[Freeciv-Dev] Re: (PR#8754) effects patch
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[Freeciv-Dev] Re: (PR#8754) effects patch |
From: |
"Vasco Alexandre da Silva Costa" <vasc@xxxxxxxxxxxxxx> |
Date: |
Sun, 25 Jul 2004 07:46:58 -0700 |
Reply-to: |
rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=8754 >
On Sat, 24 Jul 2004, Jason Short wrote:
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=8754 >
>
>
> +/**************************************************************************
> +...
> +**************************************************************************/
>
> There are still some functions with empty comments.
Ah, client/packhand.c. Thanks, I missed those.
> I don't see any design-independent parts that can be easily split off
> (though I will keep looking). This still leaves a 250k monstrosity.
One thing remaining which could be split off is the building obsoletion
code. See upgrade_building_prod in server/cityturn.c and all the
functions it calls.
One other thing that could be done separately is the removal of the old
effects parsing, transmission, and data in the buildings.ruleset
datafiles.
Other than those two things, this is as small as you can get it really.
> There is the alternative of taking the design and implementing it
> step-by-step. However I think this is what you guys already decided was
> not a good idea. If you still think that, then now is when we should
> start seriously preparing the entire thing for inclusion.
>
> P.S. Lots of playtesting is needed. Playtesting the current ruleset is
> helpful. Developing new rulesets to be playtested would also be helpful.
I did some playtesting with autogames, but it didn't have enough of a
spread over the effects domain. The new effects based AI is still somewhat
raw and doesn't like to build improvements much, so you can't catch bugs
easily. I manually played a single player game a bit to do some basic
testing of the temple effects, etc.
I also got an auto savedgame made with CVS HEAD, which has an AI that
builds a bit more and ran that using the effects patch. One other
alternative is to make some test savedgames using Civworld. I still
haven't got around to do that.
---
Vasco Alexandre da Silva Costa @ Instituto Superior Tecnico, Lisboa
- [Freeciv-Dev] Re: (PR#8754) effects patch, (continued)
- [Freeciv-Dev] Re: (PR#8754) effects patch, Jason Short, 2004/07/21
- [Freeciv-Dev] Re: (PR#8754) effects patch, Vasco Alexandre da Silva Costa, 2004/07/21
- [Freeciv-Dev] Re: (PR#8754) effects patch, Vasco Alexandre da Silva Costa, 2004/07/21
- [Freeciv-Dev] Re: (PR#8754) effects patch, Jason Short, 2004/07/21
- [Freeciv-Dev] Re: (PR#8754) effects patch, Billy Naylor, 2004/07/23
- [Freeciv-Dev] Re: (PR#8754) effects patch, Vasco Alexandre da Silva Costa, 2004/07/23
- [Freeciv-Dev] (PR#8754) effects patch, Vasco Alexandre da Silva Costa, 2004/07/24
- [Freeciv-Dev] Re: (PR#8754) effects patch, Jason Short, 2004/07/25
- [Freeciv-Dev] (PR#8754) effects patch, Gregory Richards, 2004/07/25
- [Freeciv-Dev] Re: (PR#8754) effects patch, Jason Short, 2004/07/25
- [Freeciv-Dev] Re: (PR#8754) effects patch,
Vasco Alexandre da Silva Costa <=
- [Freeciv-Dev] Re: (PR#8754) effects patch, Vasco Alexandre da Silva Costa, 2004/07/25
- [Freeciv-Dev] Re: (PR#8754) effects patch, Billy Naylor, 2004/07/26
- [Freeciv-Dev] Re: (PR#8754) effects patch, Mike Kaufman, 2004/07/26
- [Freeciv-Dev] Re: (PR#8754) effects patch, Per I. Mathisen, 2004/07/26
- [Freeciv-Dev] (PR#8754) eff beta6: missing req_type, etc, Per I. Mathisen, 2004/07/26
- [Freeciv-Dev] Re: (PR#8754) eff beta6: missing req_type, etc, Vasco Alexandre da Silva Costa, 2004/07/27
- [Freeciv-Dev] Re: (PR#8754) eff beta6: missing req_type, etc, Per I. Mathisen, 2004/07/27
- [Freeciv-Dev] Re: (PR#8754) eff beta6: missing req_type, etc, Vasco Alexandre da Silva Costa, 2004/07/27
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