM
- amulet - XBM
- bible (book o holy prayers) - temple
- spellbook for library
- scroll for alchemy

OR just add a 'house' menu to be able to change sign for some gold throught it.

2) add possbility to _colorise_ house signs by potions

So there would be only one /real/ type of house, all other stuff would be decorative... I suppose it's alright if all houses would sell items at 2/3 of BM prices (so it would be 2x from common shop price), so players would rather buy stuff from other players, than from BM; good for game economy.
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http://angband.online - persistent online multiplayer roguelike game.
tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz
youtube.com/GlazGame — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

Last edited by tangar; January 31, 2019 at 12:01.
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Old January 31, 2019, 13:07   #90
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1) Do we have admin console? I found info about it @ \src\server\control.c
I need to know what to do if we would have some troublemakers on the server (to kick/ban) cause & menu doesn't have such options.

There is some info about TN console: http://www.tomenet.eu/phpBB3/viewtopic.php?t=749 , is it relevant for PWMA?

2) Where I could take state of the server to create server status? MAng and TN got special metaserver API I suppose; do we have something like this, even if it's raw?

I'm not sure, but maybe the easiest way is to analyze .txt file which would contain '@' info (could be updated every time when new player enters/exist the game); then it would be easy enough to take this values via PHP.

Or maybe it's possible to create a script which would connect server and send query to check online?

3) At the same time it would be fun to port staff from the game to discord channel. MAng got it (donno how). TN got it bridged to IRC, code could be found:
\src\world\world.c
Quote:
/* Integrate server-directed chat */
case WP_IRCCHAT:
/* only relay all for now */
if (ccl->authed && ((ccl->authed>0) || secure.chat)) {
char msg[MSG_LEN], *p = wpk->d.chat.ctxt;
client_all = client_chat = client_ctrlo = 0;
/* strip chat codes and reinsert them at the beginning */
if (*p == '\374') {
client_all = 1;
p++;
} else if (*p == '\375') {
client_chat = 1;
p++;
}
.......
It's definitely not critical stuff, just to think about it
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http://angband.online - persistent online multiplayer roguelike game.
tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz
youtube.com/GlazGame — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

Last edited by tangar; January 31, 2019 at 13:21.
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