> > I think crossfire was a good game deserving of 1.0 years ago. It's > > been fun to play the entire time I've worked on it. I really think > > that in the last years, we've added icing to an already good cake. > > It was a good game before I ever touched it. > > I think before the client server split, crossfire would not have been ready > 1.0. Back when the server did remote x displays, lag was determined by the > laggiest connection. It was perfectly ready for 1.0 as a non-networked game. I have played much crossfire all by myself exploring the maps people have created. Crossfire is truly a worthy game based on that alone. > > > 1) Stability of the server. The server really needs to be able to run fo > > > under heavy loads with no problems. > > > > The only remaining serious bug I know of is "that map bug": the one > > where you come out of an exit and end up in the sea. > > I'll re-look at the enter_exit code - a rewrite may be in order in any case. > > But even that bug seems pretty rare. It's quite annoying though. It's the one thing we "really should fix". I don't understand that area of code very well, unfortunately. > Including the server with maps makes a pretty big distribution. For example > client with sounds archive would probably be around 500k or so (presuming we > only ship the raw sounds and don't do the au sounds). The bzip2 map archive > a tidy 2.6 megabtyes. Untarred, its like 15 megabytes (or 30 mb - don't > remember if linux du shows blocks or kb). That becomes a non trivial archive So 5M total for a complete server+maps+client distribution? And about 40M of disk space uncompressed? You... realize, of course, how lightweight those demands are compared to a great many games? Or to Netscape? I'll volunteer to put together RPMs of maps + clients + server: binary versions. I will need a client which will allow easy startup of the local server + metaserver support. I do not think making a binary version of the server would be difficult. I do not see why you think everyone would have to compile his or her own server. What is the difficulty with shipping server binaries? > > Random maps. This is why I DID random maps. My whole reason for making > > that huge exertion. > > This is why I once proposed making cities where, by default, > > each exit led to a random map. The random maps are pretty good. > > They could be much better. However, no one has done significant work > > on them but me. The existing potential of random maps has been only > > 5% exploited.... For example, I could probably pretty much duplicate > > nethack with random maps. > > But random maps are still persistant - ie, if I go on the goblin quest, thos > maps stick around for some amount of time (as evidenced by the fact I can go Certainly. What I was proposing was a greatly expanded application of random maps, such as a whole city with many buildings, all leading to deep random maps. I can also design random maps such that they lead to more random maps. > back and haul out my loot and make multiple trips). So while it may be easy > add lots of random maps, I don't recall a lot of exits leading to them right > now. No, there are about on the order of 10 right now. > this is of course easy to fix, and maybe it should be worked on. I still th > one of crossfires stronger points are the pre-made maps, but simply put, we > can't make enough of those fast enough - perhaps with new players, we can get > new maps created. True, which is another reason why I did random maps. Random maps can keep ahead of a rapidly growing playerbase, while set maps would have no hope. > And note that for windows client at least, their only real option is to play > against a public server. Now the downside of windows only users is that they Hmm, honestly, I wasn't considering "evangelizing" to Windows people. We can, of course, but I wasn't considering targeting them initially. I'm not too worried about not having a map editor for Windows. Let crossedit be their killer app which leads them to Linux! Certainly I don't see enough windows-programming-oomph currently around to do a windows crossedit, nor a new UNIX crossedit, for that matter. > True. Helps if we have real players and not dummy logins or windows that > aren't doing anything. Let's schedule a playday, then, on some server where we can run it under a debugger. Crossfire.csua could host it. > If so, then I would suggest this for a timeframe: > In a few weeks, make a 0.99 release to get it out there (basically a 1.0 > beta). Other than what we have and already proposed enhancements (gods > rebalancing, PR adjustments), no new features. > See how that release works out, and a month or so after that, release 1.0. > Basically only difference from 0.99 is to squash some more bugs and try to > balance any remaining issues. > > Sound reasonable? Better than reasonable, it sounds great. Let's: 1) finish up the Gods 2) finish up PR things 3) fiddle with the clients a bit to support the metaserver 4) and local-server-startup 5) find and crush bugs 6) tune balance and go to 0.99, 7) with 1.0 coming out a month after ...as you say. PeterM