 |
|  |
 |
|
Dale
|
 |
Sir! Why do you keep clicking on me?
Dec 2000 time: 15:29
|
|
It's excellent that we're getting the source code, and good that a list of bugs/fixes is being created. However there's one last thing to decide:
Who's going to do it and how?
I propose the following project team setup:
- Project Leader:
This person must be a non-programmer, as there's going to be plenty of things to co-ordinate between all the below groups. Someone with a fantastic overview of the game, and also CTP1 (would be useful). Examples: Locutus, Wes Whitaker.
- Documentation team:
This team (doesn't need to be one person) is solely responsible for "updating the manual and other documentation". They will issue manual updates, addendums, and eventually a new manual when the time requires. Also, updates to the Tech Tree will also be needed. Document Manager is the person to head the team, and holds our "official version". No other version official.
- Programming Team:
By no means the most important team, as important as the rest. This team is responsible for the actual coding, documentation of the source code. I believe the code should be broken down into areas of concern (GUI, diplomacy, combat, setup, AI, Player [including MP/SP], Empire management, etc). These areas of concern can then be broken down into areas for easier modular programming (one coder per modular area at a time to avoid redundancy). Each coder will fix their module, submit it to the Programming Manager who will retain the "master source copy". At regular intervals the master source copy is to be resent to the coders so their version is updated. The Prog Manager will also assign jobs to coders so coders don't run around fixing the same things off their own backs. Something I see as important: CODERS MUST COMMENT WHAT THEY'VE DONE IN THE CODE AND EXTERNALLY IN TXT DOCUMENTS!!!!!
- Extras Team:
Over the course of coding, various "extra things" are going to be needed. Some examples I can think of are: graphics (at the least if only to create a Credits Page for us!! ), communications between teams, communication to the CTP2 players of Apolyton, PR work to get the sound of CTP2 buzzing around the world, etc. An Extras Manager will oversee this team's work and will be the final word in what's done. This team could also include keeping Activision "in the loop", I mean they have been generous enough to release the code 
Any discussion or volunteers welcome. I'll put myself down for a coding position.
Project Leader:
Doco Manager:
- Doco team: Maquiladora
Prog Manager:
- Coders: Dale, MrBaggins, John
Extras Manager:
- Extras team: stankarp, John (maths)
EDIT: Added names to list
Last edited by Dale on 28-07-2003 at 14:28
|
|
|  |
 |
|
MrBaggins
|
|
i'll code
and work on any data modelling or structure design, should it be necessary, too.
|
|
|  |
 |
|
MrBaggins
|
|
I had a thought for a possible specific person in the extras team: a mathematician...
The CtP AI uses fuzzy state engines. These implement fuzzy math, which isn't necessarily common knowledge. I know a basic amount about it... but I think we might need a more skilled person to at least consult, if we need to delve into the AI.
Maybe a post in off topic to check if we can find any willing souls.
|
|
|  |
 |
|
stankarp
|
|
australia
Feb 2002 time: 05:29
|
|
I would like to help. My only skill at the moment is in graphics, just did 10 new units for my ancient expansion for cradle.
I am doing graphics, spreadsheets, web pages and other things at technical college at the moment.
Once I get organised I would like to learn a bit about programming.
|
|
|  |
 |
|
Locutus
|
|
ACS CTP1/2 Manager & Civ4 Co-Manager
|
 |
Hengelo, The Netherlands
Nov 1999 time: 06:29
|
|
This could go in pretty much any of the threads on the source code, but this place is as good as any...
I'd hate to be a party crasher, but shouldn't we wait until we actually HAVE the code? I mean, for all we know the code may be too incomplete or incomprehensible to be of any use. We don't know anything for sure: if/what/when/where/how. We only heard from 2 former employees (as kind and reliable as they may be), Activision itself has not made any kind of statement yet on the subject.
Worst case scenario is that we only get a few incomprehensible and undocumented DLL files, still leaving the core of the game untouchable -- and we have to wait another six months for it as well. No, wait, cross that. Worst case scenario is that they change their mind and we don't get anything... Of course, opposite to that is the best case scenario, where everything we ever wanted and more will be posted on Apolyton tomorrow, including full docs, art and development tools. Reality is probably somewhere in between those two extremes but before we know more, I for one am hesitant to get ahead of myself.
Last edited by Locutus on 28-07-2003 at 14:12
|
|
|  |
 |
|  |
 |
|  |
 |
|
Dale
|
 |
Sir! Why do you keep clicking on me?
Dec 2000 time: 15:29
|
|
I think no matter what ends up coming out of Activision, after reading some other released code of games and how Joe and Winnie et all have spoken of the actual code, it's gunna be a ****-fight. 
I believe it's going to be months before anything substantial will come out of having the code. 1- the coders need to read the code and start getting their heads around it (without comments). Now, depending on how the classes, variables, pointers etc are labelled will determine the readability of it. 2- the coders then need to create some sort of docos on the code. Even if there's enough coders for one class each, it'll take ages, maybe even a month for all of this to come together. 3- the coders then need to start working on their areas to fix the urgent bugs.
This is where I believe a team structure in place before we start will benefit. 
1- When the coders are first reading the code, the extras team will have to start ripping the pics out of the files. I would really love to convert the game to a .tiff loader, rather than what's used now. As a modder it'll make adding new tiles for instance easy.
2- As the coders are producing doco, the doco team will need to compile it into something readable for all, maybe even a few translations for the benefit of all.
3- As the coders work on the fixes, the doco team will be writing manual updates. Also, need I mention GL updating? The extras team will need to be fixing/compiling/name conventioning the graphics files ripped in stage 1.
We also need to consider the timeline too, and the impact on Civers who gave up on CTP2. After the announcement it's obvious a lot of people would try CTP2 again if certain things were fixed (MP especially). If things take too long, the interest will falter and they'll drift away again. Thus we'll lose a lot of valuable input and beta testers. I would just like to throw caution out there and at least have something basic in the way of a team in place early. 
|
|
|  |
 |
|
finfahey
|
|
As a slightly rusty C/C++ coder (with the emphasis on the C), I'd be happy to help with the coding and throw in ideas, given time constraints, of course.
And I certainly don't think it's premature to consider project organisation. When I heard about the source release, my first thought was that, without someone organising a strong team, what should be everyone's fondest wish could turn into a living nightmare.
Personal preferences, apart from bug fixes, would be working on ways to extend SLIC capabilities - including better debugging.
|
|
|  |
 |
|
MrBaggins
|
|
You'll need to look at the DX7 code to see how much work it will be undoing the .zfs format. Directdraw doesn't allow full alpha transparency, which I remember that CtP2 (but could be wrong?) supported. If so, there may be a compelling reason for the choice. It may also effect performance; for instance loading the file as a single surface rather than blitting repeatedly.
[edit... typo]
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:29. Apolyton Time is 00:29. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|