[20:06:27] * Metalcore424 sets mode: +m [20:06:39] everyone except mispunt, and he can /msg me [20:06:54] alright, chirho, take over [20:07:00] Right, I'd say we're in action [20:07:01] eh? [20:07:08] I didn't call this meeting [20:07:14] I did more or less [20:07:24] so shall I take the honours? [20:07:25] well, you're the project leader, chris [20:07:30] if you want [20:07:41] .....you can take the honors, at least ;) [20:07:47] cool :p [20:07:58] * FishyTombe puts guitar down [20:08:06] I'm afraid that the project shows signs of decision-fear [20:08:12] * Metalcore424 puts drumsticks down [20:08:19] ^ Agree [20:08:22] there's been quite some talking about stuff but we need to decide [20:08:23] yup [20:08:30] excuse me - i seem to be lagging again [20:08:35] -> [ohrihc] PING [20:08:40] have anything been decided at all? [20:08:42] so my first point is: what platforms do we want [20:08:47] mac :D [20:08:54] game boy :D [20:08:58] Nothing, Bjarni. [20:09:01] Please be serious [20:09:10] I am serious [20:09:12] Mac, Windows, Linux... [20:09:14] windows, *nix, and mac [20:09:18] [ohrihc PING reply] : 0.562 seconds [20:09:27] while decisions need to be made, I don't think that platform decisions will be helpful [20:09:49] mainly because it will tie us down [20:09:50] is this a competent decission? do you know the differences between mac and win/linux code? do you know that this limits you choice of libs? [20:09:55] it is helpful, ohrihc [20:10:04] I think you guys should think about the internal structures... [20:10:12] if we know what platforms we want to support we can infer a decision of game engine [20:10:17] Let's talk about the music! [20:10:25] >_> [20:10:32] it's all well and good saying "we're going to support platforms X, Y and Z", but it's easier to introduce support for new ones than it is to remove support later [20:10:41] I think the music can wait. Game music without a game is not that cool [20:10:55] can we please stick to the topic that's been discused now (which is platform supprot0 [20:11:05] We should prolly just focus on Windows for now since that's what most people use [20:11:16] remember that if we say we're going to support a platform, we're stuck with it [20:11:19] chirho won't like that :D [20:11:29] ohrihc, you have to make a decision [20:11:30] :P [20:11:53] if you don't stick to things you can't produce anything [20:11:56] well, we're definitely going to support windows and linux [20:12:05] In this particular field, I don't think we need to make a decision [20:12:07] I think we should start by supporting windows and linux [20:12:19] because that is the platforms most developers use [20:12:25] That's probably all we need [20:12:26] we don't need to be bogged down in which platforms to support. We need to be moving forward [20:12:29] Apart from Mac [20:12:39] how do you see the deelopment of a game engine if you let in the middle what platform it will work on, ohrihc [20:13:04] I can port it to mac very quickly if it works on linux [20:13:20] Hyronymus: We need to be thinking logical design at this stage. [20:13:34] Not physical design [20:13:38] mac is unix too, so it might even work with an unmodified makefile [20:13:51] If you seperate the the os calls, no problem in porting [20:13:52] So, say this: you stick to windows only for now... and in a while you want to support linux or anything else too and you find out that you used so much windows-specific code. Then you find out you can't port it that easily to other platforms and that would be a waste I think [20:14:06] considering we have so many people here, we might want to start thinking about actually coding [20:14:07] exactly, HEXerium [20:14:07] * FishyTombe agrees with Hex [20:14:23] HEXerium already made the first mistake [20:14:36] and that is, eis_os [20:14:40] he thinks in using windows calls [20:14:45] HEX seems to have echoed my point about tying yourself down to a platform list [20:14:50] Let me just point something out [20:14:57] go ahead FishyTombe [20:14:57] Currently we're talking about support for Windows, Linux & Mac [20:15:06] yes [20:15:11] What other operating systems do people use apart from those 3? [20:15:20] class os->dosomething [20:15:25] solaris is scarce [20:15:29] Those are the 3 operating systems that nearly everyone uses [20:15:35] So why don't we just do it for those 3? [20:15:52] rob uses os/2 >_> [20:16:09] doesn't matter [20:16:12] os/2 can surely use opengl [20:16:14] let me share with you guys what I fear what will happen if you don't make a platform choice [20:16:19] From what my limited technical knowledge can make of the last 15 minutes, it's quite easy to port between the 3 [20:16:21] eis_os: that is not my mistake. I just suppose that happens when you say: we are going to develop for this platform and maybe we will support others later. [20:16:28] Go ahead [20:16:32] hyr [20:16:37] you start developing a game with no special platform in mind [20:16:51] then you have the engine 'done' and want to port it but oh dear [20:17:01] every platform needs their own mods [20:17:03] HEXerium: thats why I say to stick to specifc platforms is the wrong way... [20:17:08] Hyr: That's not a problem [20:17:20] it will be [20:17:33] I still say go for the big 3 [20:17:36] what is a problem is when you say you're going to support a fixed list of platforms, and suddenly you can't add one [20:17:37] cant you just say that you keep the plattform decission open as long as possible? And make the decission when you have to and know what the alternative to supporting X would be ? [20:17:38] because without a doubt there will be things that don't work on either of the other platforums [20:17:58] *platforms [20:18:19] Believe it or not, you can actually develop without a target platform [20:18:36] I think (fear) it's underestimating the different requirements for platforms if you don't decide on it [20:18:42] Write code that adheres to standards, and you'll be surprised how well it works with minimal changes [20:18:56] Now I'm a complete novice, but surely if we started coding with Windows, Mac & Linux all in mind it would reduce the effort needed to port to different platforms [20:19:20] The point is that, if coded properly, porting shouldn't be an issue in the first place [20:19:21] ohrics, the problem are the librarys... try porting DirectX to Linux mh [20:19:29] and even without, zugspiel hasn't to much changed to start on win32 [20:19:30] any experienced programmers wanna shed their light in the discussion too? [20:19:36] chochmah: then we don't use DirectX, obviously [20:19:47] ohrics, that was an extreme example [20:19:54] I think we should use SDL [20:19:55] I can see [20:20:07] bjarni, why? [20:20:13] works on most (all?) platforms [20:20:25] things like SDL we know to work on lots of different platforms [20:20:35] ehm, the engine should work with 3D right?, so opengl is needed [20:20:36] I think we should stop arguing and just decide what to do [20:21:00] target openGL though SDL and you have openGL [20:21:03] this isn't arguing, this is arriing at a proper decision, FishyTombe [20:21:03] If we have to re-code parts of the game to make it portable, so be it [20:21:03] It's not as if we're working to a deadline [20:21:24] for threads you can use pthreads, works under win32 [20:21:28] but to summarize [20:21:44] sticking to SDL wouldn't need a platform choice to be necessairy now [20:21:44] I still think that we're jumping the gun with platform decisions [20:22:05] we don't even have a logical design to implement [20:22:21] ok, but was the summary I gave correct? [20:22:22] ahh, now to the real main questions [20:22:38] in a way, yes [20:23:00] If SDL isn't platform-specific that's probably the ideal choice, yes? [20:23:08] I notice that the main criticisms about lack of platform choice have come from non-programmers :) [20:23:10] I think so [20:23:19] Because then we can bypass this whole discussion about deciding on a platform to support [20:23:19] ohrihc: true [20:23:35] thanks [20:23:50] Chris - :p [20:24:01] * HEXerium (~HEXerium@vader.xs4all.nl) Quit (Signed off) [20:24:14] the fact that I don't program C++ doesn't mean I'm a total program geek [20:24:14] hmm [20:24:19] * HEXerium (~HEXerium@vader.xs4all.nl) has joined #TEmpire [20:24:20] * L sets mode: +v HEXerium [20:24:24] anyhow, time to decide [20:24:41] shall we choose the SDL approach? [20:24:43] 30 mins for nothing [20:24:47] :/ [20:24:49] Decide what? [20:25:00] I will go for SDL [20:25:18] I think we should, from my limited knowledge that seems to be the route of least fuss [20:25:54] I hear noone is against [20:26:15] next point then (on ohrihc's request): logical desing [20:26:23] ok, people, how it look like for me: [20:26:31] * chochmah is listening [20:26:36] you want to use as most platform indepent [20:26:52] you want 3D, right? [20:27:03] sofar so good [20:27:10] I would suggest: [20:27:26] Create an OS wrapper for easy porting stuff [20:27:45] the OS Wrapper (maybe it uses SDL, maybe not) will setup the screen and stuff [20:28:09] will pass the OpenGL to the main loop. [20:28:44] If you want to port, you will port mostly the OS wrapper, or you have endian problems somewhere in it [20:28:52] * FishyTombe hasn't a clue what's going on [20:29:15] eis_os: apparently sdl can deal with that [20:29:30] endianness, that is [20:29:38] If a programmer thinks he makes endian dependent code make a comment or directly and #if branch.. [20:30:33] I won't try to put the GL Stuff into an wrapper, I think it makes the stuff to slow [20:30:36] if you want [20:30:44] I'm gonna go, I'll leave you guys who understand all this to discuss it [20:30:47] Take care, guys [20:30:51] * FishyTombe (Tombe_The_@modem-1172.cougar.dialup.pol.co.uk) Quit (Read error: EOF from client) [20:31:32] how succesful is that approach for porting, eis_os? [20:31:33] the seperate the display from the logic [20:32:06] Hyro? obviously 100% (if it can be portet at all) [20:32:07] Problem: more overhead... [20:32:40] Irrlicht is a good example of porting, but at bad speed :/ [20:33:32] we want a fast game [20:33:36] Ok, back to the main goal, internal logic [20:33:42] yes [20:33:53] 1. Point. Terrain Style [20:33:58] Hex? Square? [20:34:23] Full 3D (like Trains&Trucks) [20:34:38] I followed the hex discussion in Zugspiel [20:34:44] I feel for hex [20:34:55] hex is possible but not advisable [20:34:57] I vote for hex. While I don't know how hard it would be, i think it would be much smoother and efficient [20:35:06] square would be the easiest to code since it will make the map (x,y) [20:35:06] from a mathematical point of view, squares are more logical [20:35:08] more work, more complicatet, some unsolved graphical issues [20:35:20] * eis_os should try to get a job as game designer :o [20:35:33] (likes plattforms close to each other) [20:35:43] hmm.. why not a 3D terrain :> [20:35:55] what is the good stuff in hexes? [20:36:03] mh guys I tryd hex... so how do you think you could solve the problems I could not solve? [20:36:33] Jpl: main reason I can say it's really unhandy to build on it... [20:36:37] hex is limited to 8 ways [20:36:43] ok, pro's of hex please [20:36:50] more ways [20:36:54] but easy to build a way on it.. [20:36:59] problem: Station Buildings as example [20:37:01] smoother terrain [20:37:12] terrain need alot memory [20:37:28] that's would constitute a con, eis_os [20:37:33] question at first [20:37:35] do you want cliffs? [20:37:51] Answer has to be yes [20:37:52] (that would mean buildonslopes aswell) [20:37:55] .....yes [20:38:03] * Hyronymus wants cliffs [20:38:10] cliffs, cuts, slopes... [20:38:18] the whole assembly [20:38:24] then full 3D or squares... [20:38:36] of course we'll have slopes, this isn't TG [20:38:40] pro's of full 3D [20:38:52] Think of the way that RCT allows you to have immediately adjacent tiles at different levels [20:39:11] a way to accomplish the effect would be very nice :) [20:39:15] what you mean with a full 3D? there is also terrain points.. [20:39:16] * Bjarni have never played RCT :( [20:39:22] thats the goal of WinRT2 :) [20:39:24] pro's of full 3D please [20:39:38] Indeed. Define "ful 3d" [20:39:41] more realistic [20:39:46] more easy landscape [20:39:50] not sticking to squares [20:39:54] you can use a 3d engine [20:40:01] nice landscape [20:40:04] nice curved tracks along splines [20:40:07] and what about con's [20:40:15] er ... [20:40:17] splines instead of predifeines tracks [20:40:17] not very userfriendly [20:40:28] cant place tracks / buildings exact [20:40:32] you have to make auto ?fang) [20:40:33] Define "full 3D" before we go any further [20:40:44] you end up rebuilding entire network because a track does not fit in between the others [20:40:50] we run out of memory ;) [20:40:52] wait a sec: [20:40:57] anyone wanna give an answer to ohrihc? [20:41:07] if you want a game in the TT spirit I dont think you can use full3d besspline landscape [20:41:13] in trains and trucks tycoon, you can end up with two tracks, which you though was connected, but they aren't [20:41:26] ohric, trains and trucks tycoon [20:41:40] Never played it [20:41:45] ouch :( [20:41:45] Define, not relate. [20:41:51] you will not do that in TT, because it's squares [20:41:52] ohric, no tiles in one word [20:41:54] DEFINE :) [20:42:09] "no tiles" is two words [20:42:12] ohric, Berzier Surface [20:42:23] a fluid landscape with 'undefined to tiles' track laying possibilities [20:42:27] I'm heavily against that approach [20:42:48] It would be very nice, but more than likely a pain to write code for [20:42:57] agreed [20:43:00] * Hyronymus agrees with ohrihc [20:43:04] http://3dtt.running-gag.de/modules/Magnish/3DTT%20Alpha%207/TRAIN.JPG [20:43:12] and, to steal Josef's favourite, "a lot of work, for not very much benefit" [20:43:19] I dont think it would be nice [20:43:20] squares are the easiest to code as I said before [20:43:36] Bjarni? ah.. sure? [20:43:40] pro's of squares please [20:43:50] http://3dtt.running-gag.de/modules/Magnish/3DTT%20Bugs/tmcap36.jpg [20:43:58] pro's of squares please [20:44:01] discrete [20:44:05] simplicity [20:44:08] nice overview over everything [20:44:11] easy to plan [20:44:17] easy to implement [20:44:20] (rather) [20:44:33] user-friendly [20:44:36] con's of squares? [20:44:40] lol - "running-gag" :) [20:44:45] simplicity [20:44:52] another pro of squares: they are mathematically sound [20:44:52] everything is in a x,y grid, so it's easy to see if there are room for 3 or 4 tracks [20:44:52] limited directions [20:45:17] how limited? In the ground plane? [20:45:35] TT [20:45:41] line in TT [20:45:42] there are 8 directions in TT [20:45:55] are smooth curves possible for instance? [20:46:00] Hyro yes [20:46:03] grpahically [20:46:04] but more complicatet [20:46:11] graphically* [20:46:29] not realy [20:47:16] and can squares be smoothed somewhat so that the terrain looks less like your first kit of building blocks? [20:47:20] smooth curves along a set of squares should still be possible [20:47:30] Transport Gigant is based on squares [20:47:36] and has smooth curves [20:47:41] (as Example) [20:47:42] but only 90 degrees [20:47:45] but no height level [20:48:01] ok, RCT has squares and smooth curves... [20:48:06] it has projected height, like Age of Empires [20:48:10] but be warned that the representation of a smooth curve and the actual squares it takes up are different [20:48:18] trainz and I believe MTS too uses splines [20:48:20] ohrihc, that's true [20:48:27] on a square based tereain [20:48:30] terain* [20:48:40] broodje: but how user friendly [20:48:41] so squares seem to be the best choice [20:48:44] e.g. look at the footprint of the curves on RCT [20:48:51] ohrihc: I know... [20:49:01] * Hyronymus never played RCT [20:49:03] eis_os realy user friendly, but maybe not for tycoon game? [20:49:07] not sure [20:49:15] broodje: but those squares are massive, and populated with lots of different objects [20:49:21] you just klick and klick again [20:49:26] true [20:49:29] each tile is something like 1km^2 [20:49:33] no! [20:49:34] lol [20:49:37] (at least in MSTS) [20:49:43] 10x10 meter for terain [20:49:47] well, that good for MSTS [20:49:53] broodje: I think the square are actual the same as what I try to do for WinRT2 [20:49:53] and much much smaller for objects [20:49:56] but were not patching that [20:50:05] so who's in favour of squares? [20:50:10] for TE [20:50:13] here [20:50:14] MSTS has tile quads or something.. [20:50:16] * ohrihc raises a hand [20:50:21] yes? [20:50:36] he means he's pro squares [20:50:42] what say you, eis_os? [20:50:46] I'm not sure, but I lean towards squares [20:51:05] squares, (ok I say blocks, because that what I will internal use in WinRT2) [20:51:19] well, I feel safe to summarize that we choose for squares [20:51:27] agreed [20:51:40] yes [20:51:41] (with cliffs) [20:51:51] with cliff(hanger)s [20:51:59] :p [20:51:59] (You know I am not involved in TEmpire you know? ) [20:52:07] YES [20:52:10] ...oops [20:52:12] caps [20:52:29] eis_os, I invited anyone who feels he has something to share [20:52:41] But I have some experience :) [20:52:43] ohrihc, anything next on your logical desgin list? [20:52:43] Metalcore424: there is no reason to start yelling :P [20:52:43] eis_os: This is a GFDL channel, so you can only use the information in free projects :P [20:52:54] GFDL? [20:52:57] So, we know we're doing square terrain [20:53:13] Metalcore424: I was trying (and probably failing) to be funny :) [20:53:25] stay on topic please [20:53:41] Are we going to revisit the class structure that was pulled up previously? [20:53:57] is there any indication that we should? [20:53:59] HMM? [20:54:02] dammit [20:54:13] Well, it is a part of the logical design [20:54:29] what was it/.? [20:54:32] -/. [20:54:38] There's some UML lying around somewhere [20:54:46] lemme look for it [20:54:52] oh yeah, ythe UML [20:54:52] ohh, somewhere is alread bad... [20:55:06] http://ttforums.owenrudge.net/viewtopic.php?t=6692 [20:55:09] look for posts by epistax [20:55:11] wow [20:55:14] twas fast [20:55:20] I'm good :) [20:56:13] Is anyone familiar with the CRC approach? [20:56:25] CRC? [20:56:32] shed a light on it, ohrihc [20:56:49] CRC is Class-Responsibility-Collaboration [20:57:03] I like responsibilites [20:57:04] Usually done with some 6x4 index cards for convenience :) [20:57:10] btw. any need for website? [20:57:20] desperately [20:57:22] can you hang on for a while, Jpl [20:57:28] yeah, but wait [20:57:30] * Jpl is hanging 24/7 [20:57:34] Jpl: Would be useful. I'm arranging hosting already. Back to topic ... [20:57:56] Jpl: I think a website is not needed before the code starts to show anything [20:58:13] back to CRC explanation please [20:58:27] ok [20:58:28] In the traditional, paper model, the index card represents a class, and lists the things it does (its responsibilities), and the other classes it needs ot interact with (collaboration) [20:58:45] that makes sense [20:58:58] I was about to ask what a class is built up off [20:59:35] BAsically, people suggest classes, responsibilities are discussed, a few new classes introduced, some discareded, and you typically come up iwth a useful set of classes at the end of it [21:00:12] so episxtax and hellfire went through that when they made their UML? [21:00:21] *epistax [21:00:22] they might have done, or they might not have done [21:01:04] You'd have to ask them about that [21:01:15] though a CRC session with 2 people is rarely effective [21:01:28] sofar I see only one repsonsibility, correct (in the media class) [21:01:50] ? [21:02:07] Ah, no. Those diagrams are UML class diagrams [21:02:16] oh, ok [21:02:36] but you want us to decide on classes? [21:02:41] class at the top, then methods and parameters though I forget which is in the middle and which is on the bottom [21:02:55] in a way, yes [21:03:25] an OO design should be rather like a model [21:03:38] I assume you have some classes in mind? [21:03:45] TrainClass [21:03:49] for example :) [21:04:01] A couple, but I need to know whether we're going to bounce those around here or not [21:04:15] why not? [21:04:15] CRC workshops can be pretty lengthy in real life, let alone over IRC :) [21:04:51] are there other important things that need discussion? [21:05:03] coding style? [21:05:09] * zuu (~leif@as11-4-1.ld.bonet.se) has joined #TEmpire [21:05:12] maybe we can discuss them before starting a 'CRC workshop' [21:05:16] user interface? [21:05:34] Hyronymus: the whole point of a CRC workshop is to discuss the classes :) [21:06:02] Do we have any other points that we need to deal with before we bury ourselves in virtual index cards? [21:06:20] don't repeat me, ohrihc ;) [21:06:33] coding style, as Metalcore424 suggested [21:06:57] I think we've got some stuff on that already, but sure - go ahead [21:07:09] excuse me for a moment - nature calls ... [21:07:15] what about it Metalcore424? [21:07:23] after all it was your suggestion :) [21:07:52] I don't really have any ideas about it, i just felt it needed discussing [21:08:08] I guess someone is logging? [21:08:32] I can log, if you want, I can have them on net [21:08:35] someone is :) [21:09:04] ok, because I won't spend my time about coding styles, thanks alot [21:09:14] Happy discussing [21:09:20] * ohrihc (~chris@parcelfarce.linux.theplanet.co.uk) Quit (Quit: Hey! Where'd my controlling terminal go?) [21:09:33] ohh, and try to get started soon ... [21:09:41] bye [21:09:42] we try [21:09:48] * eis_os (~user@xdsl-213-196-254-73.netcologne.de) has left #TEmpire [21:09:52] * ohrihc (~chris@parcelfarce.linux.theplanet.co.uk) has joined #TEmpire [21:10:05] need for logs available on internet? [21:10:38] after the meeting [21:10:50] if you can post it in the meeting announcement post [21:10:52] * ^XP^ sets mode: +o ohrihc [21:11:11] Excuse the death of my controlling terminal there ... [21:11:35] you didn't miss much [21:11:44] did we start any discussion no coding style before I pulled the cable >_< [21:11:45] what did we have on coding styles, ohrihc? [21:12:00] ohh, and try to get started soon ... [21:12:00] bye [21:12:00] we try [21:12:00] <-- eis_os (~user@xdsl-213-196-254-73.netcologne.de) has left #tempire [21:12:26] nice :) [21:12:42] I did have a document somewhere that we were going to adapt for our purposes [21:14:34] Yes, don't all talk at once :) [21:14:41] :P [21:15:20] ok [21:15:22] Yay. Spain are winning :) [21:15:34] so we appearently decided on coding styile before [21:15:45] We can open it up again if necessary [21:16:06] is it necessairy [21:16:25] http://www.possibility.com/Cpp/CppCodingStandard.html [21:16:36] There was the document that I thought we could adapt [21:17:00] ah, I recall now [21:17:17] The '6 phases' part by any chance? [21:17:20] I say we can move on then to another important topic? [21:18:05] to user interface? [21:18:27] i.e. [21:18:33] what about it, jpl? [21:19:18] how it will be built, from scratch or external library [21:19:56] what external library are you thinking of? [21:21:31] well? [21:22:04] I thought you had ideas ;) [21:22:23] no, you suggested the topic [21:22:30] so I thought you had issues with it [21:22:39] anyone else thinking along? [21:23:30] öpengl [21:24:19] Why ööööpenglöpengl [21:24:21] I need a shake-up tool, this session is coming to a grinding hold [21:24:28] * ohrihc slaps his connection. Again [21:24:55] The original question was to be "Why ö?" :) [21:25:14] ok, why opengl [21:25:31] what are the pro's of using opengl above making something yourself [21:26:01] boy.. [21:26:04] opengl is already crossplatform [21:26:20] you realy havent got a clue havent you [21:26:29] another question: what elements user interface should have? [21:26:41] menus, buttons, edit boxes.. [21:26:55] Back to my original question [21:27:03] :> [21:27:04] Why the ö? [21:27:10] :P [21:27:32] spelling [21:27:41] Jpl: I think this has the same answer as the platform issue discussed above [21:27:45] we are jumping from topic to topic. Let's try to stay ON topic and not some other idea you just got for some other stuff in the game [21:27:56] We use whatever elements are needed [21:28:35] yeah, but how are vechiles display when you are bying one? :) [21:28:50] opengl preview window ;) [21:29:06] if we skips from one topic to another without closing the first one, we will end up with no conclusions at all :( [21:29:13] No point crossing bridges when we haven't reached them yet 8) [21:29:31] you are right bjanri but you yourseles can help guiding this meeting too [21:29:32] Bjarni: Which topic(s) is/are unclosed? [21:29:41] I can't jump in all the time [21:30:28] time to close the user interface topic, as you will surely build one from scratch. :) [21:30:30] I feel that somebody out of a sudden says something and another one have to say "back to..." [21:30:55] back to The Mighty Ö .. [21:31:08] ok, hang on [21:31:24] jpl, cose the user interface topic or restart the might o discussion? [21:31:29] *close [21:32:13] well, forget both, anyone having something? [21:32:48] who will be coding? [21:33:30] noone? [21:33:35] that's tough [21:33:45] * mispunt (~mispunt@217-19-30-116.dsl.cambrium.nl) Quit (Read error: EOF from client) [21:33:46] ok, that was that game idea [21:33:59] people even starts to leave [21:34:45] I repeat: who will be coding? [21:34:49] or plans to code [21:35:29] I have an idea for next meeting. Post a plan for what to discus in advance on the forum. That way we know what to discus and we can think of what we might feel about the topics. That makes better meetings [21:35:44] I was about to suggest that too, Bjarni [21:35:48] I plan to do some coding to make a mac port [21:36:08] ok, but for the 'platform indepent start'? [21:36:14] ohrihc? [21:36:31] Jpl, Prof_Frink. HEXerium? [21:36:32] No. I don't do C++ (yet). [21:36:49] I feel that this is chaos and nobody is in charge, so there are no set goals to where this should lead and it will very easily become a waste of time [21:36:49] I can scroll down the whole list but may I expect a bit reactivity here? [21:36:50] (I hope to , but not yet) [21:37:01] * mispunt (~mispunt@217-19-30-116.dsl.cambrium.nl) has joined #TEmpire [21:37:20] it started fine IMO [21:37:33] I do mainly C, but nothing useful.. :> [21:37:46] ditto [21:37:48] so that leaves Hellfire as the sole coder [21:37:58] * mispunt (~mispunt@217-19-30-116.dsl.cambrium.nl) Quit (Read error: EOF from client) [21:38:04] I wonder if he likes that [21:38:11] Probably not [21:38:31] actually I'm better PHP coder than C :) [21:38:31] so how 'smart' will it be to attract more coders? [21:38:43] genius [21:38:51] and where will TE be if he decides not to code anymore? that's not good [21:39:03] that already happened once [21:39:19] Jpl: TE should NOT be coded in php :P [21:39:31] should I make a topic asking for (experienced) C++ doers? [21:39:32] hehehe :P [21:39:40] *coders [21:39:49] Surely there must be someone. It would be a very sad state of affairs if I had to actually go and learn C++ just to make sure we have more than one coder on the project. [21:39:57] lol [21:40:04] I think so and you should look for coders, not doers :P [21:40:09] well, I know how classes do work in C++ [21:40:13] I know some C++, but not enough to be useful [21:40:23] as I said before I can't code C++ or find time to teach myself C++ [21:40:40] lol, my spelling tool don't know the word coders, but it do know doers [21:40:47] but for thinking along/planning you can always ask me [21:41:17] so I'll ask for coders in the TE section [21:41:26] no [21:41:43] then what? [21:41:50] not enough people read the TE section, and the ones that do are here [21:41:57] should we hope that they fall from the sky? [21:42:06] ok, other section then [21:42:09] gen TT [21:42:25] General TT it will be [21:42:59] are we oerlooking any important stuff that *need* a decision (except CRC workshop) [21:43:04] how many coders are actually on this project? [21:43:12] 1, so far [21:43:14] (my v-key is broke, sorry) [21:43:20] who? [21:43:23] Hellfire [21:43:42] and Bjarni wants to help port to Mac [21:44:13] I can do some small :> [21:44:33] all help is appreciated (but I think that isn't a surprise0 [21:44:42] :) [21:46:12] righto [21:46:23] again: are we overlooking any important stuff that *need* a decision (except CRC workshop) [21:47:20] chochmah: if we get a design going, are you happy to come on board and help out? [21:48:00] mh [21:48:13] "Please answer`yes' or `no'." [21:48:16] I wont to any high level design [21:48:16] 8) [21:48:24] I wto=do [21:48:27] to=do [21:48:51] can you rephrase it all again? [21:49:01] I'm kinda lost after your corrections [21:49:07] I would be happy to help out, but only with some certain areas [21:49:18] certain areas?! [21:49:24] Hyro yes [21:49:24] such as there are? [21:49:30] pathfinding ;) [21:49:35] the areas still missing in zugspiel [21:49:40] no not pathfinding I already did that [21:49:51] I wont do that twice [21:50:13] so: city development [21:50:26] artificial intelligence [21:50:31] ok [21:51:05] I did the rest myself [21:51:19] would you be willing to "port" the pathfinding to TE as it becomes necessary? [21:51:51] mh... yes if I'm convinced that TE has a future and people working on it [21:51:59] :) nice [21:52:23] Can you try again without the if's and but's please? :) [21:52:34] may I interrupt you guys with a draft for the coders invite? [21:52:35] There are many people enthousiastic about Transport Empire but sofar we only have one core coder and two coder who want to help with a Mac port and certain parts of the project. We realy need more coders to make this project a succes. Please take a loo at the Transport Empire section at the bottom of this page and get familair with the plans. If you like it you can contact ChrisCF for further details. [21:53:00] "two coder" +s [21:53:06] look, familiar [21:53:07] already spotted that one [21:53:12] success [21:53:25] like it, you [21:53:26] "loo" Is this projeact going down the pan? [21:53:33] enthusiastic [21:53:37] so far [21:53:45] really [21:53:46] "sofar" + " ! [21:54:16] of the main page [21:54:18] I'm not a coder [21:54:19] damn english ;) [21:54:23] :P [21:54:45] and programming a game is 98% not fun [21:54:50] * Prof_Frink is not a coder either [21:55:15] But has been known to press 1 instead of 2 [21:55:15] so if I help, I wont do it without beeing sure that it is at least good for something [21:55:17] should I replace coders with programmers? [21:55:22] Well, unfortunately, sourceforge doesn't have an entry for "mathematician that happens to be able to code", so I'm afraid you'll