From: Joerg H. <jo...@lu...> - 2007-11-17 12:38:52
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-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hi all, [...] > I don't think a forum would be an alternative to the environment, that > is currently build with the wiki. a forum has a big problem with > forgetting old topics and is always less official. I totally agree. There is a forum by the Mac testers and developers, but it's in German (http://community.games4mac.de/index.php?showforum=56). I always have the problem that things there just get lost, or can't be found again (e.g. the 'development' thread is by now 70+ pages). > I quite agree, that there has to be a easyer bugtracker and that the Hmm - I actually thought that the bug tracker is one of the better things :) I like it, and it helps a lot keeping track of things. Anything we can do to improve that? > user ideas need a lot of work. I currently try to develop a better > concept for the user-ideas page, but it's somewhat a fight against > windmills, since nearly every point needs to be discussed by the > developers until it can be finally sorted into a certain category. Yes, it is difficult, and causes some overhead. Not sure what's the best way. My original proposal was to make all of the wiki editable by admins only, and have only this email list (or perhaps a 2nd stk-user) list for all people to contact us and make suggestions in. This would have the advantage that the email archives are threaded, and once a subject is discussed, we can then transfer a summary to the wiki. Coz on the other hand correctly stated that we get a lot of additional suggestions on the wiki, and not on the email list, so it appears that the wiki is the preferred way. > Not to mention how hard it would be, to actually sort every acceptable > idea into a milestone, since such a decission could stop actual > development for months. Well, that usually shouldn't happen. The main problem is that most of the developers just don't have enough time (and/or that we are not enough developers :) ). I had some time recently, so I worked on the most complained about point - the physics - deciding to ignore the wii (since it will be difficult to keep it portable, which I didn't think about when I suggested if after hacking wii support into a local version) and translations (which is actually a somewhat easier job, so would be better suited for someone who starts on STK, and perhaps has some ttf experience). The work on the replay feature is somewhat on hold, since Maik started a new job and is busy with this, Coz with Uni, I soon with work (plus 'real' life), ... That's the reason why we have the milestone page - to give a broad overview over the more user visible changes, and keep us focused. Of course, my (or our) decision to abandon 0.3.1 in favour of getting the physics in sooner changed this, but it is based on feedback from players and reviewers all over the net (now that I mention it: it would be good to have a wiki page linking reviews etc of STK, perhaps with a quoted sentence or two summarising the important points. The above mentioned German Mac wiki has a separate thread for this, and I could copy/translate the important things into the wiki) - and the fact that both wii and translations are rather easy to implement without too much STK source knowledge, while the physics need some experience with bullet (which I am gaining), and better understanding of the STK code - so I guess it's better if I focus on this. > Look at the current development. Milestone 0.3.1 was cancelled, since > the integration of the bullet physics and the upcoming finetuning got a > much higher priority to the project than little features as the > wiimote-support. Everybody can understand that, since the bullet-physics > will be a huge advancement. Nothing is quite perfect for now, but > everybody can see the high potential. I hope so :) Whenever I go back to playtest the non-bullet physics, I feel like screaming out of sheer frustration :) [as a minor update: I am currently stuck with a physics bug, and am waiting for the bullet developer to either tell me what I am doing wrong, or fixing it :) I hope to have better missiles in soon, and once we have visual studio project files for the bullet version, I guess we could officially switch over and clean up the code.] > As I said, I guess it will be one of my major projects as a webmaster, > to keep the user-ideas and milestones-pages up-to-date and make sure, > there is a constant exchange between both pages. As I've posted somewhere, I'll try to clean up the todo-page, and "game design ideas" page, so that you have a clean state to start with ... hopefully beginning of next week. > PS: To the bullet physics: PLEASE, let the carts jump higher! ^^ OK, I'll make this parameter configurable, this way we can all try different values (i.e. it will also be possible to have karts with different jumping abilities). I tried to find a balance between being able to jump over bananas, but not so high that you spent too much time not being able to do anything. It might be worth increasing the gravity, which should make the karts come back quicker, when the karts fly higher. Well, that's all part of the fine tuning :) For now: change velocity.setZ( 3.0f ); to a higher value in kart.cpp (around line 976) - and post a value you like :) Cheers, Joerg - -- - ---------------------------------------------------------------- Joerg Henrichs Luding Administration e-mail: jo...@lu... 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