Making a script to chunkify the bigger maps might be a
good idea.

The mlab world maps are only 140^2 though (I'm
assuming load times is the issue? Bigger maps tend to
take a 1/2 sec to load on older computers).

I don't think the apartments have any issues, I tested
them when I made them, and when I motified them after
that... but who knows, mistakes happen.

--- Todd Mitchell <[EMAIL PROTECTED]> wrote:

> Andrew Fuchs wrote:
> 
> >On 7/18/05, Nicolas Weeger
> <[EMAIL PROTECTED]> wrote:
> >  
> >
> >>Hello.
> >>
> >>Is someone actively working on the new
> Python-based guilds? The base
> >>in CVS seems ok, but missing parts obviously
> (unlinked buildable maps).
> >>    
> >>
> >
> >No clue.
> >  
> >
> Yes, however a bug in the python plugin with the
> trigger hook (crashes 
> the server) is holding things up.  Work on the
> python guilds is awaiting 
> a fix for this.  The trigger was to be used for
> enabling special guild 
> features (like the pet kennels) as guild points
> reached certain levels 
> as well as granting access to the different Rank
> Halls (the unlinked 
> maps you mentioned are 'lounges' for guildmembers of
> each ranking) and 
> as another way to assign guild 'quest' points via a
> trigger on a map 
> (the other way to give guiild quest points is to use
> the 'say' hook).
> 
> However, in the meantime there is no reason that
> more maps cannot be 
> developed which contain more special items which
> give access to guild 
> features (I believe that the prices for things like
> the cauldrons are 
> not all set yet) as well as any quests that give out
> guild points.
> 
> >  
> >
> >>IIRC someone voluntereed to integrate mlab maps
> into CVS, but no more
> >>info. What's about it?
> >>    
> >>
> >
> >The tavern moved to navar, with updates, was
> commited; along with some
> >of the new citydeclouds. (by temitchell, at Sat May
> 28 20:11:15 2005
> >UTC).  No idea beyond that.
> >
> >  
> >
> The citydeclouds was committed and some work has
> been done on the other 
> maps as well.  I am/was working on the outlaying
> lands (valleyofrock 
> etc...) and trying to decide how best to split the
> maps into smaller 
> chunks.  Anyone is welcome to help so long as they
> try to follow the 
> basic map making guidelines.  It's better to do
> small pieces which can 
> be easily tested and committed.  Special attention
> should be given to 
> the shops and very large maps with lots of items on
> them.  The 
> apartments are something that I would like to look
> over more closely 
> however.
> 
> 
> Also I'm out of town for a few weeks so things are
> even slower than 
> usual for me...
> 
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> 



                
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