> > > Maybe a question to consider in that case is: can't the weather be computed > using larger grid elements, for example 10x10 squares ? The weather would > still be precise enough, but computing time would be reduced somewhat. I > doubt a square-level granularity is really needed given the apparent scale of > the bigworld map. > I don't advocate changing the resolution or the way the weather actually runs in game. I think having an elevation value for each tile is reasonable, but just should not be stored in the arch so that map makers don't have to deal with it. Computing time wouldn't really be an issue here since this computing would not be done while the server (game part anyway) is running. The weather map generation is already a long routine since it must examine each arch anyway to generate humidity and pressure maps. >> I understand some people don't like fully random maps. Thats perfectly >> fine. I have no intention of forcing anyone to use them. But I would like >> to be able to set a setting and have them occur. >> >> > > I don't understand the goal of doing this for the worldmap. The worldmap by > itself is just a way to bind all quests and locations together in a coherent > way. The worldmap isn't seen as a quest by itself. What would be the purpose > of such a system ? Is it worth sacrificing speed on commonly used parts of > the code for it ? > > I would like the weather to work with any set of world maps - no matter how they were generated. I just don't think it's a good idea to tie in the elevation generation for weather with the map creation. You can create a world map any way you like (generated by a fractal program, by hand, from a digitized map of France or a photocopy of your butt...) and hopefully build an elevation map for weather for it with just a per/map base elevation value and a table for elevation ranges for arches. Having to plot a base elevation per map is a reasonable comprimise (compared to somehow generating a value for every tile on the map) I think. Also, I suspect a working elevation map for good weather can be a bit chunkier along the z axis than than an elevation map for generating and placing landscape. I brought this up as a possible answer to Andi's remarks on preserving elevation with the map editor (bad idea IMHO) not to have Tim or anyone rewrite the weather system. If someone comes up with a suitable script to do this then I am suggestin we use it is all. > Anyways, to me, the ideal solution would seem to be to keep in the > object itself. We apparantly have scripts that will backfill > elevation data - presumably, these scripts can be/are smart enough to > only fill in spaces where elevation has been removed, and not to write > over elevation for spaces player explicity sets. > > What's the problem of using these? It seems much simpler than > writing a new system to deal with this, especially because the tool is > already in place. Presumably, it wouldn't be hard to also make these > have a little bit of logic (eg, the area on this map in spaces x,y -> > x1, y1 shouldn't be backfilled, but instead of an elevation of 1200 ± > 200 ft, to mimic variation in landscape. The problem is that it is really hard to keep this information in the arches and if you manage to preserve it when you make changes, the information is really meaningless anyway. Right now you can screw up the weather system by adding a little town to the worldmap. Or the roads - this is way too fragile. Case in point - when Andi put a ring of mountains around Brest I could not just use the backfill script since the old elevation wouldn't match the fact that there were mountains there now (and then what's the point right?). For this I ran a script to lay elevation values based on the arches (like a mountain was 5000-11000 ft, a snowy mountain was 16001 - 25000 ft...) but this produces a choppy, not smoothly landscaped. The tiles that were added and the old tiles that didn't change could easily have huge elevation gaps between them. You would see a nicely sloped mountain range, but the elevation is jagged cliffs (the alternative however was no elevation which is like a pit.) Over time storing the elevation in the arches and filling it in with scripts will cause choppy and non-representative elevation data. If you can come up with a logical script to fill in the elevations, then it would make more sense to run it only when the maps changed anyway - which is my what I am saying. The only thing is that if you save the elevations in the arch you have to run this script every change or you have these dead cells, where if you save it as a elevation map itself you only have to run it when there are substanial changes (you don't need to run it when you build a road or forest an area, only when you add a lake or a mountainn or something...) There isn't a need to change the weather code drastically to do this either, just come up with a logical way to generate elevation from the existing maps and store the elevation differently, and you could get by with just copying out the existing elevation for now. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel