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ltnarol
Murdock
Registered: Dec 2001
Location: GTD Haydon
Posts: 357 |
as i stated in another forum already, i suggest anyone here interested in actually turning out a widely used engine work with the FSF team, consolidate the whole thing into one project with one team. Things would get done a lot faster if we had one team putting their heads together instead of two teams trying to do the same thing at the same time. 
I also suggest we make a standard engine instead of every hosted project making their own, that would just be too much downloading if we had to download 4 of 5 separate engines.
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[url="http://www.3dap.com/hlp/hosted/the158th/"]158th Banshee Squadron[/url]
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04-25-2002 01:59 PM |
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ltnarol
Murdock
Registered: Dec 2001
Location: GTD Haydon
Posts: 357 |
as i stated in another forum already, i suggest anyone here interested in actually turning out a widely used engine work with the FSF team, consolidate the whole thing into one project with one team. Things would get done a lot faster if we had one team putting their heads together instead of two teams trying to do the same thing at the same time. 
I also suggest we make a standard engine instead of every hosted project making their own, that would just be too much downloading if we had to download 4 of 5 separate engines.
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04-25-2002 01:59 PM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
Yes, creating one or few big teams is the best choice.
Teams can maintain compatibility and invent new ideas and methods better when they're working as teams, not individuals.
I suggest that instead of building a new Freespace Forever engine, Forever team is developing unofficial patch for FS2 and then cooperating with other teams to make compatible and long needed additions to the code.
This all will go only to worse if we soon have many small teams or individuals who are all making their own changes to the code, resulting in extremely bad compatibility.
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[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]
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04-25-2002 02:01 PM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
Yes, creating one or few big teams is the best choice.
Teams can maintain compatibility and invent new ideas and methods better when they're working as teams, not individuals.
I suggest that instead of building a new Freespace Forever engine, Forever team is developing unofficial patch for FS2 and then cooperating with other teams to make compatible and long needed additions to the code.
This all will go only to worse if we soon have many small teams or individuals who are all making their own changes to the code, resulting in extremely bad compatibility.
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[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]
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04-25-2002 02:01 PM |
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ltnarol
Murdock
Registered: Dec 2001
Location: GTD Haydon
Posts: 357 |
I still say one team and one team only: it gets too confusing with too many engines and patches going around which campaign is using which. A patch for the fs2 engine wouldnt be able to do as much as opening up that bundle of some 750 files and doing some plug and tug. We could come out with a new engine within a year with some of the people we have here.
I would also suggest that someone with previous successful management experience take over direction of the team and keep it organized and coordinated. Projects that need specific changes done to the engine can submit suggestions. If we set up a clear cut system, we get this done more professionally and smoothly.
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Last edited by ltnarol on 04-25-2002 at 02:30 PM
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04-25-2002 02:26 PM |
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ltnarol
Murdock
Registered: Dec 2001
Location: GTD Haydon
Posts: 357 |
I still say one team and one team only: it gets too confusing with too many engines and patches going around which campaign is using which. A patch for the fs2 engine wouldnt be able to do as much as opening up that bundle of some 750 files and doing some plug and tug. We could come out with a new engine within a year with some of the people we have here.
I would also suggest that someone with previous successful management experience take over direction of the team and keep it organized and coordinated. Projects that need specific changes done to the engine can submit suggestions. If we set up a clear cut system, we get this done more professionally and smoothly.
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Last edited by ltnarol on 04-25-2002 at 02:30 PM
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04-25-2002 02:26 PM |
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Avenger
Babylon Project

Registered: Jun 2001
Location: Birmingham
Posts: 227 |
i agree i think there should be a group of people, open source etc, people can submit ideas for improvements the group as a whole descide if it is viable to add, and if not a bloody good reason. And they act as sort of the fs2 update authoritay, (cartman...down boy) =) this will then stop people having malicous code found in there game or something worse i dunno, i starting to pass out, But u get the jist of it. It would also mean that improvements as a whole could be done alot faster and also a new better PXO type gaming service could be developed,
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Programmer for babylon Project
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04-25-2002 05:05 PM |
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tomcat
Bad Mother <BEEP>

Registered: Feb 2001
Location: Transylvania, ROMANIA
Posts: 1040 |
well release of the source is good
..in general..
but to not slide into oblivian like F4 Falcon team did ..bazilion of patches ....duplication of feature ....trobles ..
for the morons that neve coded more than 100 line..
if u do a damn big piece of code and u don't coment it u are the most stupid egomaniac piece of doodoo
since team work means that people need to know what is in that piece of code and mostly why u did it like this ..and not to mention if u reread the code after 3 month 75% tthat un don't remeber whay in the hell you did it like u did ...
so this code is not for amateurs ..that is result of work of 2 years of polishing a software product ... so if u dont had experience at least 2-3 years of profesional C++ codding dont throw your self into this ..because posible that tthis piece of code will go over your level ... not to mention for someone that the soft developent finished when he saw a result... testing can take almost twice development of the product..
keep your feet down ...talk with someone that is good ..
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eng Horatiu Popovici
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04-25-2002 08:37 PM |
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tomcat
Bad Mother <BEEP>

Registered: Feb 2001
Location: Transylvania, ROMANIA
Posts: 1040 |
well release of the source is good
..in general..
but to not slide into oblivian like F4 Falcon team did ..bazilion of patches ....duplication of feature ....trobles ..
for the morons that neve coded more than 100 line..
if u do a damn big piece of code and u don't coment it u are the most stupid egomaniac piece of doodoo
since team work means that people need to know what is in that piece of code and mostly why u did it like this ..and not to mention if u reread the code after 3 month 75% tthat un don't remeber whay in the hell you did it like u did ...
so this code is not for amateurs ..that is result of work of 2 years of polishing a software product ... so if u dont had experience at least 2-3 years of profesional C++ codding dont throw your self into this ..because posible that tthis piece of code will go over your level ... not to mention for someone that the soft developent finished when he saw a result... testing can take almost twice development of the product..
keep your feet down ...talk with someone that is good ..
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eng Horatiu Popovici
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04-25-2002 08:37 PM |
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FSF Ashrak
Post Count Weenie
Registered: Sep 2001
Location: Estonia
Posts: 1362 |
will atleast this thing have a publik beta test to see if it works on all of the PC's or will you see if it works on YOUR PC's
"pice of dudu" nice tomcat very nice indeed 
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04-25-2002 08:59 PM |
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Ashark
I'm New! Laugh At Me!
Registered: May 2002
Location: Estonia
Posts: 1024 |
will atleast this thing have a publik beta test to see if it works on all of the PC's or will you see if it works on YOUR PC's
"pice of dudu" nice tomcat very nice indeed 
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04-25-2002 08:59 PM |
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tomcat
Bad Mother <BEEP>

Registered: Feb 2001
Location: Transylvania, ROMANIA
Posts: 1040 |
now serious.. this musttt be treated with maximum of maturity..what will be nice whould be CVS server so if ther is a team of develor to place there the code ..like (V) did ..so we could have nice organisation a stable version and devel version..plus detaile feature list
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04-25-2002 09:35 PM |
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ltnarol
Murdock
Registered: Dec 2001
Location: GTD Haydon
Posts: 357 |
well, there are only a few of us here and at HLP who have had 2-3 years of experience with C++ last i checked, and if we're going to get this thing working in our lifetimes, we'll need more than 2 or 3 programmers. We will definitely have to find more people, even if it means picking up amateurs and shoving a C book in their faces. Keep in mind we're not building this behemoth from the ground up, we're basing it off of a proven engine; most of the work will be tweaking and adding (with a bit of deleting here and there).
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04-25-2002 10:53 PM |
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ltnarol
Murdock
Registered: Dec 2001
Location: GTD Haydon
Posts: 357 |
well, there are only a few of us here and at HLP who have had 2-3 years of experience with C++ last i checked, and if we're going to get this thing working in our lifetimes, we'll need more than 2 or 3 programmers. We will definitely have to find more people, even if it means picking up amateurs and shoving a C book in their faces. Keep in mind we're not building this behemoth from the ground up, we're basing it off of a proven engine; most of the work will be tweaking and adding (with a bit of deleting here and there).
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04-25-2002 10:53 PM |
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LOAPhReAk
Murdock
Registered: Oct 2000
Location:
Posts: 176 |
AHHHH MY EYES!!! IT HURTS!!! OH THE HUMANITY!!!
lol.. thanks Dave
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04-26-2002 02:27 AM |
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LOAPhReAk
Murdock
Registered: Oct 2000
Location:
Posts: 176 |
AHHHH MY EYES!!! IT HURTS!!! OH THE HUMANITY!!!
lol.. thanks Dave
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04-26-2002 02:27 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
does anyone know what
Assertion Failed!
Assert: !(weaponp->wi_flags & WIF_FLAK) && !(weaponp->wi_flags & WIF_SWARM)
File: D:\Games\projects\freespace2_public\code\Weapon\We
apons.cpp
Line: 716
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() WinMainSub() WinMain() WinMainCRTStartup() KERNEL32.DLL bff8b537()
KERNEL32.DLL bff8b3e9()
KERNEL32.DLL bff89dac()
------------------------------------------------------------------
means?
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Bobboau, bringing you products that work ......... In theory
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04-26-2002 04:06 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
does anyone know what
Assertion Failed!
Assert: !(weaponp->wi_flags & WIF_FLAK) && !(weaponp->wi_flags & WIF_SWARM)
File: D:\Games\projects\freespace2_public\code\Weapon\We
apons.cpp
Line: 716
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() WinMainSub() WinMain() WinMainCRTStartup() KERNEL32.DLL bff8b537()
KERNEL32.DLL bff8b3e9()
KERNEL32.DLL bff89dac()
------------------------------------------------------------------
means?
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Bobboau, bringing you products that work ......... In theory
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04-26-2002 04:06 AM |
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daveb
Volition

Registered: Jul 2000
Location:
Posts: 105 |
A.) You should grab the newer version of the source code. You're using the stuff without the copyright update.
B.) Corkscrew missiles can't be marked as swarm or flak.

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04-26-2002 04:20 AM |
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