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mwedel 446f2a38fa Catch up on some pretty old patches.
New serpentman race for players.
New low level spell sparkshower.
Patches originally from 'Flying Pedestrian', but some things changed
around.
MSW 2003-10-02


git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@2369 282e977c-c81d-0410-88c4-b93c2d0d6712
2003-10-03 07:21:38 +00:00
armour Checked in the new weak wall (from Kevin R. Bulgrien), 2003-03-08 14:58:29 +00:00
connect Add weidhg to archetype so that it actually works by default without 2003-03-08 05:06:12 +00:00
construct - a nice stone bridge suitable for crossing things 2003-09-07 18:17:20 +00:00
dev Update connected objects to have 'activate_on_push' and 2002-09-18 05:52:36 +00:00
disease new disease, rabies 2001-11-06 01:35:44 +00:00
door add name_pl, client_type information to objects that can get picked up. 2002-05-31 03:53:02 +00:00
exit updated .arc files so they now contain the smoothface informations. 2003-07-15 12:56:59 +00:00
flesh Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
floor renumbered all the smoothing to make some room and fix some ugliness 2003-07-18 04:01:09 +00:00
food - fix the haggis 2003-06-16 01:03:33 +00:00
gods Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
ground - replace this face for compatibility with old map set 2003-09-29 03:42:14 +00:00
indoor Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
inorganic Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
jewel - new coins and gems for the classic set 2003-09-18 04:00:57 +00:00
light Add the lantern archetypes 2003-01-07 09:44:27 +00:00
misc - Adding campfire (it will burn stuff) and burnt out campfire 2003-10-03 03:07:36 +00:00
monster - new arch woman2 (to replace all those mock princesses) 2003-10-01 02:41:27 +00:00
optical Twiddle the materials and materialnames on a ton of objects. Get rid of 2003-02-06 08:13:23 +00:00
planes/fire Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
player Catch up on some pretty old patches. 2003-10-03 07:21:38 +00:00
potion Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
random Remove all the old xpm and xbm files. Hopefully I got them all. 2002-02-26 07:18:12 +00:00
readable - add imperial bank note for banking 2003-09-28 17:17:31 +00:00
river Add back in some "end"'s I nuked. oops 2002-10-28 06:09:58 +00:00
shop - more buildings consolidated and some touched up. The one thing to 2003-07-21 00:46:27 +00:00
skills Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
spell Catch up on some pretty old patches. 2003-10-03 07:21:38 +00:00
system Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
talisman Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
transport Remove all the old xpm and xbm files. Hopefully I got them all. 2002-02-26 07:18:12 +00:00
traps - changing type on traps, adding generic trap arch for use in traps that 2003-09-04 06:21:34 +00:00
wall Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
weapon Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
CHANGES Add archetypes from Todd Mitchell. These add wolfs and bears, 2002-08-21 06:36:22 +00:00
Naming.doc See CHANGES file. 2000-04-17 14:37:09 +00:00
README Initial revision 1999-03-29 04:46:48 +00:00

README

This is a generic README file for the arch directory.
You should also read the CHANGES for and Naming.doc file.

 The color bitmap files use the XPM library (called xpm-3.4f on
most ftp sites.  A later version may be out now.)

 This library is needed in order to compile crossfire with the color
pixmap support.

 The pixmap files have the same name as the bitmap file with ".xpm"
concatenated to the end.  If your system has short filename length
limits, this may cause a problem.

 I use 'pixmap' to edit the xpm files.  This should be available the
same place the xpm library can be found.  It does require the xpm
library.

All of the XPM files have been colored.  However, only a small number
have actually been done so properly - that is, by hand, and with the
proper outlines.  Many people are working on fixing more of these up.

 If you do start to work on colorizing the other directories, please
let me know.  Otherwise, you may start working on something that someone
else has already done.

The file xpm.template in the dev directory is a XPM file that has all of
the colors that are allowable for XPM files.  This is to limit the total
number of colors used, in order not of overrun color spaces on systems.
If you really need a color not in that file, please send mail to Mark
Wedel (mwedel@pyramid.com), and it might be added to the list of
acceptable colors.

For a list of colors to use, look at the dev/xpm.template file.


 Mark Wedel
mwedel@pyramid.com
----
Some coloring/perspective hints/clarifcations from David Sundqvist:

Perspective in Crossfire is based on the XY coordinate system of possible
player movements, with a slight tilting of the graphics to allow for
greater detail and more interesting graphics, since walls have to be in
that perspective to allow joining. X and Y in graphics should correspond
to X and Y in the object. Z in the object is represented with 2 Y/X.
Keeping perspective consistency is mainly important in fixed objects
like buildings, walls and other background.

Light should generally come from the right side, so the left side of
buildings should be darker or shaded, as needed. 

Wind is generally coming from the left side, so smoke or other things
affected by wind should be travelling towards the right side.