So I've posted a couple ideas lately, and I found that it would be more likely to have major improvements in CF 2.0. I'm a coder and I've found very little information about CF 2.0, and I'd like to take a look at it. Also if we could use UML ( Unified Modelling Language ) to design it. This would allow newbies a place to start to look, and see how the program is broken up.
Any thoughts?
Crossfire 2.0
Moderator: Board moderators
Well, afaik there are no informations about version 2.0.
There is work going on that will improve the protocol under the plates a bit...
but afaik there are no big game-features planned. And certainly there are no plans
to work on the graphics for example (there are no artists afaik
).
And UML far far way off for version 2.0 unless the developers rewrite the complete
code base. There is barely (none) an object-oriented approach visible in the source
code. It would also be too much work to rewrite the whole server in C oder C++...
And UML would be only nice for documentation purposes, it's not neccessary for design IMHO
(even if many people use it for that... but i still use pen&paper or my
brain imagination).
On top of that the current source code is quite 'crafty'/'crazy'/'weird' at many places
(IMHO!).
It's easy to add new hacks, but they will stay hacks for ever and the source code
quality would continue to decrease IMHO. It would need some fundamental
redesigns at some places, for example:
C++ with a real hierarchical object system inside or just simplification of
code at many places. Reduction of code duplication and general more use of
abstraction.
And bring the plugin system to a state where things like new commands can
be added, or new skills can be implemented with a script. Or make NPC
interaction script-based.
But all this would mean a lot of work that wont be visible to the user, and i guess/sense
that there are few developers on crossfire who have the time for such major changes.
Me and schmorp and some others are investing a lot of time into crossfire+,
which is some (more or less) kind of fork of crossfire (we didn't want to fork,
but we setup our own CVS and later a project page for the source code).
We are trying out new ideas and we aren't so worried about new stuff
(for example new graphics or balancement fixes in the game).
Most of the ideas were successful and work well (users accepted the harder
experience graph and the less death-penalty for example, or the rod balancing we
applied, or the new player-killing system).
Also a perl-plugin system was added, and we recently rewrote the 'tell' command
with a perl-script (that enables ignore/unignore commands now!). And i am
currently working on a new jeweler-skill (also in perl).
We setup our own source tree as we sensed that some cf devs would not approve
most of our changes, but we wanted to try them out anyway and we also needed to fix
crashbugs that brought our game server (cf.schmorp.de) down from time to time.
I guess what differs crossfire+ from crossfire is the direction it moves.
There is work going on that will improve the protocol under the plates a bit...
but afaik there are no big game-features planned. And certainly there are no plans
to work on the graphics for example (there are no artists afaik

And UML far far way off for version 2.0 unless the developers rewrite the complete
code base. There is barely (none) an object-oriented approach visible in the source
code. It would also be too much work to rewrite the whole server in C oder C++...
And UML would be only nice for documentation purposes, it's not neccessary for design IMHO
(even if many people use it for that... but i still use pen&paper or my
brain imagination).
On top of that the current source code is quite 'crafty'/'crazy'/'weird' at many places
(IMHO!).
It's easy to add new hacks, but they will stay hacks for ever and the source code
quality would continue to decrease IMHO. It would need some fundamental
redesigns at some places, for example:
C++ with a real hierarchical object system inside or just simplification of
code at many places. Reduction of code duplication and general more use of
abstraction.
And bring the plugin system to a state where things like new commands can
be added, or new skills can be implemented with a script. Or make NPC
interaction script-based.
But all this would mean a lot of work that wont be visible to the user, and i guess/sense
that there are few developers on crossfire who have the time for such major changes.
Me and schmorp and some others are investing a lot of time into crossfire+,
which is some (more or less) kind of fork of crossfire (we didn't want to fork,
but we setup our own CVS and later a project page for the source code).
We are trying out new ideas and we aren't so worried about new stuff
(for example new graphics or balancement fixes in the game).
Most of the ideas were successful and work well (users accepted the harder
experience graph and the less death-penalty for example, or the rod balancing we
applied, or the new player-killing system).
Also a perl-plugin system was added, and we recently rewrote the 'tell' command
with a perl-script (that enables ignore/unignore commands now!). And i am
currently working on a new jeweler-skill (also in perl).
We setup our own source tree as we sensed that some cf devs would not approve
most of our changes, but we wanted to try them out anyway and we also needed to fix
crashbugs that brought our game server (cf.schmorp.de) down from time to time.
I guess what differs crossfire+ from crossfire is the direction it moves.
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- Regular
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RTFW
Theres a general todo on the wiki, used by me, and a few other people as a public todo list:
http://wiki.metalforge.net/doku.php/dev_todo
A link on this page goes to a list of things that at least one person wants for the 2.0 release.
http://wiki.metalforge.net/doku.php/dev_todo
A link on this page goes to a list of things that at least one person wants for the 2.0 release.
Re: RTFW
Oh, okay, i didn't know about that wiki.techolous wrote: http://wiki.metalforge.net/doku.php/dev_todo
A link on this page goes to a list of things that at least one person wants for the 2.0 release.
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- Forum Fanatic
- Posts: 852
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- Location: Hemel Hempstead
Last I checked, it was being discussed the implementation of streaming protocol.
Also, the prospect of 3d modeling for monsters is also in discussion.
Hopefully, we hope to see crossfire mature to a more 3d enviroment from the 2d flatland. :p
Also, the prospect of 3d modeling for monsters is also in discussion.
Hopefully, we hope to see crossfire mature to a more 3d enviroment from the 2d flatland. :p
lordyoukai.DA
My wraith is cooler than your dragon.
My wraith is cooler than your dragon.