Stendhal Developers Meeting 2011-01-12: Difference between revisions

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{{Navigation for Stendhal Developers}}
{{Navigation for Stendhal Developers}}


===Agenda===


;Updates on developer activity and goals
<pre>
:A very short summary of what you are working on, plan to to work on, and anything you had been working on but dropped because of difficulties, limitations or other priorities.
20:01 < kymara> --------------------------------------------------
;Client stability, maintenance and Stendhal 1.0
20:01 < kymara> ---Meeting, agenda at https://sourceforge.net/projects/arianne/forums/forum/3192/topic/4045009 --
:As per [[Review Of 2010#Outlook]]
20:01 < kymara> --------------------------------------------------
;Containers
20:01 < kymara> First item is 'Updates on developer activity and goals '
:How can we consolidate the existing work and get containers in game?
20:02 < kymara> madmetzger: would you start?
:{{tracker|2933768}}
20:02 < madmetzger> okay
;Achievements
20:03 < madmetzger> recently i wasn't working that much. achievements seem to be more or less stable on the server side
:Which do we want from the implemented list at [[Stendhal Achievements]]
20:03 < hendrik> this basicall means: What are you planning to do? What are you working on now? Have you given up working of something, becaues you lost intersted or because there were difficulties? Which?
:Should any existing ideas which are not yet implemented be added?
20:04 < madmetzger> i started to implement a prototype for displaying the event of reaching an event in the client
:How to categorize them?
20:04 < madmetzger> struggling there a bit with drawing and placing it
:Achievement event in the client
20:04 < madmetzger> maybe kiheru could give me some advice on it
:Achievements on the website
20:04 < madmetzger> an early start is in cvs
:Possibility of retrospectively awarding achievements earned before recording started
20:05 < kymara> what about spells? I kind of saw some commits again recently
:If you would like to add new ideas, you don't need to wait for the meeting, please edit [[Stendhal Achievement Ideas]]
20:05 < madmetzger> and i also started again to work a bit on spells and connecting that to the client side

20:05 < madmetzger> there's some uncommited work but my first example isn't working atm.
===Actions taken as an outcome of the meeting===
20:06 < madmetzger> i didn't find the time yet to figure out where the reason is
''so far''
20:06 < kiheru> displaying a notification a bit like the mockup should not be too hard (except for the translucency which is not really an option)
: kiheru and madmetzger worked together to create client notification for reached achievement
20:07 < madmetzger> but i'd appreciate some help there for the client side as it seems quite new for the client to me to have actions that need clicks to two objects
: kymara started documenting about requirements for a [[Talk:Stendhal_Groups|groups GUI]]
20:07 < madmetzger> i have a client side command to cast a spell as slash action to test it. i think i'll commit that soon
:: kiheru has pretty much completed the group GUI: see [[Stendhal Testing]]
20:07 -!- Blue_away is now known as Bluelads4
: martinf worked on junit tests for quests, using chatlogs from the patch tracker
20:08 < kymara> madmetzger: that sounds good, thank you. is there anything else from you?
: hendrik and kiheru did some work to support containers
20:08 < hendrik> We have the content side of achievements as seperate entry on the agenda later.
: martinf added his ideas for achievements score at {{tracker|3156591}}
20:08 < madmetzger> no, that's all
: kymara and hendrik have been balancing the achievements and removing impossible/broken ones
20:09 < kymara> ok, who next, kiheru?
: kymara is working on archived data to find out about achievements reached before they were being logged
20:10 < kiheru> lately I have been just trying to fix known and potential bugs in the client

