> 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...) _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel