-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Let me tell you a little story Today, a friend of mine asked me - If stand on the roof of a tower, may i see the guys walking in the tower garden? I answered: - No -why?, He asked again - Cause of map system, each stage of tower is a map in itself - This is stupid!, he said. I go back to my own game code So, despite the heat and the fact i had a set of newbies map to finish, i went in the code. And, guess what! I modified the map system so it is possible to define a map "below" current one. The elements on this map look like stacked below the upper map. There is no mix in the code between those 2 map ( a bee on the upper map can't go to the lower map, and a ant in the lower map can't go to to the upper one). If a player walks on the lower map and you are on the upper map, you can see him. I used the following map file entry add-on: tile_path_5 Since 1 2 3 and 4 were the north west east south tiling (not sure of order), logically, now 5 and 6 are below and upper liked maps. Be carefull, the 6 value shouldn't appear in any map, since the server deduced it when loading a tile_path 5 element (there is a map below us, so we are on top of this map). Unlike for maptiling, there is no possible assymetry in the up/down tiling for update easyness (if i drop an item in lower map, i need to tell that to upper map). However, it is possible to create map A ontop of B, which is ontop of C which .... Warning! No endless loop allowed. Code isn't yet submitted (still have to do beta test to be sure i didn't broke anything and still have to create a decent demo map) Just wanted is someone had remarks on this code. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.2 (GNU/Linux) iD8DBQE/MVc0HHGOa1Q2wXwRAlZQAKDbHMKMDprXv9TAkLG6RbLvN8p3sACg6J/E NgAEu2HCM9/s/zwnfvjKaXA= =sUqk -----END PGP SIGNATURE----- _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel