Hi, Asa seemed to have some problem with the mailing list, so I forwarded this message. (That gna spamfilter really seems too strict)
Regards, Mark de Wever aka Mordante/SkeletonCrew On Sun, Apr 22, 2007 at 09:05:10PM -0700, Asa Swain wrote: > Hi, > > I tried to send this letter to the wesnoth dev-talk > mailing list, but for some reason despite the fact > that I still receiving the mailing list, I can't post > on it. I wanted to maker sure that it got to the > appropriate developers, so I am sending it to all of > you. I just wanted to make a few comments before I > canceled my mailing list subscription. > > Thanks, > > Asa > > > Original letter: > > Hello everyone, > > I realize I haven't been active in a very long time, > but I do occasionally read the dev mailing list > discussions, and I like the discussion you had > recently on maintaining and possibly adding new > campaigns. First off, I'm sorry that I have abandoned > UTBS, but work has taken over my life, and I find > other real life concerns more pressing. I want to > thank all the great developers who have been > maintaining UTBS and keeping it up to spec. > > I think now is a good time for me to officially hand > over control of UTBS to the developing community. What > I mean is that I it is time for me to admit the > obvious: that I do not have time to keep up to date > with Wesnoth's developments and the maintenance needed > for UTBS and hand over the reigns as described in the > recent discussion. > > I hope that UTBS can continue to be a part of the > official build of Wesnoth, but if at some later date, > no one wants to maintain the campaign, I understand if > it gets removed. And while I think, at least > plot-wise, the campaign is fine in its current form, I > allow any future maintainer to change any part of the > campaign s/he wishes. I expect that parts of the > campaign, especially on higher difficulties, may be > unbalanced. > > This e-mail sounds a little silly, because you guys > have been doing a wonderful jobs of maintaining UTBS > already, and I am extremely grateful, I just figured I > should take the opportunity to officially pass control > of the campaign over to any else who is interested. Do > with it as you will, with my blessing. You can of > course always e-mail me at ([EMAIL PROTECTED]) if > you have any questions about my code or intent. > > Again, I want to congratulate and thank the wesnoth > developers for all they have done. When I first > discovered Wesnoth v0.6.1 in December of 2003, I could > not have imagined how big it would become. For over > two years Wesnoth was a large part of my life and a > wonderful community. And though I can't keep up with > it as I once did, I am very happy to see that it is > going story. I am glad to have been able to contribute > to it's success and popularity, and UTBS is probably > my favorite programming achievement. Without a > pre-existing environment like Wesnoth and a very > supporting community, I never could have written such > a campaign. > > Anyway best of luck to everyone. > > Thanks! > > -Asa (aka quartex) > > P.S. > > Before I leave I have taken the opportunity to make > one or two changes which have been recently suggested > on the forums: > > Recent changes: > > Scenario 4: Orc Ambush is now happens at a random time > to make it a bit more unexpected. It may make the > scenario a bit more unbalanced, but I think it also > increases the replay value. > Scenario 8: Added more gold in chest for challenging > and hard difficulties, fixed typo > > Outstanding issues and notes: > > https://gna.org/bugs/?func=detailitem&item_id=8702 > > The biggest outstanding bug with UTBS has been in > scenarios 4 and 5, where if the cloaked figure > replaces a hero, once the cloaked figure is defeated > the hero returns, (as normal) speaks the appropriate > dialogue, and then dies. This is an odd bug because > nowhere in the WML code is the hero death event called > and the scenario ends. But somehow unstoring the hero > triggers the hero death event is called, which thus > ends the scenario. I tried to solve this by making any > hero in this situation not end the scenario if they > died, but for just that turn. However this caused even > more harm, because for the rest of the scenario if the > hero died the scenario wouldn't end, as normal. More > recently, I thought the bug had been fixed and so I > tore out the code that had disabled the hero's death > ending the scenario. Now it works as normal, except > that again, a hero who comes back after the Cloaked > Figure is defeated is triggering a death event and > defeat. I can't tell why my WML is doing this, unless > the [unstore_unit] code has unexpected side-effects. > > https://gna.org/bugs/?func=detailitem&item_id=8942 > https://gna.org/bugs/?func=detailitem&item_id=8705 > > Also In scenario 8, the flooding code is supposed to > cause the waters to rise by approximately 1 hex per > turn. Because the wesnoth map system is translated > from an x,y coordinate map into hexes, occasionally > the flooding would flood a hex two spaces away, but > basically I just cycled through the map, found each > shallow water hex, and turned each adjacent cave floor > hex into shallow water. Unfortunately I do not know > how the new terrain map system might have affected my > flooding code. Theoretically it should work the same, > no matter what symbols you used to describe the > terrains, but if you changed how the coordinates are > pointing to the map, that would break large amounts of > UTBS code. > > As for the bug that prevents the player from escaping > the tunnels, there should never be any deep water > ahead of the player. The code mentioned in the above > bug report is designed to stop the rising water when > it reaches the area past the crypt guardian, the is to > keep the rising water from flooding the player's base > and instead divert it out a side passage and out into > the valley. This event should not fire until the water > reaches the trigger area, if it is firing too early > (and perhaps the flooding event is still firing > causing this new water to expand) it is possible that > it seals off the passage. This requires testing with > the entire map visible to see where the flooding is > going bad. I realize that the flooding algorithm is > rather time intensive and complex, but it is one of my > favorite mechanics in UTBS, so I hope it can be fixed. > > > > __________________________________________________ > Do You Yahoo!? > Tired of spam? Yahoo! Mail has the best spam protection around > http://mail.yahoo.com _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
