Assuming this all works... I am very pleased to here this concept. While we have autocutting scripts for monsters, it gets very tiresome. dnh On Fri, 13 Jul 2001, Michael Toennies wrote: > Hi > > As i look at the new mapcmd code from mark, i notice that this opens the > door > to a nice feature - to avoid the cutting of multi tile monster pictures. > > First, lets remember what multi tile monster means. They are needed for > server to > control monsters which reach over more than 1 tile. > > In this process isn't a face(=png picture) involved or used - they are only > used on client side. > The client itself don't know anything about multi monsters nor about the > shown monsters - > it just print the pngs. A multi tile monster is for the client nothing > different than x single > tile pieces. > > Well, to send all this parts, the server goes through the objects in a map > tile, collect and sort > them and send the attached faces/animation faces to the client. > > Its easy now to include here a control. Every multi tile monster part knows > which his "first" tile > (=head) is and which his relative position to his own position is. So, its > easy to send this to the > client. Means this: > > If (multi tile monster part) > goto head > if (this monster not shown this map update) > send client face + x offset of head + y offset of head > mark monster as shown this step > continue > > This will of course invoke 2 more bytes at this point to the map cmd, but > because only ONE time a face > information get send from a multi tile monster, this will safe some byte at > the end. > > On client side, there are many ways then to draw this right. Easiest way is > to clip it or to presort > it... Its not hard and there are some working ways. > > What will give it to us? > > For all clients, this is a great sacrifice for the artists. It will drawing > & storing of bigger monsters > some more easier. And this is REALLY a good thing. > > For the iso client but even for the normal client, this will open the way > for some nicer layering. > > I had worked with this before in other games, and you will really not miss > the picture tiling when > you had done this. > > Its really needed for the iso client, because the cutting for iso multi is > very tricky and a pain in > a ass if you must do it with hands. And i don't want introduce here a > programm (scripting will not work > easily because you need some trick masks). > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel >