Finally had a chance to start playing with Crossfire again... Looking at the "what new stuff do you want to see in Crossfire" poll at the website, it looks like there is quite a bit of interest in seeing new spells, skills, races, and monsters. One problem I run into trying to add new things is the fact that MOST of them require recompiling from scratch - and getting anyone else to try them out requires generating a diff and talking someone else into also recompiling from scratch (and hoping CVS hasn't changed in the relevant areas in the meantime...). Realistically, this means only the person who created the new "thing" would ever try it out, and nobody on a dial-up line would ever be able to contribute effectively at all (as running a server on a dial-up line is not as simple to keep up long enough for anyone else to try it out...) While this is unavoidable in some cases, I think it'd be helpful to have support for reading "external update" files for any of the data files that are read on startup (such as the treasures file, the archetypes file, etc.). This way, if someone generated a new race (requiring nothing more than new arch's, barring any completely-new abilities that can't be defined there), anyone who wanted to try it out would need only drop the generated "add-on" files containing the extra archetypes-file info and extra treasures-file info into the appropriate place and restart the server. Similarly, it would be helpful if more of the "generic" functionality were to be split out of the source code and into configuration files/arches (such as hand-to-hand attacks, the "generic" bullet/bolt/ball/cone spells, creatures summoned by different summon-type spells, etc.) would make it easier to contribute new variations for testing and evaluation for inclusion in the "real" source. As I recall, all of those categories in the game are really defined by external config files, but it is currently still necessary to edit header and source files to add the names (and recompile), which cuts out a lot of potential testing of new spells. I don't know how difficult this would be do do in practice, so I assume it's incredibly easy for any of the official developers and therefore I demand that it be done immediately. : -) (I'm still surprised that there's no "biting" HtH attack, given the number of biting monsters [mice, snakes, wolves, etc.] wandering around...) Finally, some published semi-official guidelines as to what's required for "acceptable" submissions of new races, spells, foods, materials, etc. would be helpful, similar to the existing documentation regarding new skills, e.g. something along the lines of: "For a new race, one must have graphics for a minimum of 4 directions and an arch file. The race's attribute modifiers should not normally got beyond about +10 or -5 in total, and no individual modification should be more than +15 or -15. If the race has any abilities beyond variations of existing abilities, the submission must include a patch against current CVS which supplies the necessary code." or "A new hand-to-hand attack must include the appropriate arch, treasure-file entry, and appropriate attack messages. Base damage should not exceed (whatever) and speed should range from (x) to (y)." and so on. Thoughts? Or is this just another gigantic can of metaphorical worms on top of the ongoing "materials" discussion? (Incidentally, I LIKE the new materials system, though obviously some quirks [naming, etc.] still stand to be worked out...) _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel