Mark Wedel | 1 Feb 2008 05:32
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Re: Weather code


  I'd also say it could go, and probably doesn't need to be replaced.

  A few other notes I recall about it:

- A goal was not only to mimic weather, but also try and mimic and alter the 
environment.  For example, if an area that currently had forest never got rain, 
it would turn to desert, or if desert got bunches of rain, it would turn to 
grass or forest.

  A problem with that is that I think the world is laid out how folks want it, 
so it would actually be annoying to have the great forest disappear and turn 
into a desert (certain maps and quests correspond to actual terrain, like the 
ruins are in the northern desert)

- Related was the idea of different plants (herbs) that could be harvested 
spawning based on right conditions - eg, this area gets right amount of rain 
fall, has right temperature, and so ginseng would grow there.

  While that could still be nice, probably better ways to do it.  One could come 
up with basic rules of where certain things grow (this only grows in plains, 
only in hills, etc).  And then at a map level, could have some basic climate 
information which dictates things further.

  For example, ginseng might grow in grassland in warm areas, and beladona in 
grasslands in cold climates.  The map information itself could dictate if 
something is a warm or cold climate (while some world map tiles may be on the 
both, in general, I think that resolution would be enough)  That could get the 
different plants growing without the need for an entire weather system.
(Continue reading)

Nicolas Weeger | 1 Feb 2008 21:16
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Re: Weather code

Considering the strong opinion there is on this subject, I removed the code :)

Nicolas
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Nicolas Weeger | 2 Feb 2008 00:15
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What Crossfire is missing

Hello.

Here are things Crossfire is missing IMO:
* quests, new maps - there is some work on that, but not that much
* ingame lore and stories - many stories on the wiki, not integrated ingame
* graphics (new if possible, or remake existing ones)

Any takers for some things? :)

Nicolas
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Kevin R. Bulgrien | 2 Feb 2008 07:37
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Release announcement URLs broken?

The ftp sites listed in the announcement don't seem to work.

> Crossfire is available on the following ftp sites
>
> Primary:
>     ftp://ftp.sourceforge.net/pub/sourceforge/crossfire
>
> Secondary:
>     ftp://ftp.real-time.com/pub/games/crossfire

The SF link... who knows.  I didn't try that hard and sometimes
their stuff is hit-or-miss.

Note that ftp.real-time.com has no pub/games directory that is
visible.

Nitpick alert:  The release signature is January 1, 2008. ;-)

In all, though, its good to see another release out.  Some of
those ChangeLogs are huge!
Nicolas Weeger | 2 Feb 2008 09:34
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Re: Volunteer for Windows builds?

> (Moving the discussion from IRC to the ML)
>
> What about using something like CMake ?
>
> http://www.cmake.org/HTML/Index.html
> http://www.cmake.org/HTML/About.html

The issue isn't really the project/Makefile. The issue is to setup the build 
environment correctly :)
(especially for the GTK client)

Nicolas
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Nicolas Weeger | 2 Feb 2008 10:26
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Re: New plugin: citylife - help needed

> I don't know if you already know this, already use it, already plan to
> use it, whatever, but:
>
> Sim City (classic) has been just GPLed under the name "Micropolis", and
> the automata that runs the "sims" in the game is available as a library
> within the source tree.
>
> http://www.donhopkins.com/home/micropolis/
>
> When that happened, one of the first things I thought was, how awesome it
> would be to use it to control NPCs in a game like Crossfire!

Well, I'm not totally sure it's nice to control NPCs, because as far as I know 
it manages more shops/buildings than individual characters :)

It could be used to control the general town development, though. But I'd 
rather see something based in part on player activity (players don't use at 
all a shop => it disappears)

Of course, we could use some algorithms and ideas from that!

