[crossfire] (Python) script distribution

2006-01-15 Thread Nicolas Weeger
Hello.

There are a few (Python) scripts i'd like to write, to extend Crossfire.
Merely thinking something like a visit card system (to let other
players know your level or skill), or something to autorejoin party at
login time.

So I'm wondering where to put those scripts. Should I put them in the
python subdirectory in maps, and assume everyone will want them? Should
we create a new subdirectory with optional scripts? Should I put'em on
some web page and let interested people download?
Note that this can in some ways apply to existing scripts (occidental
stuff scripts, for instance).

I'd say either put in python subdir, or create a new subdirectory - it's
the simplest way to distribute things imo.

Nicolas

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[crossfire] Moving server towards a modularized system?

2006-01-15 Thread Nicolas Weeger
Hello.

I'm wondering about moving some parts of the code to plugins.
IMO things like weather system (excluding darkness-related things) could
be moved to a plugin, and just hook to server core.
Random maps generation too could imo be moved.
(particularly weather, as it's really optional, setting for that).

Actually, shouldn't the server be just a core with basic rules, and
everything else moved to plugins?

Nicolas

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[crossfire] directing detectors?

2006-01-15 Thread hv
In server/time.c:process_object(), the final switch statement has:
case DETECTOR:
move_detector(op);

case DIRECTOR:
if (op-stats.maxsp)
animate_turning(op);
return 0;
(in both 1.8.0 release and current cvs).

Is this intended to fall through to the DIRECTOR case? If so I'd
recommend a /* fall through */ comment to clarify that.

No other cases within the switch fall through, and I couldn't find
an example in the maps of a detector with maxsp, so I suspect it is
unintentional.

Hugo

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Re: [crossfire] (Python) script distribution

2006-01-15 Thread Miguel Ghobangieno
Assume everyone will want them. If a person spazes out
for downloading 2kB of extra stuff ... who cares? Not
I, nor should you.

--- Nicolas Weeger [EMAIL PROTECTED] wrote:

 Hello.
 
 There are a few (Python) scripts i'd like to write,
 to extend Crossfire.
 Merely thinking something like a visit card system
 (to let other
 players know your level or skill), or something to
 autorejoin party at
 login time.
 
 So I'm wondering where to put those scripts. Should
 I put them in the
 python subdirectory in maps, and assume everyone
 will want them? Should
 we create a new subdirectory with optional
 scripts? Should I put'em on
 some web page and let interested people download?
 Note that this can in some ways apply to existing
 scripts (occidental
 stuff scripts, for instance).
 
 I'd say either put in python subdir, or create a new
 subdirectory - it's
 the simplest way to distribute things imo.
 
 Nicolas
 
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Re: [crossfire] Moving server towards a modularized system?

2006-01-15 Thread Miguel Ghobangieno
Why? That's just extra useless busy work. You could
code in drunkenness (see previous post) if you're
itching for something to do.
 
--- Nicolas Weeger [EMAIL PROTECTED] wrote:

 Hello.
 
 I'm wondering about moving some parts of the code to
 plugins.
 IMO things like weather system (excluding
 darkness-related things) could
 be moved to a plugin, and just hook to server core.
 Random maps generation too could imo be moved.
 (particularly weather, as it's really optional,
 setting for that).
 
 Actually, shouldn't the server be just a core with
 basic rules, and
 everything else moved to plugins?
 
 Nicolas
 
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 crossfire@metalforge.org

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Re: [crossfire] (Python) script distribution

2006-01-15 Thread Yann Chachkoff
I think the webpage idea isn't very good - most people will simply 
ignore/dismiss them. I'd rather see harmless scripts get directly into the 
python subdirectory of the map repository, while the more controversial ones 
could get into an optional package, available at the same download location as 
the maps or the server. Controversed scripts could also get into 
/maps/python-optional - even if it means people will download some files 
they'll never use, I think that the space overhead is really negligible.

As long as the added functionalities don't disturb the play balance (and are 
not too bugged :)), I think they should get into the maps CVS repository. 
That's exactly what we do when we add new functionalities coded in C, so 
there's no reason to handle this differently. 

-Original Message-
From: Nicolas Weeger [EMAIL PROTECTED]
To: Crossfire Discussion Mailing List crossfire@metalforge.org
Date: Sun, 15 Jan 2006 14:45:42 +0100
Subject: [crossfire] (Python) script distribution

Hello.

There are a few (Python) scripts i'd like to write, to extend Crossfire.
Merely thinking something like a visit card system (to let other
players know your level or skill), or something to autorejoin party at
login time.

So I'm wondering where to put those scripts. Should I put them in the
python subdirectory in maps, and assume everyone will want them? Should
we create a new subdirectory with optional scripts? Should I put'em on
some web page and let interested people download?
Note that this can in some ways apply to existing scripts (occidental
stuff scripts, for instance).

I'd say either put in python subdir, or create a new subdirectory - it's
the simplest way to distribute things imo.

Nicolas

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