[CF-Devel] Future development & version 1.0.

Mark Wedel mwedel at scruz.net
Sat Dec 9 15:39:39 CST 2000


Peter Mardahl wrote:

>
     
      > > 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.
     
     
 The harder part is knowing if this is really fixed.  I recall that this isn't a
really reproducible bug, so play could go on a lot without really knowing if it
is fixed (unless there is a real obvious error in the code).


>
     
      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?
     
     
 Its lightweight if you have a home system or work system.  I'm curious if you
are at a university what type of space they may give you now days.

>
     
     
     >
     
      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
     
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      server.  What is the difficulty with shipping server binaries?
     
     
 No real difficulty.  There are probably more dependancies than on the client.


>
     
      Certainly.  What I was proposing was a greatly expanded application of
     
     >
     
      random maps, such as a whole city with many buildings, all leading to
     
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      deep random maps.  I can also design random maps such that they lead to
     
     >
     
      more random maps.
     
     
 I'm not sure how deep I would want the random maps to get  - and the problem
remains that if that is a common set of maps that lead to a place a whole bunch
of people want to go, the maps that lead there will tend not to get reset.

 I do like the idea of unused houses leading to random maps.


>
     
      Better than reasonable, it sounds great.  Let's:
     
     >
     
      1) finish up the Gods
     
      I think Darth Bob said he would work on this.  Note that the granting of
prayers and whatnot in god.c need to be re-examined for PR code.

>
     
      2) finish up PR things
     
      Anything major here, or is it mostly twiddling of values?

>
     
      3) fiddle with the clients a bit to support the metaserver
     
      I'll do that.

>
     
      4) and local-server-startup
     
      A simple solution for this would just be a shell script that runs the server,
waits 20 seconds or something for it to finish loading, and then runs the
client.

>
     
      5) find and crush bugs
     
     >
     
      6) tune balance and go to 0.99,
     
     
 Those two just have to get fixed as they are identified.

    
    


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