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Messages - A-Wizzle

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1
Just for Fun / Best Error Msg in a Long time.
« on: January 17, 2010, 04:14:05 pm »
Was looking up Mass Effect 2 trailers on Bioware today, and got this message...

"Our Apologies

The BioWare websites; online store; master server; and online authentication are temporarily unavailable. Sorry folks; we're having a few technical difficulties. Those pesky Gnomes are banging away at the giant; steam-producing clockwork computers we keep in the basement guarded by Swikky the dire squirrel. We will be back up as soon as we can."
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2
Rumour Has It / In loving memory
« on: January 13, 2010, 06:46:14 pm »
~In loving memory of my dear wife, Amanda Doesscha~
[/size][/b]



Whose life was cut unfortunately short by Trollocs.
May the Lady of Spells forever watch over her soul.


Amanda's Layonaran remains are being transported to her home town on Voltrex where it will be buried according to the wishes of her family there.




~Storold Doesscha

[/color]
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3
General Discussion / Happy Birthday and Happy New Year!
« on: December 31, 2009, 01:19:14 am »
Happy Birthday Tanman![SIZE=10]*[/SIZE]

Happy New Year Everyone![SIZE=10]*[/SIZE]


[SIZE=10]* Not necessarily ranked in order of importance.[/SIZE]
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4
General Discussion / Penance. 'Tis the season.
« on: December 20, 2009, 06:02:37 pm »
For those of you who showed up to either of my two last scheduled quests only to find a missing GM, I apologize. I could offer a few excuses, some you might consider legitimate, but what's the point. I put on the calendar that I'd be there, and I wasn't. Straight up, my bad.

In an effort of penance and in hopes to be saved by the Christmas spirit, I'm offering up a three day run of standalone quests, starting Christmas day.

The Giver.
The Artist.
The Mercenary.

So, for those of you like myself who will be celebrating Christmas (or whatever you call your day of giving) on a different day than the traditional December 25th, or if you just figure your family won't kill you for playing Layo on Christmas, or maybe because your whole family will be playing Layo together on Christmas, come join one of Layo's well known miscreants for some Layo-Style Holiday Cheer. Cozy up with your egg-nog, hot chocolate, and wassail in front of the monitor's warm glow.

I'll see you there.
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5
General Discussion / Dew of the Universe
« on: December 04, 2009, 11:17:28 pm »
Now I don't want to start another debate on the value of the Soul Mother. I happen to think Layo's death system is part of what makes it so fun to play. It gives real consequence to our character's actions. However, it does have an unfortunate side effect. After a player has invested so much time in a character, and that character begins to run out of SS, they either become overly cautions or perm. The alternatives are to either leave Layo or start another character. Having started 7 characters since I joined Layo, I am not sure I want to start another. Although the RP associated with growing another character is appealing, what keeps me with Layo is being able to explore new areas and experience new challenges with a group of PCs that I have spent months (if not years) playing with.

There has been discussion of quests to recover SS. Great idea. But what about the idea of gaining strands back as a result of the time since your last SM visit. This may even be mechanically easier and less burdensome to the staff. We might even be able to come up with an IC reason for such an approach. I don't want to do away with perming, but just want to give players a path to continuing to play their characters in Layo and not lose interest.

Obviously this is selfishly motivated as my character Flynn is perhaps the most unlucky character in Layo. Dying four times since level 20, and losing a strand each time. But I am interested to hear everyone's opinion. Thanks.
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6
NWN Ideas, Suggestions, Requests / Hlint
« on: December 01, 2009, 01:45:42 am »
LOL, this probably will give Dorg a heart attack after the last prolonged discussions about tweaking Hlint, but I couldn't help myself. ;)

