Re: [crossfire] Making maps easier to maintain, by creating custom archetypes for duplicated objects.

2006-09-22 Thread Lalo Martins
on the other hand, there are a few other things that would make something
an archetype.  For example, you can't customise an object in a treasure
list, so you have to make an archetype.  And the most well-known one, a
custom face.

I'd argue there are things in the game that *shouldn't* be archetypes and
currently are; Lord Eureca is supposed to be unique, but instead he can
come out of your cauldron (wtf?)

best,
   Lalo Martins
--
  So many of our dreams at first seem impossible,
   then they seem improbable, and then, when we
   summon the will, they soon become inevitable.
--
personal:  http://www.laranja.org/
technical:http://lalo.revisioncontrol.net/
GNU: never give up freedom http://www.gnu.org/



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Re: [crossfire] Making maps easier to maintain, by creating custom archetypes for duplicated objects.

2006-09-22 Thread Kevin R. Bulgrien
Andrew Fuchs wrote:

 There are several instances in the maps, where custom objects where
 copied and pasted from other maps.  An example to this is the
 guidebooks in the post offices.  Recently the guide books in Scorn's
 post office where modified, but not the ones in other post offices.

Heh, heh, you spotted it before I had a chance to fix that eh?  Yeah,
I remembered this morning on the way to work that I had forgotten to
check the rest of the maps for those patterns.

 Anyone want to write a script to find duplicate custom objects in
 maps, or intergrate it into a map checking script?

The script thing interests me, but I'd have to get a bit more wise
about map structure parsing to run with it, though I have started to
look at a similar type thing already.  I have a crude script that I
put together to spell check the maps.  It knows a bit about the map
structure to try to avoid flagging certain words as misspelled.  I
imagine a duplicate object processing script could use the same type
of parser that a script like spell checker might.  If nobody else
jumps on it, I may look at it a bit.

The IPO thing, though, illustrates a bit of a problem with assuming
too much about copy/pasted custom objects.  One ofthe mods I made
would not have been detected in other IPOs if certain assumptions
were made.  The person to ask for help is named Colette in Scorn,
but in other towns the person was named Betina, Babs, postmaster,
etc.  The fix in the other IPO's had to be customized to match the
environment. Also, even though the object was basically copy/pasted,
it may have been renamed.  It would be easy to assume the script was
doing a good job and still miss edits, or the script might be more
flexible, but also more prone to flagging items that weren't really
the same.  Of course, there is the other side too, that ironically,
the instructions were copy/pasted and told the reader to ask Colette
for help even though there was no Colette in that IPO, so a real fix
needed to change the name of Colette to match the actual person in
that map.

Really, grep -r borken sentence frag . | grep -v .svn/text-base
works about as well as anything, though a good script might actually
let you auto-edit the located items once you checked each one out to
be sure it was legitimate.

-- 
Kevin R. Bulgrien



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Re: [crossfire] Making maps easier to maintain, by creating custom archetypes for duplicated objects.

2006-09-21 Thread Mark Wedel
Alex Schultz wrote:
 Andrew Fuchs wrote:
 There are several instances in the maps, where custom objects where
 copied and pasted from other maps.  An example to this is the
 guidebooks in the post offices.  Recently the guide books in Scorn's
 post office where modified, but not the ones in other post offices.
 This lead me to think about what requirements have to be met for it to
 become practical to replace duplicated custom objects with new
 archetypes.
   
 Seems like a good idea to me.
 
 I'm thinking that having two or more of similar objects that appear on
 separate maps would be enough warrant a new archetype.
 I don't think that's good criteria, for one, what about floors set to
 no_magic? IMHO that isn't worth making new archetypes for. (However
 perhaps the editor should give an option to automatically set no_magic
 when placing floors? but that's another matter.). We would need to
 define how different the archetype would need to be from it's original
 arch, to trigger the map check warning.
 IMHO some good criteria would be highly similar objects being used on
 two or more maps, and at these criteria scoring at least 5:
 Score   Criteria
 4  Objects have the same message, which is over 10
 characters long and different than the archetype.
 2  Objects have same name, which is different than the
 archetype.
 1  Objects have the same in some other attribute, different
 than the archetype
 
 Or perhaps something similar to that table. In any case it seems we
 would need some sort of scoring system for how similar objects are, and
 how different from the archetype they are.

  I agree it gets complicated.

  Keep in mind in many cases, what probably happens is someone puts a modified 
object on a map - the first version of that object.  In that case, it should 
pretty clearly not be an archetype.

  Then someone else decides to copy it.  At that point, it may make sense to 
become an archetype, maybe not.

  My general thought was always that archetypes should be somewhat generic 
objects - in other words, objects that map makers would likely find use for in 
all sorts of maps.

  Thus, even a highly complex object (that scored really high in the above 
criteria) probably shouldn't be an archetype if there is very limited places 
they would be used.

  I'd think the criteria for something being an archetype would perhaps mean 5 
instances of such objects in the maps - that starts to suggest that there is 
some general value for those objects.  2 instances may not suggest much.

  How complex the object is is certainly somewhat reasonable - very complex 
objects would have more reason to be archetypes than simple objects (the no 
magic floor example).

  If we do have scripts to find equivalent objects in maps, I wonder if instead 
making archetypes that could/should be put in the map directory (tools 
directory 
or something), and thus could be used to find such duplicates.  So we don't 
necessarily need them to be archetypes, we just need to be able to easily find 
them.

  Making this archetypes could have unintended consequences.  Map maker A 
designs the object in just such a way for various reason (maybe for slaying 
fields, maybe to kill a specific monster in the dungeon, whatever).  If that is 
turned into an archetype, and at some point people go through and start 
adjusting balance of objects, you now get the danger of that object changing 
and 
thus not meeting its designed purpose anymore (maybe people say 'instead of 
attacktype A, it should have B', not realizing that the original instance had 
attacktype A becuase that would kill the monster in the dungeon, etc).



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