[CF-Devel] Map building, continued

crossfire-devel at archives.real-time.com crossfire-devel at archives.real-time.com
Tue Oct 28 01:11:57 CST 2003


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      But how can you 'sanity' check automatically? (let's not consider manual 
     
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      review for now). Imagine player using tricks with item builders & such 
     
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      to create items?
     
     
  You have a fairly limited set of objects you let the players put in.

  Eg, a map can contain any combination of walls and floors with no harm.

  Some number of objects, if not modified from the arch, are also fine (chairs, 
tables, etc.  In fact, there are very few objects that if they were not modified 
would be a problem - some number of special weapons and whatnot).

  Now this may not be to the level people want to customize.  But that is the 
same problem with an in map builder also.

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      Also, my point of view is that doing maps in editor is less fun. 
     
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      Building your apartment ingame is much funnier, and also can be made 
     
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      really expensive, so that players need to spent some money ^_-
     
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      And don't forget you'd have to fire the editor (and so have it, as well 
     
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      as java), make changes, upload each time you wanna adjust something.
     
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      And many people probably just don't want to take the time to learn how 
     
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      the editor works in the first place.
     
     
  I'm dubious that a good, easy to use in game map editor can be done that will 
do everything players want without opening up other holes.

  OK - I know that can't happen, because some players have extreme demands.  But 
you really get into problems of what a player want and can you really allow it 
(I want to make a teleporter to X.  I want a cauldron.  I want an ....)



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      Indeed, that'd be a trouble.
     
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      Though I wonder how many feel like testing stuff but don't take time to 
     
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      apply patches. I for one have already enough CF trees around so that i 
     
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      don't feel like copying, applying a patch, testing, then trashing (or 
     
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      applying the patch, testing, reverse-applying the patch).
     
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      'pushing' patches to cvs gives a better chance of tests.
     
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      (but please lemme know if i'm wrong :) And this is not a criticsm, just 
     
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      a comment)
     
     
  Dunno.  You'd probably check out the experimental gate that is by itself (eg, 
not on top of a gate you have made changes).

  Likewise, if you were making changes, you'd likely start with a stable gate, 
hoping to get it in there.  You don't want to be coding on a moving target.

  Unless you don't have disk space, probably not too much effort to just 
checkout whatever revision the patch is based on, and apply that.

  More likely the bigger problem is time.  If I'm working on X, I may not have 
time to look at someones proposed patch for Y.  That's probably the biggest issue.


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