Re: [crossfire] Face overlays

2011-07-14 Thread Nicolas Weeger
   But is the client assembling these images, or have all these images been
 pre-assembled on the server (and thus, they are valid images)?

That's one my questions, and something I'm asking other people for opinion :)


Two options, server sends all needed faces at the same time (overlays to the 
player face) ; or server sends a special face the client knows to be a 
combination of faces.





   If the client is left to do this layering, then somehow, it needs to know
 what faces to layer for any given object (typically players, but one could
 see reason to add this to monsters).

Overlays will be attached to a face in the map2 command, so a specific layer.


   From my reading, which could be wrong, it sounds like the server would
 have these composite images - thus, the server itself would have a lot
 more images, but really no change in the protocol is needed - the server
 would just know to use different faces and send those to the client, which
 would just display it.

That's what I'm thinking about. Server has all images, and looks for correct 
animations.


   For a small number of combinations, that works pretty well.  But if you
 start to have multiple things you may layer, the combinations multiply up
 pretty fast. For example, weapon + armor + aura could be hundreds of new
 images (say 5 weapons, 5 armors, and 5 auras = 125).  These would all have
 to either be images in the arch directory tree, or created during the
 collect process.

Err no, I see it as 5 weapons, 5 armors, and 5 auras. And they get stacked to 
produce the final picture.





Regards


Nicolas
-- 
Mon p'tit coin du web - http://nicolas.weeger.org


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Re: [crossfire] Monster regeneration

2011-07-14 Thread Nicolas Weeger
   Sounds good to me.

Changed in sources.



Regards


Nicolas
-- 
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Re: [crossfire] Face overlays

2011-07-14 Thread Mark Wedel

On 07/14/11 06:35 AM, Nicolas Weeger wrote:

   But is the client assembling these images, or have all these images been
pre-assembled on the server (and thus, they are valid images)?


That's one my questions, and something I'm asking other people for opinion :)


Two options, server sends all needed faces at the same time (overlays to the
player face) ; or server sends a special face the client knows to be a
combination of faces.


 Ah - so it sounds like you are looking at one of these 2 possibilites:

1) Server sends all needed faces for the player - this means that for a player, 
it may have to send 4+ images for the player (aura, armor, weapon, base image) - 
of course, this could be higher.


2) Server generates a composite face, sends information on what that composite 
face is, and thus only needs to send 1 face in the protocol command, but it may 
end up sending a bunch of other information for to tell the server what that 
composite face is.


 My gut instinct is that #2 would actually be easier.  For #1, I think it may 
require potentially more protocol changes (there may be issues with number of 
layers, so some extension for that, and the map send code would have to look at 
the object and see if that given object has overlays that need to get sent, look 
those up) - I'm just not sure how efficient that would be.


 In case #2, all the map logic is basically unchanged (note that some extra 
logic would be needed to send non layered face information for old clients) - 
the generation of the composite face can all be done when the player equips the 
items/does those actions.


 But I guess it really depends on how hard it is to check the layered faces for 
an object, or maybe additional structures are needed to hold those.  I'm just 
thinking that in a more generic usage, one might want to use overlays for 
monsters (I'm thinking more for auras and not armor/equipment), so probably good 
to make sure a solution is chosen that works for everything, not just players.

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Re: [crossfire] Compressed file support

2011-07-14 Thread Mark Wedel

On 07/14/11 07:34 AM, Nicolas Weeger wrote:

Hello.


Unless someone is totally against, I'd like to remove support for compressed
files (through open_and_uncompress_file() and friends).


I don't see the use of that feature, to be honest :)
(which AFAIK never was used)



 Sounds good to me.  That is something that was leftover from days distant pass 
where the amount of space used by those files might be a concern.  But that 
probably hasn't been the case for 10+ years.


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