OK, here are some recent thoughts about maps and elevation and weather and local effects and what have you. First about the weather. The issues I have with using the existing weather code which requires an elevaiton value in every ground tile on the world maps are: 1. it is not maintainable in a meaningful way - meaning that possibly you can keep the original values the map was generated with but this isn't valuble if you make changes to the context (like if you add a swamp or a river it will not be reflected accuratly by the elevation information in the weather system. The other options are editing the elevations by hand (never happen) or scripting an intelligent elevation generator. 2. it requires all other possible map sets to have meaningful elevation generated before the weather can work. 3. The bigworld maps were generated with a simple elevation:arch assignment which means most arches fall into simplistic elevation ranges where landscape only occurs in one range - there aren't deserts or lakes in the mountians or forests below sea level or swamps in highland areas at or the like. So what about it? Well I think it could be better with not a huge amount of change. a I would suggest that the elevation actually be generated from the maps on demand when there are significant changes (something like running './crossfire -E' perhaps?) , and this be stored in a set of elevation maps (just a set of 'maps' which store x,y coords and the elevation). Each world map would be assigned an average elevation (so if you created your own worldmaps you would only have to plot the base elevation each map) and a script would generate sensible elevation for each map tile based on the arch information. Fixing the map editor to generate intelligent elevation would require an approach like this anyway, but this way you could generate elevation for any set of maps given the map base elevations. Then when the weather system actually runs the elevation for that tile can point to the elevation maps, to find the elevation rather than reading it out of the arch directly. It seems indirect, but this would totally solve all three issues (I don't know what type of issues you would have with elevation pointing to a different file but the elevation would be easy to reference since it uses the same coordinate system, but it seems reasonable- is this a linked list?). You could even possibly go further and have weather operate on a larger map than the play map by generating more elevation. On a side note, it would be neat if the client could automatically run the weather command every so often to let people know the temperature and stuff is like - perhaps only when the player is outside and with a setting to turn it off of course... My second more speculative thought comes from my goofing around with making objects for housing and points raised by David Seikel about having local area effects on mana and hp and stuff. I really didn't like the idea of haveing more things in the arches like the elevation hardcoded in the arches to manage, but I was thinking of having a way to indicate that a tile 'belonged' to something else (a local entity, a city, an area effect). I also needed to be able to make a subclass of exit that was unique (not in the apartment way, but in the item way) and that belonged to someone (or a guild or a religion). Well the race field comes to mind here, it would be neat to use race for ground (and for other arches possibly) to indicated it belongs to *something*, this something would be of course an other object with it's own arch. An example would ge a forest where many or all the ground tiles belonged to a "Dark FOrest" arch and these arches would inherit some properties form the dark forest arch (like slower movement, or damage or faster mana renegeration...) This could be an atlernative way (less cluttered) to do no_magic and cursed ground as well, define then as an property of the parent arch to be inherited. It could be used to define the area of a town by setting a 'town' object as the race of it's land (the town object could also be put into NPC inventory...) This belongingness concept doesn't necessarily have to be confined to ground tiles, it would be a neat way to actually do player races (the races would become arches in this case), but this would be a larger type of change than I should be advocating at this time... Fire away. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel