This is an old revision of the document!
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