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Old October 25, 2013, 18:21   #21
molybdenum
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Quote:
Originally Posted by Nick View Post
  • Wait for the release of 3.5
  • Work out who is interested in contributing to development and in what capacity
  • Do a massive restructure of the code with no gameplay (or language!) change. takkaria has done a huge amount of this (pretty much unsung) already; I plan to be fairly revolutionary here
I too have been waiting for 3.5 to stabilize so that I can get more big refactors done; there are a few that are mostly done and a few waiting to be started. Working on Angband is refreshingly enjoyable for me right now, compared to my normal development work.
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Old October 25, 2013, 18:31   #22
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How does the NPP codebase compare in "cleaned-uppedness" to V? I've made a lot of personal edits to the Sil codebase which is forked off an ancient NPP, iirc, and I've always found it quite easy to work with, even though there's a ton of non-Sil code still sitting around. I don't know how much of this should be attributed to half, or to the original NPP authors

Mind you I've neved had to make major sweeping changes, but for an ancient fork of an ancient variant of an ancient game, I thought it held up pretty well!!

Edit: I guess what I'm asking is, how much of this refactoring is seen as a "reorganizing" (e.g. cleanup) and how much of it is seen as a "re-architecting" (i.e. fundamentally changing the design and implementation of the game)?

This is a sheer-curiousity question, I have no desire to write C on my spare time ever again
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Old October 25, 2013, 18:44   #23
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Originally Posted by chris View Post
Here's a zany idea: Monster Stealth. For monsters that have this, the player needs to use their searching/perception skills to notice the monster even when it is in line of sight. I'm thinking of Master Thieves sneaking up on players completely unawares, and landing a nice backstab!
Sil uses a version of this where you need to roll every turn, even if you've already spotted them -- essentially a variation on invisibility. We talked about having a version where if you spot the enemy you can then see it forever, or until it leaves line of sight, for use with thieves and assassins, and this seems to be fertile design space.
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Old October 25, 2013, 19:08   #24
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Quote:
Originally Posted by debo View Post
How does the NPP codebase compare in "cleaned-uppedness" to V? I've made a lot of personal edits to the Sil codebase which is forked off an ancient NPP, iirc, and I've always found it quite easy to work with, even though there's a ton of non-Sil code still sitting around. I don't know how much of this should be attributed to half, or to the original NPP authors

Mind you I've neved had to make major sweeping changes, but for an ancient fork of an ancient variant of an ancient game, I thought it held up pretty well!!

Edit: I guess what I'm asking is, how much of this refactoring is seen as a "reorganizing" (e.g. cleanup) and how much of it is seen as a "re-architecting" (i.e. fundamentally changing the design and implementation of the game)?

This is a sheer-curiousity question, I have no desire to write C on my spare time ever again
It's both reorganising and rearchitecting, and a lot of the latter. There's a long desired core-UI split that would make e.g. native ipad/iphone ports a lot easier. There's loads of stuff still that could be moved to edit files, too, for example.
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Last edited by takkaria; October 25, 2013 at 19:47.
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Old October 25, 2013, 20:47   #25
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Quote:
Originally Posted by debo View Post
How does the NPP codebase compare in "cleaned-uppedness" to V? I've made a lot of personal edits to the Sil codebase which is forked off an ancient NPP, iirc, and I've always found it quite easy to work with, even though there's a ton of non-Sil code still sitting around. I don't know how much of this should be attributed to half, or to the original NPP authors
After I stopped keeping NPP current with the vanilla codebase, I think they re-organized a whole bunch of code. However I think in general the Angband dev team trended away from commenting "Ben Harrison" style (comments practically every line, and detailed explanations every function as well). This is probably because they are much better and experienced coders than me, and don't need a comment every line to figure out what is going on. I stuck with the Ben Harrison style coding.

So I would guess that the Vanilla codebase is a little better organized, and might not be as heavily commented as NPP.
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Old October 25, 2013, 20:57   #26
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For anyone who may have missed it, some people have suggested that I should be the next Angband maintainer. So I thought everyone should have a chance to see what a Nick-as-maintainer future might hold. I'm going to do a series of individual topic posts; please comment frankly and fearlessly. If this happens, I want it to be with everyone's eyes open.
Let me get this straight....you are actually considering maintaining 4 games (FAangband, OAngband, Belairand, AND Vanilla), plus the comps? Just how many hours a day are there in New Zealand, anyways?

This is because I took on Moria as well as NPP, and am considering adding a frog-knows module. You just had to stay one ahead of me, didn't you?
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Old October 25, 2013, 21:31   #27
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Nick, sounds like 'massive restructure of the code ' is a major policy plank. What principles do you plan to restructure on ?

a.
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Old October 25, 2013, 21:50   #28
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Also: For me and others who wonder what the current state of the V codebase is, is there somewhere we can download a copy of the source through a web browser, without using git?

A.
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Old October 25, 2013, 21:57   #29
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Originally Posted by Antoine View Post
Also: For me and others who wonder what the current state of the V codebase is, is there somewhere we can download a copy of the source through a web browser, without using git?

A.
You can download any github repo as a .zip, see the bottom-right corner of https://github.com/angband/angband !

Edit: Or just use this link directly https://github.com/angband/angband/archive/master.zip
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Old October 25, 2013, 22:57   #30
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Also: For me and others who wonder what the current state of the V codebase is, is there somewhere we can download a copy of the source through a web browser, without using git?

A.
http://rephial.org/nightlies also has a source download for each build.
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