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Synthetic Reality
|
Say, if you
have is a QUESTION about Well of Souls, then post
it on the BULLETIN BOARD in the Topic called
"WoS Frequently Asked Questions" where
it will be answered. After that topic gets nice and
full, I will copy it to HERE for permanent
archiving.
Super Frequently Asked Questions
Network Troubleshooter
|
HOW IS
AUTOSCROLL SUPPOSED TO WORK?
----------------------------------- The 'official rules' are:
1.) new text
causes window to scroll
2.) until you
use the scroll bar to read some old text, then
the autoscroll turns off
3.) if you drag
the scroll bar all the way t the bottom, the
autoscroll turns back on.
4.) If you do
nothing (no scrolling) for awhile (a pretty long
time), then the next incoming chat will
autoscroll again.
====
But if you leave
the game running a long time (long enough to
accumulate a lot of chat), I have seen it screw
up. I think it has to do with clipping the old
chat (I only keep the last 64K or so of chat
around, so you don't run out of memory when you
play a long time). However it happens (and if you
can make it happen on demand, please let me
know), once you get in this state (which seems to
fix itself eventually) the autoscroll either
works not at all, or "is goofy"
NOTE: WINDOWS
BUG
If your chat
*never* scrolls automatically, you might be using
one of the broken DLLs Microsoft shipped about
the time they released Windows 2000. This DLL is
further re-installed when you install some other
software packages released around that time.
At present, the
Internet Explorer 5.5 service pack is one known
way of getting a working DLL back.
I'm afraid I
can't provide the DLL name or version to watch
out for, but I suspect it is COMCTRL32.DLL which
has most of the windows common controls in it.
[This message
has been edited by samsyn (edited 02-28-2001).]
|
what
DOES that gossip thingy do? ----
Rather than
explain that here, I will instead say:
1.) play the
game
2.) RIGHT-click in the CHAT WINDOW
3.) A little menu appears
4.) Select HELP from the bottom.
That will open
the help file to the section on chatting. There
you will find longer descriptions of gossip mode
than I could hope to stick here.
But think of
gossiping as chatting on the radio at a
particular frequency. Everyone listening to the
same freq will hear you.
----
DragonLord Adds:
Kornatrix were
you actualy asking that? well even if you weren't
this might catch the eye of some lost newbie.
By typing /tune #### (where # is a number) you
can then chat to everyone tuned to that channel,
and only those in the channel will see it.
example
Me, and two
friends type /tune 4198 then when I type
'hello (yes with the ' that is the command to let
you know your gossiping) then only those tuned to
channel 4198 will see it. it is like mass whisper
if you will.
(sorry if that
is somneone's channel, I just randomly typed it)
[This message
has been edited by samsyn (edited 04-04-2001).]
|
When
does a Green Jelly start casting spells? ----
A pet (or
monster) gets the ability to cast spells based
upon their current WISDOM rating. A zero value
means no magic.
They will
normally be limited to casting spells within
their own element, but as the wisdom increases
they can branch out to 'adjacent' elements. By
max wisdom (255) they can cast all the way around
the wheel (however, their spell casting will be
weaker in the more distant elements)
In theory, they
will attempt to use the best available spell on
the target at hand. But you know how AI goes.
And no, they
still can't cast life spells (even if the life
element is 'adjacent')
[This message
has been edited by samsyn (edited 06-11-2000).]
|
When
does a sword user have the chance to learn Stun? I have a level 26
sworduser but when I look at the spells in the
earth element i have the level 1-6 and 8-9 but
not the level 7 stun... is this as it should be
or is it a bug?
I know of at
least one Powerleveler that is a sworduser and he
have it I'm only wondering what it takes to learn
it.
---
Stun (and
someday other spells) are not learned in the
usual way. You don't just buy them with PP but
must satisfy a particular quest which gives you
the spell as a reward.
In this case,
Professor J is the key.
/Lappen
[This message
has been edited by samsyn (edited 06-12-2000).]
|
Tormento asks: Is it possible to
change your PK mode after setting it? and if so
how?
---------
No, you must
live with your decision for the life of your
character.
HOwever, as of
A41, world designers can now tag individual maps
with "map flags" which enable such
things as PK fights whether you are PK or not,
and total safety from PKing, whether you are PK
or not. One can only hope this power will be used
responsibly.
[This message
has been edited by samsyn (edited 07-09-2000).]
|
I NEVER
GET SKINS IF ANYone KNOWS WHY PLEASE REPLY
----
If you NEVER get
skins, check the setting of the option "Ask
for new skins" in your FILE menu.
If you look in
your WoS\SKINS folder, sort it by date you will
see what skins you have gotten. If they all end
with ".tmp" it means something went
wrong before you completely received the skin
(they left, you left, there was excessive UDP
packet loss)
Here is how skin
transfers work (as of A43):
1.) You enter a
server
2.) You see a skin you don't have, if you have
the "ASK" option turned on, you ask for
it. (By you, I mean your copy of the game).
Usually I put an asterisk after one of these skin
names in the map list.
3.) If the other guy has the "SEND"
option turned on, he starts sending it (unless
the server is too busy - currently that means 28
people). Only when he starts sending it do you
see that "receiving skin" message.
4.) It is accumulated in the file
WoS\skins\skinName.bmp.tmp which gets longer with
every packet
5.) If something interrupts the transfer like you
leave, he leaves, or you drop some packets
somewhere over the internet, the transfer stops
and you are left with a partial
".bmp.tmp" file
5.) The next time you encounter the guy, the
process repeats, only this time it picks up where
it left off (unless he has edited the skin in the
mean time).
Over time and
repeated encounters, you should eventually get
the skin. (and only then do you get the "got
skin" message).
If there is a
particular skin you really want right away, you
can transfer it by any means you like. However it
gets into the WoS\skins folder is ok, as far as
the game is concerned.
---
OTHER REASONS
FOR NO SKINS RECEIVED:
* huge skins
won't get transferred by the game. A reasonable
skin size is 20K bytes or so.
* The folder
"WoS\Skins" (or the filename in
question) has been marked "read-only"
This is most commonly reported by people who use
CD-R to move skins back and forth between
computers.
* You are behind
a firewall which is blocking UDP traffic. As of
version A52 you can specify a specific range of
port numbers to be used in UDP transfers. Your
firewall administrator may be able to work with
you on this.
* You are behind
a proxy (another computer which has the REAL
Internet connection on it, which handles all
requests on your behalf). This can lead to your
computer not knowing its own address, making it
difficult to tell other player's computers where
to send stuff (and even if they knew, the proxy
will probably reject their attempts to send it on
to you).
[This message
has been edited by samsyn (edited 04-04-2001).]
|
Helllp... OK, I
have a level 71 music user, I have been playing
for awile, as you see, So I ask you fine fellows
today, In serch of a answer. I go in to WoS and I
go to MIX servers and nothing appers, it just
keeps serching for servers!!! someone help me
please!!!
-Drayke
-------
Be sure to
notice the message above the empty list to see
if:
1.) It is trying
to get the master server address.
2.) It is trying
to get the list of servers from the master server
3.) It is
pinging the various servers.
The most likely
sources of failure at each of these points are:
1.) For some
reason you can't reach www.synthetic-reality.com (try visiting it with
your browser just to check). I don't see any
service interruptions there today, so unless your
ISP was messed up, this probably wasn't the
problem.
2.) You have
some sort of UDP firewall in place (since it was
working for you before, this is unlikely unless
your system or your ISP made a change)... or you
got added to the master server banishment list.
During today's peak usage I manually banished a
couple of IP addresses with 'unusual activity'
which might be what happened. If your IP shows up
repeatedly with unusual activity, we'll have to
figure out why that is.
3.) In this
case, you would probably get some, but not all,
of the servers to show up. So it is probably not
your problem either. There have been 5 servers up
for most of the day.
[This message
has been edited by samsyn (edited 06-15-2000).]
|
Where
can I get a complete list of all / commands that
can be used in the game? ----
Go to the WoS
home page and look for 'cheat codes' in the list of links on
the left side of the page.
This lists all
slash commands, only some of which are actually
cheats.
Remember that
using an actual cheat command marks your
character permanently as a cheater, and prevents
it from fully interacting with other players.
(and will eventually reduce the max level you can
achieve)
[This message
has been edited by samsyn (edited 06-16-2000).]
|
Thanakar Asks: I am playing a
Book using character, my level is 20, my Att is
140 my Def 255, str 24, Wis 60 Stam 60 Dex 30 Agi
30..and I keep getting my but kicked my creatures
my own level, mainly level 20 Wasp and level 22
Vipers..if I try to fight 3 of the vipers, i'm
constantly healing and never getting a chance to
cast. Spells level is Fire 6, using scorch as
default spell, and Have death at level 6 to. Any
suggestions out there (apart from getting air up
to take care of the earth types.)
------------
Lady Griffon Hawkeye Responds:
[As] WOSgy
stated, first off don't try to fight more than
one creature (of your level or higher) at a time.
As he also stated, the /monster command will give
you the "range" that a monster roams
in, staying towards the edge of the circle will
give you 1 monster fights.
Secondly you're
try to fight and AIR element monster (wasp) and
an EARTH element monster (viper) with a FIRE
spell. It won't be very effective, especially
since your magic effectiveness is somewhat
reduced (70% effective vs. 80% effective for a
Spirit-User and 90% effective for a Magic-User)
by your class.
You want to use
the OPPOSITE element spell against a monster. In
this case you would want to use an EARTH spell
against an AIR monster and an AIR spell against
an EARTH monster
I know you said
"(apart from getting air up to take care of
the earth types.)" but that is the ONLY way
to be more effective as a magic using type class.
LGH
-----
Samsyn Adds:
In a 'perfect'
world, a single monster of the same level as
yourself would be difficult to win against. You
would get killed roughly half the time, I mean.
Hence fighting
three of them at once would be three times as
hard (and you would be three times more likely to
lose).
However, WoS is
not a perfect world (yet?) and so, in fact, you
have a reasonably good chance of defeating 2 or
maybe 3 monsters at your same level, especially
if you heal yourself repeatedly.
[This message
has been edited by samsyn (edited 04-04-2001).]
|
how
high can your hunt stat go? =====
Your hunt stat
(as of A40) can go up to level 28 (or so), but I
think it would take a couple BILLION clicks to
achieve the highest level.
However, by
level 8 you should be cruising, as they say.
[This message
has been edited by samsyn (edited 07-09-2000).]
|
do
other players see the yellow line around you when
you are hunting?? ---
No, your hunting
is a secret. Of course, the real reason behind
the hunt button in the first place was to reduce
packet traffic, so I only debated for a moment as
to whether to send a packet to let people know
you were hunting.
I'm just glad
the hunt button also turns out to be a nice game
feature. (thanks, f'nok).
[This message
has been edited by samsyn (edited 07-06-2000).]
|
Question for
you regarding storyline creation. In most RPGs that
I have played (such as those by Square/Nintendo)
there are no options wherein you can progress the
story by screwing up. (In some cases you can lose
a battle and continue, but you cannot have
certain characters end up dying, and so on.)
I wanted
to know what your position was on storylines
where if the player is not prepared by having
item X at event Y, they will take 'bad' path B
instead of 'good' path A.
-GJ
----
Hopefully world
designers will decide what THEY want to do in
this regard. My personal feelings (more on that
later in this topic) are that it is hard enough
to make c nice little quest in the first place,
and adding a lot of complicated stuff which is
only seen by a small minority of the players (and
possibly none) further dilutes your effort.
But I hope the
game empowers more industrious quest authors to
get as funky as they like. One enhancement I hope
to add soon which might aid them in this regard
is a scene 'stack' and the ability to call one
scene as a subroutine from another (and the END
of the second one returns you to where you left
off in the first).
Of course, this
is slightly more complicated in my world since I
have a lot of state to preserve on the stack
(background, sounds, actors positions and poses,
etc.) so it is not likely to happen soon.
[This message
has been edited by samsyn (edited 07-09-2000).]
|
I know
the map flag is the latest World editor
advancment, but do you plan on making any other
advancments to the World editor soon? Or any
other new map flags like no mini map(heh) or
something like unlit rooms (No mini map and you
only see a small spot light around your
character). I really like the map flag idea and
think it is the best world editor improvment so
far if we can just get a few more neat little
flags. thanks. [This message has been edited by
DragonLord (edited 07-08-2000).]
