On Mon, Jul 30, 2001 at 11:50:17PM -0700, Mark Wedel wrote: > IMO, it is much nicer for the outdoor maps (still very useful for indoor also), > but really lets you see more of the countryside. I had thought that objects > should have partial blocking abilities - ie, it would take several forests to > completely block, but a single forest would effectively make things behind it > harder to see (done basically with the lighting code, which means if your in a > forest at night, your light wouldn't go as far either). Such a change is > unrelated to the one above in terms of technical ability, but a similar > motivation, which was to make more of it visible, was evident. That would be neat but using the existing lighting code would end up doing the wrong thing on the client side, if the interpolated stuff is used anyway. If you are thinking that the end effect would be to darken tiles that are blocked by LOS, you don't want full bright tiles adjancent to these 'blocked' tiles leaking light in since it isn't a lighting issue, it is a blocked view issue. > The best thing would probably be to have a flag on those objects which use > something like 'secret transporter'. > > For non secret ones, the default is to send the coordinates the player moves > (shop mats are such an example, and probably should be the only that have this > on by default). However, other transporters would send a newmap command. Map > makers could of course override this - if the map maker knows that the > teleporters he has placed are close enough or the two locations are pretty > obvious, those could also send appropriate offset. This solutions sounds right. > > Mark, do you want to extend the pngximage client to do use fog of war? > > At some point, we should really figure out what of the various image styles we > will support. I would guess adding support for this in pngximage should be > pretty easy. Was the above an offer or asking if I would do it? Oh yeah, guess I could have worded that better. I was hoping you could do it cause I don't have time to do anymore crossfire features until I get back from my sabbatical in November. I still have some bugs to fix in the gtkSDL client that dnh reported to me and fix up the other transport mechanisms to get fog working properly in all cases before I go. Do you have any sort of release schedule in mind? Are we just gonna add lots of features to crossfire and do a 2.0 release in like a year or two or do you plan on a 1.1 release? -Scott