[CF-Devel] Map building, continued
crossfire-devel at archives.real-time.com
crossfire-devel at archives.real-time.com
Mon Oct 27 00:24:18 CST 2003
Nicolas Weeger wrote:
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Hello.
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>
A while ago I submitted a patch enabling ingame (partial) map
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modification / building, but no one commented on it.
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>
Is it not an interesting feature? You so busy working on your features
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that you don't have time to test stuff? <grin>
Well, testing other stuff is problematic.
Probably the biggest problem arises when someone says 'I have some
experimental <xyz>' - people get turned off the the experimental/still early
work in progress, and think to themselves 'I'll wait for the more polished
version to come out'.
I'm personally not a big fan of in game map building. Have people use the
editor if they want to build maps. I'd almost be more interested in some way
for players to upload maps and do sanity checking to make sure they are OK.
but there is also a difference between map building and map customization.
The former suggests that a player can put most anything on the map - the later
suggests they have some limited ability to change an existing map. I don't have
quite as much problem with the later.
I'm also a bit leery of adding any new large block of code if it isn't really
needed. More code leads to more bugs and more code to maintain. But that of
course has to be tempered with the usefulness/demand of the feature.
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Is there a CVS branch that'd be 'totally experimental', where this kind
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of random stuff could be checked in for testing, but not necessarily
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included in the game?
There is no such branch. I'm not sure how useful such a branch would be - if
too many people used such a branch (on the idea of hey, its experimental, I can
check this code in right now) - that would lead to the branch often being out of
sync with your code, requiring more work to potentially be able to get your
change up to date.
Also, there is the problem that if there are several such experimental
features in that gate, may be more reluctance for people to use it - feature A
may seem interesting and something to try out, but feature B (by perhaps someone
different) doesn't, but you're then stuck with both of them to play around with,
which could be a detriment (if something is buggy, harder to pinpoint exactly
where the problem is).
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