----
Much as I would
like to boast that I would make a world class map
and set designer with a fully graphical UI...
well... I very likely won't. Such a project is
easily more complex than the game itself.
with the
structure of the quest files (and the include
directive) I have tried to make it
straightforward for other people to write helper
tools of their own which focus on a particular
part of the problem.
But probably the
biggest asset in this context is my own inability
to deal with anything which is excessively
frustrating. So if a certain addition makes it
easier for ME to quest (for example, the
graphical monster placement) then it is more
likely to get implemented.
Also, contrast
the needs of the people who want graphical versus
people who want it all to be keyboard oriented
(lurch is now officially both, it would appear contrasting the requests
for more hotkeys and such with requests for drag
and drop scene editors :-) (don't get mad lurch,
I love ya' man)
Anyway, I have
other things I would rather do before this. SO...
please let me know specific EASY things I could
do to make your life easier as opposed to generic
grandiose things.
In my own case
that seems to be memory-related stuff. Like
needing to know the name of the file with 'that
skin' in it, and the offset to 'that skin' Hence
the /villagers command (that most people have
never heard of). Once I have a way for finding
something, I don't mind having to type the name
and number (which is the only part the drag and
drop would replace)
Or needing to
know which scene background to use, for which I
usually break down and use windows explorer.
I finally added
the button which lets you change the map link's
image without having to screw with the object
editor any more. So now you really only need to
use the object editor to create objects in the
first place. The link editor by itself can place
them and change them as much as you like.
I think I might
do an 'actor blocking helper' though. I added a
thing to the little bkgnd viewer which makes it
easy to find out proper x,y coords, but it would
be nice to be able to drag actors around on the
window directly. It's hard to directly embed that
info in the scene script though, so it wouldn't
be as cool as what Lurch asked for.
Anyway, getting
back to your actual questions: Yes, expect more
map flags, though I won't commit to what, and yes
expect more world author helpful things, in one
form or another.
[This message
has been edited by samsyn (edited 07-09-2000).]
|
This seems to
be a popular question, and even though LGH
answered it perfectly for me, I will recap my
opinion here: Q: WHEN THE BLEEP WILL THE
EVERGREEN QUESTS BE DONE AND LET ME FIGHT THE
BLEEPING BLACK WRATH? (or words to that effect)
--------
In general, I
should take people's impatience as a compliment,
though I rarely do. Synthetic Reality is all
about my getting to do what I feel like doing. To
the degree that I feel like making free games
which more or less grow along a path the players
suggest, this is good.
But for you (the
impatient player who likes to swear a lot, I
mean) it can be frustrating since attempts to
boss me around or make me commit to specific
dates are a waste of your time.
Hopefully none
of my actions cause physical pain, loss of money,
or deprivation to the individual players.
Having said
that, I next ask that you separate Well of Souls
the game engine, from Evergreen the world.
Because I hope
to leverage the creativity of the players
themselves to widen the world base, I feel it is
incumbent upon me to give first priority to
getting the engine to a state where it empowers
them to create excellent content. They will all
agree I have not yet attained this lofty goal.
While I enjoy
working on Evergreen the world, it is more of a
closed object which, when 'done' will be cast
aside in the relentless pursuit of novelty. My
hours of hard work reduced to one player's
spoiler page. (boo hoo, pity me )
My dream is that
the engine itself would enable any world to have
infinite replay value, even though the scripted
elements will always be most interesting the
first time through.
As was pointed
out by LGH, much of evergreen is intended to be
an example of how to achieve certain effects, to
later be done more elegantly in another world.
And, of course,
it helps other world designers if Evergreen
doesn't compete too brilliantly against their
creations (that is, of course, just a
rationalization, put here for your amusement )
In fact, as any
world designer will tell you, it is not trivial
to make a good world. Without naming names, I
think we've all seen examples of poorly thought
out worlds, showing a minimum investment of time
and energy. Such worlds depend heavily on the
game engine bringing replayability to the party.
It's much easier
to brag about how great your world will be, than
to actually deliver. Which is why we really need
to give the good designers their due (I can't
name them here without pointing out the others,
and I can't afford to alienate ANY designers :-)
A designer
easily spends an hour developing something which
entertains you for less than a minute. So
hopefully there are more than sixty of you for
every one of him/her, or the universe will
experience premature heat death.
I don't always
have a lot of energy when I get to the part of
the day where I 'should' be working on quests and
that's the real explanation for why there are not
always 3 new quests in every release (which I
wish there were). When the muse is there, I
generate scenes. When it isn't, I go where the
muse is calling and work on something else.
And that's what
Synthetic Reality Co. is all about.. doing what I
feel like doing at the time I feel like doing it
- and encouraging others to do the same.
Follow your
bliss, as trivial as that advice may sound.
(Also get some
exercise, watch your weight and don't over invest
in shaky stock picks )
|
HOW
DOES TRAINING WORK? HOW HIGH CAN IT GO?
------------------------- Basically, you 'train' in
the use of magical elements and physical 'hand'
attacks (16 training categories total).
Training occurs
whenever you use the skill in question, but can
also be achieved by 'spending' PP (participation
points) on one of the training screens.
As you train,
you increase your level in that skill. This is
done in a non-linear fashion which gives you a
diminishing return. For example, it is harder to
train from level 2 to level 3, than it was to
train from level 1 to level 2.
And, it would
require an infinite amount of PP to train from
level 9 to level 10 (hence you can NEVER REACH
level 10) For all practical purposes you can't
really train any higher than 9.99 or so.
Now, what good
is training anyway? First off, many spells and
weapons require a minimum training level to be
used. So, for example, to cast a level 3 water
spell, you must have trained to at least level 3
in the water element skill.
The other
advantage of training comes from "excess
training" That is to say, training in excess
of the minimum required for a particular weapon
or spell.
This excess
training makes your attack somewhat stronger.
Although the actual amount may vary from one
version release to the next, in A43 the effect is
about 19 percent for each full excess level.
Hence a level 3
water spell would be about 19 percent more
effective if you were trained to level 4 in the
water skill (1 excess level).
With 2 excess
levels, a spell would be improved by about 42%
(you don't add the percentages, you multiply
them.. so three excess levels would be 1.19 *
1.19 * 1.19 which would give about 68 percent,
etc.)
The actual math
is done with a base raised to a power, so it
works with any excess training amount.
Note that it is
impossible to get more than about one level of
excess training for a level 9 spell. Hence low
level weapons and spells are more easily improved
with excess training. This keeps the low level
spells interesting even after you have raised
your character to the highest levels, without
allowing the high level spells to become overly
powerful, thus destabilizing the game.
|
WHAT IS
THE POINT OF THOSE CHARGE METERS?
------------------------ Careful examination of the HP and
MP meters in the lower left will show a simple
qhite bar beneath each.
This is the
charge bar for physical attacks (HP) and magical
attacks (MP). It discharges whenever you attack,
and then slowly recharges back to maximum.
In general, if
you wait for it to recharge before attacking
again, your attack will be stronger as a result.
The actual means
by which this is achieved ties in somewhat with
the 'excess training' discussion above.
But the
important thing to remember is that this effect
is more impressive when you have LOW training to
begin with. For example, if you are only trained
to level 1 in water, and cast a level 1 water
spell, it will be considerably improved by
waiting for a recharge.
However, once
you achieve level 9 or more training, you will be
hard pressed to see the charge meter making much
of a difference.
|
mad cow: What, exactly, do
each of the stats do?
LGH:
Strength: How hard you hit (how much damage you
do). The higher the harder.
Stamina: How much damage you take. The higher the
less damage.
Agility: How well they hit you. The higher the
more likely they are to miss.
Dexterity: How well you hit them. The higher the
less likely you are to miss.
Wisdom: How many Participation Points (PP) you
get per attempted attack AND how strong your
spells are. The higher the more PP per attempted
attack and the stronger your spells.
|
Maniac: When creating
spells, it only says that the pp required is
automated, but it seems like the damage/power and
mp are also automated. Is there another way that
i have to change this or are they really
automated?
LGH:
PP cost to learn the spell, MP cost to cast the
spell, and spell strength are all hardwired into
the game engine based on the level of the spell
and whether or not it is a Single or an All
spell.
----
SAMSYN:
The exception to
this rule is for healing spells, where you DO get
to indicate the amount of healing which takes
place, and DISEASE spells where the damage is
actually a special negative number which
indicates the disease to be bound to the spell.
It is
conceivable that I *might* remove some more of
the algorithmic mandates if the 'versioned
worlds' code works out. If we have a good way of
following the player's "pedigree" then
I don't mind removing limitations on world
designers.
[This message
has been edited by samsyn (edited 07-17-2000).]
|
I don't think
I've seen this question answered. I know
dexterity affects how often you hit an apponent. My question is:
Does dexterity have any affect on how well your
spell hits an apponent?
Thanks!
Nehjen
------
Whether it
actually makes sense or not, your dexterity and
your target's agility work together to determin
whether or not your attack will MISS, be it a
physical attack or a magical one.
In this case you
will see MISS appear above the target's head.
In addition to
missing, however, spells can also fail (or
fizzle). This is controlled by your character's
"magic-ratio" (set by your characters
class). If you have a 100% magic-ratio, your
spells will never fizzle (though they might still
miss). If you have a 0 % magic-ratio, your spells
will fizzle about half the time. With
proportional fizzling for the in-between
magic-ratio values.
Of course, if
you have a maic ratio of ZERO, your spells aren't
going to hurt much anyway, so why bother :-)
[This message
has been edited by samsyn (edited 04-04-2001).]
|
what
are alias's? -----
Aliases are the
same as 'keyboard macros' and a host of other
terms for the same concept.
Basically, it
lets you predefine a goofy phrase that you like
to say a lot, with a command like this:
"/laugh = I
laugh at your silly joke!"
Then you can
type:
"/laugh"
and everyone
will see:
"I laugh at
your silly joke!"
You can embed %
tags and other things in your macro, as in:
"/laugh =
/a laughs at @, who he thinks is a %3!"
And then when
you type:
"/laugh
John"
Everyone sees:
"Samsyn
laughs at John, who he thinks is a diddle squash
bucket!"
Press F1 in the
game (or select HELP from the right-click popup
menu in the CHAT window) to read more about it,
and a list of all the percent commands.
[This message
has been edited by samsyn (edited 07-22-2000).]
|
Ok. I'm
making my world and I can't figure out how to
make the class use the picture file that i want.
example: Lets say that I wanted to use josh's
swords, i can't find where to change sword.bmp to
Joshsword.bmp. Can I change them or do I have to
replace the file with the one that I want? -----------
This is a
situation where you have to have a file with the
correct name, and don't get to name it yourself.
Here are the relevant bits of documentation from
the ITEMS table comments:
0 POTION
"items.bmp" // affect hp and mp
stars, arrows, etc.
10 EQUIP_HELMET "helmets.bmp" // my
helmet ID (0 for none)
11 EQUIP_ARMOR "armor.bmp" // my armor
ID
12 EQUIP_RIGHT_1 "swords.bmp" //
right-hand weapons 1 (evergreen swords)
13 EQUIP_RIGHT_2 "staffs.bmp" //
right-hand weapons 2 (evergreen staffs)
14 EQUIP_RIGHT_3 "bows.bmp" //
right-hand weapons 3 (evergreen bows)
15 EQUIP_RIGHT_4 "music.bmp" //
right-hand weapons 4 (evergreen music)
16 EQUIP_RIGHT_5 "right5.bmp" //
right-hand weapons 5 (evergreen fist)
17 EQUIP_RIGHT_6 "right6.bmp" //
right-hand weapons 6 (evergreen dart)
18 EQUIP_RIGHT_7 "right7.bmp" //
right-hand weapons 7 (evergreen Book)
19 EQUIP_RIGHT_8 "right8.bmp" //
right-hand weapons 8 (evergreen Spirit)
20 EQUIP_BOOTS "boots.bmp" // my boots
21 EQUIP_SHIELD "shields.bmp" // my
shield
22 EQUIP_RING "rings.bmp" // my ring
23 EQUIP_AMULET "amulets.bmp" // my
amulet
So, the expectation is that you will provide a
file called "swords.bmp" (for example)
into which you will have pasted all the sword
images you want to use in your world. You then
place this file in the ART folder of your own
world and it overrides the default swords.bmp
file in the WoS\ART folder.
Then in arg3 of
the ITEM table for each sword item, you put the
index number of the image you want to appear for
that item. Where 0 would be the far left image in
the file (which should be the 'empty hand' image
for a sword class)
Because many
world designers don't want to come up with their
own graphics, and didn't like to modify a copy of
the original swords.bmp file (for one thing, it
puts you at the mercy of later augmentations to
that file in the subsequent releases), a wondrous
hack was included when version A33 was released:
the EXTENSION file.
Here is the
documentation from the ITEMS file comments:
; // arg 3
; Image # (offset from left in appropriate
class's image BMP file)
; Class Image files consist of a 'film strip' of
images with #0 being the
; far left image.
; <<NEW FEATURE WITH A33 -- EXTENSION CLASS
BITMAPS>>
; You can now have an additional 'extension'
bitmap for each item class. For example
; you might wish to re-use all the stock sword
images in your world, but then add some more as
well.
; You would then make a filmstrip file of the
normal name, but add "_1" to it. (as in
"items_1.bmp,
; helmets_1.bmp, etc.). Then in arg3, instead of
simply putting an offset, put a plus sign in
; front, hence "3" would mean image 3
in the stock bitmap, while "+2" would
mean image 2 in the
; extension bitmap. I suppose that's horribly
confusing. Your extension bitmaps should be
; placed in your world's ART folder. (and you can
still override all the stock images by placing
; your modified stock bitmap
("items.bmp" for example) in your
world's ART folder.
So, in this
case, you would make a separate file containing
sword images unique to your world and name it
"swords_1.bmp" and place it in your
world's ART folder, leaving the original
"swords.bmp" file alone and NOT making
your own copy of it.
Then in the
ITEMS table, for each sword item, you would set
arg3 to "n" if the image was a stock
image, or "+n" if it was to come from
your extension file (swords_1.bmp) where
"n" is a number, of course.
Each item class
has its own extension file (swords_1.bmp,
helmets_1.bmp, etc.)
[This message
has been edited by samsyn (edited 07-30-2000).]
|
what is
the first quest i can do? my character is a level
20 preacher and i am yet to do a quest? ----
While the
Professor J quest is one of the simplest, none of
the quests are really designed to be done
'first'. Of course, I speak only of Evergreen
since quests are world-specific.
In evergreen,
most of the quests have simple openings and
chaotically difficult middle sections. One might
only hope that the final stages of a quest are
more difficult than earlier stages, but I won't
guarantee even that
Over the next
two releases, I will weed out the distracting
non-quests (for example, the dolphins are now (in
A44) a real quest)
[This message
has been edited by samsyn (edited 08-13-2000).]
|
Is
there a minimum limit for skin sizes? I ask
because I tried to make a one-pixel skin to run
in "stealth mode" and it came up as a
normal adventurer. This is probably an
anti-cheat measure but I wanted to make sure I
was doing it right...
---
Yes, this is a
feature. We had a spurt of people making
"invisible" skins, so I had to
implement some constraints which I hope you will
forgive me for not detailing here. Suffice to
say, any 'reasonable' skin will be displayed.
(and a few unreasonable ones, as well of course )
[This message
has been edited by samsyn (edited 08-13-2000).]
|
i
trained a green jelly to try and get it wis but i
got tired cuz i thiuhgt it would never gain any
and it was lvl 58 does it ever gain wisdom? ----------
LGH Responds:
A monster that
has 0 wisdom (or through lack of playtime the
wisdom FALLS to 0) will never have any wisdom.
LGH
[This message
has been edited by samsyn (edited 12-06-2000).]
-----
Recent update
around A55. A stupid monster can now regain its
wisdom, so long as it had wisdom to begin with
(even if you let that wisdom fall to zero).
|
My question
is... Does
WoS have a hat that they sell? If so I would like
to purchase one ok Dan?I'll send ya a money order
if ya want? Please, pretty please...wit a cherry
on top?hehe
----
Samsyn Responds:
I encourage
everyone to visit www.synthetic-reality.com/donate.htm and send me as much
money as they possibly can (do I sound
desperate).
unfortunately,
although there are now many different styles of
shirts, mugs, and mousepads, there are still no
hats.
I too, would
like a hat, but that appears to be beyond the
manufacturer's capabilities
And I *know* Sue
McIlroy would buy a hat! Good old Sue! THANK YOU,
Sue!
-s]
As of March
2001, the manufacturer has implied that hats will
(eventually) be available.
[This message
has been edited by samsyn (edited 04-04-2001).]
As of June 2001,
they say it will happen this quarter.. check out
the STORE for details.
|
Why can
you only give 10k Gold????? its REALLY getting to
be a pain when u need to give 1mil+ gold giving
in 10k at a time --------
So, the question
is then: why do you need to sponge a million GP
off of someone? Why to buy seeds to level your
character effortlessly, of course.
And why play the
game at all if that's all you want to do?
I insist you
stop playing immediately and go find something
even easier to do with your time, like watching
paint dry.
[This message
has been edited by samsyn (edited 12-09-2000).]
|
This might be a
stupid question, but here goes. How come when I
first incarnate into a world, I can't get into
any camps that have been started before I
incarnated? (I hope that made sense)
----
[not a stupid
question at all. There is information about the
camp which is only sent out at the time the camp
is created (when you weren't there). Sending you
this information for all existing camps at the
time you arrive would cause a spurt of bandwidth
which would lag you and everyone else.
Originally this
was simply a bug/design oversight, but now it is
a bandwidth-saving feature :-)
There is, of
course, no excuse. And if I worked a little
harder, I could fix it (i.e. when you tried to
enter such a camp, I could have you query just
the camp in question and get synched to it -
which wouldn't be all THAT huge a burden,
packet-wise).
BUt the chances
of that happening are semi-small
[This message
has been edited by samsyn (edited 12-15-2000).]
|
Cactrot How high does the
PK rating go?
--------
Samsyn Replies:
In theory, it
goes to infinity. In practice, something less. It
gets harder to gain rating if you don't have
people more powerful than yourself to fight.
At least that's
the theory. In practice I expect it to stay under
10 thousand. If not, I may tweak the math.
[This message
has been edited by samsyn (edited 12-21-2000).]
|
Why did
you bother to give non-PKers ratings? Or is it a case of
"I didn't bother... to screen them
out?"
Or is it a dark,
sinister purpose that isn't obvious?
It's late. Time
for bed.
-GJ
------
Non-PKers can
take part in tournament ladders on 'dangerous'
maps (and can PK in general on those maps). In
those contexts they also get rated.
[This message
has been edited by samsyn (edited 12-26-2000).]
------
Ah, OK.
SUPPORT THE
SKILLS SYSTEM! READ THE DEVNOTES!
[This message
has been edited by GJ (edited 12-27-2000).]
|
hey, heres a
relitivly stupid question: what is the
requiments for creating a guild?
i know you need
to be lv 60, but the hours are kinda confusing.
do the single player hours count on your time?
what about afk?
thanks
Berzerker
---
www.synthetic-reality.com/wosGuildInfo.htm
at present, afk
hours DO get credited to both your character and
your soul ID. (and you need BOTH in order to
create a guild)
[This message
has been edited by samsyn (edited 12-28-2000).]
|
[general
question] Why
are my characters marked as modders?
-------
First we must
distinguish between a 'mod' (a different version
of the quest file for a given world than the one
you are using) and a 'modder' (a character which
has played in an 'unofficial' mod).
World designers
periodically release updates to their worlds.
They have the opportunity of marking these worlds
as "official" (giving them formal
version numbers). If you play your character only
in an "official" world, it is not
considered to be a "modder" even though
it might in the long run play in 20 different
mods of that world.
When you look in
the MAPS list in the game (and scroll over to the
"version" column), you can see which
version of the game *and world* each player is
using. If you see the word "mod" in
this column, it just means they are using a
different mod than you are. (could be they are
just running the previous official version - or
you are).
When you join a
scene with someone else in the game, only the
quest script of the 'host' of that scene is used.
Hence two players with different mods will use
the mod of the 'host' in such a case. Normally
you want to avoid playing "mixed mods"
like this, since it might not make sense for your
character (the definition of a world token or
item might have changed between mods, for
example). The FILE menu gives you an option to
"avoid modified quest files"
This simply
prevents you from accidentally entering into a
modified scene.
If you disable
this protection, your character will be marked a
"modder" the next time it shares a
scene with someone running a different mod from
your own.
Being marked a
"modder" is no great sin, but it is
similar to being marked a "cheater" in
that your interactions with other players are
limited. (you can't give them things, nor can you
initiate fights with them). This is mainly to
avoid the situation where a player modifies their
world to provide powerful items at low cost and
then use those items against players who are
using the official mod (which is harder, for
example).
Most recently,
the use of the "modder" tag was
extended to any incarnated soul which was moved
from one computer to another. This was an
unfortunate situation brought about by a rash of
hacked hero and pet files being shared amongst
the lazier players.
The downside for
you, the honest player, is that you can no longer
move a character between several PCs so as to
level the same character every time you play.
Since levelling is not intrinsically difficult,
you might actually find it more fun to maintain
separate characters on each computer anyway.
What you *won't*
enjoy is having all your characters be perceived
as modders just because you bought a new PC, or
you had to reformat the disk on your old PC.
As of version
A50, simply reinstalling windows should not cause
a problem, so long as you keep your installation
of WoS throughout the upgrade.
Likewise, if you
backup your WoS installation and move it to a new
PC, you should be fine. Where you will get into
trouble is if you download and install a fresh
copy of WoS on the new PC *before* copying your
backup from the old PC. In that case, the new PC
will have a new soul ID and your characters will
be perceived to have moved. (and hence will be
marked as modders)
I'll bet that's
more than you ever wanted to know about modders.
Oh, please note
that as a world developer, you have no choice but
to use modder characters to get any work done,
since by definition you are modding your world
all day long.
So don't be mean
to modders. They're probably good people, just
like you!
|
[general
question] Hey,
what about those MIX SERVER RULES I keep hearing
about? How do I run my own MIX SERVER and control
it the way I like?
--------
Samsyn says:
Check out this
URL for more information!
http://www.synthetic-reality.com/mixRules.htm
And have a nice
day!
|
I have a couple
of questions 1)The little circle thingy
around your character which sometimes appear in
combat, WTF is it?
2)When
you use books that cast the Book NI spell, like
the compendium of curses, does it use your Wisdom
or your Agility to determine if you hit?
3)And is
the Book NI spell supposed to be able to BOTH
fizzle and miss?
I might just be
a newbie who has missed the few lines in the
manual explaining this but plz tell me anyway.
---------
Cactrot Says:
1) That is the
"no miss" circle. When you have a
monster(or player) inside that circle, your
attack will always hit them. Different weapon
classes have different size circles.
2)Whether or not
you hit with an attack depends on your Dexterity,
Agility decreases the chance of you bing hit,
Wisdom increases the power of magic(and the
amount of PP you earn per attack).
3)Magic spells
cast by weapons that aren't of the elements will
not fizzle as of A51, but spells that are part of
the 8 elements can(except for Life spells).
[This message
has been edited by samsyn (edited 03-21-2001).]
|
If
anything is suggested for WoS, does it actually
stand a chance of being implemented in the next
patch unless the team has already decided to put
it in? -----
Samsyn Replies:
I am a team of
one!
(paraphrase of Army slogan, of course )
For an idea to
be implemented, it has to be:
1.) So amazingly
trivial that I can do it in a minute.
or
2.) So amazingly
brilliant that I look forward to taking credit
for it!
or
3.) So tedious
to continually explain why I *didn't* do it that
I finally break down and do it anyway.
----
Sadly, many
excellent suggestions just "don't fit"
even though they are excellent.
And, I was
kidding above. I think I have a *pretty* good
habit of crediting people for their ideas -
though often people suggest things without
realizing that others have suggested the same
thing before. Which puts me in a delicate
situation since sometimes these people are also
more into confrontation than I am.
I apologize to
anyone who I have left out, credits-wise, as I am
sure it has happened lots. (Just probably less
than they think )
[This message
has been edited by samsyn (edited 03-21-2001).]
|
Something that
has puzzled me ever since i first played WoS is
this: The books(that bookusers
use for weapons), do you read them at enemies,
throw them at them, or whack them over the head
with them?
-----
samsyn says:
I like to think
of them as 'spells you don't actually know how to
cast'
So, you are
'reading the spell' from the book each time you
cast it. (and luckily the book doesn't disappear)
This explains
why sometimes a 'book' is just a single page torn
from some old manuscript.
