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1  General Category / General Discussion / Re: Is everyone okay with announcing PARPG dead and ready for takeover? on: May 30, 2010, 04:07:52 PM
Barra, I enjoyed the ride, announce what you like, even though I feel it will make very little difference and I hate to see the end of an enjoyable ride.

Obviously at some point the forums / wiki etc will come to an end, so it may be a idea to port our artwork (which was generally good) over to some game art websites so that other projects could use them.
2  General Category / Introduce yourself / Re: hi all! on: March 23, 2010, 03:50:18 PM
Hi guys. As I'm sure you've all been aware, I've not been that active these last few weeks. Father-in-law died and got a new job, was all a bit complex really.

Anyhow, I'm posting here really to say that I'm 'retiring' from PARPG. I put in some good work in the early days to help get PARPG started, and thought I could do the same when I came back but it seems I need more activity to push me along - when activity is low I also fail to produce. Perhaps I was unfortunate in coming back in the middle of a quiet period! I've also become re-inspired with one of my own projects*

I have learnt a lot from PARPG though - how to work in a team mainly (I think I was a little too 'nice' as a programming head in the early days which is why the current code is a bit of a mish-mash of styles).

I'd also like to say thanks to the people I met here, and in particular to Barra, who has generally been a fine project leader and I'm sure will go on to good things (and will one day produce a fallout game in one form or another!).

I'll still check in here sometimes, and if you have any questions about the code (mainly perhaps along the lines 'why the f*** is PARPG doing that) then PM me, because that will mean it shows up in my email.

Good luck with the game - I know (I mean, I REALLY know and understand) that making a good game is hard.

*OK, that project is http://sourceforge.net/projects/spqr/ - advert over Smiley
3  Development / Audio / Re: Audio tracks for Techdemo I on: February 18, 2010, 05:28:35 AM
I can put that i tomorrow, with just a slight change so there's no chance it will repeat a track
4  General Category / Introduce yourself / Re: hi all! on: February 17, 2010, 03:51:41 PM
Well, the most obvious part is make sure the quests work, i.e. creating the beer objects and so on. This is something I'll look at next week.

After that it'll be time to get some packaging done, because our deadline is 21 days away as I write.

Maybe I can also fit Q_x's new GUI design into the tech demo.
5  General Category / Introduce yourself / Re: hi all! on: February 17, 2010, 11:27:35 AM
I am around!

Please remember it's also been Chinese new year this week, so I've been having a lot of family events and big meals (大吃大喝) - usually at lunchtime - and that's been putting me out of action every day for the last week or so. I should be back up and running by the weekend  Grin
6  Development / Graphics / Re: GUI skinning on: February 04, 2010, 04:28:23 PM
I don't like the cyrilic fonts because they just shout 'Soviet Russia' and this game - as I see it - is more about survival than about politics. Also, we are set in Northern Europe, not Russia.
7  Development / Programming / Re: Building Tech Demo on: February 03, 2010, 03:24:14 PM
There's only 25 days before we finalize code, leaving 10 days to package. Here's my take on what we need to do as the programming dept, feel free to argue by replying:


#76   Create a tool to easily generate XML object files
    * DON'T BOTHER: not needed for tech demo

#114  PARPG crashes on exit in Vista 64 bit
    * CAN'T BE SOLVED, bug in SDL. Anyone use Vista 64 bit?

#83   Code cleanup: Class variable initialization
    * DONE, will close

#82   Code cleanup: Class variable declaration
    * DONE, will close

#118  Front end game menu required for techdemo
    * NEEDS WORK DONE

#88   Investigate possibilites of using Fallout Style buildings
    * DONE, is possible, needs to wait until after tech demo

#232  weakref exception when dealing with containers
    * NEEDS TO BE SOLVED

#139  multiple dialogue windows
    * NOT ESSENTIAL, unless someone wants to disagree

#125  Map Editor should preserve XML comments
    * NOT ESSENTIAL, also map editor is broken right now

#229  Reconcile Inventory, Dialog, and Quest engine
    * TOO MUCH WORK, needs a lot of code, do after tech demo

#200  Save game FAILS again
    * MUST BE SOLVED, in some way or other

#121  Dialogue Engine & Quest Engine
    * DO AFTER TECH DEMO

#144  GUI Refactor
    *TOO VAGUE, do after tech demo, if needed

#146  Dialogue Creator
    *NOT NEEDED

#197  Investigate large map bottleneck via profiling
    * ISSUE CAN ONLY BE SOLVED BY FIFE, whatever we think about it!

#185  Object information database in xml
    NON-ESSENTIAL, again fix after tech demo


This doesn't mean that I think these points are trivial, it's just that we've set ourselves a deadline, we are 25 days away, we need to concentrate on the here and now. Anyhow, that leaves these:

#118  Front end game menu required for techdemo
#200  Save game FAILS again
#232  weakref exception when dealing with containers

And an extra one:

#XX?  We need to try and fix the map editor issue before tech demo.

Action is being done by Belair for #200, only the other 2 are the main worries. If no other programmer does something about #118 in the next week then I'll code something.

Again, let me know your thoughts.
8  Development / Graphics / Re: 3D art - how can we improve the current light setup? on: February 03, 2010, 02:44:40 PM
I don't know, maybe I'm perceived as a troll here and you're thinking how to get rid of me (just write one concrete PM if so). I'm happy, spontaneous, I do tones of mistakes, misspellings - my IRC client don't underline it, I comment things beyond my area of competence, like sound or coding, and so on. So it is possible I'm disliked here, like every noisy lazy person should. And I don't do portraits - watching at Justin's and Gaspard's artwork is pleasing temptation bigger than I can resist.

You help out, Q_x, and thats the best of all. And you give it straight, which I like. The noisy people push us to make the game (well, they push me, anyway). The only person here who has any worries about your presence is you, as far as can see  Cool
9  Development / Programming / Re: Building Tech Demo on: February 03, 2010, 08:46:48 AM
121 and 139 are mine.  I'll try to update them ASAP.
Bottom line is that there should probably be:

1) fixes for techdemo
2) new ideas for post techdemo

I re-read your post and I mis-understood it the first time, now I see what you mean.

If you tell me exactly what you CAN'T do to finish the quests, I can work on forcing that behaviour out of the current code.
10  General Category / Introduce yourself / Re: YAPD (Yet another Python Developer) on: February 03, 2010, 12:48:30 AM
Hi Kasbe

First thing is to read this: http://forums.parpg.net/index.php?topic=654.0

If you have any questions at all, feel free to ask on either IRC or here at the forums. If you would like to be assigned a specific problem, that can be done as well  Grin
11  Development / Graphics / Re: GUI skinning on: February 03, 2010, 12:18:00 AM
It's looking much better already, Q_x! Keep up the good work.
12  Development / Audio / Re: Audio tracks for Techdemo I on: February 02, 2010, 01:28:54 PM
Functionality: It would be nice if the GUI could allow a player to select between the different tracks easily. As in, you listen to a track, and don't like it, and press some key combination.

I like this, but at the moment I think there should be an feature freeze until the techdemo is done. We shouldn't let anything get in the way for the next month or so.
13  Development / Programming / Re: Code improvement proposals on: February 02, 2010, 01:24:42 PM
[/li][li]Use verbs for methods and functions, and nouns and adjectives for variables. E.g. is_wearable would become wearable, because it's just a variable.

This seems pretty logical to me, so I'll go through and check what we currently have.

14  General Category / General Discussion / Re: PARPG Meeting (urgent and important) on: February 01, 2010, 02:57:45 PM
Same here Gaspard. I generally agree with your points. Lack of writers I partly feel is because there is a lack of game and a lack of tools. I think last year we showed that we could get something together, this year we need to concentrate on building the tools to help people make us a game.
15  General Category / General Discussion / Re: Parpg SVN has moved to FIFE 0.3.0 on: February 01, 2010, 02:55:54 PM
Also, this has broken parpg_editor.py, mainly because the code is very hacky. We'll try to get this fixed in a day or 2  Sad
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