Nicolas
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Lalo Martins | 2 Feb 2008 15:32
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Re: New plugin: citylife - help needed

Also spracht Nicolas Weeger (Sat, 02 Feb 2008 10:26:17 +0100):
>> Sim City (classic) has been just GPLed under the name "Micropolis", and
>> the automata that runs the "sims" in the game is available as a library
>> within the source tree.
> 
> Well, I'm not totally sure it's nice to control NPCs, because as far as
> I know it manages more shops/buildings than individual characters :)

Really?  From the description, I thought it did control the sims too -- 
be born, grow up, go from home to work and back, and so on, I love 
watching them on SC (although it's much more interesting in the later 
games of the series).

> It could be used to control the general town development, though. But
> I'd rather see something based in part on player activity (players don't
> use at all a shop => it disappears)
> 
> Of course, we could use some algorithms and ideas from that!

best,
                                               Lalo Martins
--

-- 
      So many of our dreams at first seem impossible,
       then they seem improbable, and then, when we
       summon the will, they soon become inevitable.
                           -----
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Mark Wedel | 2 Feb 2008 22:11
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Re: New plugin: citylife - help needed

Nicolas Weeger wrote:

> It could be used to control the general town development, though. But I'd 
> rather see something based in part on player activity (players don't use at 
> all a shop => it disappears)
> 
> Of course, we could use some algorithms and ideas from that!

  Have to be careful on that one.

  If I'm running a private server and don't log in for a few days, it would be 
annoying for all the shops to be closed.

  Related to that you are likely to get some towns that may not be used much 
even on active servers - if I have a private server, I'm likely only working in 
one town at a time.

  I'd be more inclined to have towns be a bit more dynamic, but also have that 
driven more my player actions - eg, folks can by plots of lands outside of 
cities, etc or what not.

  At some level, if we let a player do it, then we could also let NPC's do it 
(some number of NPC's buy farms or whatever)
Mark Wedel | 2 Feb 2008 22:18
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Re: Release announcement URLs broken?

Kevin R. Bulgrien wrote:
> The ftp sites listed in the announcement don't seem to work.
> 
>> Crossfire is available on the following ftp sites
>>
>> Primary:
>>      ftp://ftp.sourceforge.net/pub/sourceforge/crossfire
>>
>> Secondary:
>>      ftp://ftp.real-time.com/pub/games/crossfire
> 
> The SF link... who knows.  I didn't try that hard and sometimes
> their stuff is hit-or-miss.

  It appears you can only download them HTTP now days:
http://sourceforge.net/project/showfiles.php?group_id=13833

  as a starting point.  Sourceforge has several mirrors.

  I'll change release notes for future. I'll likely just include those URL links 
in there, eg, 
http://downloads.sourceforge.net/crossfire/crossfire-1.11.0.arch.tar.gz

  And so on for the different files.
Kevin R. Bulgrien | 3 Feb 2008 02:14
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Re: New plugin: citylife - help needed

> I just committed (to trunk) the first version of a plugin named "citylife"
> that aims to add NPCs to towns.
> 
> Plugin is doxygen-documented for interested people.
> 
> Basic summary: when a map is loaded, adds NPCs to random zones. When the
> map is in memory, will randomly spawn NPCs from predefined points (houses
> / shops).
> 
> Behaviour is for now totally dumb, NPCs will just move around randomly.
> 
> Plugin relies on spawn zones and points, and archetype list (to vary NPCs
> for regions).
> 
> Help would be appreciated to define the spawn zones / points for various
> towns (only Scorn is done for now) :)
> (or improve the plugin! see the todo list, or use your imagination).

Out of curiosity, how hard would it be for city life to animate other things
that are not NPCs?  Am thinking along the lines of tumbleweed, whirlwinds,
leaves and such.  Not sure it is a suggestion yet.  Was also thinking of
objects the player might be able to "walk on" rather than have them be
blocking.

I looked a bit. The zones and points in code seem odd, but I guess probably
mostly out of simplicity until it seems it catches on?

Mostly thinking out loud.

Gmane