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. > > > > > > >>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... > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire > ____________________________________________________ Start your day with Yahoo! - make it your home page http://www.yahoo.com/r/hs