Change Lobby Chat Channel Structure?

Change Lobby Chat Channel Structure?

Discuss development of lobby clients, server, autohosts and auto-download software.

Moderators: Moderators, Lobby Developers

Post Reply
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Change Lobby Chat Channel Structure?

Post by MidKnight »

In wake of the recent work with the wiki, aegis' hard work on culling useless channels, and me having to create an argument that can withstand the Lurker-dozer of Logic to register #modelling, I came to the conclusion that we may want to restructure some of the common lobby chat channels.

Ideas:
Add #modelling, as a counterpart to #lua and #mapping, to facilitate conversations between unit makers about unit making, and to help educate newbies.
Possible disadvantages:
- may conflict with #moddev.
- recieves low traffic?


Merge #mapping, #moddev, and possibly #lua into one channel, #contentdev. This will help deal with the fact that most of the aforementioned channels are near devoid of discussion.
Possible disadvantages:
- no more separate channels for different branches of content development.


Rename #sy to #dev or #enginedev. This is more comprehensive, as spring is no longer maintained solely by the Swedish Yankspankers, and helps improve the engine's professional image.
Possible disadvantages:
- All the current users of #sy will have to be informed and moved.
- We'll have to retool the IRC bridge (not very hard)
- Laziness?


Comments? Opinions? Suggestions?
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Change Lobby Chat Channel Structure?

Post by lurker »

Moddev isn't filled enough to need a new channel, but it's good to have lua seperate, it gets non-moddev questions, and also general programming questions. Why would you want to redirect sy to something that's not sy, and it's not exactly a channel dedicated to enginedev either, while dev is even less fitting and too generic.
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Change Lobby Chat Channel Structure?

Post by MidKnight »

lurker wrote:Moddev isn't filled enough to need a new channel, but it's good to have lua seperate, it gets non-moddev questions, and also general programming questions. Why would you want to redirect sy to something that's not sy, and it's not exactly a channel dedicated to enginedev either, while dev is even less fitting and too generic.
maybe just merge moddev and mapping? It just irritates me that mapping has almost no activity and that no soecific channel for modelling exists,. Merging at least these two would make the naming conventiion much more intuitive and give the channel a decent amount of traffic.

Also, what is #sy dedicated to, if not engine development? A now-defunct clan?
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Change Lobby Chat Channel Structure?

Post by lurker »

Would such a merged channel get used by mappers? That's reasonable to consider, but getting people to move is a trick.

Why do you want a channel that says 'MODEL HERE'? I can put that in the topic of #moddev if you desire.

The #sy question is faulty.
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Change Lobby Chat Channel Structure?

Post by MidKnight »

lurker wrote:Would such a merged channel get used by mappers? That's reasonable to consider, but getting people to move is a trick.

Why do you want a channel that says 'MODEL HERE'? I can put that in the topic of #moddev if you desire.
I just think that it is inconsistent. Usability-wise, all we need is one channel. Alternatively we could have a separate channel for each. The current approach is half and half, in respect to the forums, with a mapping channel but no modelling channel.
The #sy question is faulty.
How so? Here's a mildly relevant lolpic:
Image
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Change Lobby Chat Channel Structure?

Post by lurker »

Modelling is part of game making; do you find it bothersome that there are no game discussion and git repository channels?

If you insist on not even trying to understand me yet, then you may have a hint. Rewrite the sentence into declarative form. The dedication of #sy is ____. How could this be wrong already?
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Change Lobby Chat Channel Structure?

Post by MidKnight »

lurker wrote:Modelling is part of game making; do you find it bothersome that there are no game discussion and git repository channels?
My argument is on its knees and gasping. One last push: a separate channel for modelling would be consistent with the forums.
If you insist on not even trying to understand me yet, then you may have a hint. Rewrite the sentence into declarative form. The dedication of #sy is ____. How could this be wrong already?
I was trying to ask you what #sy is about. I still can't manage to understand you! :(
I'll try and guess at words to fill in the blank in your statement:
sy
[sy]
IRC bridge
nothing in particular
bots posting their stuff
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Change Lobby Chat Channel Structure?

Post by lurker »

Symmetry with the forums is infeasable and already pointless when they aren't ideally laid out.

How could this be wrong already, before filling in the blank. The issue is assuming that there is a dedication. There is a good bit of engine dev chat, but you should see it when it's in the middle of a days-long conversation about the lobby server or an unrelated game where you fly around a fractal. #sy is a sufficient name because it doesn't presume to put a topic in place, even if there is a common use from the lobby side.
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Change Lobby Chat Channel Structure?

Post by MidKnight »

Then how about establishing a separate channel for intensive engine development?

Although, I could point out that while channels like #ca are dedicated to a single game, conversations about topics from cooking to nightclubs to fuseboxes take place there.
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Change Lobby Chat Channel Structure?

Post by lurker »

Who would use it?

If anything, it's devoted to engine development, the lobby server, and making releases. What name would you give to that?
Post Reply

Return to “Lobby Clients & Server”