just for some input: wow! I really like this, and could see it fitting into crossfire perfectly. not only is the quality good, but the art captures the "fantasy" feeling perfect- they may not be 3d, but any RPG fan looking at them would be like, "hmmm, nice graphics" -Sniper sniper at citilink.com On Wed, 16 May 2001, Michael Toennies wrote: > You should know that there is one great chance for > changing to isometric gfx. > > David Gervais, a prof. artist which has drawn for some full price games > and which has served CF in the last month with some tiles of his free > monsters/tiles > set, has started a true isometric tile set. > > Look at this: http://dgrealm.50megs.com/iso-samples.html > > Well, if we can do it in this way, we can also talk about ONE skin design > for linux and/or windows client. > > Of course, in style and tiles, there must be some small changes to fit it in > CF, > but the engine then should be useable for all newer items. > > The problems is, that DG is at the moment focused at on tile. > > Btw: for this style, monsters will look very VERY improved, when they can > turn in 8 directions. > This will give a great realistic look. Because only monsters must have this > directions (map > itself will not turn, forget the compass), it will be not so much work. > > The great thing is, that there is a great chance to inlcude DG in Crossfire! > This thing is his baby, so i don't think he will skip the chance to include > this > gfx system in a great engine like CF. > > I had think about this isometric changing in the past, so i can tell you > that is will be easy > to change client/server to this. 90% work are the gfx, the whole > gameplay/server will be the same. > > > > Now that 1.0 is out, I'd like to get a little discussion/input on future > > changes for crossfire (say 2.0). I'm trying to keep these a bit > > more general in > > nature and not go into details of exactly how feasible different > > options are (as > > other changes may make some things easier or harder to do). This > > is also to > > make it aware to others possible projects they may want to take > > on. I'm also > > trying to limit to big and/or controversial projects. Doing > > something like > > adding a new spell isn't going to make this list. > > > > If you followup, it is probably worth while to start a thread > > for each of the > > proposed changes, so that conversation on each one is easier. > > Using the brief > > description in the Change line for subject is probably a good idea. > > > > General template I'm using: > > Proposed Change: Brief description of change > > Details: More detail on the change and other notes > > Pros & Cons: possible benefits > > > > So on to my list: > > > > Change: Increase viewable area of map > > Details: Currently, the viewable area of the map window is 11x11. > > this change > > suggests making this area 17x17 or some other number (best > > solution would be to > > have this a config option). > > Pros: Larger viewable area gives more glitz to the client. Most > > games have a > > much larger viewable area. Beyond the glitz factor, I think this > > may improve > > play/strategy. On a 11x11 map, the farthest a monster can be and > > still in site > > is basically 4 spaces (monster being on the 5th). If the size is > > 17x17, this > > now increases to 7 spaces, giving more oppurtunity to notice > > spells and other > > effects. > > Cons: Larger maps means more bandwidth to get updates. This may > > break/weaken > > some maps (ie, a map where you pull a lever and cannot currently see the > > result. OTOH, if youu have 2 players cooperating, they see that > > anyways). > > Things like the world maps wouldn't have enough padding spaces beyond the > > exits. Some maps may hide big treasures/monsters currently out > > of sight, but > > I'm not really sure the problem if that becomes visible. This > > change would > > require clients to get updated. > > > > > > Change: Improved client/server communication > > Details: This is intentionally broad - looking for input for > > things that should > > get improved. One thing that definately should get changed is > > text messages > > should have a content type instead of sending color type - this > > change would let > > the client choose the color and potentially other informatiion (font, what > > window to draw it to, etc.) > > Another case would be to improve ground object handling (for > > example, if on a > > very large pile, sending more objects each tick, so if you stand > > there, the > > entire stack might get sent). > > Pros: Should make the game more playable > > Cons: obsoletes old clients, don't want to do features that are a > > lot of work to > > do but give little gain. > > > > Change: Performance improvements > > Details: Currently, crossfire has some pretty severe performance > > issues when > > dealing with lots of spell objects. Very large maps can 'freeze' > > the server > > while loading. Likely to be other areas where performance is not > > very good. > > These should get fixed up. > > Pros: Improved performance is always a good thing. > > Cons: Some changes may be difficult to make or involve lots of > > code changes (and > > hence lots of potential bugs). Areas of improvement should really get > > identified so areas that don't have any real problem don't get worked on. > > > > Change: Improve NPC communication/scripting > > Details: Currently, it can be very difficult to hold a > > conversation with an npc > > because the communication is stateless and it isn't always to > > figure out the > > keywords. More advanced scripting would also allow for more > > complicated npc's > > (or remove the need of linking a bunch of objects to mimic some > > communication) > > Pros: improved communication is desirable > > Cons: May requiring redoing a lot of npcs. If an external > > scripting language is > > used, has the potential problem of reliability issues (external > > script could > > hang server by never returning) > > > > Change: New map editor > > Details: Currently, crossedit is basically unmaintained, and > > buggy. Ideally a > > replacement would be less buggy and more maintainable (if it was > > written in GTK, > > for example, at least its using the same toolkit as the client). However, > > something more portable so that windows and mac could use it > > would allow more > > people to design maps. > > Pros: More reliable editor > > Cons: May be a lot of work for not a great leap in reliability. > > If written in > > GTK, may lack portability to windows/mac (dunno if there is gtk > > port to those > > systems). If not written in gtk, it then lacks commonality with > > client, so its > > yet another toolkit that people need to learn (IMO, on reason > > currently client > > is largely unmaintained is no one really wants to learn Xt at > > this point in > > time) > > > > Change: Clean up object structure > > Details: Currently, values in the object structure has different meanings > > depending on the type of object - for example, sp has nothing to do with > > spellpoints when used with exits. This inconsistent use leads to > > problems (ie, > > sp regen speed bug when using permanent experience). Idea could > > be taken to > > several different levels: > > 1) Basic - just add enough unique elements to object struct so > > nothing gets > > re-used with these conflicting values. Str always means > > strength. This would > > result in higher memory usage > > 2) Go to object type/subtype setup. So equipment would be a > > major type, with > > its own substructure type, creatues another major type, exits/transporters > > another, etc - roughly a dozen major object types with subtypes. > > Within each > > major type, all the values mean the same thing. This is a lot of > > work, and I'm > > not sure the work is worth the gain. > > Related: Remove integer values from archetypes/maps and use string names. > > Instead of attacktype 5, it would be attacktype > > physical|electricity. This > > would likely reduce bugs in archetypes, and make them much easier > > to read. > > downside of this is a bit worse performance loading these things up. > > Pros: In the long run, may make things more stable as values > > don't get tromped > > over for other uses. If option #2 is taken, may make things more > > modular, and > > more extensible (adding a new equipment subtype easier - since > > most functions > > would deal with the main equipment type in the same fashion, > > supporting a new > > subtype may not require any more changes than just for the equip logic) > > Cons: Likely to introduce new bugs. Potential for more memory > > consumption & a > > lot of work (depending on which of these options is taken) > > > > Change: Have tiling of maps done automatically by server > > Details: Currently, tiling (ie, the world maps) is done by > > duplicating spaces > > from neighboring map and lining the map with invisible exits. > > This more or less > > works, but has some problems (things don't always line up quite > > right). One > > example I can think of is the wyvern question - if you come into > > that square > > from the south, your are on a different map and don't hit it. > > The idea here > > would be that there would be logic that says 'use map xyz for > > east, abc for > > north, and qwe for south'. As the player approaches the east > > edge of a map, the > > server would see that xyz is to the east, load it up, and display > > the spaces on > > that map as the player gets closer to the edge, and automatically > > handle when > > the player moves over. > > This also has an advantage in that you can synthesize layers. > > Imagine for > > example a tower with the balcony on the south side on say floors > > 2 and 3. With > > tiling, for levels 2 and 3, you could specify that south map is > > 'towerentry'. > > So as you stand on the balcony of either level 2 and 3, you would > > see this map. > > If someone walked up to the tower, both players on level 2 and 3 > > would see this > > player. but towerentry itself would say map north is tower1, so > > they would > > disappear into the first floor. If one of the players jumped off > > the balcony, > > they would once again be on this entry map, and as they went > > north, be on the > > first level again. > > Pros: Would make map designing of large maps easier. Could have some cool > > advantages > > Cons: Could be a bit of work for the benefits gained. > > > > Change: Increase outdoor map scale > > Details: > > Main issue is that the continent itself is quite small relative > > to other maps - > > in apparant scale, the continent is only 2-3 times larger than the city. > > There are 3 main points on how to do this (I'm going to include > > pros/cons with > > each one) > > 1) just take the world maps, and blow them up by 2,3,4 (or more) > > times. Do some > > cleanup so they aren't > > so blocky (as well as exits). Pro: Easy to do. Con: there is > > still a disparate > > scale > > 2) unified outdoor scale. In this mode, things like the city > > would actually be > > on the world maps (so you have the same scale inside and outside the city > > gates). Pros: Unifies 'outdoor' scale. Puts cities actually in > > the world map, > > so various spells or other abilities could let you bypass gates > > and so forth, > > giving the game more potential character. Cons: A bit more > > effort to do. May > > open things up to abuses. > > 3) Totally unified scale. This basically takes #2 above and extends it to > > everything. So shops are just 20x20 blocks actually located > > within the city, > > which is located with the world as a large. This would make > > everything much > > bigger (cities would have to be several hundred spaces across > > just to hold all > > the dungeons, shops, etc). Going accross country really would be a major > > journey. Pros: Basically takes what maps we have now and creates > > an apparantly > > huge world. May let players find maps they otherwise wouldn't (I > > know for a > > fact I don't try every house in the city, since 90% are closed, > > but if your > > taking a shortcut accross some area, you may notice some monsters in some > > house). Cons: A lot more work - this could probably be done > > more piecemeal. > > May make the scale too big (very hard to find some dungeons for example). > > Definately would want automatic tiling if this is done. > > > > Change: Allow transportation objects > > Details: Basically allow things like horses, dragons, boats, etc > > which speed up > > travel time or let you travel over types of terrain you normally > > could not go > > over. > > Pros: Adds some neat abilities > > Cons: Ability to travel over some types of spaces may open up > > abuses (ie, easy > > to get some quests, etc). Demand for this may not be really high? > > > > Change: Spell objects > > Details: remove spellist.h and spells.h file - instead have all > > that information > > contained in archetypes. Rely on archetype data for more > > information for spells > > (ie, size of explosion for the variosu fireballs would be by > > value in arch). A > > players known spells would be these spell archetypes in the > > players inventory. > > These archetypes would also be mutable, so someone could easily > > make a 'mega > > fireball' by taking a large fireball spell object, increase sp > > and size, and > > putting it in a spellbooks (spellbooks would basically be a book > > with a spell > > object within it - if player successfully learns it, this object > > goes from book > > to player object) > > Pros: Make spells much more extensible, and may actually reduce > > amount of code > > (as more data would come from archetypes and not values in the > > code itself) > > Cons: Likely to be some performance hit. Mapmakers could put out > > abusive spells > > (but no worse than right now with abusive objects I would guess) > > > > Phew. Longer than I thought it would be. > > _______________________________________________ > > crossfire-devel mailing list > > crossfire-devel at lists.real-time.com > > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel >