gros wrote: <Re message colors> > > I included it because of some players/map makers suggests. I didn't knew > there was a project about new message formatting system. It got put out on a possible future projects. Nothing has happened yet on this. In fact, it should actually be a fairly easy (no brainpower) change to make, but make take a little time to find all the referances. The cvs client supports an option for splitting the information pane into two panes - right now, one gets colored text, the other the black/white text. the option is -splitinfo - gtk client only). If you play with that, you will in fact notice there are lots of messages that are currently printed in black which probably should be more noticable. The color text code was never really integrated to much an extent in the code, so by default most everything is still black. > Only 127 simultaneous scripts are allowed right now, so 'thousands of scripts > potentially active' is not going to happen. I also admit that I didn't had > multithreaded scripts in mind when I first thought about using the pthread > lib - I was thinking about solving some problems with spellcasting (A player > can sometimes be locked for several seconds before being able to react to > spells cast on him). I also think the multithreading of scripts could cause > some problems; that's why I didn't included any code related to that. I'm > doing lots of tests to see if it is truly useful/efficient. So what then happens when your at that 127 limit and some other script comes about? Does it just not run? From your previous message, it sounds like a lot of objects might have scripts attached to them, so getting to 127 scripts could happen prety quickly on a busy server. Ideally, the solution should probably be allowed to scale to whatever number the system is capable of (in terms of cpu and/or memory). There is of course still some practical limit in all cases.