General > Discussion
Money: "Patch" included, but tester needed.
Bandobras:
--- Quote from: "Rei" --- I'm on now, if that counts ;)
--- End quote ---
Cool. :)
--- Quote ---I'm not so sure about the capitals idea
--- End quote ---
I meant only capitals of the few huge countries we have. Of course that will be a tough choice...
--- Quote ---I didn't want to take out/coopt a variable that another person wanted to use
--- End quote ---
A valid point. I hope alienFriendly was to mean the overall happiness about you, together with happiness about aliens. I like that, this agrees with KISS, and I'm against too much parameters, so that player does not perceive the nation behaviour as a complete chaos. But let's make sure if anybody that put alienFriendly in is still alive and remembers... :) I insist on replacing an existing variable, because with the same number of fields we are safe agains byte-size difference errors. I'm paranoid, I know, but a month of fixing UFO:AI bugs makes this to oneself. :)
Bandobras:
Some nitpicking, as I go throught the patch:
client/cl_basemanagement.c:
--- Code: ---+ baseCurrent = &(gd.bases[i]);
--- End code ---
I can't see where it's needed. BTW, I will try, when the code is stable again, to remove baseCurrent as often as possible.
--- Code: --- if (newBuilding)
+ {
/*update the building-list */
B_BuildingInit();
+ }
--- End code ---
The maintainer is very serious about the coding guidlines (see the wiki). This formatting is illegal. :)
cl_campaign.c:
I've included (with some formatting changed), but disabled, most of the cl_campaign.c changed code, so that you can revert to pure SVN trunk, when I'm done with the patches, if you wish (but please upload diff of base/ufos/ first!). When you are done discussing it, it'll be easy to use the disabled code (and your src/ patch) to make the final version.
po/:
Wow, what is Isomer Emission Power, Supermagnets, Plasma Explosives, Plasma Supermagnets, Tachyon Device,
Tachyon Physics, etc., etc.? If you want my advice, such things are better to write down and discuss on the wiki talk pages about techs or weapons... BTW, you have lots of fuzzy messages in en.po and most of your patch are the other pos. I'd make svn revert -R src/po, after moving en.po somewhere safe, if you made any changes by hand to it...
I can't see the weapon scripts in the diff. I guess they are in the tarfile? No, not there. Did you make svn diff on the src/ level, instead of the toplevel? Could I have svn diff in base/ this time? ;P
Rei:
--- Quote ---
+ baseCurrent = &(gd.bases);
I can't see where it's needed. BTW, I will try, when the code is stable again, to remove baseCurrent as often as possible.
--- End quote ---
Yes, an example of many patches merging together because I can't commit and it's taking so long to manually add in what I've done :P This fixed a crash I was getting in which baseCurrent was null but the game was trying to access a member variable.
--- Quote ---
if (newBuilding)
+ {
/*update the building-list */
B_BuildingInit();
+ }
The maintainer is very serious about the coding guidlines (see the wiki). This formatting is illegal.
--- End quote ---
I just checked the coding guidelines, and I don't see what you're talking about. It says "Always use braces in if-else blocks." It describes having "one line" without brackets as "Okay", but the more lines you do without brackets, the worse it is. It also doesn't discuss bracket placement. Is the wiki page misleading?
--- Quote --- I've included (with some formatting changed), but disabled, most of the cl_campaign.c changed code, so that you can revert to pure SVN trunk, when I'm done with the patches, if you wish (but please upload diff of base/ufos/ first!). When you are done discussing it, it'll be easy to use the disabled code (and your src/ patch) to make the final version.
--- End quote ---
So it's committed, right now?
--- Quote --- Wow, what is Isomer Emission Power, Supermagnets, Plasma Explosives, Plasma Supermagnets, Tachyon Device,
Tachyon Physics, etc., etc.? If you want my advice, such things are better to write down and discuss on the wiki talk pages about techs or weapons... BTW, you have lots of fuzzy messages in en.po and most of your patch are the other pos. I'd make svn revert -R src/po, after moving en.po somewhere safe, if you made any changes by hand to it...
--- End quote ---
Something I've been toying around with that, like everything else, all got merged into one big patch :P. This was something that I expected would be controversial and might not get included, but I wanted to have a working version of before I proposed it. The current tech tree has *v ery* few "intermediary research steps" -- one on lasers, one on "ufo tech", etc. I think there are only four or five; the rest are all research on specific objects.
I wanted to try flushing it out and adding realism at the same time. For example, in reality, there are two things that would be needed for an effective handheld plasma weapon that we don't have: small, extremely intense axial magnetic fields and an extremely high power density power source. Currently, the problem is not in our understanding of plasma -- just the limitations on creating and accelerating it. You'd basically have a tiny magnetoplasma thruster on steroids.
Of course, those technologies have applications elsewhere. A halbach array of crazy-powerful magnets (say, millions of gauss) could get you enough repulsion off of earth's magfield to hover -- say, Phoenix. Incredibly dense power supplies (for example, stimulated hafnium isomer decay with gammavoltaics) could provide a vehicle with enough power to, say, develop a shield when combined with a shield-generating tech.
Not only do I include such techs, but I've been attempting to give them realistic descriptions of how they work. For example, hafnium isomer decay is stimulated by a boson condensate laser (we already have atom lasers that fire coherent atom beams instead of photon beams; such a condensate laser would fire Bose-Einstein condensates, which are supercooled structures that act like massive atoms). This method plays off the real, proposed (and disproven) method for stimulating such decay with X-rays (and the primary weakness in that proposal: lack of interaction of X-rays with the nucleus).
Anyways, it's something I'm toying with, but not something that I expect to see included soon. But, because of the diffs, everything got merged in at once to the same patch. :P
--- Quote --- I can't see the weapon scripts in the diff. I guess they are in the tarfile? No, not there. Did you make svn diff on the src/ level, instead of the toplevel? Could I have svn diff in base/ this time? ;P
--- End quote ---
Whoops! My bad. I'll get that up today.
Rei:
UPDATE: New patch uploaded, this time made from trunk instead of trunk/src.
Rei:
Ah, I just figured out where it says how to do the braces: it doesn't, but it says "Use K&R style of coding (what, you DON'T own a copy?)".
Well, no, I don't. Nor do I traditionally code in that style A) at home on personal projects, B) in other community projects I've worked on, C) at work, and nor did I back in D) college.
I actually had to look it up to see what it entails. It's apparently that style that was invented to save printing space in books and save lines on 24-line terminals, sacrificing readability as a consequence by not having the braces line up in pairs.
That said, while I dislike K&R from a stylistic standpoint, if it's your standard, it's obviously what I'll use. :) I'll actually probably just use the suggested "indent" command in the future to take care of it for me.
Oh, also, how do we get a review of the code going so that it can be enabled and I can move on to other projects? At such a time, could we get discussion of what effect killed civilians and surviving aliens should have on country pay so I can code that? Is there a time when this discussion can happen, or should I randomly check into IRC every day and hope that enough people will be there to discuss it?
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