On 7/4/05, Mark Wedel <[EMAIL PROTECTED]> wrote:
> Nicolas Weeger wrote:
> >>2) Does anyone right now really use the magic map command?  One thought
> >>I've had would be to change it - instead of just sending the colors, it
> >>instead sends the faces of everything (or maybe limit it to just the
> >>floor/wall/other non living stuff?)  this would probably make it useful.
> >
> >
> > Yes, I use it often, to spot monsters on maps, and such.
> > Sending faces could make more detailed maps.
> > Also, maybe we could implement automapping? So player knows some maps
> > already visited, and keep that knowledge between sessions. Maybe with
> > a 'forget' factor, losing some details :)
> 
>   Yes, sending faces would make it more detailed - perhaps arguably too
> detailed.  OTOH, maybe not that bad if you go by the basis that for many maps 
> if
> you've been there before, you sort of know what is around anyways.  Certainly 
> by
> sending faces, the client could use it to fill in a bunch of fog of war 
> spaces.
> 
>   As far as automapping, that can almost be done automatically on the client.
> The real issue why it can't easily be done right now is that we hide the
> coordinates that the player is on when they change maps.  This is done because
> without doing so, so maps become much simpler (if you can see where all the
> teleporters are taking you, very easy to see where you need to go and where
> you've been).
> 
>   A real example of this would be the electric church in brest.  If 
> coordinates
> are sent each time you fall through a bit, working your way through the maze
> would be very easy.
> 
>   That said, while playing, it can be very annoying to step on a teleporter 
> and
> have your entire known map go away, even when you step back through again.  So
> it really becomes  balance on convenience vs trying to be secure.
> 
>   More random thoughts on client caching fog maps:
> 
> 1) If some coder was really clever, they could automatically try to figure out
> what map, and thus what cached fog map to use, based on data they see.  A 
> simple
> example is scorn - see 4 signs, a fountain, etc, and you'd easily identify 
> that
> as scorn, and could load up the appropriate data.  Many dungeons would be much
> trickier because the data isn't as consistent or could be more ambiguous (and
> client would have to catch that - did it guess the wrong map, or did someone
> cast an earthwall?)

The current map can be gotten through the "mapinfo" command, though
figuring out where you are located on a map, is more difficult; since
you can make several locations look the same.

> 2) If client was to cache maps, it'd need some logic, just like the server, to
> time out maps that player hasn't visited for a while.  For example, you don't
> want megabytes of random maps stored away, which by definition, the player 
> can't
> visit again.
> 
> 3) Related to above, for random maps, map name may not be good enough to know 
> if
> the right version is in use.  Think of this case - server starts up, player 
> logs
> in and goes to random dungeon (gets random0001).  Server restarts, player
> repeats - gets the same name, but since map is random it is not the same map.
> Yet at the same time, there is some desire to remember random maps, like say
> when going down through a random dungeon - if for some reason you leave and 
> come
> back, would be handy to be able to see where you've been before and make it 
> that
> much easier to get through.

If the map's path (as returned by "mapinfo") ends in "random????",
check to see if the suroundings match what was cached.

> 4) Client caching maps wouldn't have to be that complicated, and wouldn't take
> that much space.  Could do something just like:
> 
> mapsize 20 20
> space 0 0
> forest.111
> sign.111
> space 0 1
> cobblestone.111
> orc.111
> ...
> 
>   because after all, the only think the client knows is the face name/number.
> It'd really need to store things by name since the face numbers can change 
> from
> run to run (OTOH, it could be clever at create a bmaps file for each map that
> contains the number to name map for the faces stored in the map, thus making 
> it
> even easier to parse those cached maps).
> 
> 5) Outdoor maps would need improved handling - right now, the client isn't 
> even
> aware when the player moves across the tiles.  It does have logic to recenter
> and clear out the old data as needed, but to handle outdoor maps, it would 
> sort
> of need some idea of where it is (which goes back up to telling the 
> coordinates).
> 
> 6) It would be neat to have 'map' objects within the game that show a map.  I
> think tchize is working on adding image support to objects.  But what I 
> envision
> beyond that would be if you have one of these maps, and is actually where the
> map displays its stuff, if you applied it, it would 'fill in' the area around
> you on your map (fog of war) area.

That brings in the question, of if there should be a cartography
skill, and if map makers should be able to restrict it's use on some
maps.  I think the results of mapping the maze mikeeusa has been
working on recently would prove to be interesting. (it would need to
be mapped in more than 2 dimensions, since it uses tricks with tiling)

In addition, I think the idea of having "bad" or inaccurate maps, for
the purpose of misleading players, could prove interesting.

--
Andrew Fuchs

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