[CF-Devel] speculations about the floor (elevation)
crossfire-devel-admin at archives.real-time.com
crossfire-devel-admin at archives.real-time.com
Mon Jun 30 21:31:14 CDT 2003
--- Mark Wedel <
mwedel at sonic.net
> wrote: >
>
Elevation - I can see that putting it in the header does not give high
>
enough granularity. What I see looking at the code is that the elevation
>
map is 100x100. So one could put 4 values into the map header and keep
>
the same resolution. Not that I'm really saying this should be done,
this
>
is just a note. I would argue that if the worldmap is expanded, the
sizes
>
of the relative tables should get re-adjusted for the extra tiles, and
not
>
have everything get skewed.
I just had an evil thought. If we are going to remove per tile elevations,
we don't really need a per map value either. For big world, we just need
to specify that the border between ocean and land is at elevation zero, and
calculate from there across the world.
>
I'd guess that those current elevations (100x100) are done by averaging
>
the effected squares?
Correct.
>
just think they'd be more meaningful if more directly associated with the
>
map.
LOS really should use elevation information. Stand on the north side of a
mountain, to the south all you can see is the side of the mountain one tile
away. To the north you should be able to see a great distance. Unless you
are also standing in the middle of a forest off course B-).
>
As far as what the elevation stuff is in, when I first did it, I was
>
thinking feet. While it would be fine to describe it as whatever, I
think
>
it would be useful as developers to be able to map it easily into earth
>
measurements, so if someone says that is 1000', you could more easily
>
grasp what that really means.
I ask specifically so that I could make sure that the elevation to
temperature calculation actually matched reality. I have a formula at home
that is something like 100 meters of elevation subtracts 1 degree
centigrade or something like that. Since the temperature calculations are
in metric, I assumed that the elevation would also be in metric.
>
nice to associate a monster with a region, so it won't wander to places
>
outside of that region (for example, you could have a greater_scorn
region
I had a similar problem in my Ice castle. I wanted the ants to be limited
to a certain area. This is what prompted me to fix some of the inv_checker
bugs. The nightclub prompted me to fix the other inv_checker bugs that I
posted.
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