have to live tieh the title 8) [21:55:31] :) [21:55:39] should I replace coders with programmers? [21:55:55] sure [21:56:01] sounds more professional [21:56:16] chochmah: the title 'mathematician with coding ability' probably applies to me too :) [21:56:17] I dont realy care, I just dont want to take credit for something I'm not [21:56:49] There are many people enthusiastic about Transport Empire but so far we only have one core programmer and two programmers who want to help with a Mac port and certain parts of the project. We really need more programmers to make this project a success. Please take a look at the Transport Empire section at the bottom of the main page and get familair with the plans. If you like it, you can contact ChrisCF for further details. [21:57:09] "I dont realy care, I just dont want to take credit for something I'm not" Why not? The net is full of that kind of claims :p [21:57:18] familiar [21:57:23] draft accpeted? [21:57:40] no [21:57:45] because [21:57:49] familiar [21:57:53] "two programmers who want to help with a Mac port" sounds wrong [21:57:53] but otherwise, fine [21:57:56] changed that [21:58:07] look [21:58:13] I'll leave the pac port out [21:58:17] *mac [21:58:17] if you want to get something going [21:58:22] simply start... [21:58:27] no, that's not what I meant [21:58:40] no, but still I did Bjarni [21:58:41] :p [21:58:49] I mean it sounds like two people and all that they want to do is to port it to mac [21:59:02] so I changed it :p [21:59:08] you'll bound to like i [21:59:11] *it [21:59:16] you're* [21:59:18] ;) [21:59:26] sorry :$ [21:59:43] draft accepted? [22:00:09] no way [22:00:38] bye [22:00:42] * chochmah (~chochmah@dialin-212-144-143-245.arcor-ip.net) Quit (Quit) [22:00:46] >_> [22:00:47] To all mods: this post was intentionally posted in General Tycoon section. [22:03:45] anyone who feels he needs to discuss something relevant to TE's development? [22:05:06] what's the point in talking about it if none of us are going to code it [22:05:20] I don't feel that we can move on tonight [22:06:28] makes partially sense [22:06:48] we can set another meeting somewhere down the week [22:06:58] hopefully with Hellfire present [22:07:40] ohrihc, you still feel for a CRC session tonight? [22:08:01] or shall we dedicate the next meeting to a CRC workshop? [22:08:45] * Hyronymus wait's for contact [22:08:58] contact [22:09:01] * Metalcore424 (~Metalcore@adsl-220-172-206.mob.bellsouth.net) Quit (Quit: Bye for now!) [22:09:51] I think we should put up a list of what we want to decide on the next meeting [22:10:02] a real agenda [22:10:04] so we can take topic 1, then 2, then 3 [22:10:07] yes [22:10:20] everybody else does that [22:10:25] I think it's better to let the agenda from on the forums [22:10:30] *form [22:10:44] I think it's getting a bit late for serious CRC thinking right now, though I think we should try it at some point soon [22:10:54] yes people will reply and add stuff [22:11:08] ok, I agree with ohrihc on the CRC part [22:11:13] Yea, but for next time please gather a list of what you want to talk about and post it a couple days before on the forums :P [22:11:24] That probably makes it easier for everyone :) [22:11:25] and, if we are certain we are to meet next week, then get the announcement up as soon as we're done so people can pitch stuff for the agenda [22:11:33] let's make a preliminairy agenda for next session [22:12:05] * Metalcore424 (~Metalcore@adsl-220-172-206.mob.bellsouth.net) has joined #TEmpire [22:12:23] * Programmer recuitment - did our brief publicity campaign work? [22:12:24] * L sets mode: +o Metalcore424 [22:12:32] and pick a date for the ease of things [22:12:36] * Metalcore424 sets mode: +v zuu [22:12:37] same time next week? [22:12:54] sounds ok [22:13:16] sounds good, but reserve an option to cancel if we don't get enough things from people to discuss [22:13:19] we can change that any time :p [22:15:28] ok, suggest me some topics [22:16:25] anyone? [22:16:53] Have you got the recruitment evaluation down already? [22:17:04] * Programmer recuitment - did our brief publicity campaign work? [22:17:13] yes, I posted the post [22:17:24] No, I mean agenda-wise [22:17:29] oh, no [22:17:58] added [22:18:39] CRC workshop [22:19:20] Discuss research progress [22:19:41] that topic needs a boast to namely [22:20:57] suggestion to agenda: what to do, to next meeting. [22:21:29] stuff like AOB and Next Meeting typically go without saying :) [22:21:49] added it for completeness sake [22:21:57] as does a recap of what's been decided, and any targets that have been set [22:22:04] ok [22:23:08] added too [22:23:42] ·Summary of decisions made on 12/06/2004 [22:23:42] ·Summary of targets set on 12/06/2004 [22:23:42] ·Programmer recuitment - did our brief publicity campaign work? [22:23:42] ·CRC workshop [22:23:42] ·Research Progress - what do we have? [22:23:42] ·Topics for next meeting [22:24:05] any changes in order required? [22:24:23] CRC after research, maybe? [22:24:26] actually, I meant targets set in "this" meeting rather than "last" meeting [22:24:59] ohrihc, that would make it and end topic [22:25:37] ·Summary of decisions made on 12/06/2004 [22:25:38] ·Programmer recuitment - did our brief publicity campaign work? [22:25:38] ·Research Progress - what do we have? [22:25:38] ·CRC workshop [22:25:38] ·Summary of targets set on 19/06/2004 [22:25:39] ·Topics for next meeting [22:25:43] typically, targets set "last" meeting for "this" one end up as full items in the agenda somewhere :) [22:26:30] That looks good. Get that poste dfor now, remembering that you (and I) can edit it later ;) [22:26:42] ok [22:27:05] http://ttforums.owenrudge.net/viewtopic.php?p=167615#167615 [22:27:39] I couldn't resist some irony [22:28:16] I got an idea: instead of just getting new vehicles once in a while, you can research to get ahead of everybody else and aim your goals, like fast steam trains or maybe even try to research smaller parts than that. This will make the game stick out from the other TT like games [22:28:25] how do you feel about that? [22:28:35] * Hyronymus likes that [22:28:45] /me too [22:28:54] like Railroad Pioneer [22:29:07] * Prof_Frink thinks of something like the research system in theme park, but less clumsy [22:29:17] even nicer: design engines of yourself as an option for freaks [22:29:36] within a theoretical framework of course [22:29:43] but that might be a nice add-on [22:29:43] * Bjarni is a freak then :P [22:30:02] hmm, that's a good thing to decide [22:30:09] what do we see as the core [22:30:25] Maybe just Player defines specs, then Cost/Running cost is calc'd automagically [22:30:32] ahem http://ttforums.owenrudge.net/viewtopic.php?p=46236#46236 [22:31:26] but Bjarni's idea is better Metalcore424 ;) [22:31:48] I like the idea of putting in some research [22:32:07] designing engines could be fun too [22:32:17] adds a new strategy to (ab)use [22:32:29] http://ttforums.owenrudge.net/viewtopic.php?p=167615#167615 [22:32:30] heh [22:32:32] added one topic [22:32:34] More accurately, a company approaches you. They say "We're researching $technology. Are you interested?" [22:32:49] nice apporach, ohrihc [22:32:57] You say "Yes", sponsor some of the research, and get priority in buying the results [22:33:07] and that company happens to have Andre Chaperon as head [22:33:11] in the same way as the old "Would you like to test this for a year?" [22:33:25] Hyronymus: then you are lucky ;) [22:33:28] except that you have to make a decision on it [22:33:40] and spent money in it too [22:33:58] in TT, you can basically say "Yes since it costs you money [22:34:05] and what about the TG approach of engines being rated good or bad by public [22:34:21] how does that work? [22:34:25] in TG? [22:34:30] steam engines good, diesels bad (they polute) [22:34:36] We can probably assign vehicles properties and have a calculation [22:34:40] electric engines neutral for instance [22:34:52] poor americans :p [22:35:02] lol [22:35:04] e.g. passengers will prefer vehicles with better suspension [22:35:16] :) [22:35:27] suspension have nothing to do with engine type [22:35:31] what's the famous french bogie design? [22:35:43] ohrihc: That'd be a good way to get aroung the 'ICE3 for freight' cheaters [22:35:44] wasn't it YDR? [22:36:08] Bjarni: it's more for multiple-units and passenger stock, possibly for some freight wagons [22:36:10] that bogie is very well suspended [22:36:23] e.g. ICE-3 scores highly [22:36:45] Mk3 HST coaches get a medium-high score (there is considerable vertical motion if you're in the first carriage) [22:36:46] using bogies instead of just 2 or 3 axles increases passenger comfort [22:36:53] and crappy railbuses are universally hated :) [22:37:01] hehe [22:37:19] We still have 4-wheel railbuses on all the local services here [22:37:28] heh [22:37:32] how old? [22:37:52] occasionally, you'll find a comfortable bogie vehicle, but the Valley Lines fleet is almost exclusively 142/143, which are about 15-20 years old [22:38:01] and do you have a picture for us to see? [22:38:19] has the meeting ended? [22:38:20] what valley, ohrihc? Ninth valley? [22:38:32] oh, they are young for being 4 wheelers [22:38:43] plenty on mercurio, I'll find some pics [22:38:47] oh wait [22:38:52] meeting ended? [22:39:05] I guess so :) [22:39:07] we got carried away, zuu!~ [22:39:07] http://mercurio.iet.unipi.it/pix/gb/diesel/dmu-railbus/pix.html [22:39:13] for some odd reason I can't access mercurio :( [22:39:23] * Hyronymus closes the meeting of 12/06/2004 [22:39:34] and even more weird, now it works [22:39:55] I have tried once in a while for a few months without luck [22:40:22] * zuu (~leif@as11-4-1.ld.bonet.se) has left #TEmpire [22:40:34] * Hyronymus needs beer [22:40:43] typing so much gives a dry mouth [22:41:29] and, Hyr, the "Valley Lines" run up the Taff, Rhonnda, Rhymney and Ogmore valleys [22:41:40] as if you cared :) [22:42:22] I suppose this means I can get back to my leeching now, yes? 8) [22:42:42] they looks ok to me [22:42:46] * Metalcore424 changes topic to ':: Transport Empire :: If you're here for the meeting, you're too late :: www.tt-forums.net :: http://sourceforge.net/projects/tt2/ ::'