Artis city map
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Artis city map
With our walk delay change, could it be a problem? It could be bad that the player waste 1h to go from a point A to B in the city...
I want to apply the same map size (300*200tiles with just 20pixels of restricted size on each side) for every other maps, could it be a problem for the server to support this size with npc+players in there?
Does the client will be ok with this?
Now that we set the graphic quality high, the map follow it. :>
Current progress: I'm drawing the common lines on a blank map for now, to check if the size is ok, right now, it's ok.
-- Ford Prefect
Re: Artis city map
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Re: Artis city map
In old talks it should be atleast 2x2 maps.
Re: Artis city map
Why? We changed it because it was way too fast for travelling through maps, we might have this problem back.WildX wrote:Change the walking speed?
Only one map, is it a problem?4144 wrote:How many city maps will be in city?
In old talks it should be atleast 2x2 maps.
I don't see how to cut that one in two. alt25
-- Ford Prefect
Re: Artis city map
I also added the first indoor map today.
-- Ford Prefect
Re: Artis city map
What if we add a script to reduce the delay when you enter the city, and increase when you leave?
So, by example, when you arrive at the city, a script is run which changes your speed delay to 150. When you die, leave, enter the swears etc. we change the speed back to 200.
We could make this script:
A - Check everytime if your map is the town and change based on it.
-> But it's kinda CPU costly. The problem is not keep reseting the speed because we can use flags and variables to store it.
B - Change the speed upon entering/quitting the city.
-> Implementation problem. You'll need make sure that the script is run, what can be hard considering revive etc.
Any suggestions? ^-^
Jesusalva (aka. Jesusaves)
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Re: Artis city map
The second solution would be the best, revive place are run with a script, a script which call a function, so adding a check on the function wouldn't cost much.jesusalva wrote:Well, there is (or was) the gm command @speed, which changes the speed delay.
What if we add a script to reduce the delay when you enter the city, and increase when you leave?
So, by example, when you arrive at the city, a script is run which changes your speed delay to 150. When you die, leave, enter the swears etc. we change the speed back to 200.
We could make this script:
A - Check everytime if your map is the town and change based on it.
-> But it's kinda CPU costly. The problem is not keep reseting the speed because we can use flags and variables to store it.
B - Change the speed upon entering/quitting the city.
-> Implementation problem. You'll need make sure that the script is run, what can be hard considering revive etc.
Any suggestions? ^-^
Such thing could also work with different concept that I had for the city, but I wonder if it's worth it. Let's try a closed in-game test with no walkspeed change in the first time.
-- Ford Prefect