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PrinzEnrique

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Posts posted by PrinzEnrique

  1. Not to be like this but the ebuild needs some more work, it lacks a dependency to dev-libs/libsigc++, several packages lack a proper slot, it has a broken header and metadata.xml is missing aswell. Here is my corrected version for the ebuild and here is a dummy metadata.xml

     

    It's a good starting point tho, thanks for that. :)

    No worries you are the first to give detailed feedback anyway. I expected some deps to be missing because I just added them by watching configure and trying to build.

    About the metadata, well I don't really care about that for local ebuilds. I would have included metadata with a public overlay but I don't intend to make one.

  2. My take on that topic is this: There are fun things and not-so-fun things in every project (not just this one). It involves some kind of determination to take on the not-so-fun tasks that have to be done, these tasks are unavoidable in every project. Team spirit might help to gather motivation.

    But maybe it won't. Or maybe the team just does not have anybody capable of doing the not-so-fun things. These not-so-fun things are the bane of all FOSS projects and the reason why most critical projects end up getting money involved.

     

    Once money comes into play, the motivational momentum towards these tasks are changing, that's just how people are functioning. Somebody working on one quality task getting $20 per hour, and someone doing the same quality work getting nothing at the same time? That's not going to work out well. The one person getting nothing will most likely stop contributing, at least I would if I were the one doing the same (or maybe larger) amount of work for free. I'd still like the project itself, but my motivation for the not-so-fun tasks would be down at zero level. Maybe maybe I'd do something for fun here and there, but you'd be surprised how few of them one is actually encountering in the current DR codebase. In the end there would only be paid folks left working on something. You can't have non-paid and paid coders in the same project team, that's my estimation.

    there are many projects out there with paid and volunteering contributors so I don't think that kind of general statement is true. still it's true money will affect the motivation of people involved but there are many different ways to use money. you don't have to hire someone as a team member to do work 9to5 on the project. you could use it for specific services like external code reviews (yeah i doubt that's really relevant for TDM/DR it's just the most obvious example) or maybe bug bounties.

     

    agreed to everything else.

    btw. i'm not saying TDM should start using money. if the team did think this through and decided against it then stick with it. i just felt some statements needed a counter-argument :)

    • Like 1
  3. ebuild for properly installing DR 2.0.2 on gentoo

    the patch for gentoo is still needed

    short explanation how to use the ebuild: http://forums.thedarkmod.com/topic/16686-darkradiant-201-released/?do=findComment&comment=358382

     

     

    should i start a separate thread for the ebuilds so i can write a proper instruction to these and just add new ones with each release? is there even a demand for DR on gentoo???

  4. The patch is for Gentoo users only, or does it work in Ubuntu as well?

    it should only be needed on Gentoo and maybe Funtoo as they handle python installations a little differently than binary distributions.

    there might be a generic approach for the build system to make it work on every distro without a patch but my knowledge of build systems and coding in general is pretty limited.

  5. Not a serious bug ... more like an annoyance but ever since I got it built for the first time DR would always show version 1.8.0 in the about dialog.

     

    Also the shared objects are getting the version suffix 1.8.0... don't know if this is intended it just seems odd.

    /usr/lib64/darkradiant
    /usr/lib64/darkradiant/libdds-1.8.0.so
    /usr/lib64/darkradiant/libdds.la
    /usr/lib64/darkradiant/libdds.so -> libdds-1.8.0.so
    /usr/lib64/darkradiant/libmath-1.8.0.so
    /usr/lib64/darkradiant/libmath.la
    /usr/lib64/darkradiant/libmath.so -> libmath-1.8.0.so
    /usr/lib64/darkradiant/libpicomodel-1.8.0.so
    /usr/lib64/darkradiant/libpicomodel.la
    /usr/lib64/darkradiant/libpicomodel.so -> libpicomodel-1.8.0.so
    /usr/lib64/darkradiant/libscenegraph-1.8.0.so
    /usr/lib64/darkradiant/libscenegraph.la
    /usr/lib64/darkradiant/libscenegraph.so -> libscenegraph-1.8.0.so
    /usr/lib64/darkradiant/libwxutil-1.8.0.so
    /usr/lib64/darkradiant/libwxutil.la
    /usr/lib64/darkradiant/libwxutil.so -> libwxutil-1.8.0.so
    /usr/lib64/darkradiant/libxmlutil-1.8.0.so
    /usr/lib64/darkradiant/libxmlutil.la
    /usr/lib64/darkradiant/libxmlutil.so -> libxmlutil-1.8.0.so
    

    post-34130-0-99915700-1416085528_thumb.png

  6. I wrote ebuilds to properly install DarkRadiant on Gentoo including a patch to circumvent this issue. I planned to post them for 2.0.0 but as I couldn't get it to build I waited for the next release that worked.

     

    Apparently I am not allowed to attach plain text files so have some links instead

    ebuild for 2.0.1

    ebuild for git

    patch for gentoo

     

    The ebuilds go into *local-overlay*/dev-games/DarkRadiant/ and the patch into *local-overlay*/dev-games/DarkRadiant/files/ then manifest/digest the ebuilds. But I guess most Gentoo users should already know how this works.

     

    There's one issue though. It looks like audio support is optional. At least configure has no problem with missing OpenAL or alut and just disables building of audio. Still I couldn't find a configure option to enable or disable audio support. If audio is optional I would like add a proper USE flag for audio to the ebuild which needs a configure option.

  7. fails to build on Gentoo currently

     

    make[3]: Entering directory '/home/prinzenrique/Programs/source/DarkRadiant/plugins/eventmanager'
     CXX	  Accelerator.lo
     CXX	  Modifiers.lo
     CXX	  Statement.lo
     CXX	  EventManager.lo
     CXX	  MouseEvents.lo
     CXX	  Toggle.lo
     CXX	  WidgetToggle.lo
     CXXLD	eventmgr.la
    .libs/EventManager.o: In function `EventManager::initialiseModule(ApplicationContext const&)':
    /home/prinzenrique/Programs/source/DarkRadiant/plugins/eventmanager/EventManager.cpp:65: undefined reference to `ui::GlobalKeyEventFilter::GlobalKeyEventFilter(EventManager&)'
    collect2: error: ld returned 1 exit status
    

  8. great FM. the sudden fade out ending was a little anticlimactic though. I was totally pumped and prepared for something scary and then it was over.

     

    don't have to say anything about the first part that hasn't been said already. good work

     

    the suspension and pacing after the ship wrecking is very well done. after seeing the skeleton move and finding nobody on the beach it felt very eerie and going around and through the empty hut i was totally expecting to find something horrible. when I saw the people returning were just some random thugs i actually felt relieved :D

    btw. if you intended to give the feeling that people might just be out for a while and will return eventually you could've put some still glowing coal/wood into the oven. still I did get the message that there have been people staying there not long ago and the corpse in the attic made it clear they were not friendly

     

  9. Just the non-standard loot alone wasn't that much of a problem. It was a combination of them with their hiding places and the mission story. If they were hidden in one of the guest rooms I would've probably found them but I was not checking every nook and cranny of the upper hallway, the innkeepers office and outside the inn. I thought why should loot outside the inn be relevant to the inn's reputation.

  10. been a while since I played this FM but I feel I should give some feedback anyway

    good things first: I really liked the design of the FM and the way you used the AIs. The layout of the building and the surrounding, the way the AIs behaved, everything felt very alive just like a real inn, very immersive.

    but after sneaking through the Inn searching loot for nearly 2 hours I lost patience and started shooting people in the face. Then I gave up and used show_loot and didn't feel like starting second night. I think what lead to this was I assumed my "mission" was to primarily steal from the guests so I checked the guest rooms over and over again not paying that much attention to the storage areas and outside the inn.

     

    I think there's only a certain level of doing things in non-standard ways without people having trouble adapting. For example it's great to use non-standard loot objects but if they're needed for the objective they should be in places that are easy to come by. It would help making it crystal clear to players that they should think out of the box like stating in readables that you shouldn't be looking for gold and the like or maybe give them several clearly non-standard lootables in easily accessible places to show them what they should be looking for and then hide a few of the same type.

    Using the difficulty settings to give the FM several playthroughs is a great idea but that way players can't adjust the difficulty to match their playing style. So you have to decide on a single difficulty: make it easy so everyone can play through your innovative mission or make it hard so that even the very experienced players are challenged. Just out of curiosity if you could have added difficulty settings and still have the 3 nights which difficulty would have been 1100+ loot?

     

    I had similar problems with your other FM (*cough*bedpost, really??*cough*) so I think you should be a little more conservative with things concerning mission critical objectives especially if you are going to add optional objectives for the people looking for a challenge. I'd feel more compelled to replay a mission when I was able to complete it but noticed there is more to discover instead of not being able to complete it at all.

     

    Please don't get me wrong. I really like both of your FMs. It's just because I had so much fun in the beginning of both FMs that it felt even more disappointing that I could not complete them on my own :( And obviously this is just my personal opinion so maybe I just suck at looking for loot ;)

    • Like 1
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