On 1/4/10, Kreuvf <xxxx...@xxxxxxx2100.de> wrote: > Per Inge Mathisen wrote: > > So here is my suggestion: We pick one branch as the final campaign > > release tree, and at some point branch it to become an "original > > campaign only" branch, removing anything other than campaign from it > > (ie no skirmish, multiplayer, etc). Starting the executable built from > > this branch just brings up the tutorials, load game, options and > > campaign. Whenever we build releases from newer branches, we also > > build an original campaign executable from this branch to include. > > Then we drop all code and scripts specific to the original campaign > > from newer branches and trunk. Instead we focus on rebuilding campaign > > support code on top of the new savegame format and lua branch when > > those are done, so that new campaigns can be written. > > Please tell me if I understand this correctly (don't mind the version > numbers!): > - Pick one branch as final campaign release tree --> for instance 2.3 > ==> 2.3 = campaign branch > > - Time goes by. > > - Remove anything not necessary for the campaign. > ==> campaign only branch (cob) > > - Remove campaign stuff from 2.4 and trunk. > > - Rebuilding campaign support code on top of new savegame format and lua > branch, > when those are done > > - Release of 2.4 > ==> executable of 2.4 + executable of cob > > - Release of 3.0 > ==> lua branch and new savegame format done > > - Release of 4.0 > ==> rewritten campaign > ==> <Buginator> Die, cob, die! > ==> RIP cob. > > If this is the basic idea, I'm fine with it. But I suggest the following: > Thoroughly think through the many side-effects. Videos will have to be split > as > there is a general part (those vids shown on the intelligence screen), an > MP-only part and an SP-only part. Nonetheless, I am willing to help > where/when I > can. :) > > I don't know where you got the idea of me saying die! xzy die! I would never say that! ;) [invisibleink]die! 2.2.x die![/invisibleink]
As hard as it is to believe, I would rather keep campaign going since it really is the part that brought me to this project. I understand that campaign is very easy to break, and we really lack people that want to play campaign over & over again from square one, but, if it works out, the answer to this will be a custom script that we can use to test all aspects of campaign for us. IIRC, lua is also not a silver bullet to all our script issues. Yes, it will be a nice improvement, but as long as we still use any of the old code in the codebase, we will still have script issues. I also think that the most of the hold-up for getting lua done has to do with campaign scripts conversion. _______________________________________________ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev