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Development Model
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Development Model
"How is Armagetron developed?"
The developers are using Open Source/Free Software methods. We have a core team of developers with a bit of fluctuation. All work they do is immediately published and can be reviewed/used by anyone able to follow the instructions in the included documentation right away (of course, at your own risk; it's safer to stick to official releases). On Launchpad, there is a list of all our code and code of external contributors. Several groups and individuals also publish their modifications to our source there, and they take over some of their stuff if the usefulness to work to integrate ratio is high enough. they also accept patches send by other means, of course.
"Ok, that's a confusing lot of different code versions. Which are the most important?"
The two most important 'branches' are lp:armagetronad, the main development branch where all the new features are implemented first, and lp:armagetronad/0.2.8, the current stabilization branch at the time of this writing, where they fix bugs. The two most important 'hack' branches are 0.2.8-armagetronad-sty with the 'pig sty' patch that adds the CTF and ball game modes and shooting, and the 0.2.8-armagetronad-sty+ct branch which adds a whole lot of other neat features.
"Will there be support for the neat new ****pit in 0.2.8.x?
No. The ****pit stuff is developed in the lP:armagetronad branch (called trunk) and is a major new feature there. Only bug fixes and very much needed features are added to 0.2.8.x versions.
"What about feature X not in any of the 0.2.8 alphas/betas? Will it be in 0.2.8?"
Same answer as above.
"There's a quite obvious and annoying problem in version 0.3.x, why isn't it fixed?"
That problem probably comes from some experimental code someone committed a bit too eagerly. It is not currently possible to easily fix the problem the right way, or they would have already done so. Before they can fix it properly, they either need to do some work elsewhere first or the person responsible needs to find the time. Priority on the development line is to get new stuff done; this implies that sometimes construction sites with no progress remain visible for a long time. They're sorry for the inconvenience and will try to avoid problems like that by developing larger new features in separate development branches until they're ready for public use.
The developers are using Open Source/Free Software methods. We have a core team of developers with a bit of fluctuation. All work they do is immediately published and can be reviewed/used by anyone able to follow the instructions in the included documentation right away (of course, at your own risk; it's safer to stick to official releases). On Launchpad, there is a list of all our code and code of external contributors. Several groups and individuals also publish their modifications to our source there, and they take over some of their stuff if the usefulness to work to integrate ratio is high enough. they also accept patches send by other means, of course.
"Ok, that's a confusing lot of different code versions. Which are the most important?"
The two most important 'branches' are lp:armagetronad, the main development branch where all the new features are implemented first, and lp:armagetronad/0.2.8, the current stabilization branch at the time of this writing, where they fix bugs. The two most important 'hack' branches are 0.2.8-armagetronad-sty with the 'pig sty' patch that adds the CTF and ball game modes and shooting, and the 0.2.8-armagetronad-sty+ct branch which adds a whole lot of other neat features.
"Will there be support for the neat new ****pit in 0.2.8.x?
No. The ****pit stuff is developed in the lP:armagetronad branch (called trunk) and is a major new feature there. Only bug fixes and very much needed features are added to 0.2.8.x versions.
"What about feature X not in any of the 0.2.8 alphas/betas? Will it be in 0.2.8?"
Same answer as above.
"There's a quite obvious and annoying problem in version 0.3.x, why isn't it fixed?"
That problem probably comes from some experimental code someone committed a bit too eagerly. It is not currently possible to easily fix the problem the right way, or they would have already done so. Before they can fix it properly, they either need to do some work elsewhere first or the person responsible needs to find the time. Priority on the development line is to get new stuff done; this implies that sometimes construction sites with no progress remain visible for a long time. They're sorry for the inconvenience and will try to avoid problems like that by developing larger new features in separate development branches until they're ready for public use.
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