[CF-Devel] Large forest. Was: more proposals

crossfire-devel-admin at archives.real-time.com crossfire-devel-admin at archives.real-time.com
Tue Jun 24 02:00:16 CDT 2003


>
     
      The general problem I was talking about was not just elevation
     
     information,
>
     
      but any per tile information that may be added in future versions of the
     
     >
     
      server.  I gave local mana and grace as examples that your method would
     
     not
>
     
      help with.  I actually see no problem with your method for elevation, I
     
     was
>
     
      just pointing out that it won't work for the general problem of new per
     
     >
     
      tile info.
     
     >
     
     
     >
     
      On the other hand, I currently have no ideas of my own for solving that
     
     >
     
      particular general problem, and for all I know, there is nothing coming in
     
     >
     
      the next few versions that would require it.  It would be nice to have
     
     >
     
      Lythander be a big influence in my forest though B-).
     
     >
     
     
     
Well it certainly does need solving.  I don't see storing these sort of raw
values in every tile very sustainable - even if a reasonable way to manage
large changes can be developed for the Java editor, it has to be remembered
that these sort of things need to work with other worldmaps and other
editors as well, not just bigworld and the java editor.   If someone were to
generate a worldmap by hand the weather system should work for that map as
well without requiring elevation be added to each tile.  Even it is a matter
of brute force generating an entire ghost map of elevation whenever there is
a large change to the world maps on your server for the weather code to
reference it would be better than trying to maintain these elevation levels
in the map making tools.  It is simple to maintain the existing value yes,
but that isn't good enough.. If an area is converted from hill  to a lake -
it makes no sense to keep the current elevation which was generated and
'sloped' by the map generation tool - now that area is out of context and
needs to be re generated.  Adding in random values based on the new arches
will make the map too choppy.
 I question the need to have the weather so specific in any case.  Couldnt a
good weather system be worked out based on a single average elevation per
map and the ground arch types in each tile? Were not calculating cow farts
on the ozone here - so far it is just pretty to have weather and there is no
game play value yet.
It would be better to figure out a different way of doing this sort of
thing.  For stuff like local variable mana and grace it is more likely that
something like no-magic tiles would be used. I can't see implementing a
system where every tile on the map had it's own hardcoded mana or grace
modifier...  I have thought of the possibility adding a field to floor
arches that could be set to indicate belonging so that you could indicate
that a certain area 'belonged' to a specific city or other such abstract
entity.  These could be manipulated pretty easily and then areas could be
linked to an object to impact local effects (local modifiers to mana, grace,
speed, weather...)


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