[This message
has been edited by samsyn (edited 03-05-2001).]
|
hello,
i just want to know how to reset my soul ID at
WoS, cause i want to experience a new adventure.
I mean i want to play as a whole different soul
ID, so i can't get banned on the server when
entering that server with my old ID. So, how can
you make that happen, please respond to this
request immediately. I'm really waiting for your
answer. Thanks for your time. -----
Samsyn Says:
Your soul ID is
your key to a world of entertainment and joy. It
is also how you are tracked through the universe
so that I don't hassle you repeatedly for
donations, and people can dress you in the buddy
hat of their choice.
To re-experience
Evergreen, just start a new character. (or visit
the temple of forgetfulness to have an existing
character forget individual quests.)
But please leave
your soul ID alone, I appreciate it, thanks!
[This message
has been edited by samsyn (edited 03-12-2001).]
|
sorry to ask
this, i know it's been debated but: i'l get a new PC
soon and i'l want to play WoS on it. but i know
that if i just send it over to the other PC, i'l
be marked as a cheat (or mod, ETC...) and i don't
want that. any way of bypassing that?
---------
If you are
running the current version of WoS then all you
need to do is be sure to backup the ENTIRE WOS
DIRECTORY from the old machine and copy it to the
new machine.
If you install
and run a new copy of WoS on the new machine, it
will get a new soul ID. And your old characters
will appear to have been moved, and get marked
(though new characters will be fine.)
Of course, if
there is any chance you want to keep playing WoS
on the old machine, you might want to go ahead
and get a new soul number anyway (two machines
with the same soul number can't play together)
[This message
has been edited by samsyn (edited 04-02-2001).]
|
Is
there a "best attack spell" for magic
using classes against players? I mean in the
circumstance that the magic user has 9.99 in all
elements and their handskill too so it would
theoretically be even.
The reason I ask this is there has been some
debate on this recently. Some people reckon
Tempest is the best spell but there are a
minority who would go for Quake and Crush.
Armageddon is obviously the popular choice which
given that it is a "death" class spell
would seem to make sense.
Anyone?
------------
Cactrot Answers:
Players are like
death element monsters, no one element it
stronger than any other against them. and since
in Evergreen all the lvl 9 spells are the same
strength, whatever element you have the hightest
skill it would be your spell to pick.
Samsyn Adds:
This is still
true as of now, though it is possible that world
designers will be able to let user's have
elemental sensitivites at some future date.
Exactly how this would be done is unclear. Either
it could be hard-cast per character class
(easiest for me) or it could be controlled by
your elemental training (hardest for me because
of the quantity of large numbers I might have to
share with other players.) I prefer hard-cast by
character class, plus modified by amulets/rings.
[This message
has been edited by samsyn (edited 04-04-2001).]
Apart from the
"Dan or World Developer does the work"
thing, another issue would be:
If class related then players would know who they
can fight best.
Or:
If element based players would not know who they
can fight best until they've fought them.
(I'd just like
to add that I think the latter would be most
satisfying to the players.)
[This message
has been edited by Fred Spade (edited
04-04-2001).]
|
simple
?, what is a choas element pet? ----
Samsyn Says:
A world designer
gets to create 8 elements for their world (in
evergreen, these are life, death, nature, spirit,
water, air, fire, and earth (not in that order)
These 8 elements
carry with them a lot of baggage (heal spells
must be life element, death element affects all
creatures equally, fire works best against water,
etc.) all determined by their placement on the
'element wheel'
These 8 elements
are the elements which make sense, so to speak,
in an RPG.
----
However, it
became interesting to create spells, objects, and
monsters which were not based on those 8 elements
(mainly so you could do things like have a
special spell which only one monster could cast,
for example).
These elements
are entered into the various tables by the world
designer, using higher-numbers than 0-7. The game
doesn't apply any special rules for these
elements (they behave like DEATH element, and
affect all other elements equally)
Anyway, to
finally get around to answering your question,
while World Designers get to name the eight basic
elements, all the rest of the elements go by a
single name (of my choice). And I chose
"chaos"
[This message
has been edited by samsyn (edited 04-17-2001).]
|
How are
mag attacks determined? AND WHO THE [heck] TOOK
MY NAME?
-HAVOC
-----------
Samsyn replies
(in spite of the pre-edited rudeness.. )
Magnificent
Attacks are purely random. I believe the natural
frequency is 1 in 50 . Which does NOT mean that
every 50th hit will be magnificent. But out of,
say, a BILLION hits, it should be pretty close to
twenty million mags :-)
HOWEVER, if
people are cursing you, the probabilty goes down
(a little) and if people are blessing you, it
goes up (a little).
So count the
happy/smiley ghost faces you see (if any) in the
player list.
---
This feature, by
the way, was my original thought for the whole
game... "Wouldn't it be cool if spectators
could influence certain random events for the
players?"
I wasn't aware
of any other game ever doing that, so I was
pleased. (Feel free to not disabuse me of the
notion).
Before you ask,
no, the amount of influence on mag probability is
pretty low. So even if you managed to get, say,
20 people blessing you all at once, it wouldn't
guarantee a mag every time.
---
If you doubt the
math, as of version A57 you can type the command
"/mag" which will roll the dice ONE
MILLION TIMES and tell you how many mag hits you
would have gotten.
[This message
has been edited by samsyn (edited 04-15-2001).]
|
A few
questions: 1.
How can a creature attack you if you are not in
its attack circle (I used /monster)?
2. If
you are greased 2 or 3 times and you have the
opponent in your white circle thing, are you
still going to hit (Both players have maxed
stats)?
3. How
much PP does it take to got from 9.98 to 9.99
(Please don't say alot!)?
4. Can
other users find out my IP?
----------
LGH Replies:
1. How can a
creature attack you if you are not in its attack
circle (I used /monster)?
You still get random fights no matter where you
are (unless it's on a map with no monsters). It's
determined by the monster placed closest to where
you triggered the fight.
2. If you are
greased 2 or 3 times and you have the opponent in
your white circle thing, are you still going to
hit (Both players have maxed stats)?
I'm not sure,
but I think so. The circle is supposed to
guarantee a hit.
