I see both sides of the compile vs. resource file thing, and also have the impression that a lot of talk is going around about adding new spells, etc., without considering the relative merit of adding such things as opposed to the adding of less glamorous stuff. Just to get it out of the way, I think the old-code people are pooh-poohing legitimate ideas about how well designed resource files can be used. In my experience, huge reductions in code and increases in functionality are generated through the design of robust data structures. Been there, done that. Code is not the ultimate answer. The game content (data) is where it is at. Make a good engine, and the data drives it. But, this is an old and evolving project, and it is probably awfully late to make the kinds of changes that would yield maximal results. So, perhaps the pooh-poohing is not as bad as if it were a young project. More significantly, though, I think that the data file people are overly concerned about compiling and adding features without being willing to invest something significant into the project. As for compiling, all I have is a dial up. Sometimes pulling latest CVS is a pain in the butt. Indeed, sometimes it is more than that. But compiling is just not that big of a deal. I am not a C programmer, but I am a multi-disciplined technical person, and I can whittle this or that out if I am motivated enough. There are enough experts out there that will mangle what I do into something that they think is acceptable - but only if I give them the raw material. BTW, I think that the most significant contribution to Crossfire just might not be the addition of this or that cool spell or item, but indeed might be the documentation that one could write while adding just one cool thing. Either that, or a map that uses existing stuff in creative ways - taking care to do the design in player friendly ways, and filling in the need for medium difficulty areas. If I were a project developer, I think I'd be skeptical of "contributions" that don't really take much more effort than a brain fart. I mean, all of us can dream up a spell or artifact. Does that really mean we all should be mucking around in just adding cool stuff without having to pay dues? There is already more magic than one can practically use. Do we REALLY need more? Sure more might be nice, but Crossfire sure has other greater needs. So, while I see the flexi-data file proposal as being meritorious, I can't say that I am that excited about unleashing a bunch of mithril-toothpaste-like ideas into the game. If I can't or don't want to have to do the foot work to think through, communicate, and decide via committee, whether something is a good idea or not, probably I ought not be messing with an open source game. I really don't think it is the project's goal to cater to the any-joe-can-add-a-feature ability. On the other hand, if the whole thing about committee work being drudgery is legit, perhaps I do the work on my own, figure out how to deal with the existing system, and sell it after the fact - without going into a fit if it doesn't fly. (I still think a lot of hogwash got sprayed around over that food beep thing. The current code was presented as being less code (touted good thing), when, in fact, it is far more code (touted bad thing) than the patch that was submitted to the list... but bygones are bygones, and working with committees of mostly one or few seasoned experts can be a bear. But, the end point is that the gumption factor ended up making the sale - in spite of the hoopla. One can only really prove how valuable something is by showing what you are willing to contribute to it, and not just talk about it voluminously.) I redid one graphic animation - hours of work. Was it fun? Hmm. Not so sure about that. Interesting, yes. Hopefully it counts as an incremental contribution, you know, one of the 10,000 diamonds that it takes to expand the old apartment. But it may be a bit of a stretch for me to expect to be able to dramatically affect game play without an effort, even if it is as small as taking something to committee... or a bit bigger thing like gathering info from the experts and writing up docs about how to do what is already there. I would guess that it is only fair of me to think that I have a ways to go before I should expect to be demanding painless ways to do things that could potentially unbalance game play, and I guess I think that the same is true of others. In the end, let's see some more of the "boring" contributions before we feel we need to be able to make the more glorious ones... I can show you more graphics that could be redone... and in fact, have a few more half-way done, but not yet ready for publication. I'd much rather see work in new or improved types of doors, walls, and other basic building blocks, than in additional spells, skills, materials, etc. We've seen a lot of comments about how map making is one of the game's choke points... Hmm... now where is that trapdoor code? Maybe I need to do some more digging... My new map is stuck because my concept from games past didn't translate over... and I haven't adapted to the Crossfire model. See, I have no room to fuss about how hard it is until I am ready to commit to doing something that costs me. Cheap advice is just that... cheap advice. What projects really need is some of the expensive stuff. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel