It's 9 Months since S2_4 was branched 02-Nov-11. It has been suggested that S2_5 branching would take place in another 9 Months, 02-May-13, in which case we would now be halfway in 2.5 feature development.
This email is about things I'm doing myself. Others do valuable work too, but as my mind-reading abilities are lacking, I can't write about their plans. We have accomplished several major subprojects already: - gen-roads are now in a stable state. I do have next iterations for specials/bases/roads code in mind, but I'll probably let that part to sleep for a while. Let's just say that somehow recombining them is in order. As we are often running out of words for naming different game concepts, I already mention that I'd like to reserve term "(tile) extras" to mean all of specials/bases/roads. - Support for disasters is ready, As always, it would be nice if supplied rulesets would take advantage of the new feature to provide something to end-user too, but making balanced (well tested) rule changes is always hard and nobody has made suggestions. - AI traits exist. They do not have all the features I earlier envisioned them to have, but I've hit some design problems, and as they are in a usable and stable state anyway, I may let them to be for now. - Polishing S2_4 has revealed number of problems that have got minimal fix in a stable branch, but need better fix in the future. Some of these are already made, some not. This is the main reason I'm not so sure about 02-May-13 branching date for S2_5. It's quite soon after 2.4.0 release, so it's not giving us much time to implement those last features we find out ourselves needing based on S2_4 experiences. - We've got civ2civ3 ruleset to our distribution. We've also got Alien World ruleset in our version control, but it's not going to be released in freeciv-2.5. Both rulesets need polishing before their first release as part of freeciv proper. I hope Bardo remains active what comes to civ2civ3 development even though it's now under freeciv version control and commits must be done my freeciv maintainers. As original-guilty to its existence, I'll try to be active in fixing / polishing alien ruleset. What I'm currently working on, or plan to work before 2.5: - I have been working with freeciv-web codebase. It's currently working somehow with S2_4 branching point freeciv. I'll continue to update it so that it will work with current freeciv core, and then on development can happen parallel, and we should start considering effects on freeciv-web when making freeciv core changes. Goal is that once freeciv 2.5.0 is released, there would be also stable freeciv-web release based on it. - I have written some code for new utility. So far it doesn't do much, but I've named it as fc-rs-designer (freeciv ruleset designer) for what it hopefully some day is. Currently this work affects freeciv proper only in that some bugfixes and adjustments to support new tool are made. First version worth of committing to freeciv svn is not yet near. This is somethign I'd like to have minimalistic version in 2.5 already, but we'll see how much time I have for this. - I try to get patches of other contributors handled in somehow acceptable time. It helps if you are regular contributor, and working on patch series, so things start rolling. Of the regular contributors I now somewhat rely on Rafał Mużyło to develop gtk3-client, and mir3x Qt-client, so I'm not working on them myself. btw. One major feature I earlier wanted to implement to gtk3-client during 2.5 cycle was zooming (there's some tickets about it). Do you Rafał have any plans to work on it? - I have planned to implement alternative (ruleset selectable) traderoute system to reduce micromanagement of caravan units. So far I've only touched parts of existing system. I don't know if I get to actual alternative system development during 2.5 cycle, but in any case I continue adjusting trade related things while preparing for it. I think that, while single minor feature, effects controlled number of max traderoutes already gives a lot to the game. - Base ownership separate from land (tile) ownership is another thing I go around, making minor improvements to existing code while trying to figure out how to proceed. More I investigate, harder design problems I find. - Since Alien World went to freeciv version control, I started new private modpack project, this time a scenario game (with custon ruleset). One goal is to test if our scripting features are usable in real world scenario example, but the scenario design will hit many ruleset format limits too. Lifting those limits so my scenario can be implemented will be one of my freeciv engine development trends. Of the scenario itself I can at this time tell only that it's extremely primitive - Homo Sapiens vs Neanderthals. Not realistic at all, but rather comic-style world. What was once started, but is not going forward: - Skeleton of another new tool is already in svn. There's Qt version of the modpack installer. I don't know what will happen to it. Maybe someone else provides patches for it to make it more usable (more in par with gtk version) - Threaded AI was once to become my top priority during 2.5 cycle. I look it every now and then with new plan, but every time I find some major problems in the planned design - or at least it would require such a huge rewrite in one step to freeciv codebase that I really cannot do it. I have new plan again, but I don't know when I actively start working on it. - Switching to lua & tolua versions 5.2. This should have been relatively small task, but it simply isn't working. I hope someone more qualified takes a look. No point to waste endless hours of my time when some expert might fix it in minutes. - ML _______________________________________________ Freeciv-dev mailing list Freecivfirstname.lastname@example.org https://mail.gna.org/listinfo/freeciv-dev