3. How much PP
does it take to got from 9.98 to 9.99 (Please
don't say alot!)?
Here's the
chart:
; level 0 PP 0 - 555
; level 1 PP 556 - 1250
; level 2 PP 1251 - 2142
; level 3 PP 2143 - 3333
; level 4 PP 3334 - 5000
; level 5 PP 5001 - 7500
; level 6 PP 7501 - 11666
; level 7 PP 11667 - 20000
; level 8 PP 20001 - 45000
; level 9 PP 45000 - 2000000000 (two billion)(you
approach level 9.9999999 asymptotically)
4. Can other
users find out my IP?
If you are on
their server, definitely. If they are a decent
hacker, more than likely.
LGH
[This message
has been edited by samsyn (edited 04-17-2001).]
|
If
you're not in a certain monster's attack circle,
but you aren't in any other attack circles
either, then the monster in the circle closest to
you can attack. ----
Samsyn Says:
Actually, I
believe it is a bit weirder than that. Monsters
place 'on the map' (which appear when you use the
/monsters command) can really only attack you if
you are inside their circle (give or take a
couple pixels).
But there are
other sources of monsters available to the world
designer (for example, bound to a 'link point')
and they can come into the picture when you are
outside of a range circle.
Then, in the
case where the nearest link point is not flagged
'safe' but you are not inside of a range circle,
and there is no explicit monster group assigned,
I believe I have a 'punt' situation where I will
bring in monster ID #1 (Green Slime in evegreen).
So if it is green slims you see, that's probably
why.
Try not to think
about it :-)
[This message
has been edited by samsyn (edited 04-17-2001).]
|
When a
Spirit user uses his weapon and it casts a spell
(ie Summon Pragma) is he using his spirit hand
skill or his spirit spell skill, or something
else? if you know could you please let me know.
Thanks! ---
Samsyn says:
It is his spirit
HAND skill which actually enables the use of a
particular spirit weapon.
The power of
that weapon is then influenced by the excess
training of the hand but is also affected by a
bunch of other weird complicated stuff which it
would take a scientist to explain (i.e. it's too
weird for me to remember in detail.) -s
[This message
has been edited by samsyn (edited 04-17-2001).]
|
Question.
How do you change the music that the game plays
during the loading of the world when it's
displaying the story? ~Maniac
Ok. I'm making
my world and I've got a title.mid file, but it's
not playing when I load the game. Where do I
change it so that it will play it?
~Maniac
Ok. I tried
something, it's posted in the world dev board.
could u check there
~Maniac
---------
[sorry for the
delay, but this requires thought. I still haven't
thought. So I recommend that you read the file
called "music.ini" in your world's
folder. It supersedes the "title.mid"
technology.
OK, I will do a
teensy bit more thinking...
ok, thinking
complete. The file "title.mid" is the
ONLY music checked for and played during the
"scrolling story" portion of game
entrance.
Your title.mid
should be in your world's MIDI folder.
You might test
your midi file by typing:
/midi title.mid
while playing in
your world.
If that doesn't
work, check that you haven't disabled music or
the sound card from the SOUND menu and/or that
music works in general when you play Evergreen.
If music plays in evergreen, then try playing
your title.mid file with a 3rd party midi player.
[This message
has been edited by samsyn (edited 04-21-2001).]
|
I'll test it
out again with a more balanced (or imbalanced)
character to check again. Basic it comes down to
spells bound to weapons do the same damage as
that spell would do if you cast it with your MP,
except it's free. Meaning that the damage is
calculated with the element skill and not the
hand skill as you keep saying.
[ok. -s]
[This message
has been edited by samsyn (edited 04-21-2001).]
|
can
someone explain to my why sound doesn't work on
wos? i have wingroove (its groO0o0Ovey bah bee)
and i thought that was the culprit, but when i
changed it wos music still did not work. any
suggestions? just out of curiousity, how many
people have bought a golden soul?
----
Samsyn says:
[read earlier in
the FAQ, please, since there are a million
possible reasons.]
But my guess is
that you have your MIDI configured to be played
through your sound card's WaveOut hardware,
instead of through hardware wavetable or FM
synth.
To check this,
visit the CONTROL PANEL for MULTIMEDIA, select
the MIDI tab and try miscellaneous options. The
ones that say something like "software
synth" will probably not work for you
(unless your sound card has multiple waveout
channels.. like MINE does. neener neener!)
Anyway, I think
we go on and on about this already, earlier in
this FAQ.
[This message
has been edited by samsyn (edited 04-24-2001).]
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i just
made a skin and would like others to see it. my
skin is 57 KB, others can't have it transfered.
is there a way to give it to them on WoS? If your skin is over 50kb
in size, it'll NEVER transfer though WoS. Either
make it smaller (try saving it as an RLE bitmap
to make it smaller, most people don't do that) of
transfer it outside WoS with
e-mail/webpage/messanger service, whatever.
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Hi my question
is: Where do i see if im
muted?
Im
making this question because when i installed the
patch53 it began having some kind of problem when
im writing to other people they dont sea what i
was writing, in other way of speaking when i talk
to other people they dont see what i was asking
or saying, and then comed to my that i can be
muted but i dont know where do i see and if i can
see and what i have to do to take the mute off.
P,lease be quick answering this question.
Getting gagged
is a pretty serious thing in WoS and doesn't
happen lightly. Hence, once gagged the game
intentionally doesn't make that fact obvious to
you, in order to keep you so in the dark that you
really stay gagged for awhile.
Gags wear off at
a rate inversely proportional to the nature of
the crime, as it were.
Creative
mis-spellings of the F word generally receive a
one week gag (on a noBleep server, I mean.
Defeating the bleeper is strongly discouraged).
Minor homophobic
remarks generally a day.
Hard core hate
crime or racism can get you a month or worse.
But the game is
set up to train you not to mis-spell your way
through the bleeper, and this is the consequence
which induces the training. The bleeper is there
so that you can have your freedom while other
people have their freedom, too. When you spell
your way past it, you are breaking a social
contract.
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My
friend, for some reason, can't seem to see any
skins other than the defaults. He has recieve new
skins checked off, but still doesn't recieve any.
Could you please enlighten me as to why he
doesn't recieve any? Thanks in advance. Firewalls have been known
to block skin transfers, you'd have to set it to
accept UDP traffic
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