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 : Fri Feb 1 01:45:44 CST 2008
See the discussion mail message : Fri Feb 1 14:16:27 CST 2008
So the weather is still available for version 1.11.0 of 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 : weather .
Last but not Least :
The weather code had been implemented somewhere since 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 values.
- Requires the world to be rectangular without missing maps, which is a problem for 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