[crossfire] Python guild & mlab maps status.
Mitch Obrian
mikeeusaaa at yahoo.com
Wed Jul 20 01:50:20 CDT 2005
Making a script to chunkify the bigger maps might be a
good idea.
The mlab world maps are only 140^2 though (I'm
assuming load times is the issue? Bigger maps tend to
take a 1/2 sec to load on older computers).
I don't think the apartments have any issues, I tested
them when I made them, and when I motified them after
that... but who knows, mistakes happen.
--- Todd Mitchell <
temitchell at sympatico.ca
> wrote:
>
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.
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>
>
>
>
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>>IIRC someone voluntereed to integrate mlab maps
>
into CVS, but no more
>
>>info. What's about it?
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>>
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>>
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>
>
>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...
>
>
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>
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