From: Daniel H. <dan...@mi...> - 2005-08-23 18:55:20
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Brian wrote: >Message body follows: > >I am interested in helping with the Vega Strike development, >and would like to be added as a developer to the Vega Strike. > > What we've been doing is having people checkout anonymously and work on it there---and when they're ready to commit their first patch, then we add the user as a developer, and then the user can commit with cvs -db...@cv...:/cvsroot/vegastrike commit overriding their anonymous checkout. If you need a repository for intermediate changes while you're working on your first bit of code that can be arranged. >I like the basic game, but found the configuration program >to be very lacking. > > agreed >Since I do not like the "setup" program, I would like to >rewrite it. >Because the change is considerable, I would like to place >the code in CVS in a seperate top level directory. The >program will be a drop-in replacement to the current vssetup. > > that may work--- there have been a large number of requests for an in-game configuration utility--but that is apt to be a larger effort--and perhaps a separate program is good enough. One of our priorities is to keep our configuration utilities cross platform---which limits which GUIs we choose. Preferably a console version would be available to mac users without Xwindow (99% of them don't have it) >What I would like to see: >Hardware specific settings take into account the system it >is running on: >The list of resolutions be changed to >[Windowed] >[Current] >[ 1024x768 ] >[ ... ] >Where the list of resolutions are pulled from the system it >is currently running on. During game load, if the >resolution selected is not available, then it should fall >back to current resolution. > >Joystick configuration should also take into account the >joystick installed, and it should be easy for non-developers >to create new joystick profiles (not just the mapping of >what does what, but also a top level description of the >buttons and axes and the numerical mapping to physical device). >For instance, I have a Saitek X45 joystick, and the axis >mapping of the joystick required making my own configuration >file (and I still don't have it perfect). I'm sure a lot of >users would have just given up in frustration. > > agreed--the configuration program should be able to look these things up--but the user should be able to override such settings >I would like to see the settings split into group, such as >Game Play, Graphics/Sound, Input, etc. Most commercial >games do this. >I would like to see more control types used, instead of just >combo boxes (check boxes for on/off items, radio-list boxes >for some of the commands). By grouping options and only >showing one group at a time, screen real-estate would be >increased. > > yes--- the actual XML should be able to be edited--individually or in groups as saved in vegastrike.config >Just like the current system, an extensible interface for >the options so >that new options could be added without recompiling the >setup program. > >Once the setup program is enhanced, I would like to assist >with filling in the missing descriptions for many of the >trade goods, ships, and ship upgrades. This could also be >worked on while I wait on feedback on various stages of the >setup program upgrade. > > you'd probably be working with jackS for that portion of the devleopment >I would also like to see some design documentation. It took >me a while to figure out why the development tree is built >the way it is. It works, but it sure would have taken me >less time if I could have reviewed a design document that >covered the dependencies and where they could be gotten (I >had never used GLUT, and freeGLUT, which I had, was not >acceptable for this program). This should help out new >developers that want to contribute to the project, and also >old hands that need to deal with an area they do not work >with regularly. Things to cover: > Software Dependencies > > any actual releases don't have software dependencies as everything is statically built... > Subsystem breakdown, including what file does what, and >primary developer for each subsystem. > Build system description. > > would be useful >There are many more ideas, but I think that is a good start. > >-- >This message has been sent to you, a registered SourceForge.net user, >by another site user, through the SourceForge.net site. This message >has been delivered to your SourceForge.net mail alias. You may reply >to this message using the "Reply" feature of your email client, or >using the messaging facility of SourceForge.net at: >https://sourceforge.net/sendmessage.php?touser=1319466 > > > |