Help Regions

Closed and being reorganized.

Moderator: Board moderators

cavesomething
Forum Fanatic
Posts: 852
Joined: Sun Jun 13, 2004 2:07 am
Location: Hemel Hempstead

Help Regions

Post by cavesomething »

A few minutes ago I posted a patch to implement region support in crossfire.

This now leads to the question, what should the regions be what maps should they contain?

Before you answer this question, consider that the regions inherit properties from parent regions, so this can have a far more sophisticated answer than a list of the cities in the game.

If you don't understand what I mean, read the document I posted on the CF mailing list and http://cavetroll.uwcs.co.uk/Regions
bort
Forum Junkie
Posts: 607
Joined: Sun Jun 20, 2004 9:40 pm
Location: LG

Post by bort »

No doubt cities have their own regions, while there is an ungoverned "wilderness" region. City regions would be about at a range of 100-150 squares from the main citie's wall.
lordyoukai.DA
My wraith is cooler than your dragon.
cavesomething
Forum Fanatic
Posts: 852
Joined: Sun Jun 13, 2004 2:07 am
Location: Hemel Hempstead

Post by cavesomething »

Ok I have hijacked the crossfire wiki of lore, since nothing else seems to use that atm. :)

http://crossfire.freezope.org/wiki/CF_l ... i/Projects

I've added some region descriptions to give an idea of what I am talking about.

This is a general call to any and all, please look over what is there currently and extend to include more and better descriptions.
mikeeusa22

Post by mikeeusa22 »

Nice :). The discriptions are pretty good :D. Gives a MUD type feel to the game.
Rednaxela
Senior member
Posts: 434
Joined: Wed Jan 26, 2005 5:13 am

Post by Rednaxela »

I think regions is a great idea, but I still think players should be able to find out their current coords in bigworld. (at least when not in a city)
cavesomething
Forum Fanatic
Posts: 852
Joined: Sun Jun 13, 2004 2:07 am
Location: Hemel Hempstead

Post by cavesomething »

have you ever used the mapinfo command? It prints the name and path of a map as well as its message.

If you are on a world map, you will see the map name, which will be of the form world_x_y (or is it y_x, I don't recall off-hand).

The only effect my regions patch has to that is to print the region name /as well/. There is a whereami command that is independent from that and should give a higher level overview.

Possibly you could argue for having a list of city coordinates, but that is something independent from this.

Maybe Mikee could overlay a co-ordinate grid on his shiney new world maps?
mikeeusa22

Post by mikeeusa22 »

Hmm good idea. the maps are from 1-129 right?
I might just make the grid and not label them... unless someone makes a script to create 1-129 equadistantly spaced in a 1500pixel area...

Oh also bigworld is 17 miles left to right so all you complaing about it being too big quit yapping (and btw im making more maps for it so it will be filled up more soon).

(60ft*1500)/5280 = ~17

cavesomething wrote:have you ever used the mapinfo command? It prints the name and path of a map as well as its message.

If you are on a world map, you will see the map name, which will be of the form world_x_y (or is it y_x, I don't recall off-hand).

The only effect my regions patch has to that is to print the region name /as well/. There is a whereami command that is independent from that and should give a higher level overview.

Possibly you could argue for having a list of city coordinates, but that is something independent from this.

Maybe Mikee could overlay a co-ordinate grid on his shiney new world maps?
Mith
Senior member
Posts: 348
Joined: Mon Oct 25, 2004 5:53 pm
Location: somewhere in nowhere

Post by Mith »

world maps go from 100 to 129

i am currently working on a 'map' page that allows clicking and something that looks like a zoom function

the main map uses 30x30 small (50x50) images resulting in a big image of 1500x1500. it shows a grid (cell padding) and a 'mouse over' title <img title="mapname" src="path/to/file">

i have no knowledge of php, so i fail to use php (which does exactly the same... so no worries)

If i knew php, i would make all images clickable, and have them open a 5x5 area of the world map with bigger (200x200) images, who all are clickable and then open 800x800 images to show 'full detail' (its 25% of the actual size)

Okay, maybe i should just use extensive bash scripts to create a set of 900 html pages that features this... ;)

final note: i lack web space and bandwith to host it, so no previews now...
final final note: i can run a webserver at work (which would be available about 8 hours a week)
Last edited by Mith on Tue Mar 01, 2005 10:31 pm, edited 1 time in total.
Mith
Senior member
Posts: 348
Joined: Mon Oct 25, 2004 5:53 pm
Location: somewhere in nowhere

Post by Mith »

i also can run a webserver on my adsl connection. this is VERY VERY slow, so you would have to wait quite a few minutes to download all 3.6 MB images that form the world map...

you can visit it here: http://62.251.104.53/~wim/crossfire/

now... the PHP stuff ;)

I also created one large image from the individual map images. Soon as i know how to have php working like i want it (this might take months!) i'll use one large image and html's image map feature. this will save a _LOT_ (over 90%) of bandwith.

the big image is here: http://62.251.104.53/~wim/crossfire/big_world.jpg

note: if you want a png version (lossless, supply me with your email address)
Bibendi ergo sum
or rather: sum ergo bibendi
Ryo
Forum Fanatic
Posts: 752
Joined: Mon May 19, 2003 9:16 pm
Location: Paris, France

Post by Ryo »

I made an item, which is in cvs, a few months ago, called 'GPS' (ground positioning system), that tells you the exact location when on a world map.

Alas, it doesn't yet appear in any shop list, or in any quest - i haven't yet created a quest for it, but if someone wants to.... :)

Thought of changing behaviour, to make it cost money to check location (and something like 1000pp per check, so it's expensive)
Locked