I was driving on the freeway today and was pining for the days when Hlint was a hub of activity and roleplay. I of course know the people of Hlint are more than happy to be rid of troublemaking adventurers and am familiar with all of the reasons behind those feelings. Anyway, I was just thinking it would be sort of cool considering all of the destruction caused by tidal forces if the opportunity was taken somehow to shift things in the direction of how they used to be with a little town having all of the craft halls and other things that would cause us to gather in one particular area more often. Perhaps some sort of additional plot twist in the campaign... It was a lot of fun logging on at any point and time and having several people waiting right there to RP, or putting together expeditions, etc. I guess this is a little more like grasping at some nostalgia than a real suggestion, but what the heck. :rolleyes: And yes, I know all the arguments for doing what was done before as well, which were, and in some ways still are valid.
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7
General Discussion / Spy network
« on: November 22, 2009, 07:44:28 pm »
This is completely OOC. The only reason I'm posting this is to get people involved.

Okay i have some things in the works right now and need to build an information network or spy network to make it happen. If you have a character that is willing to get involved in something like this then please PM me. I'll make arrangements for you to get involved. There is no level limit on the characters.

Sending me a PM does not guarantee you will be apart of the network. You will need to meet certain criteria.
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8
After the visit to Kuhl, Argali visits the ledge overlooking Haven once more. She discusses the events with whomever went, or those who were unable to attend but would like to know more.

"Well, it zeems Argali's idle [POST=1467112]zpeculation[/POST] was just that. The Bastion did not die from the Dragon Poizon. He died frrom the wounds inflicted by the Tarrnished Death. Zis iz the drragon, alzo known as the Ractrafieroz. He was the one Argali [POST=1466522]mentions[/POST] who had Brrenuth laid siege to by the giants to ask who iz opening the Path of the Claw.

"As many zuspected after the visit to the Deepening Dark, the Shadrixkayl has been in league with the Cult of the Green Dragon. But not just that, the Shadrixkayl is in partnerzhip with the Ractrafieroz, and togetherr they werre in league with the Cult.

"Zis included the Ractrafieroz brreaking down the gates of Westgate for the Cult, which iz cauzing the final fall of Kuhl."

She pauses to allow the gravity of this to sink in.

"Yes, drragons helping the Green Drragon Cult, the verry zame Cult who iz poizoning and enzlaving otherr drragons."

She furrows her brow and rubs her temples in response to this seeming grand act of betrayal.

"The stakes to commit zuch an atrrocity must be high, no?

"And indeed, it zeems they werre. Farr higherr then many of us arre apprreciating. Forr what would they do zuch a thing? The Tearr of Orrn, no less."

She pauses again to allow the gravity of that to sink in or perhaps explain the implications(1).

"However, the return of the Tearr of Orn to Fisterion zeemingly brroke the barrgain between the Cult and these two drragons. And as we have learnt, drragons do not like to have theirr bargains brroken. The attack on Lerrigard by the Snowtooth attests to that. Zo, in retaliation for the Cult being unable to zupply the Tearr of Orrn, Ractrafieroz attacks and kills the Bastion."

She shakes her head at the machinations and acts of skullduggery. She then takes a slow breath.

"And who do we have to thank forr zis inforrmation?"

She grits her teeth despite herself, before answering.

"The Black Wizarrds, it would zeem. And, and not only that, it zeems they arre keeping trrack of the numberr of times they have helped us(2), and at the very least it would zeem they conziderr us in theirr debt, orr worrse, perrhaps even allies."



[SIZE=10](1) for those who don't know, she explains the Tear of Orn is one of a pair of scrying devices. Orn's Tear allows the holder to scry across the lands. Orn's Tear is "traditionally" held by Fisterion and was stolen from him and used by the Cult to track down dragons to poison and enslave. It was subsequently returned to Fisterion after the attack on Molvaren's castle (but only just). Its partner, Ausir's Tear, blocks such scrying. Ausir's Tear is "traditionally" held by Shadrixkayl. This distributed ownership helps maintain the balance of power between Fisterion and Shadrixkayl, who are rivals. It was suspected that the Cult has had access to Ausir's Tear, and if Shadrixkayl has indeed been in league with the Cult, this would seem to be confirmed.

