Re: [warzone2100-dev] Intent to merge, intent to destroy
On Thu, Mar 31, 2011 at 5:08 AM, Safety0ff safety0ff@gmail.com wrote: PS The new javascript scavenger script is attached as an example for those too lazy to look in the qtscript branch. From the script: And we can use the built-in Math library switch (Math.random() * 10) How does that work with Cyp's determinism work? Shouldn't it use our deterministic rng ? Each script runs only on a single player and communicate only outputs to other players, and therefore they do not need to be deterministic. This removes the need to address so many potential issues that I do not think this will or should ever change. (The Spring engine require deterministic scripts, and they ran into some nasty issues with Lua not being deterministic in all corner cases. I could not find a single scripting system that could promise determinism, and I have no idea if QtScript is deterministic.) - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[warzone2100-dev] [Warzone 2100 Trac] #2603: 3.0 beta 4 Satellite Uplink Mission Artifact Empty
#2603: 3.0 beta 4 Satellite Uplink Mission Artifact Empty --+--- Reporter: ragnarokk91@… |Type: bug Status: new|Priority: normal Milestone: unspecified| Component: Campaign Version: unspecified|Keywords: Operating System: GNU/Linux 64bit| Blocked By: Blocking: | --+--- In the mission Destroy satellite uplink (the one in which pepperpots and tank killers appear), out of the 4 artifacts, only 3 give me new technologies, the remaining 1 is empty. In 2.3 series this didn't seem to happen, although I don't remember well. -- Ticket URL: http://developer.wz2100.net/ticket/2603 Warzone 2100 Trac http://developer.wz2100.net/ The Warzone 2100 Project ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Intent to merge, intent to destroy
On 3/30/11, Per Inge Mathisen per.mathi...@gmail.com wrote: The QtScript branch (perim/qtscript) now has a working implementation of javascript for scavengers. The old scripting system runs fine side by side with it. Saving and loading works as well. The code should be short and easy to understand, but I have been writing it incrementally by myself, so it is inevitable that I have overlooked obvious things that ought to have been documented or explained better. Or have added bugs alongside features. Or made really poor API choices. The latter is perhaps the least worrisome. If the merger is approved and completed, I will start explaining and documenting the new javascript API on the forums, and take suggestions for improvements, as it is fleshed out. I would like for someone to review the changes in the branch, if possible. I would also like to merge it into the qt branch very soon. Any objections to this should be voiced now. If you think it is ready, and the old scripts still work as before, then I have no real objections. Will this always be the case though ? Will the old scripts still be supported after Qtscript is finished ? Are we going to offer some kind of conversion utility ? As for code review, we need more hours in the day. :( On 3/30/11, dak180 dak...@users.sourceforge.net wrote: Instead of deleting or freezing lua as a tag, after having talked it over with cybersphinx on irc I think that we should move dead branches to a clone on sf.net set aside for this purpose. I would suggest something based upon attic or graveyard for the name. What would be the point of this ? Even if you delete lua, it is still in the repo, so we can just do what we do with all the other branches that are done/not-used/experiment-that-failed. Tag them, and then do :branch-name ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev