New lead programmer - Page 3

New lead programmer

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

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Tim Blokdijk
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Post by Tim Blokdijk »

Zaphod wrote:... Once the linux port is working enough to be merged, I'm hoping we get a few active developers with it (Chris Han for example) ...
Yes, I agree can you help out with the merge?
The current Linux version needs to be tested on the Windows platform.
Can you do a compile it on your system?
The source can be found @ https://developer.berlios.de/projects/taspring-linux/
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jcnossen
Former Engine Dev
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Post by jcnossen »

Tim, check your mail :wink:

For what it's worth, I volunteer to be "temporary" lead dev for the windows spring, at least until we get to The Merge. Because none of the SY's want to, and Buggi hasn't said anything either, I think I'm the best suited person for it right now. Working on the AI interface has made me find out a lot about how spring works, and I've got a lot of game prog. experience in general too.

What I will be doing will basically involve supporting the new s3o format, making the linux code work on windows, *trying* to fix bugs, applying patches from other people and starting with some AI stuff together with dj_oldfield. I have a decent amount of time to put into spring for at least the next two months. I can't promise too much though (maybe I already did), the first two things are my biggest priority, I think getting that to work will be an incentive for other people (possibly linux people) to do more on spring as well.

JCAI will be on hold for a while, or more like forever because cain and I are planning and discussing a long-term global AI solution based on parts of my AI and his and new code that we're going to write together, and I'm discussing an AI core improvement with dj_oldfield.
These AI ideas take a while and initially need to developed as a seperate branch anyway.

Note that I would do these things even if it wasn't as "lead dev", but people should know that although spring will slow down much with SJ leaving, it will not go on a downward path and still be actively developed.
SJ
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Post by SJ »

Ok the best solution seems to be to let Zaphod take over administrating the code part of the project. I have made him an admin here and at the sourceforge project.
As some sort of advice I would say that you should analyze/test the performance impact of any larger changes in the code since its already quite slow for many players.

As for the XTA balancing part I think its best that me and some of the other SYs continue to administer that part for a while at least.

Something I would like to see for XTA but dont think I will be able to administrate myself is a high polygon version though. Last time I asked most modellers seemed to want to wait until there was a new unit format but now its here so it should be a good time. If someone would want to administrate such a thing it would be nice.
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FireCrack
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Post by FireCrack »

This new unit format, dows it already support UVW mapping?
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jcnossen
Former Engine Dev
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Post by jcnossen »

This new unit format, dows it already support UVW mapping?
Yes, well UV mapping, since I don't think 3D textures are supported.
See this thread: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2660
As some sort of advice I would say that you should analyze/test the performance impact of any larger changes in the code since its already quite slow for many players.
Ok I will keep my eye on that. The really CPU intensive parts (The unit code/los as you mentioned) won't change anytime soon though, I think.
PT_bate_chapas
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Joined: 28 Sep 2005, 02:54

Lost the battle but not the war

Post by PT_bate_chapas »

Oh no...! We are loosing our COMM! Like in every TA battles, loosing a comm is one of the worst things that can happen... I don't want to be dramatic, but i'm sure everybody agrees with me: TA Spring Project will never be the same.

Good luck SJ
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Tim Blokdijk
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Re: Lost the battle but not the war

Post by Tim Blokdijk »

Nhaa, it's a perfectly fine tactic to Ctrl-D your comm in the enemy base.
SJ - Good luck, give them a blast! ;-)


Anyway,...


Can I presume the lead dev thing is settled for the coming months?
I propose to re-evaluate the lead dev position after the merge is complete.
At that point we could do something like Debian where the project leader is chosen for a period?
Zaphod, I don't know if you agree with something like this?

I think it's a good idea to keep XTA a Sy project so the engine is separate from all mod's (and any legal problems they might have).
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

yeay and maybe the game can come with more mods..
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Min3mat
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Post by Min3mat »

nah id rather dl them coz they update regularly and besides the dl is pretty huge atm neway!
IMSabbel
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Post by IMSabbel »

Maybe a internal "mod downloader" just like the map downloader would be fine...
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FizWizz
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Post by FizWizz »

NOiZE wrote:yeay and maybe the game can come with more mods..
maybe it can go the other way around and the maps are dropped out of the installer. That forces people to learn how to use FileUniverse, and it cuts down on the time people have to spend downloading Spring. Well, maybe Great Divide at the least should stay.
Last edited by FizWizz on 31 Oct 2005, 19:36, edited 2 times in total.
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jcnossen
Former Engine Dev
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Post by jcnossen »

Can I presume the lead dev thing is settled for the coming months?
I propose to re-evaluate the lead dev position after the merge is complete.
At that point we could do something like Debian where the project leader is chosen for a period?
Zaphod, I don't know if you agree with something like this?
Yes, absolutely. After all, I said "temporary lead dev". Re-evaluation sounds every few months like a good idea to me, it might result in a more general rts engine if different people have the chance to work out their ideas. After the merge, we have to re-organise things anyway. I also think seperating the project into an experimental branch and stable branch would be good once the port is done. But anyway, first things first...
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Gabba
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Post by Gabba »

It's sad you're taking a backseat SJ, the TA Spring project really was your baby, and you made it come a long way (not to forget Fnordia and the other SY). Congrats for bringing this open-source project to the critical mass point: the game is so nice now and to many people are playing it, I don't think this project can die.

Please chime in from time to time with your ideas of where the game should be heading: I think the choices you made for the game up to now were excellent. Your respected advice might be useful in the future flame wars!

Good luck at your new job! Let us know when one of the games you'll be working on comes out (you know you have to put an easter egg referring to TA somewhere in there).
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aGorm
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Post by aGorm »

Well done Zaphod, I can see you should make a good "temporary lead dev". Just be ready for my winging and whining at you to add things... :-)

aGorm
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

Which head are we assigning this position?
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BlackLiger
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Post by BlackLiger »

[K.B.] Napalm Cobra wrote:Which head are we assigning this position?
The most sane one. Which says a lot about the average level of sanity here ;P
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

Min3mat wrote:nah id rather dl them coz they update regularly and besides the dl is pretty huge atm neway!
Mods are much smaller than maps.
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Min3mat
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Post by Min3mat »

but change a lot faster, and would increase the size of the file unneccarily. u need maps, u dont need soon to be outdated mods
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SinbadEV
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Post by SinbadEV »

You do if you want to play with them
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jcnossen
Former Engine Dev
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Post by jcnossen »

The most sane one. Which says a lot about the average level of sanity here ;P
Hmm maybe I should have picked a nickname that matches my personality better ;)
BTW: I got it from the book, I'd never pick a name from such a bad movie :)
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