Beta 2 and what goes

Development directions, tasks, and features being actively implemented or pursued by the development team.
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klauss
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Beta 2 and what goes

Post by klauss »

We should start thinking about a beta 2 release.

IMO, we should push the autodocker to mainstream, finish autodocking specs on units.csv, and release the beta 2 for testing of the autodock (default to enabled).

I've been testing it a lot, and with a few tweaks it should be safe enough for general use. Bugfixes 'till now and the autodock as default, I think, warrant a beta 2.

What else do people think should be done for the beta 2?
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Re: Beta 2 and what goes

Post by Hicks »

seemless flight
ogre engine
gravity

any of these likely to make it in?
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Re: Beta 2 and what goes

Post by pheonixstorm »

Not now, gravity still has to be worked out. Planetary flight is still being heavily tested and has no atmo flight (which includes gravity related atmospheric physics etc.) and ogre for now is just forked.

Besides doing a nice changelog heres what I had listed in the last release push thread by charlieg http://forums.vega-strike.org/viewtopic ... 27&t=17454

Quick add. Since we know what happened to mets server I am going to update the vs.config file to point his way for multi so people don't have to constantly change the value by hand. At a later date if more people start running servers we can turn this into a dropdown list in setup to make switching easier.
Last edited by pheonixstorm on Thu Dec 08, 2011 7:01 am, edited 1 time in total.
Reason: Quick addition
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Re: Beta 2 and what goes

Post by charlieg »

Hicks wrote:seemless flight
ogre engine
gravity

any of these likely to make it in?
They are major, major features that are some way from being ready for the general population. That's 0.6, 0.7 material. Klaus iss talking about 0.5.1beta2 although it is still signficant.
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Re: Beta 2 and what goes

Post by charlieg »

+1 for a release ASAP.

Release early, release often; the mantra of a successful open source project.
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Re: Beta 2 and what goes

Post by klauss »

Hicks wrote:seemless flight
ogre engine
gravity

any of these likely to make it in?
Nope.
All very nice things, but only short-term things go into the list. Beta releases are about bugfixes and polishing to go into 0.5.1 stable.
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Re: Beta 2 and what goes

Post by travists »

How are the bounding boxes for damaging ship components\upgrades coming? Close enough to add support at least for modular ships? (I know its largely data, but seems to me there are a few code items needed too.)
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Re: Beta 2 and what goes

Post by klauss »

Not coming at all yet. I got blocked by a couple of other issues.

From what I've been checking, it's going to be quite a chore. It needs a new column in units.csv, data structures to hold the information, and the required logic in damage application code to perform location-aware damage application.

It's possible and straightforward, but quite a lot of work and I haven't started yet.
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Re: Beta 2 and what goes

Post by travists »

It would seem that the most interesting features are not ready...
Have a list of candidates for inclusion? Otherwise, if it seems stable just package and go.
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Re: Beta 2 and what goes

Post by klauss »

Well, I'm thinking of bugs that need to be fixing.

I tracked down a few graphics bugs to the drivers, so I don't think we can fix them proper, perhaps a workaround.

Maybe some art fixes, I've noticed a few stations with borked normals.

Know of any more issues like those?
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Re: Beta 2 and what goes

Post by travists »

SVN seems solid to me. Honestly, though, I've quit UTCS for now. Maxed out plowshare (or was that before I upped to medium difficulty...) Anyway: better cargo missions, new economy, modular upgrades, needs something new online, but needs a new release too.
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Re: Beta 2 and what goes

Post by klauss »

Ya, UTCS needs something to do when you get enough credits.
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Re: Beta 2 and what goes

Post by travists »

:mrgreen: :mrgreen: Blow it all in a casino! :mrgreen: :mrgreen:

Cargo ship between a plowshare and a mule might be nice.
"Toys" that do little, but are worth blowing cred on like paint jobs, fuzzy dice, etc.
More complex and varied missions.

None of which are beta 2 ready. :cry:
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Re: Beta 2 and what goes

Post by pheonixstorm »

no, but how about a new ship or blast a new rock??

I wish someone would send us 10,000 US so we could hire someone to revamp all the 3d models.. Oh well, here's to dreaming
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Re: Beta 2 and what goes

Post by travists »

How about 100 yen? I might be able to spare a buck...

If only all the registered members would show and could kick in $10... $30000+

Just went looking, and there is an easily missed donate thing. No promises, but we'll see...


Is there such a time as a good time of year for a donation drive? Nothing pushy, just a little announcement.
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Re: Beta 2 and what goes

Post by pheonixstorm »

at the moment the donate button sends money to ace123. Haven't changed it yet. So we wouldnt see any of it.
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Re: Beta 2 and what goes

Post by travists »

Just a thought, but when and if it gets changed up the visibility. I never noticed it until I specifically looked for it.
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Re: Beta 2 and what goes

Post by pheonixstorm »

I've got a better button for it :)
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Re: Beta 2 and what goes

Post by klauss »

Ok, I just sorta finished a lengthy revision of all the latest shipwork. Lots of models had borked normals. I also fixed at least one very important bug: the tendency VS had to fill up the systems with fighter acting like bases.

This is a big milestone for a release I think.

Anyone up for compiling a changelog from the SVN log? I'm off to bed for now ;)

It should include everything since the last beta tag (r13139), and read:
  • Bug #N: what what
  • Patch #N by SomeGuy: what
  • Some number-less improvement/fix
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Re: Beta 2 and what goes

Post by travists »

Bug? I thought it was intentional. Maybe at some point the target of a cargo run can have it's AI set to "base" until your done. Even when you get them to stop, Rallan are the worst, they still rotate and drift to where docking is a major pain.
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Re: Beta 2 and what goes

Post by klauss »

travists wrote:Bug? I thought it was intentional. Maybe at some point the target of a cargo run can have it's AI set to "base" until your done. Even when you get them to stop, Rallan are the worst, they still rotate and drift to where docking is a major pain.
Nono, it's not for missions, it's randomly generated fighters that were being spawned in the "Base" flight group (so they acted like bases).
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Re: Beta 2 and what goes

Post by travists »

Yeah, I've encountered systems with dozens, sometimes a hundred or more, nav points that are all fighters. Good fix, just though it was intended to have these craft, uh, stationed. (Puns, sometimes they just can't be avoided.)
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