Maps are long to make.


Not really, we just don't have enough people working on them. I could make a
map in about 30minutes.

Good maps are rare, and we already have few. It is completely silly to
eliminate backward compatibility for the sake of it.


Elimination BC is not the end of the world. We just make newer, compatble
maps. And if the new core is more than just a rewrite, it should make
playing and loading slightly faster, and less buggy. It would also allow
things like recording games (full games which can be played back) hopefully.

It destroys hours of work of many people that did the maps.


True, but someone can just remake them, nearly exactly like they were, with
the original authros name as the maker, and I bet they couldn't even tell
the difference (who really plays all the maps there?).

It forces us to get a new set of maps


Yes, or remake the old ones, which will be as simple as having two comp, one
running the old map, the other with the map editor open, and someone copying
what they see (thats what I'll be doing)

It serves no purpose as basically you can perfectly have a new and old map
format: you only need a filter.


But as Bradley has already said, the filter would require a lot of work. Its
just not worth it. Better to rewrite it, than write it with lots of bugs.

It introduces new bugs where there weren't (make no mistake, all code is
buggy, and there is no reason a rewrite will be less buggy than the
original)


True, the new system will be buggy. And true,  a rewrite for just this one
thing seems pointless, but dont forget what else it opens. The new core will
allow for lots of new features to be easily coded, and bug fixes applied.
Isn't that the main purpose of Glob2? Not to be bug free all the time, old
code, and be content, but to have new features, increase gameplay, and give
players more options (even if it means releasing bug fixes every week) :P

if it ain't broke, don't fix it!


Ah, but it is broken. In the code. Maybe not from where a player sees, but
for devs, its a nightmare. The better the code, the better the game.

network play needs to be flawless, and if that takes a rewrite, so be it!


That is true. Yet I managed, despite lag because of my dial up, to have a
quick game with fingers (IRC nick), and host, and join his. All it really
needs is a better compression to send data over the net faster and the
ability to open just one port and be able to host/chat, and use yog (current
12 ports need opening :S).

Because make no mistake: having good maps (or having maps at all) is _way_
more important than saving five minutes by not implementing a filter.


Lol, if you think it would take 5 minutes to implement the filter, you dont
know the code well enough. It would be a major hassle. Two major maps
systems in one game shouldn't be done. Not only would it makes releases
bigger, longer to compile, and buggy, but also makes it harder for devs to
implement further features.

PPS and from a development perspective, rewrites of subsystem should be done
in separate branches and merged when well-tested and feature-complete.


Not when the source is pretty much complete for alpha23. Once the bug fix is
released, no development of the code in HEAD would be done for months if
Bradley used a branch. Its better to keep it in HEAD, so people can download
and help report bugs when the system is in place and being tested.

--
Kieran.P
http://qlwiki.linuxsolutions.co.nz/
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