Re: [crossfire] Darcap tweaking

2009-12-27 Thread Nicolas Weeger
Hello.

 Sounds like a good test city to work with.

 Does, or will, your work also include /darcap/town2/* maps?

Yes, probably.
Rewriting the elemental quest could be on my TODO list.



 If your changes will have a major impact on the existing guilds in
 Darcap for the trunk servers already out there, then it might be
 preferred to check in the work when it is all finished.  Keep in mind
 the file paths for all the players who have a big chest in one of the
 guilds there. ;-)

 Otherwise, for tracking purposes - numerous  smaller changes is
 preferred IMO.

I won't change the guilds/apartments, so that should be ok :)

I guess I'll commit often, then, even if experimental.



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


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Re: [crossfire] Darcap tweaking

2009-12-27 Thread Nicolas Weeger
Hello.

   Not sure what that means - do you mean linked quests, or something else.

Linked characters. So you'll only get hints from T if you talked beforehand to 
Z. Or things like that.



   I'm presuming/hoping this plugin will not be darcap specific, and can be
 used for other maps as the need/desire arises?

First I'll make it work. Then we'll see for reusing.



   I guess it depends on the status of the work in progress maps.

   If it is the type of thing this map/quest has been fixed, then I see no
 issue checking that portion in.

   I'd be more concerned in the case where a map is half done, such that if
 a player goes to that map, they would consider it broken.


I'll try to do atomic things - right now, the tavern's barman is almost done.



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


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Re: [crossfire] Darcap tweaking

2009-12-23 Thread Rick Tanner
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 12/20/09 2:13 PM, Nicolas Weeger wrote:
 
 I'm currently tweaking Darcap, to add some (I hope) interesting things to the 
 town.
 
 My plans include:
 - move quest-related stuff outside the town
 - no monsters in town houses (but maybe through wells or holes)
 - linked characters, based on player's behaviour
 - improved NPC interaction

Sounds like a good test city to work with.

Does, or will, your work also include /darcap/town2/* maps?

 Do you guys prefer I checkin my work now and then while in progress, or 
 should 
 I wait to have all finished?

If your changes will have a major impact on the existing guilds in
Darcap for the trunk servers already out there, then it might be
preferred to check in the work when it is all finished.  Keep in mind
the file paths for all the players who have a big chest in one of the
guilds there. ;-)

Otherwise, for tracking purposes - numerous  smaller changes is
preferred IMO.


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Re: [crossfire] Darcap tweaking

2009-12-23 Thread Mark Wedel
Nicolas Weeger wrote:
 Hello.
 
 
 I'm currently tweaking Darcap, to add some (I hope) interesting things to the 
 town.
 
 My plans include:
 - move quest-related stuff outside the town
 - no monsters in town houses (but maybe through wells or holes)
 - linked characters, based on player's behaviour

  Not sure what that means - do you mean linked quests, or something else.

 - improved NPC interaction
 
 
 For this, I'm writing a full plugin to handle various behaviours.

  I'm presuming/hoping this plugin will not be darcap specific, and can be used 
for other maps as the need/desire arises?

 
 
 Do you guys prefer I checkin my work now and then while in progress, or 
 should 
 I wait to have all finished?

  I guess it depends on the status of the work in progress maps.

  If it is the type of thing this map/quest has been fixed, then I see no issue 
checking that portion in.

  I'd be more concerned in the case where a map is half done, such that if a 
player goes to that map, they would consider it broken.


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[crossfire] Darcap tweaking

2009-12-20 Thread Nicolas Weeger
Hello.


I'm currently tweaking Darcap, to add some (I hope) interesting things to the 
town.

My plans include:
- move quest-related stuff outside the town
- no monsters in town houses (but maybe through wells or holes)
- linked characters, based on player's behaviour
- improved NPC interaction


For this, I'm writing a full plugin to handle various behaviours.


Do you guys prefer I checkin my work now and then while in progress, or should 
I wait to have all finished?


Please note I won't discuss the actual implementation (plugin or maps or 
archetypes), but I'm ok to discuss the town content itself.


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


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