(2) if asked how the Black Wizards have helped, she says they take credit for showing us the way to Shadrixkayl, and for this latest bit of information. She points out that it has been suspected that the Black Wizards were behind the Cult, or allowed them use of their Bloodpool of the creation of the half-dragons, but these suspicions have so far been unsubstantiated.[/SIZE]
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9
General Discussion / Happy Anniversary, Sithy Tove
« on: November 16, 2009, 09:22:55 am »
Here's to our 46th wedding anniversary, Honey.  I love you!  Thanks for 46 years of fun, adventure and happy memories.
 
 Love,
 Serissa
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10
Just for Fun / Praise for Dorg
« on: November 06, 2009, 07:49:37 pm »
Dorganath, our friendly administrator, can always be found
hard at work in these forums. Dorg works independently, without
wasting valuable time resorting to pettiness. Dorg never
thinks twice about assisting fellow forum members, and he always
finishes given projects on time. Often he takes extended
measures to complete his promises, sometimes skipping healthy
breaks. Dorg is a dedicated individual who has absolutely no
vanity in spite of his high accomplishments and profound
knowledge in his field. I firmly believe that Dorg can be
classed as a high-calibre contributor, the type that cannot be
dispensed with. Consequently, I truly recommend that Dorg be
promoted to Supreme Leader of Layonara, and a proposal will be
executed as soon as possible.
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11
General Discussion / Two low level trips (Today and tomorrow)
« on: October 30, 2009, 11:04:09 am »
*posters around various places in mistone, for some reason not hempstead*

Adventurers, one and all, I invite you to join myself and whoever else is brave enough to venture to places rarely witnessed by the average eye.

Bring your swords, spell books, and whatever other skills you may posess.

Perhaps we shall even find some work to do along the way.

*details written below outline the location and date for those interested*

//

Tonights trip: 20:00 GMT / 16:00 EDT
http://forums.layonara.com/calendar.php?do=getinfo&e=14492&day=2009-10-30&c=2

Tomorrows: 12:00pm GMT / 08:00 EDT
http://forums.layonara.com/calendar.php?do=getinfo&e=14502&day=2009-10-31
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12
Layonara Server / Update to text/chat parsing
« on: July 13, 2009, 08:58:40 am »
[SIZE=-1]Hello Layonara Community!

Just over a month ago, when I released the current module revision (3.21.3), I included this comment at the end of the list of updates:

[/SIZE]
Quote from: Dorganath
Version 3.21.3 is online!
  • One other secret but really cool thing that I'll tell you all about once I'm sure it's working and not causing other problems *grins mysteriously*


[SIZE=-1]At the time, I was not ready to announce the feature, as I wanted to get some real, in-game testing done on it, both myself and with the assistance of the GM Team. Testing went very well, and now, as the title of this tread suggests, I'd like to introduce everyone to some rather nice changes to the text and chat parsing system.

Anyway, on to it (and yes, I know it's a bit long)...
 
 Background
With Bioware's 1.69 update, they added an OnPlayerChat event handler, which essentially intercepts typed text from a game client and allows a module to process the text and take actions on the text. When we went to 3.2 (and beyond) orth utilized this event to process  and *emotes*, which has been significantly faster than processing through our existing listener system. However, it didn't apply to all features, specifically those using self-tells (/o) and those that resulted in replacing typed text with something else entirely (i.e. language parsing).
 
 The Result
So, I got curious and did some experimenting, and in the course of an evening that led to having an alternate system for handling commands, language parsing, speaking through animal companions/familiars/summons/etc. and that whole set of stuff that you use /o something-something-something to accomplish.
 
The self-tell (/o) is still managed and intercepted by the listener, so what I did was come up with an alternate way to enact a self-tell so that the listener could be bypassed, letting the OnPlayerChat handler process the contents of that equivalent self-tell. Whatever is typed would then be processed and altered in some way before being displayed, if it was to be displayed at all.
 