20:10 < kiheru> I think I'm about done with those I can reproduce
===Chat log===
20:10 < kiheru> so I'm available for other projects if needed
* 20:01 < kymara> --------------------------------------------------
20:12 < hendrik> any plans on what you want to do?
* 20:01 < kymara> ---Meeting, agenda at https://sourceforge.net/projects/arianne/forums/forum/3192/topic/4045009 --
20:12 < kymara> perhaps the group GUI?
* 20:01 < kymara> --------------------------------------------------
20:12 < kiheru> not, really. whatever is needed
* 20:01 < kymara> First item is 'Updates on developer activity and goals '
20:13 < kiheru> for the groups I really don't have a good idea what it should look like
20:13 < storyteller> maybe we can bring up some ideas?
* 20:02 < kymara> madmetzger: would you start?
* 20:02 < madmetzger> okay
20:13 < kymara> maybe we can try brainstorm that a bit?
* 20:03 < madmetzger> recently i wasn't working that much. achievements seem to be more or less stable on the server side
20:13 < hendrik> later, please.
* 20:03 < hendrik> this basicall means: What are you planning to do? What are you working on now? Have you given up working of something, becaues you lost intersted or because there were difficulties? Which?
20:13 < kymara> after tryng out the feature in the test server
* 20:04 < madmetzger> i started to implement a prototype for displaying the event of reaching an event in the client
20:13 < kymara> yes
* 20:04 < madmetzger> struggling there a bit with drawing and placing it
20:13 < kymara> okay, hendrik next?
* 20:04 < madmetzger> maybe kiheru could give me some advice on it
20:14 < hendrik> okay.
* 20:04 < madmetzger> an early start is in cvs
20:14 < martinf> perhaps look at the multi chat features of messengers like skype for the group gui?
20:14 < hendrik> I have be doing smaller things recently.
* 20:05 < kymara> what about spells? I kind of saw some commits again recently
* 20:05 < madmetzger> and i also started again to work a bit on spells and connecting that to the client side
20:14 < hendrik> some profiling and performance optimazion that are pending.
* 20:05 < madmetzger> there's some uncommited work but my first example isn't working atm.
20:15 < hendrik> And lots of projects i have started to think about but then postponed.
* 20:06 < madmetzger> i didn't find the time yet to figure out where the reason is
20:15 < hendrik> Like rewriting the perception calculation and serialization which takes about 60% of turn times nowadays.
* 20:06 < kiheru> displaying a notification a bit like the mockup should not be too hard (except for the translucency which is not really an option)
20:16 < hendrik> In the far future i'd like to have a web client, but i am scared about that.
* 20:07 < madmetzger> but i'd appreciate some help there for the client side as it seems quite new for the client to me to have actions that need clicks to two objects
20:16 < hendrik> It will be a lot of work, probably for more than a year, and maintaining two clients would be very stressful for us.
* 20:07 < madmetzger> i have a client side command to cast a spell as slash action to test it. i think i'll commit that soon
20:16 < hendrik> the technology is not ripe and we have no experiance on that.
* 20:08 < kymara> madmetzger: that sounds good, thank you. is there anything else from you?
20:17 < hendrik> What I might do is porting the text client to a web page.
20:17 < hendrik> The curses client is too instable for my tastes.
* 20:08 < hendrik> We have the content side of achievements as seperate entry on the agenda later.
* 20:08 < madmetzger> no, that's all
20:18 < kymara> agreed, i went back to textclient
* 20:09 < kymara> ok, who next, kiheru?
20:18 < hendrik> Short turn, i think achievements and groups/chat channels are important.
* 20:10 < kiheru> lately I have been just trying to fix known and potential bugs in the client
20:18 < hendrik> because they give motivation to players.
20:18 < hendrik> and i like to help with the content side.
* 20:10 < kiheru> I think I'm about done with those I can reproduce
* 20:10 < kiheru> so I'm available for other projects if needed
20:19 < hendrik> that's basically from me.
20:19 < kymara> okay, who else wants to give an update? martinf?
* 20:12 < hendrik> any plans on what you want to do?
* 20:12 < kymara> perhaps the group GUI?
20:19 < martinf> sure
* 20:12 < kiheru> not, really. whatever is needed
20:19 < martinf> My last bigger thing was the refactoring and improvement of producer / merchandizer code.
* 20:13 < kiheru> for the groups I really don't have a good idea what it should look like
20:19 < martinf> After that I solved some bugs here and there.
* 20:13 < storyteller> maybe we can bring up some ideas?
20:20 < martinf> That one regarding website not searching for substrings is too complex for me as beginner in apache rewrite rules.
* 20:13 < kymara> maybe we can try brainstorm that a bit?
20:20 < martinf> thats it :)
20:20 < kymara> any plans for future?
* 20:13 < hendrik> later, please.
* 20:13 < kymara> after tryng out the feature in the test server
20:20 < martinf> nothing special
* 20:13 < kymara> yes
20:20 < kymara> can we suggest you things to help with, do you think you'll have time?
20:21 < martinf> yes, some time is always available
* 20:13 < kymara> okay, hendrik next?
20:21 < hendrik> I can help with the apache stuff.
* 20:14 < hendrik> okay.
* 20:14 < martinf> perhaps look at the multi chat features of messengers like skype for the group gui?
