======= Fixing the weather ======= :!: Fixed by total removal on 1st of February 2008, the day the version 1.11.0 had been released. See the announcement for 1.11.0 : [[http://mailman.metalforge.org/pipermail/crossfire-announce/2008-February/000032.html|Fri Feb 1 01:45:44 CST 2008]] \\ See the discussion mail message : [[http://mailman.metalforge.org/pipermail/crossfire/2008-February/012051.html|Fri Feb 1 14:16:27 CST 2008]] \\ So the weather is still available for version 1.11.0 of [[:start|Crossfire]] . If you never visually encountered weather while running that or earlier versions of the [[:server]] , make sure, that the //dynamiclevel// is set to greater than 1 in the // etc/settings // file. A wiki-page for about and how to is still available : [[dev:weather]] . == Last but not Least : == The weather code had been implemented somewhere since [[:downloading#SVN]] revisions //r1475// and //r1494// \\ by 'garbled' around New Year 2001/2002 .\\ A larger commit for the weather had been committed by him as //r1874// in Dec. 2002 . \\ //r2046// in Feb. 2003 placed the call to the function //feather_map// from //dynamiclevel 2// into //dynamiclevel 4// \\ for the version 1.5 release. \\ The major change by him was to replace the call to //feather_map// by some 'jitter' in //r2238// July 2003; \\ which then could have practically disabled the special //dynamiclevel 4// :?: . === Current issues: === * Bugs such as disappearing floors * Too much granularity * Could be due to bad [[:elevation_map|elevation values]]. * Requires the world to be rectangular without missing maps, which is a problem for [[dev_todo:pupland]]. === Features and Ideas === * Hooks in scripts (like the get_time, script should be able to use get_weather(object/map) to get temperature, humidity, etc). Imagine a powerfull sword that does not work below 5 Celcius :) * Weather dependent objects * Stuff that freezes and melts * Could make entrance into some maps interesting * Could possibly use same concept for dried out rivers and flaming pits (or something similar) * Instead of replacing objects, create various states that they may assume (regular, wet, snow, dry, etc) * leaves overlays to dms * allows for more objects to be affected by the weather {{:dev_todo:cfweather.png?100|}} {{:dev_todo:cfweather2.png?100|}} {{:dev_todo:scorn_dynamiclevel_5.jpg?100|}}