Re: [crossfire] Moving server towards a modularized system?

2006-01-28 Thread Miguel Ghobangieno
MWedel just talked about a complete redesign in his latest post. Things that are redesigned tend to be broken for 1 or 2 years. I could be dead in 1 or 2 years, so could any of us. I'd rather not wait around. --- Yann Chachkoff <[EMAIL PROTECTED]> wrote: > > I don't think it would be wise to rem

Re: [crossfire] Moving server towards a modularized system?

2006-01-28 Thread Mark Wedel
Yann Chachkoff wrote: >> (and maybe include some metaserver filter to stop servers older than this >> being included too). > > If protocol compatibility is to get broken, it is probably better to change > the metaserver URL, so that versions 1.x and 2.x don't overlap. When there was the metase

Re: [crossfire] Moving server towards a modularized system?

2006-01-28 Thread Mark Wedel
Brendan Lally wrote: > the map command and map1 commands (map1a could be used exclusively) > the item1 command (the C clients have long since used item2) > spell conversion from the old spell system > support for the old skill system. > support for oldsocket mode (pippijn recently made a textmode

Re: [crossfire] Moving server towards a modularized system?

2006-01-28 Thread Alex Schultz
Yann Chachkoff wrote: >>If someone want's to create a RPG engine crossfire, in my opinion, is not >>the place to do it. >> >> >It is the exact place where to discuss about what we want to do with >Crossfire, being maintaining it in its current state, expanding it or making >it more generi

Re: [crossfire] Moving server towards a modularized system?

2006-01-28 Thread Yann Chachkoff
> I'd be inclined to say that the quickest way to do that would be to have a > deliberate compatibility break, not completely, but at least back to what is > actually used. > I do agree with that. I think that fixing all the current bugs should be the first priority, so that a solid 1.9 release

Re: [crossfire] Moving server towards a modularized system?

2006-01-27 Thread Brendan Lally
On 1/28/06, Yann Chachkoff <[EMAIL PROTECTED]> wrote: > I'm not speaking about "theoretical developers" - I'm speaking about those > who (hopefully) will still play with crossfire and its code long after we > don't. I'm thinking about all the ideas that could get implemented much more > easily o

Re: [crossfire] Moving server towards a modularized system?

2006-01-27 Thread Yann Chachkoff
> I don't think it would be wise to remove the hacks, the hacks make things > work as they should. Hacks are what the name imply: "dirty fixes". By "removing hacks", it simply means "replacing them by something cleaner that does the same job". Which benefits from code clarity, ease of debugging

Re: [crossfire] Moving server towards a modularized system?

2006-01-27 Thread Miguel Ghobangieno
I don't think it would be wise to remove the hacks, the hacks make things work as they should. If someone want's to create a RPG engine crossfire, in my opinion, is not the place to do it. Crossfire is a game in it's own right, we should be concerned with our game, not some theoretical developer

Re: [crossfire] Moving server towards a modularized system?

2006-01-27 Thread Mark Wedel
Yann Chachkoff wrote: > > Of course, you may object that "this is pure conjecture, that would get only > results on the long-term, if they ever get any". Sure - this is an important > change. I think that it all comes down to asking the question: do we want to > polish the current infrastructure, k

Re: [crossfire] Moving server towards a modularized system?

2006-01-26 Thread Yann Chachkoff
> In this I do not disagree with Tchize and Gros, however I am still > unconvinced by the case for a complex API to enforce such separation, I never suggested to make a complex API to enforce such separation. Quite the contrary, I think that the API should be kept simple, organized and rather s

Re: [crossfire] Moving server towards a modularized system?

2006-01-26 Thread Yann Chachkoff
> In this I do not disagree with Tchize and Gros, however I am still > unconvinced by the case for a complex API to enforce such separation, I never suggested to make a complex API to enforce such separation. Quite the contrary, I think that the API should be kept simple, organized and rather s

Re: [crossfire] Moving server towards a modularized system?

2006-01-26 Thread tchize
Le Jeudi 26 Janvier 2006 00:17, Miguel Ghobangieno a écrit : > Yes, "spagetti code", if that's what you wish to call > it. Some CF programmers, such as Cave, would like to > beable to reuse their code without having to recopy > and paste what they have allready done (which would > create bloated co

Re: [crossfire] Moving server towards a modularized system?

2006-01-26 Thread Brendan Lally
On 1/25/06, Miguel Ghobangieno <[EMAIL PROTECTED]> wrote: > Some CF programmers, such as Cave, would like to > beable to reuse their code without having to recopy > and paste what they have allready done (which would > create bloated code if it was required). The idea of separating the code into f

Re: [crossfire] Moving server towards a modularized system?

2006-01-25 Thread Miguel Ghobangieno
Yes, "spagetti code", if that's what you wish to call it. Some CF programmers, such as Cave, would like to beable to reuse their code without having to recopy and paste what they have allready done (which would create bloated code if it was required). Modules would disallow this (bad) as they are n

Re: [crossfire] Moving server towards a modularized system?

2006-01-25 Thread tchize
Le Mercredi 25 Janvier 2006 13:16, Miguel Ghobangieno a écrit : > We want to cross module boundries and there is no aka spaghetti code > reason for us to > want 3rd party "module" additions (unless one is > pro-proprietary). > no comment. ___ crossf

Re: [crossfire] Moving server towards a modularized system?

2006-01-25 Thread Miguel Ghobangieno
We want to cross module boundries and there is no reason for us to want 3rd party "module" additions (unless one is pro-proprietary). Modules would do 2 things: disallow use of code across module boundries (as they aren't loaded yet), let proproprietary addons be created and work over more then 1

Re: [crossfire] Moving server towards a modularized system?

2006-01-25 Thread Mark Wedel
tchize wrote: I agree that removing/disabling code is a valuable feature. I'm just not sure that any of the methods either of us have talked about is really a good method. From my point of view, making it really easy/convenient for developers to disable code is less important than a method

Re: [crossfire] Moving server towards a modularized system?

2006-01-24 Thread tchize
Le Mardi 24 Janvier 2006 07:38, Mark Wedel a écrit : > > True, but a plugin for object actions would be a pretty critical piece of > code > - you just can't disable the players from applying all items (or not compile > that bit) and have a working system. > 'Using object' is a core feature

Re: [crossfire] Moving server towards a modularized system?

2006-01-23 Thread Mark Wedel
tchize wrote: >> And for everyone out there currently using grep - download cscope and use > that >> - it is a vastly superior solution (even going to plugins or whatever else, >> cscope is a very handy tool - just run 'cscope -R' in the top level > directory. > > Am not sure it's a good id

Re: [crossfire] Moving server towards a modularized system?

2006-01-23 Thread tchize
Le Lundi 23 Janvier 2006 07:18, Mark Wedel a écrit : > > Well, one could change that behavior without resulting to plugins - to give > meaningful names to object types just requires an array that has the names. I was just showing with plugins it would be easier then currently. Of course the

Re: [crossfire] Moving server towards a modularized system?

2006-01-22 Thread Mark Wedel
David Delbecq wrote: This gets especially messy if say 10 object types are complex enough that they really should be in their own module. So now you have those 10 separate modules + common module for other 90 types. This then starts to get away from making things easy to find (is it in

Re: [crossfire] Moving server towards a modularized system?

2006-01-19 Thread David Delbecq
Le Jeudi 19 Janvier 2006 07:44, Mark Wedel a écrit : > For example, there are probably about 100 different object types out there. > So if we take the module example, you either get 100 different modules for all > those objects, or a fairly big/complex module that handles those 100 different

Re: [crossfire] Moving server towards a modularized system?

2006-01-18 Thread Mark Wedel
tchize wrote: Le Mercredi 18 Janvier 2006 07:30, Mark Wedel a écrit : However, I think if you start grouping all that stuff together, you start loosing some of the advantages. Depends once again on the size of things you regroup and how much they have in common. if you start making 80 modu

Re: Re: Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-18 Thread Miguel Ghobangieno
Well enjoy raping the server. I'm retiring from CF untill a certain unnamed feature I was promised 1/2 a year ago (no not plots) is in. See you soon or never. --- Yann Chachkoff <[EMAIL PROTECTED]> wrote: > > Except that you are not working on one section of > the > code, you are restructuring th

Re: Re: Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-18 Thread Yann Chachkoff
> Except that you are not working on one section of the code, you are restructuring the whole server into diffrent modules. This means that if you develop in cvs there will be breakage with any and everyone else as you sweeping edits touch every facet of the glory that is crossfire. Well, the requ

Re: [crossfire] Moving server towards a modularized system?

2006-01-18 Thread tchize
Le Mardi 17 Janvier 2006 17:54, Miguel Ghobangieno a écrit : >. How about >adding things? It's fun, people don't get angry at you >as you aren't breaking or throwing out what they've >made aswell. > lot's of 'things' added did break things (weather code made the server simply uncompilable in the

Re: [crossfire] Moving server towards a modularized system?

2006-01-18 Thread Brendan Lally
On 1/18/06, tchize <[EMAIL PROTECTED]> wrote: > Having to grep throught to code to guess where you have to add your new > features is a symptom of upcoming code management problems. I agree on this point, however I suspect that much of this could be avoided by simply shifting a few functions and #

Re: [crossfire] Moving server towards a modularized system?

2006-01-18 Thread tchize
Le Mardi 17 Janvier 2006 17:46, Miguel Ghobangieno a écrit : >Did you not read my post. If you are screwing around >with the code structure of the server then other >programmers do have to wait untill you are done as >they do not want their code to suddenly break when it >intersects with your massi

Re: [crossfire] Moving server towards a modularized system?

2006-01-18 Thread tchize
Le Mardi 17 Janvier 2006 22:40, Yann Chachkoff a écrit : >> Current idea? I must have missed something, I didn't know you decided, >> above all the objections, to go > >ahead and rip apart the server anyway. > >Idea != Decision. Thanks to specify Yann :) > >Besides that, I don't think anybody req

Re: [crossfire] Moving server towards a modularized system?

2006-01-18 Thread tchize
Le Mercredi 18 Janvier 2006 01:04, Miguel Ghobangieno a écrit : >Try mucking in the linux kernel without grep, tell me >how that goes. > I did, for school. And at that time the block device part of kernel was considered a mess by most developpers. However i used grep far less then i had to do wi

Re: [crossfire] Moving server towards a modularized system?

2006-01-18 Thread tchize
Le Mercredi 18 Janvier 2006 15:42, Miguel Ghobangieno a écrit : >Except that you are not working on one section of the >code, you are restructuring the whole server into >diffrent modules. This means that if you develop in >cvs there will be breakage with any and everyone else >as you sweeping edit

Re: [crossfire] Moving server towards a modularized system?

2006-01-18 Thread tchize
Le Mercredi 18 Janvier 2006 07:30, Mark Wedel a écrit : > > However, I think if you start grouping all that stuff together, you start >loosing some of the advantages. > Depends once again on the size of things you regroup and how much they have in common. if you start making 80 modules for what

Re: Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-18 Thread Miguel Ghobangieno
Except that you are not working on one section of the code, you are restructuring the whole server into diffrent modules. This means that if you develop in cvs there will be breakage with any and everyone else as you sweeping edits touch every facet of the glory that is crossfire. The C in CVS may

Re: Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-18 Thread Yann Chachkoff
> Indeed. Just because the server can be modularized thus blocking any other > new development whilst that takes place doesn't mean it's a good idea. There is no reason to block any other development. I suppose you know that the "C" in "CVS" means "Concurrent" ? > I for one frown on the idea o

Re: Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-18 Thread Yann Chachkoff
> Oh if that's the case let me just commit all the mlab maps in their current > uni-directory form over the objections of everyone else that prefers > multi-directory. Know why I don't do that; because everyone else prefers > multi-directory. Did you need the permission of anybody to write thos

Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Mark Wedel
Gros wrote: It actually depends on the level of control you want to grant to the plugins. The most extreme case would be to export all the functions currently in the code - to do that, you'll have to provide a wrapper for each function you want to export. That's a lot of functions, but let's no

Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Miguel Ghobangieno
Oh if that's the case let me just commit all the mlab maps in their current uni-directory form over the objections of everyone else that prefers multi-directory. Know why I don't do that; because everyone else prefers multi-directory. Try mucking in the linux kernel without grep, tell me how that

Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Miguel Ghobangieno
Indeed. Just because the server can be modularized thus blocking any other new development whilst that takes place doesn't mean it's a good idea. I for one frown on the idea of making the server slower and blocking other development. --- Yann Chachkoff <[EMAIL PROTECTED]> wrote: > > If this range

Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Yann Chachkoff
> Current idea? I must have missed something, I didn't know you decided, above > all the objections, to go ahead and rip apart the server anyway. Idea != Decision. Besides that, I don't think anybody requires your permission to code. > Why should all work have to stop because YOU want to restr

Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Yann Chachkoff
> If this range of languages is increased, there is a danger that it would > include languages outside the range of competence of the existing developers, > or outside the range of languages which are well supported on some of > crossfire's target platforms. > That is true - I'm not myself in fa

Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Miguel Ghobangieno
Current idea? I must have missed something, I didn't know you decided, above all the objections, to go ahead and rip apart the server anyway. I will be waiting for my 3 thousand dollar cheque in the mail (along with everyone else who would like to add new stuff to CF but will have to wait untill yo

Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Miguel Ghobangieno
Why oh why do you want to do this useless crap? We have a real game, we don't have to make an "engine". How about adding some new features rather then ripping the things apart. This is why I hate CF devel, rather then improving the game most suggestions are "oh let's fuck shit up or delete this or

Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Miguel Ghobangieno
Did you not read my post. If you are screwing around with the code structure of the server then other programmers do have to wait untill you are done as they do not want their code to suddenly break when it intersects with your massive changes. You must not be at all experianced in these matters (a

Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Miguel Ghobangieno
How about not modularizing and thus not having to make a trade off. How about not screwing up the server for months just because you are itchting for busy work. --- Yann Chachkoff <[EMAIL PROTECTED]> wrote: > Nothing currently prevents a plugin to modify the > data it has access to > directly -

Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Miguel Ghobangieno
You haven't worked on many complex projects then. The upset this will cause in crossfire development (and devs will wait untill it's done before committing again because they don't want their new code to be broken) will be very large. I would like to see plots etc in crossfire in my lifetime, your

Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread tchize
Le Mardi 17 Janvier 2006 18:15, Brendan Lally a écrit : >On 1/17/06, Mark Wedel <[EMAIL PROTECTED]> wrote: >> True. I imagine dependencies to be fairly standard C dependencies. But >> I could imagine someone writing a plugin in C++ with appropriate wrappers. > > Things written in other language

Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Brendan Lally
On 1/17/06, Mark Wedel <[EMAIL PROTECTED]> wrote: > True. I imagine dependencies to be fairly standard C dependencies. But I > could imagine someone writing a plugin in C++ with appropriate wrappers. This point (more than any other) is potentially alarming. Currently crossfire is written in C

Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread David Delbecq
Le Mardi 17 Janvier 2006 02:51, Miguel Ghobangieno a écrit : > I suggest you not implement a huge worthless code > change that is nothing but busy work. I reject your > assertion that cave's analogy is flawed as it is not. > If you want to code code something new useful rather > then breaking the s

Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread David Delbecq
Le Mardi 17 Janvier 2006 08:00, Mark Wedel a écrit : > Yann Chachkoff wrote: > > > > > Well, it really depends on what the C code requires as dependencies - the > > Python plugin has one with the python libs for example. But stuff that was > > initially in the server code would have no such exter

Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread David Delbecq
Le Mardi 17 Janvier 2006 06:03, Alex Schultz a écrit : > Frankly, I have to agree with mikee to some degree on this point. I > generally have little trouble finding something after a combination of > getting a feel for the code, which I have gotten pretty good for a while > now, as well as skill

Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread tchize
Le Mardi 17 Janvier 2006 06:12, Alex Schultz a écrit : > Indeed. On this example, IMHO random maps are not optional, as they are > essential to some quests, and also soon would be used by land plots > (though land plots would in my opinion be a relatively good thing to > implement as an optiona

Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Yann Chachkoff
Le Mardi 17 Janvier 2006 02:56, Miguel Ghobangieno a écrit : > It is not half broken as far as I can tell. Yes it's > not running on MF, that doesn't mean it's broken. > So having trees growing on sea squares isn't broken ? > It gives few problems on Cat2. This whole thing is about > slowly dumpi

Re: [crossfire] Moving server towards a modularized system?

2006-01-17 Thread Yann Chachkoff
Le Mardi 17 Janvier 2006 06:03, Alex Schultz a écrit : > Frankly, I have to agree with mikee to some degree on this point. I > generally have little trouble finding something after a combination of > getting a feel for the code, which I have gotten pretty good for a while > now, as well as skilled

Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Mark Wedel
Yann Chachkoff wrote: Well, it really depends on what the C code requires as dependencies - the Python plugin has one with the python libs for example. But stuff that was initially in the server code would have no such external dependencies indeed. True. I imagine dependencies to be fairly

Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Alex Schultz
Mark Wedel wrote: That said, trying to figure out what is optional or not is difficult. I'd venture to say a lot of people would say the random maps really are not optional (or if those are optional, what else is optional, like shops, monsters, etc) Indeed. On this example, IMHO random ma

Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Alex Schultz
Frankly, I have to agree with mikee to some degree on this point. I generally have little trouble finding something after a combination of getting a feel for the code, which I have gotten pretty good for a while now, as well as skilled grepping. However aside from some things like this, I do f

Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Miguel Ghobangieno
I suggest you not implement a huge worthless code change that is nothing but busy work. I reject your assertion that cave's analogy is flawed as it is not. If you want to code code something new useful rather then breaking the server as is what will happen if you go forward with this plan. You also

Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Miguel Ghobangieno
It is not half broken as far as I can tell. Yes it's not running on MF, that doesn't mean it's broken. It gives few problems on Cat2. This whole thing is about slowly dumping whatever MF doesn't use. Open your eyes, the 2nd biggest server runs weather code at it's most extreme, in terms of players

Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Miguel Ghobangieno
I suggest you not implement a huge worthless code change that is nothing but busy work. I reject your assertion that cave's analogy is flawed as it is not. If you want to code then code something new useful rather then breaking the server as is what will happen if you go forward with this plan. You

Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Yann Chachkoff
> Sorry, in the initial post I presumed it would be python, but a C plugin > seems like a reasonable idea. Yep, I easily understand the confusion, given that for the most part, the Python plugin was the only one widely used (Actually, it is the Crossfire-Python "bridge" itself that is the plugi

Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Nicolas Weeger
> I personally don't see much reason to rewrite existing code that is > working fine as a plugin. There are just enough things that could > be/should be done than rewriting working code doesn't make sense. As Yann said, i was not really mentioning rewriting stuff - apologies for the confusion. W

Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Mark Wedel
Sorry, in the initial post I presumed it would be python, but a C plugin seems like a reasonable idea. For one thing, I can't imagine a C plugin ever not being able to be installed (unlike python where people could be lacking the libraries) That said, trying to figure out what is optional

Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Yann Chachkoff
> Try not to dismiss things solely because they disagree with your opinion. I dismissed a flawed analogy, based on wrong technical assumptions. It is not an opinion point, but rather the rebuttal of an out-of-topic flambait. > Modularizing the server would create a ton of >problems, Tons ? Nam

Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Miguel Ghobangieno
Try not to dismiss things solely because they disagree with your opinion. Modularizing the server would create a ton of problems, breakage, and solve nothing and add even less: it is busy work. If you must be busy be busy on some new feature rather then scrapping the last 10 years of work (and that

Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Yann Chachkoff
Le Lundi 16 Janvier 2006 18:47, Miguel Ghobangieno a écrit : > That is what the hurd project thought at the begining, > the reality is diffrent. > The Hurd project thought a microkernel architecture was interesting for reasons other than maintainability. It is also a stalling project for reasons

Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Miguel Ghobangieno
That is what the hurd project thought at the begining, the reality is diffrent. --- tchize <[EMAIL PROTECTED]> wrote: > > > You forgot the other important point, modularity > reduces speed of > > development, sometimes catastroptically, you only > need to look at GNU > > Hurd for an example of t

Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Miguel Ghobangieno
I have to do the same thing when I am adding things to my perl rpg (which is not smaller in lines of code then crossfire). It's not a big hassle, and how else will the code know what's going on? Use grep. --- tchize <[EMAIL PROTECTED]> wrote: > Le Lundi 16 Janvier 2006 13:07, Anton Oussik a écrit

Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread tchize
> You forgot the other important point, modularity reduces speed of > development, sometimes catastroptically, you only need to look at GNU > Hurd for an example of that. i see the exact opposite of behaviour at work. Project initiated in a modular way, or migrated to a modular approach are easi

Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread tchize
Le Lundi 16 Janvier 2006 13:07, Anton Oussik a écrit : > Throwing in my two pennies: > > In general modularisiation of the code will improve maintainability, That's also my opinion. > On the other hand modularising the code will result in many changes, > may introduce new bugs into the code, and

Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Brendan Lally
On 1/16/06, Anton Oussik <[EMAIL PROTECTED]> wrote: > On the other hand modularising the code will result in many changes, > may introduce new bugs into the code, and is in general a lot of work > whilst the benefits are questionable (this will only be useful if core > is really small and most thin

Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Anton Oussik
Throwing in my two pennies: In general modularisiation of the code will improve maintainability, as the core will be smaller, and tidier. Modules can then be compiled in or left out as the person running the server wishes. This would make debugging easier if anything, as then as long as the core i

Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Yann Chachkoff
> The harder part is to define what are the core/basic rules and what are > options. Definitely. But I'm not sure such a definition is really needed. I think that if a functionality is clearly "optional" or isn't strongly tied with the rest of the code (as it appears to be the case for random m

Re: Re: [crossfire] Moving server towards a modularized system?

2006-01-16 Thread Yann Chachkoff
> Wouldn't what would happen is that the 'plugin' stuff is ignored and gets > broken and only things that are used on MF worked on? That sounds like what > this is for, to slowly jettison that which MF does not use. That's ridiculous. The distinction between what is part of the core and what is

Re: [crossfire] Moving server towards a modularized system?

2006-01-15 Thread Mark Wedel
Nicolas Weeger 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 re

Re: [crossfire] Moving server towards a modularized system?

2006-01-15 Thread Miguel Ghobangieno
Wouldn't what would happen is that the 'plugin' stuff is ignored and gets broken and only things that are used on MF worked on? That sounds like what this is for, to slowly jettison that which MF does not use. --- Yann Chachkoff <[EMAIL PROTECTED]> wrote: > >Hello. > > Hi :) > > > I'm wondering

Re: [crossfire] Moving server towards a modularized system?

2006-01-15 Thread Yann Chachkoff
>Hello. Hi :) > 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

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 (excludi