Nicolas Weeger wrote: > Hello. > > I was wondering if anyone was doing any big thing on the server (or > client) side. Any big feature planned? > I'm out of ideas right now :) > (ok, i could clean warnings, or write documentation, but it's funnier to > do new things, sometimes). Well, in the near future, I'll probably make a new server release, which is one reason I've been more on top of bugs recently than big features. The TODO list is always an interesting place to look. Anyways, a short list of thoughts: 1) Refine blocking code (flying, walking, swimming, spells, etc). This should be discussed more before actually doing so, because there are many issues (like most projects, much rather it get done properly the first time, vs have to get hacked on multiple times). But quickly, the idea would be to add something like 'required_move_types', 'slowed_move_types' and 'can_move_type' to the objects. The naming here is a bit messy, because there is already a 'move_type' field in the object for pet move, or random moves, etc. Basically, if required move types is set, the player/monster must have one those move types to move through the space. If it is set to 0, then there are no restrictions. slowed_move_types indicates the terrain slows movements for those types. In that way, hills could slow movement for people walking, but not flying. The skills themselves could contain there own move types, to indicate that they help movement through that type of terrain. 2) Re do treasure lists as mentioned in mail a month or two back. 3) client/protocol improvements. One that comes immediately to mind, and not too difficult, is change the drawinfo stuff. Instead of hte server telling the client color informatin, the server should tell the client context information (level gain, killed creature, item description, listing, etc). Probably want to figure out maybe around a dozen of these - in that way, the client, and ideally the player through menus, can determine how to display it (color, different font, etc). 4) Re do character cretion - ideally, give player some number of stat points, and let the client do the work of letting the player set the stats, choose race, choose starting point, etc. I think that would make for a friendlier start than the current method. The server off coursse validates the results. probably others I'm forgetting. As for what I'm working on right now - I'm doing work on a gtk 2 compliant client, developed with glade. I really cared more about the glade part that hte gtk2 part, but glade will make other developement of client interfaces much easier in the future. > > As a side note, bug #757920 (gcfclient Win32 port unproperly handling > cached images) can be closed, it has been fixed in 1.6.0 release. You should have permissions now to update bugs on your own. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel