What would be redone with Qt ? anything GUI-related ? so the client(s) [which ones? cfclient ?] the map editors [which ones? cfeditor? or the java one or the gtk one?]? would you need/want to add some sort of server admin console?
On Fri, Jan 15, 2010 at 1:16 PM, Nicolas Weeger <[email protected]> wrote: >> I know someone sort of looked into doing crossfire in C++ several years >> back. Their opinion was it was probably easier to start writing the code >> from scratch vs trying to convert the existing code. I haven't looked at >> it enough to say for sure, but I could certainly see it may be easier to >> start from scratch but keep in archetype/map/player/protocol compatible. >> On the same basis, one could use that to clean up lots of bits of code that >> are their for compatibility reasons or because that is the way things >> should work - one could actually define how those things should work. > > Around one year ago I and another did an experiment converting to C++ and > introducing Qt. > It was never completed, mind you (but as a by-product there is the CRE tool in > utils/), but it wasn't *too* bad to do. > Making it build C++ mode was like 2h work. Introducing classes did take more > time, though, but was doable too. > > I could probably dig the source code if needed, even if it is obsolete by now. > Oh, and it did have dynamic archetype loading ;) > (ie change an archetype in the tree, it'd pick up the change a few seconds > later - worked for faces at least) > > > But maybe yes rethinking the whole game architecture could be done taking the > opportunity. > Of course, not a 2 days project. > > And we would need to know the focus - modular design? robuste? performant? > > (and see next reply :)) > > > >> But I suspect the stuff under Various is low priority - for the most part >> it cleans things up for developers, but doesn't really change the >> experience for players. > > Correct. Various is more 'in some years', or 'never'. > C++/Qt would be a real time-saver in the long run - don't have to redefine > shared strings, many many "free" stuff - threads, sockets, and such. And > using a tested library. > > > But the first topic for me is gameplay / content. As long as no one is > seriously working on that, I'll not do much on code, I think. > > Unless I get seriously bored with reinventing the wheel and just introduce Qt > to have basic functions - and not change the current non class mode. But I > wouldn't do that without having a consensus on the list - worse case I'd make > my own branch and work still on content :) > > > > >> I guess my question would be whether food as a core stat really adds much >> to the game or is as much a headache as anything else. > > IMO it adds some fun. > And you could still eat some raw meat from monsters, when they give some. And > you could introduce some fun diseases related to food - "hum, that cow steak > was good... err, why are you feeling crazy, suddenly?" > > Or it could just be used to regenerate sp. > > But right now it's useless. > > > > > Nicolas > -- > http://nicolas.weeger.org [Mon p'tit coin du web] > > _______________________________________________ > crossfire mailing list > [email protected] > http://mailman.metalforge.org/mailman/listinfo/crossfire > > -- Dany Talbot, Quebec, Canada [ [email protected] ] "Per aspera ad astra" _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

