[crossfire] Documentation / handbook / playbook / spoilers
Mark Wedel
mwedel at sonic.net
Sun Jun 10 01:08:20 CDT 2007
Nicolas Weeger wrote:
> Hello.
>
> The doc subdirectory (apart hopefully Developers) is a slight mess, with many
> many non working or obsolete things.
>
> Currently, there following documentations are defined:
> * spoiler book
> * player book
> * spell list
> * handbook
>
> The generation is broken for many things, so we should either fix or remove :)
> Ideally, we should almost be able to generate the spoilers at
> http://crossfire.real-time.com/spoiler/index.html
> And probably some handbooks or guides. Maybe not everything, but probably
> things that depend on server settings/archetypes/artifacts.
At one point the spoiler and handbook generation did work.
That said, the non html version required other various tools, notably I think
latex and dvi2ps or something. IMO, the non html versions could probably go
away - while the latex ones generate nicer versions to print out (table spanning
pages is better done, etc), I really can't see many people printing that data
out. Or maybe to the point, I don't see the format being that much nicer to
have the effort of two versions of basically the same thing (for the rare
occasion someone does want to print it out, they can still do the html version).
Taking a very quick link at the URL provided, I note that some of that data
appears to be data from the spoiler, but better formatted. It certainly
wouldn't be hard to change the spoiler layout, but probably more important to
get it to build.
> I'd be partisan to fix, because (game) documentation is important.
>
> Here are different things that can be generated automatically:
> * standard item list (monsters, artifacts, alchemy formulae, ...)
> * basically, anything that can be extracted, from server or maps (mapper could
> list items in the maps themselves if needed - of course, that would
> documentation would be for "standard" maps)
Extracting from maps gets to be more a problem - the current spoiler basically
pulls data from the archetype or other data files, because that is easy/quick to
do. Pulling data from all maps is more a problem because it would require going
through all the maps, a bit more time consuming (and something that the server
can't do by default - the server obviously knows how to read the archetypes and
other files, and thus spit out the data in a format that the generation scripts
want - there isn't any logic right now for the server to traverse all the maps
and trying to pull out useful information.
It looks like some of the problem with the generation code is hardcoded server
name (../../server/crossfire) - that probably also breaks in the case of
compiling in seperate directory - don't know for sure. Hopefully that isn't too
hard to fix.
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