To accomplish this, I chose a single character that is not ever likely to start any text chat in-game in any way and I used this as the indicator for special text processing. The character I chose is the equal sign (=).
 
 So how does it work?
Well, it's simple. Any place you'd have used a /o use = instead
 
So instead of /o c sits type =c sits
 
/o e waves
 ->  =e waves
 
 /o L Say something in another language -> =L [/SIZE]
[SIZE=-1]Say something in another language
 
[/SIZE][SIZE=-1](note, these are not case-sensitive, but I thought I'd use upper-case L in this example for clarity)[/SIZE]
[SIZE=-1]
The syntax is similar for familiars (=f), summons (=s), and so forth.
 
I hope that makes sense.
 
 
What else?
Part of my motivation for this was to see if the request for GM-spoken text to be highlighted could indeed be done.  Well, it can, and GMs now have the ability and option to highlight their spoken text, whether spoken directly or spoken through an NPC.  

I want to stress: This is an optional system.  A GM is in no way obligated or forced to use this highlighting, nor should anyone badger a GM to do so. Some GMs will use it, some will not.  There are compelling arguments on both sides, and in the end, I decided it would be best to have it be an option rather than "always on" sort of feature. The end decision as to whether or not to use the system and under what circumstances is entirely up to the GM.

When used, GM-spoken text will be highlighted in ORANGE.

It's worth noting that this only functions in the "Talk" and "Party" channels. DM and Whisper channels work as they have, and tells are still green.
 
 And finally, the extra added goodness
You may be wondering, why use the = method when the /o method is so ingrained and everyone knows it?
 
Well, there's two very good reasons.
1) It's faster....much faster.
2) It can handle longer strings of text than the /o method.
 
On the latter, yes, this means that the limit of approximately 100 characters on a typed text string, whether for language processing or speaking through a summons or familiar, simply does not apply using this new method.
 
To put this another way, gone are the days when you type out some well-written comment through a summons, hit ENTER and have nothing show up in the window because it's 3 characters too long. Gone is the need to limit your phrases when speaking in an alternate language to a shorter message so that the listener can handle it.
 
And did I mention it's faster?
 
So there it is.  It may take some retraining of everyone's habits, but I think in the end, you'll all be quite a bit happier with how it works than the prior self-tell (/o) system.  Self-tells are still going to be an option, at least for now, and both systems work just fine together, but once you use this one, you'll see a significant difference.
 
So enjoy!  And of course, if there are any questions, just ask.
[/SIZE]
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13
Layonara Server / Updated Deity Entries
« on: May 16, 2009, 02:59:55 pm »
Hello everyone,

The last few weeks, several volunteers have helped in creating summaries of the new deity texts.

These summaries will be around 2 pages long, so approximately 56 pages of new deity information will be put on LORE in the near future.

We do, however, have far more, this is less than a third of the information that will be in "Layonara: The Pantheon". We're not clear on when this will be released yet, but with our recent endeavors of a version online and the policy refactoring we thought it a good idea to also release part of the new lore.

We'll update you as we go along and the information is put on LORE.

A few words of caution:
- some dogmas have had an overhaul so will look a bit different, some will be broader in scope, others will have a narrower scope.
- some deity texts that are in the current Pantheon book (2006 version) have been completely re-written as their initial authors did not allow us to use the texts. This also means some sects or parts of some churches will no longer exist, and will in fact never have existed.
All of these however, should find a new home inside the new church organization. I'll take questions on these once they've been released.

Note that no new entries have been posted yet, we'll let you know when we start and how we progress so that you don't click through LORE needlessly!
Once they're there, I will be taking questions on the new entries in the "Ask a Gamemaster" forums.

Last but not least, some words of thanks:
Thanks to all the writers for writing the new deity texts!
Thanks to rowana, Dezza, ycleption, Minerva for the summarizing.
Thanks go to OneST8 and orth for setting up the Trac system to manage this.
Thanks in advance to our LORE volunteers to put it all on LORE in the desired format!

Thank you for reading this, let me know if you have questions,

Ed
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