[CF-Devel] Future development & version 1.0.
Peter Mardahl
peterm at tesla.EECS.Berkeley.EDU
Sat Dec 9 03:49:21 CST 2000
>
> 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
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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
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> 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.
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>
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
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client with sounds archive would probably be around 500k or so (presuming we
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only ship the raw sounds and don't do the au sounds). The bzip2 map archive
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a tidy 2.6 megabtyes. Untarred, its like 15 megabytes (or 30 mb - don't
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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,
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> each exit led to a random map. The random maps are pretty good.
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> They could be much better. However, no one has done significant work
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> on them but me. The existing potential of random maps has been only
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> 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
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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
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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
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one of crossfires stronger points are the pre-made maps, but simply put, we
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can't make enough of those fast enough - perhaps with new players, we can get
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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
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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
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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:
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In a few weeks, make a 0.99 release to get it out there (basically a 1.0
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beta). Other than what we have and already proposed enhancements (gods
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rebalancing, PR adjustments), no new features.
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See how that release works out, and a month or so after that, release 1.0.
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Basically only difference from 0.99 is to squash some more bugs and try to
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balance any remaining issues.
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>
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
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