On 27-Jun-03 Mark Wedel wrote: > It would be trivial to add a field to the map header like 'map_elevation'. > It > would also be easy to populate the archetypes with 'sane' elevation values > (mountains are 5000 feet or whatever). The problem with putting it in the header, is that you end up with a granularity of 50x50, which is even less than the weathermap tiles. While we could put it in the arch tiles themselves, I think that will lose precision.. for example, if a forest is allways 3000, you don't get any forests rising out of a valley into a snowline. Also.. I still plan on making fully dynamicly generated worlds working.. If you wreck the precision of the elevation, that becomes impossible. > If these other elevation files are supposed to be maintained, I then really > wonder how likely that is to happen. Map makers making changes may not be > aware > of them. And as said, if this is just holding generated data, why not have > the > weather system itself generate that data? Maybe I'm missing something there. I realize the elevation is annoying to maintain.. But I don't think reducing the precision of the elevation stat is the right way to fix this. --- Tim Rightnour < root at garbled.net > NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel