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

Reply via email to