Andreas Vogl wrote: > A lot of people have complained about the new material code > since it has been put in place. That is something we > shouldn't ignore. > [...] > > > As I understand it, Tim's main point in this thread was > that the full item-creation should be enabled. > This would create a better use for materials, but I'm > not convinced that it would fix any of the problems. > > Well I for one am a bit sorry with the initial tone I took on this, but it was based on the other reactions showing up in the list about buggy behaviour and a first impression of a pile of weirdly named items and my not carefully looking at how the material stuff worked. It is implemented better than I thought (IMHO). Not that there isn't still room for stuff to be done however. The issues were legit, but they were fixed more with tweeking than patching I think. And even without considering construction and deconstruction of items, this is still a useful addition I think. > > So, all that being said, I agree with Mark's point of view: > It would be better to integrate materials in the > artifacts file, and let it focus more on creating > special items rather than adding random materials > to everything. > I think there is a misrepresentation on this random material thing. Since I may have contributed to this I feel obligated to address it. Now it is fully possible to specify a material using the materialname field (what happens if the 'material' is '4096' (ice) and the materialname is 'oak'?) so it is a bit annoying but the basic idea is good. It is only a matter of explicity setting the 'materialname' in the arch to create the specific item you want (the appearance of randomness is because this wasn't done in many cases - most likely to get some of these things in circulation fast), not because of the design of the code. Actually the code makes it real easy to specity a particular material but this wasn't done to many arches so many things are assigned a random material. There may be some tweeking to do as well. It might be an idea to change Iron to Metal and Leather to Hide and make another organic type to seperate flesh from vegetable matter. I can see that maybe gold and lead (others?) should be in the soft metal category (no more gold or lead swords by accident?) I am not sure how the magical materials should work (seems strange - especially since there are other magical object fields). There are also a lot of stones missing, namely the gem types (diamond, ruby...) which would fix the 'granite' diamond issue. On the other hand I would hate to see a new material created for everything under the sun rather than making a good set of materials with significant differences (I was worried about mention of mithril crystal because mithril melted on a particular map- wouldn't it be better to raise the durability of mithril?) These are fairly minor things though and don't really speak to the code. For your edification there's a current list of materials following the body of this message. I don't see much advantage in moving the materials from it's own file to the artifacts file. If it is to be on the server side at least it is currently in one place now. It wouldn't make things any better integrating it into another file and might be more confusing. Right now it is one stop shopping (even if you need to download the server code...) Now I think every one would agree that the material field has to be fixed so that there isn't two places to specify the material, but it is totally alright in my opinion to keep the basic functionality the same so that if you specify 'metal' you get a random metal, but if you specify silver, you get silver. This was my initial worry that there was no control on the material generation, but I was mistaken. (I was under the impression that Tim was having to change the code to fix stuff like 'leather armor' or 'mithril mithril chainmail', not merely tweeking the arches...) The current having two field thing is more nitpicky (but still it should be fixed) than a real problem. If there was no way to randomly specify a material type, then it would be nesessary to make an arch for every possibe item to generate random items which would suck. On the other hand, when making a map it is possible to specify a material so this is good. Even better the materials do have modifiers for value, weight, saving throws, damage, magic(?). I used the example before, you can have an arch for say a breastplate, specifying the material as metal. A map maker can easily take this arch, drop it on a map and either leave it as metal (resulting in a random metal) or mithril (specific). This is good in my opinion. I do wonder about what to do with items with multiple materials however. One thing that would be nice (read WISHLIST) would be that you could specify a colour in the material so that generic images could be made for some things and the colour applied based on the material. This would make it easy to have a single image for so many items (armour, ore, ingots). There is little point of having a materials system like this if you have to create arches for every damn item anyway just to get a picture. There is tons more to say, I have run out of time however. I would like to talk about fireballs and acid and mining and stuff too... MATERIAL LIST PAPER (1) none IRON (2) gold silver copper platinum lead steel bronze mithril GLASS 4 none LEATHER 8 snakeskin humanskin bearskin dragonhide wolfhide deerskin WOOD 16 oak birch spruce balsa yew bamboo ironwood wyrmwood ORGANIC 32 none STONE 64 marble obsidian limestone runestone CLOTH 128 silk velvet burlap wool kashmir astolare asbestos rubber ADAMANT 256 argonite sanguinite abyssium astrium celestium damascus adamantium magmasium electrum* -->electrum is a precious metal like silver no? perhaps electisium glacium LIQUID 512 none SOFT_METAL 1024 none BONE 2048 ivory dragonscale ICE 4096 none SPECIAL 8192 ? _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel