Author Topic: How do we pick up development again?  (Read 10349 times)

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Offline ELH_KillThemALL

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Re: How do we pick up development again?
« Reply #30 on: December 04, 2013, 01:09:15 AM »
HUD and reticule needs work for sure, but I was thinking about bug fixes for BA that have (mostly) been shoved aside for years.
We need some sorta bug fixes rolling in as it's the biggest deterrent to playing. Hell even rolling back the HUD and removal of free reticule till they are fixed would give us a more viable game.
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Offline dCK-Apriori

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Re: How do we pick up development again?
« Reply #31 on: December 04, 2013, 01:11:10 AM »
On the other hand, this community proved also to be extremely complicated, sometimes unforgiving, sometimes unthankful and sometimes complete dicks.

Please next time make sure that if you change a quote you mark it as such as this thing could easily be confused with an exact quote, just with your personal highlighting.

Offline RDL_Vitos

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Re: How do we pick up development again?
« Reply #32 on: December 04, 2013, 01:39:19 PM »
Quote
We need some sorta bug fixes rolling in as it's the biggest deterrent to playing. Hell even rolling back the HUD and removal of free reticule till they are fixed would give us a more viable game.

  Yes ///

... and small changes in the configuration of certain assets ...

Offline Ressk [CSF]

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Re: How do we pick up development again?
« Reply #33 on: December 04, 2013, 04:45:08 PM »
where be your bomber leer? :P
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Offline Werewolf486}12thVR{

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Re: How do we pick up development again?
« Reply #34 on: December 04, 2013, 06:37:51 PM »
We at SJ have done this dance. It's not possible. It's either break cheat protection, and then anyone with a clue can shoot bazillion damage missiles, or break the cheat protection and pretty much rewrite the entire mod. Ingrater went out of his way to ensure that we would not be able to do what it is you all keep asking.

None of what you all ask for is 'hard' just time consuming, with very very very little return on investment. Point is, without Ingrater, there is nothing anyone can do with the code we have.

Where is Ingrater? or is that harder then Where's Waldo?
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Offline Defender

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Re: How do we pick up development again?
« Reply #35 on: December 04, 2013, 06:59:14 PM »
We at SJ have done this dance. It's not possible. It's either break cheat protection, and then anyone with a clue can shoot bazillion damage missiles, or break the cheat protection and pretty much rewrite the entire mod. Ingrater went out of his way to ensure that we would not be able to do what it is you all keep asking.

None of what you all ask for is 'hard' just time consuming, with very very very little return on investment. Point is, without Ingrater, there is nothing anyone can do with the code we have.

Where is Ingrater? or is that harder then Where's Waldo?

If Carmen Sandiego and Waldo had a love child, it would be Ingrater.
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Offline Werewolf486}12thVR{

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Re: How do we pick up development again?
« Reply #36 on: December 04, 2013, 07:21:16 PM »
Is he the only thing that would prevent any fixes here. I recall conversations in our Sunday Secret meetings about cramming things in and fixing them after. So we crammed things in, now where is fixing things after?
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Offline KingLeerUK

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Re: How do we pick up development again?
« Reply #37 on: December 04, 2013, 09:01:41 PM »
shadows and dust...


It's not just about removing the cheat protection (which would be a horrible, terrible idea - see below), it's about understanding how all of the component pieces of the project work together, and making them work in an efficient way.  Also, as soon as you go down the path of non-centralised "mod of the mod" development then you invite absolute chaos to move in rent free, and that bitch doesn't even do dishes.


The code protection for the game doesn't exist as some sort of grief tactic, it was a legitimate response to observed client-side modifications to weapon characteristics and vehicle armour values.  Ex. guass that does 100,000 damage per hit with a round doing 3x the stated speed.


Also:
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Offline Werewolf486}12thVR{

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Re: How do we pick up development again?
« Reply #38 on: December 05, 2013, 01:55:41 AM »
shadows and dust...


It's not just about removing the cheat protection (which would be a horrible, terrible idea - see below), it's about understanding how all of the component pieces of the project work together, and making them work in an efficient way.  Also, as soon as you go down the path of non-centralised "mod of the mod" development then you invite absolute chaos to move in rent free, and that bitch doesn't even do dishes.


The code protection for the game doesn't exist as some sort of grief tactic, it was a legitimate response to observed client-side modifications to weapon characteristics and vehicle armour values.  Ex. guass that does 100,000 damage per hit with a round doing 3x the stated speed.


Also:


I understand the cheat protection, not asking to get rid of it, remember I was on alpha testing. I know how bad that would be. However, we all had this discussion about cramming things in and fixing later, so what happened to actually fixing things after. It's not development, it's just fixing. So why can't that happen?

I'd been hoping that fixes were under way since the "Shutdown".
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Offline Defender

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Re: How do we pick up development again?
« Reply #39 on: December 05, 2013, 08:03:07 AM »
However, we all had this discussion about cramming things in and fixing later, so what happened to actually fixing things after.

We were forcibly shut down if you don't recall.
It's not possible to fix thing after everything is gone and everyone who had control of anything had moved on.
The last patch was makeshift, was under the table, and as against the rules of our agreement but we did it anyway for the community.

It's not development, it's just fixing. So why can't that happen?

I'd been hoping that fixes were under way since the "Shutdown".

Fixing is a development process, something we were strictly forbade from doing hence the immediate revocation of our SVN in January. Don't play semantics. Just because you change the word doesn't change the fact that it requires some semblance of a team, organization, and coordination which wasn't possible without quite a bit of effort based on the state of disarray we were left with and as morale was shattered, shit just didn't happen and everyone moved on.

It sucks that we couldn't continue in any way shape or form but we did quite a bit with the time and resources we had. Things didn't pan out after the fact. Putting "shutdown" in quotes lessens effects and finality the whole fiasco and is a bit insulting to those who wanted to continue and couldn't. Just because you have plans doesn't mean you're given the opportunity for them to come to fruition.   
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Offline Vlaad

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Re: How do we pick up development again?
« Reply #40 on: December 05, 2013, 12:20:35 PM »
...

Example of 'murica mentality... Everything can be fixed wif bombs.
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Offline [CW] CyclonerM

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Re: How do we pick up development again?
« Reply #41 on: December 05, 2013, 01:34:21 PM »
I have heard rumors of any kind from someone within this community about the famous agreement. May you explain me the details of said agreement and why you signed it? Just to get rid of possibly unfounded rumors.. Thanks.


Offline KingLeerUK

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Re: How do we pick up development again?
« Reply #42 on: December 05, 2013, 05:34:37 PM »
The SVN and Trac systems for MWLL have been wiped, there is no central repository for the codebase any longer.


Some individuals may have the full dev build source, but it cannot be disseminated.  Even if it was available the build process requires documentation and keys that only a few had access to.


Wandering Samurai as a development entity for the MWLL project has ceased to be.  Wandering Samurai was the only entity allocated a license to utilise the MechWarrior IP under a creative commons license; it cannot be transferred.


The MWLL project has been shut down and almost all of the developers have moved on to other interests.


If the MWLL community wants to "continue development" then it would have be done under the auspices of a complete and total fresh start.  This would include any requests for license usage.  And if you think you can just use an IP because it is for a non-profit effort then you will be sorely mistaken, reference: Halogen Halo RTS mod and Jurassic Park Crysis mod


My advice would be to NOT use an established IP due to the usage issues that can arise.
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Offline [CW] CyclonerM

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Re: How do we pick up development again?
« Reply #43 on: December 05, 2013, 08:45:59 PM »
Is there any chance that some of us will live to see all this kind of BS ending?  >:(

Offline Bird_Thing

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Re: How do we pick up development again?
« Reply #44 on: December 06, 2013, 03:38:24 AM »
Is there any chance that some of us will live to see all this kind of BS ending?  >:(

Maybe we will if some work gets started. The issue there is that most people are preoccupied with real life, and finding time to get something of such scale in motion, therefore, isn't easy. There's probably going to be some money involved as well, and I don't think many are willing to spend much money with the current economic situation of the world.
All of these issues with IP stuff getting resolved or worked around would be fantastic, though. Quite a dream.