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Firedancer
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Post subject: Posted: Wed Jun 14, 2006 9:56 am |
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Joined: Fri Feb 03, 2006 6:32 am Posts: 104 Location: Austria
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MuadDib wrote: Far as the stuff we are NOT doing in the 097 roadmap....... that doesn't mean we don't plan on ever adding them. Let's face it, 096 ended up being dragged out WAY WAY WAY too long, just to keep adding stuff. Give us time, it can be done, but at the best pace we can give ourselves. Hope this info helps. If not, just flame away all-the-while 097 gets done faster than expected 
I disagree here - sure pol096 took a long time, but I think it's fine, and it's good not to have too many releases. Anyone really badly needing a new feature, can d/l the beta anyway.
Upgrading a shard to a new server release is a huge project, I currently estimate multiple months for us to handle the upgrade. There's tons of scripts that need adapting (not to mention making use of the new features), but worse there's lots of time we've gotta test it. If you push out versions too fast, we might not be able to cope anymore, which in turn causes shards to remain stuck on outdated versions.
Doing "addons" where only new features are addedd is another thing, but any new version that requires changes to existing commands, is a huge issue and it's definetely easier for me to touch a file for 10 changes at a time than having to touch (and test) it once for each.
So no, I'm perfectly fine as is and I think you guys are doing a great job the way you handle releases and beta's. No need to change that.
_________________ [url=www.etheria.org]
Etheria - Roleplaying Realism
[/url]
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Yukiko
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Post subject: Posted: Wed Jun 14, 2006 11:11 am |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1128 Location: Southern Central USA
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Sorry Mel to have drug out the discussion on the ':=' thing. The idea wasn't about ':=' specifically. It was about making unnecessary changes to things that are working as they are. But 'nuf said on that.
I agree with Firedancer to a point. I also agree with Maud that POL 96 too a very long time to emerge from the cocoon. I don't mind the changes as long as they are necessary but I think the subversion releases will be a better way to go. Unlike Firedancer I prefer having the script changes come in small manageable packages. Ofcourse I am the only scripter for my shard. I don't have a team to hand things off to. Maybe it's easier to handle ten at a time with more hands at the keyboard.
Anyway, I will be a faithful POL user no matter what til either the devs stop developing it or I quit hosting my shard or the Lord comes to take me away.
*smiles*
_________________ Sincerely,
Yukiko
I know you think you understand what you thought I said but what you heard is not exactly what I meant.
Titus 2:13
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Yukiko
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Post subject: Posted: Wed Jun 14, 2006 11:17 am |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1128 Location: Southern Central USA
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Oh yes Maud since we are on the subject (loosely) of things going into 97, can we add weoght being an r/w member? Is that even possible since weight is defined in itemdesc files can it be changed? I know colour can so I would asume weight can but since weight has dynamic influence on characters in a way that colour doesn't I am not sure.
_________________ Sincerely,
Yukiko
I know you think you understand what you thought I said but what you heard is not exactly what I meant.
Titus 2:13
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MuadDib
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Post subject: Posted: Wed Jun 14, 2006 1:26 pm |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 836 Location: Indiana, USA
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For now, no. Not something to be put in anytime soon.
_________________ POL Developer - The Penguin Scripter
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melanius
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Post subject: Posted: Wed Jun 14, 2006 1:35 pm |
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Joined: Sat Jan 28, 2006 12:39 pm Posts: 38 Location: Greece
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Well yeah, 3 years of development are a bit too much for a project of this scope.
But now that things are back on track, I think we can follow the path of big projects in maintaining 2 branches (don't mind the naming used below)
Stable: 096, Development: 097.
API/ABI breaking and introduction of new features happens in the 097 branch, while important bug fixes and weaknesses are fixed on 097 and back-ported on the 096 branch, which can have micro releases in the form of 096.1, 2, 3, .., 10 etc
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Marilla
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Post subject: Posted: Wed Jun 14, 2006 2:01 pm |
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For the record, I -really- like the idea of updating the POL core in this manner. Not that I think anyone would disagree with it... hehe... but a project as complex as this, done by the generous volunteer folks like you all in your spare time, is bound to have issues that need to be worked on here or there. It's great to know that 096 will be tweaked bug-wise, but remain stable feature-wise, and that 097 can be developed separately.
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Firedancer
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Post subject: Posted: Wed Jun 14, 2006 2:14 pm |
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Joined: Fri Feb 03, 2006 6:32 am Posts: 104 Location: Austria
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MuadDib wrote: For now, no. Not something to be put in anytime soon.
damn. tough luck really.
_________________ [url=www.etheria.org]
Etheria - Roleplaying Realism
[/url]
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Aeros
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Post subject: Posted: Fri Jun 16, 2006 1:16 am |
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Joined: Mon Apr 24, 2006 10:56 am Posts: 69
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Another thing, while on the 097 discussion. Is it better to make speed a r/w property, or is it better to use a delay mod?
Reason im asking: If you want to change a weapon into a "swift" weapon, permanently, would you need to set a delay mod on the weapon, on the user of the weapon, or would you ultimately be able to just change the speed of the weapon, since it is a permanent speed change anyway? The way I see it, delay mods are fine for temporary mods, but for permanent mods it would be nicer to be able to change damage and speed directly.
_________________ Head-Admin Aeros
Legends of Chyrellos UO Shard
http://www.chyrellos.co.za
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Austin
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Post subject: Posted: Fri Jun 16, 2006 1:48 am |
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| POL Developer |
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Joined: Wed Jan 25, 2006 2:30 am Posts: 410 Location: San Diego, California
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Heres where we stand so far on what has been completed.
So far the core has already gone from 2.14 megabytes to 2.12 thats 0.2 megs of less crashing potential.
Code: MuadDib Remove all stat advancement code from the core. This has been depreciated for a long while, but left in for some odd reason? The following is a start: AdvanceStatsDueToSkillUse( USKILLID skillid ) -- COMPLETED unsigned short get_str_points( USKILLID skillid ); -- COMPLETED unsigned short get_int_points( USKILLID skillid ); -- COMPLETED unsigned short get_dex_points( USKILLID skillid ); -- COMPLETED unsigned short SkillHandlerElem::StatAdv::get_points() const --COMPLETED unsigned short get_points() const; -- COMPLETED StatAdv(); and it's related functions -- COMPLETED StatAdv stradv; and related -- COMPLETED StatAdv intadv; and related -- COMPLETED StatAdv dexadv; and related -- COMPLETED
MuadDib & Shinigami Targeting needs to be revamped. Especially handling of "kill" packet sent to client instead of killing the request in core when a new cursor request is called over an existing. -- COMPLETED
MuadDib Remove void unload_skill_scripts(), depreciated and unused. --COMPLETED Remove void load_zones(), depreciated and unused. --COMPLETED MuadDib Fix error reports and instances of weapon.cfg and wepndesc.cfg in core messages. --COMPLETED Fix error reports and instances of armor.cfg and armrdesc.cfg in core messages. --COMPLETED MuadDib Remove MoveItem*/MoveCharacter* functions that was depreciated by the new MoveObjectToLocation function in 096. --COMPLETED MuadDib Check into possibility of changing send_full_statmsg and similar to be able to handle AOS support. -- COMPLETED
Austin Allow config files to be at the root of a package or in its /config/ subdirectory. Similarly to how include files work. --COMPLETED Austin Deprecate the need for skills.cfg. Keep necessary information in attributes.cfg and have uoskills.cfg point to the attributes (instead of skills.cfg) --COMPLETED
Austin Remove built in commands and give script access needed to replace .set, .armor and .privs --COMPLETED
_________________ -Austin
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killingdjef
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Post subject: Posted: Sat Jul 01, 2006 8:48 pm |
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Austin wrote: Heres where we stand so far on what has been completed. So far the core has already gone from 2.14 megabytes to 2.12 thats 0.2 megs of less crashing potential. 
Isn't that 0,02 megs? 
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MuadDib
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Post subject: Posted: Sat Sep 02, 2006 9:17 am |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 836 Location: Indiana, USA
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Roadmap updated with completed/moved items.
A lot of progress has been made over the past couple months with 097. I am rather happy with that myself. Nothing extremely "code breaking" for scripters (well, cept the module change, which someone has already released a nice auto-updater for that!). And several new features, fixed issues that will help a lot also with 096 additions that was put in.
So feel free to begin testing 097 openly, especially after the 8-1 release. We've done a big crash fix, and will be releasing a new bin very soon for beta.
_________________ POL Developer - The Penguin Scripter
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VeNdOr
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Post subject: Posted: Thu Sep 21, 2006 9:21 am |
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Joined: Tue Feb 07, 2006 10:36 am Posts: 52 Location: Rome, Italy
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MuadDib wrote: Roadmap updated with completed/moved items.
A lot of progress has been made over the past couple months with 097. I am rather happy with that myself. Nothing extremely "code breaking" for scripters (well, cept the module change, which someone has already released a nice auto-updater for that!). And several new features, fixed issues that will help a lot also with 096 additions that was put in.
So feel free to begin testing 097 openly, especially after the 8-1 release. We've done a big crash fix, and will be releasing a new bin very soon for beta.
you are doing a very good job (especially for repoutation system hooks  ), but we are expecting fix on memory leaks too 
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MuadDib
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Post subject: Posted: Thu Sep 21, 2006 10:44 am |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 836 Location: Indiana, USA
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Aye, the memory leaks involved in the cfgfile.em command is definately something on our list. Shini has the most experience in that area of the core, but he has been pretty busy irl. If I can catch some time with him, might try finding out what's going on with the system, and see if I can get time to look into also. Can't promise I can, cuz busy as crap too, but we'll see.
There has also been several fixes involving memory issues not yet released also, so we are making progress on those nasty buggers 
_________________ POL Developer - The Penguin Scripter
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Shinigami
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Post subject: Posted: Fri Sep 22, 2006 5:00 pm |
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| POL Core Developer |
Joined: Mon Jan 30, 2006 9:28 am Posts: 292 Location: Germany, Bavaria
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MuadDib wrote: Aye, the memory leaks involved in the cfgfile.em command is definately something on our list.
in this case it's more a question of concepting than of scripting. on shard side this problem can be "solved" just by using data files instead of modifying cfg's on runtime.
Shinigami
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Yukiko
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Post subject: Posted: Sat Sep 23, 2006 12:01 pm |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1128 Location: Southern Central USA
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Yes Shini, but isn't that just a workaround rather than a fix? If modifying cfgs is still allowed by the core then the memory leak still needs to be fixed I would think.
Otherwise the best course of action would be to remove the ability to change cfg files from the core. That would not be my favourite choice.
_________________ Sincerely,
Yukiko
I know you think you understand what you thought I said but what you heard is not exactly what I meant.
Titus 2:13
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