Andrew Fuchs wrote: > On 7/18/05, Nicolas Weeger < nicolas.weeger at laposte.net > wrote: > > >> Hello. >> >> Is someone actively working on the new Python-based guilds? The base >> in CVS seems ok, but missing parts obviously (unlinked buildable maps). >> >> > > No clue. > > Yes, however a bug in the python plugin with the trigger hook (crashes the server) is holding things up. Work on the python guilds is awaiting a fix for this. The trigger was to be used for enabling special guild features (like the pet kennels) as guild points reached certain levels as well as granting access to the different Rank Halls (the unlinked maps you mentioned are 'lounges' for guildmembers of each ranking) and as another way to assign guild 'quest' points via a trigger on a map (the other way to give guiild quest points is to use the 'say' hook). However, in the meantime there is no reason that more maps cannot be developed which contain more special items which give access to guild features (I believe that the prices for things like the cauldrons are not all set yet) as well as any quests that give out guild points. > > >> IIRC someone voluntereed to integrate mlab maps into CVS, but no more >> info. What's about it? >> >> > > The tavern moved to navar, with updates, was commited; along with some > of the new citydeclouds. (by temitchell, at Sat May 28 20:11:15 2005 > UTC). No idea beyond that. > > > The citydeclouds was committed and some work has been done on the other maps as well. I am/was working on the outlaying lands (valleyofrock etc...) and trying to decide how best to split the maps into smaller chunks. Anyone is welcome to help so long as they try to follow the basic map making guidelines. It's better to do small pieces which can be easily tested and committed. Special attention should be given to the shops and very large maps with lots of items on them. The apartments are something that I would like to look over more closely however. Also I'm out of town for a few weeks so things are even slower than usual for me...