AW: [CF-Devel] Floors / walls and archetypes

crossfire-devel-admin at archives.real-time.com crossfire-devel-admin at archives.real-time.com
Mon Sep 29 10:55:19 CDT 2003


>
     
      FYI I'm using special archetypes with a specific item type (in
     
     >
     
      define.h), with changes to manual_apply to handle those new types...
     
     >
     
      So you just have to look at a wall, 'apply Floor builder => you remove
     
     >
     
      the wall & put a floor instead :)
     
     
Thats exactly was never should happens or possible. Even cf is not that
vulnerable in this area, changing floor arch (which defines "bottom" of
a tile stack) to a wall type (which should be top and having different
flags)
is really bad from technical or design points.

The point is, that there is a big difference between "map making" and
"ingame map customizing". They are from a technical view
absolutly different.

The first is a technical process outside the game - the 2nd is part
of game play. Never mix it.

Customizing needs a special interface which defines whats allowed or
not and control what can be changed or not - like color of wall or
droping a "non_pick" table here or there in a player house (and ONLY
there).

Btw, this is a somewhat complex & big coding part which needs alot
of brainstorming before it should included. Commercial mmorpg has it
too but they need usally years after release to complete integrate it.



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