Project Spring roadmap

Project Spring roadmap

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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WhiteBarsik
Posts: 9
Joined: 03 Mar 2007, 20:31

Project Spring roadmap

Post by WhiteBarsik »

I can take an interest in the further plans for the project?
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

I believe so. We shall wait on the input of the developers.
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

I am working on:
1) Network code rewrite
2) Implementing resync

(1 is because of 2, I got too irritated by the way everything is cramped in one class)

After that it's 0.75 time and I have no clue what I will do next.

We dont really have a longer term roadmap I think.
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Cabbage
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Joined: 12 Mar 2006, 22:34

Post by Cabbage »

3. an in lobby system to let people send cabbage all their money?
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

4. revert the modifications cabbage made
j5mello
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Joined: 26 Aug 2005, 05:40

Post by j5mello »

Tobi wrote:4. change the modifications cabbage made to send money to the devs
fixed :P
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

5. find a way to feed smoth's gundam addiction?
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

6. Add mellee that's not a botchy hack job
7. Teach Zoombie how to make good mods
8. Have Zoombie make a good mod.

But I doubt 7 or 8 will ever be done, ever.
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WhiteBarsik
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Post by WhiteBarsik »

There can be you all this issue as the separate official document?
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BlackLiger
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Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

The Spring Project roadmap is much like the Middle East Peace Roadmap. Absolutely useless, since it changes every time you open it...
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

I'm almost finished LuaCob / LuaGaia / LuaRules synchronous scripting.
With OSRTS / CommandEngine being developed as the "next gen Spring",
I'm undecided as to how much more I want to contribute to Spring after my
next big commit.
manored
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Joined: 15 Nov 2006, 00:37

Post by manored »

9. Turn spring in the ultimate rts engine for the rest of space and time. :P
pintle
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Joined: 19 Dec 2005, 16:01

Post by pintle »

manored wrote:9. Maintain spring's position as the ultimate rts engine for the rest of space and time. :P
fixed
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Just look into the Feature Request Board... and read all the Threads... if you read them through to the very end - you get a free Pack of Lithium. Have fun ! ;)
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WhiteBarsik
Posts: 9
Joined: 03 Mar 2007, 20:31

Post by WhiteBarsik »

BlackLiger wrote:The Spring Project roadmap is much like the Middle East Peace Roadmap. Absolutely useless, since it changes every time you open it...
Oh no. Same open project named Xaraya have to no lot of developers and it have a enough determined roadmap. In my opinion without it you it is simple team developers working above the uncertain project. And it is not connected at all that is the project open or completely closed/commercial. Please do not take offence at my reasonings
manored
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Joined: 15 Nov 2006, 00:37

Post by manored »

They dont really need to think what the step 2 will be before finishing the step 1, just from a ultimate goal (something to give the steps in the direction from)
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

My own relatively minor plans:

1. Fix s3o cloaking bug
2. Add an initialStockpile tag of somekind for guessmyname (redundant due to LUA?)
3. Add a whole slew of new get/set COB commands, so long as they are as simple as they look (semi redundant due to LUA?)
4. look into teamcolour issues for features and weapons
5. Enable colormap for 'cannon' type weapons.
Last edited by FLOZi on 25 Mar 2007, 06:51, edited 5 times in total.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

flozi, you forgot #6

6. Figure out how to allow features to run bos/cob scripts...

:P
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Forboding Angel wrote:flozi, you forgot #6

6. Figure out how to allow features to run bos/cob scripts...

:P
Use the new LUA / gaia stuff? :P

edit: And that's not minor!
Last edited by FLOZi on 05 Mar 2007, 13:59, edited 1 time in total.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

"Features" don't have COB scripts. The quickest way to get
that feature would be to use units as features. To make the
units behave more like features, you'd want them to not be
displayed on the minimap (just setting them to stealth won't
be enough if they are in los). You'd also want to make them
unselectable. On the upside, they would work as ghosted
buildings :-)
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