Ideal wiki design

Ideal wiki design

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

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Ideal wiki design

Post by AF »

Say we switched to a nice monobook style and changed to dokuwiki and had to start from scratch, how would we design the wikis structure? Complete with which name spaces etc and what menus?

One thing I would advise is that maps and mods are name spaces/categories not individual wiki pages so that we don't end up with lots and lots of xy mod pages in the mods category etc.
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Ideal wiki design

Post by kiki »

Redo the wiki? Sounds good, its all almost obsolete anyway, and a new style may be helpful.
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LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Re: Ideal wiki design

Post by LOrDo »

I can go with this. But whos gonna do it? Thats the real question.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Ideal wiki design

Post by smoth »

kiki wrote:Redo the wiki?
Refactor...

kiki wrote:Sounds good...
moar like sounds like a lot of work...
kiki wrote: its all almost obsolete anyway, and a new style may be helpful.
It's almost obsolete because maintaining it takes time.
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Ideal wiki design

Post by kiki »

I guess this gamer community tends to be one of the more lazy types. Compared to other OS projects in other fields, our wiki is stagnant. Im part of the problem too, fo course. I just wanted to point out that our community is the type that does not care about stuff like instructions and commenting code. Everyone just wants to put all their efforts into improving their gaming experience by developing, mapping, modding, and just playing spring. Not by writing a book for other people. Am i right?
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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Re: Ideal wiki design

Post by Quanto042 »

kiki wrote:I guess this gamer community tends to be one of the more lazy types. Compared to other OS projects in other fields, our wiki is stagnant. Im part of the problem too, fo course. I just wanted to point out that our community is the type that does not care about stuff like instructions and commenting code. Everyone just wants to put all their efforts into improving their gaming experience by developing, mapping, modding, and just playing spring. Not by writing a book for other people. Am i right?
U R Very Right.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Ideal wiki design

Post by lurker »

You mean most people don't write books or short stories for their code!? :O
History

FlankingBonus is a quick, integrated way to give units a resistance to damage from certain directions. It started life long ago, in the dark ages of spring, under the name of BonusShield. In its default form it hid there, secretly manipulating the damage dealt to units in an attempt to encourage flanking. And there it worked its special little magic, known to very few, until July of 2007, when the great lurking presence felt it brush by, and exposed bonusShield to the world.

This mysterious code had few parameters at the time, and each one of them was hardcoded. There was the direction it was facing, that would determine where there would be minimum damage, which started at south. But it was more complicated than that. You see, bonusShield could move, and did so by building up a reserve of mobility as time ticked by. When an attack would hit, it would use this reserve to swing and face the attacker, buying a precious bit of extra health as long as no units could sneak by to the other direction. But bonusShield had its flaws. It completely ignored the way a unit was facing, so a unit spinning in place while being shot from the West could recieve minimum damage from each shot. It was also 'mandatory hardcoded crap', completely unchangeable by any unit settings.

But lo, the lurking presence had a plan: a plan to not only rid the world of the scourge of hardcoded bonusShield, but dreams of something better, something usefull, something that could make a tank's armor realistic, give units the ability to have variable armor layout at the push of a button, not merely a 'bonusShield', but a flankingBonus, a fully configurable system built out of the ashes of the old. And so it set to work, making an extensive patch to be applied to spring's core.

This patch held the ability to banish bonusShield at a modder's whim, but held so much more for those willing to dig deeper. Suddenly, direction, mobility, damage levels, and more were all configurable. A tank could have extra armor in its front, or following the main turret, and click this power on and off in a second. Rejoicing was farspread, and history books were filled with the inspiring tale.
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