20:21 < martinf> very good:)
* 20:14 < hendrik> I have be doing smaller things recently.
20:21 < kymara> yes it might be good to have someone other than me and hend understand the website
* 20:14 < hendrik> some profiling and performance optimazion that are pending.
20:22 < kymara> who else wants to give an update on their activities and plans?
* 20:15 < hendrik> And lots of projects i have started to think about but then postponed.
20:22 < Bluelads4> hmm I can go on if noone else wants :)
* 20:15 < hendrik> Like rewriting the perception calculation and serialization which takes about 60% of turn times nowadays.
20:23 < kymara> sure
* 20:16 < hendrik> In the far future i'd like to have a web client, but i am scared about that.
20:23 < Bluelads4> I made some npcs and quests and my first tiled map (wohoo) earlier and I currently plan another quest which grows in my mind at the moment
* 20:16 < hendrik> It will be a lot of work, probably for more than a year, and maintaining two clients would be very stressful for us.
20:23 < Bluelads4> ehm yes that is mainly everything :D
* 20:16 < hendrik> the technology is not ripe and we have no experiance on that.
20:24 < kymara> is there anything (in general) you need support in?
* 20:17 < hendrik> What I might do is porting the text client to a web page.
20:25 < Bluelads4> not at the moment, I wrote some notes down for the quest idea and wanted to start with writing the quest soon, I'm not sure about the last quest which I made, there are some errors I bet :D
* 20:17 < hendrik> The curses client is too instable for my tastes.
20:26 < kymara> ok, we can help test, and please add it to the testing page if you didn't already
20:26 < kymara> anyone else got an update for us or shall i finish up?
* 20:18 < kymara> agreed, i went back to textclient
* 20:18 < hendrik> Short turn, i think achievements and groups/chat channels are important.
20:27 < storyteller> well, maybe I could say my current project idea?
* 20:18 < hendrik> because they give motivation to players.
20:27 < kymara> yes
* 20:18 < hendrik> and i like to help with the content side.
20:27 -!- monsterdhal [~monsterdh<(a)>brsg-4dbba367.pool.mediaWays.net] has joined #arianne
* 20:19 < hendrik> that's basically from me.
20:27 < storyteller> Well, there already were some questions about what I plan and what I want to do.
20:27 < storyteller> So I'd like to give a short summary here
* 20:19 < kymara> okay, who else wants to give an update? martinf?
* 20:19 < martinf> sure
20:29 < storyteller> Currently I plan some quests, which are based on each other. So there is a little quest- row which is build in a story
20:30 < storyteller> the basical thing is to introduce sneaking and well, let's say tactical playing
* 20:19 < martinf> My last bigger thing was the refactoring and improvement of producer / merchandizer code.
* 20:19 < martinf> After that I solved some bugs here and there.
20:31 < storyteller> so these quests are not based on only killing creatures, but also not been attacked by others
* 20:20 < martinf> That one regarding website not searching for substrings is too complex for me as beginner in apache rewrite rules.
20:32 < storyteller> I heard about ideas for guilds and also a thief guild
* 20:20 < martinf> thats it :)
20:32 < kymara> we don't have any plans in place for the near future regarding guilds
20:32 < kymara> so please dont rely on that
* 20:20 < kymara> any plans for future?
20:33 < storyteller> yes
* 20:20 < martinf> nothing special
20:33 < kymara> okay, sounds interesting and ambitious. do you have an idea how to break down the ideas into manageable chunks?
* 20:20 < kymara> can we suggest you things to help with, do you think you'll have time?
* 20:21 < martinf> yes, some time is always available
20:35 < storyteller> well, I planned a building where this should take place
* 20:21 < hendrik> I can help with the apache stuff.
20:35 < storyteller> there are also some beside- quests, which I wrote on the quest ideas page
* 20:21 < martinf> very good:)
20:36 < hendrik> with such a huge project, i think it is important to do it in small steps and commit them for other tosee.
20:36 < kymara> yes, and to see the results :)
* 20:21 < kymara> yes it might be good to have someone other than me and hend understand the website
* 20:22 < kymara> who else wants to give an update on their activities and plans?
20:36 < hendrik> to see*
20:36 < kymara> let us know when you need help, storyteller
* 20:22 < Bluelads4> hmm I can go on if noone else wants :)
20:36 < storyteller> okay :)
* 20:23 < kymara> sure
* 20:23 < Bluelads4> I made some npcs and quests and my first tiled map (wohoo) earlier and I currently plan another quest which grows in my mind at the moment
20:36 < kymara> anything or anyone else in this section?
* 20:23 < Bluelads4> ehm yes that is mainly everything :D
20:36 < storyteller> so, well, this project is basically what I plan for the near future
* 20:24 < kymara> is there anything (in general) you need support in?
20:37 < storyteller> so thats it for now :)
* 20:25 < Bluelads4> not at the moment, I wrote some notes down for the quest idea and wanted to start with writing the quest soon, I'm not sure about the last quest which I made, there are some errors I bet :D
20:37 < kymara> okay, so me then.
20:37 < kymara> Now that the quest history is finished I am not sure what to do! Other than my normal project activity.
* 20:26 < kymara> ok, we can help test, and please add it to the testing page if you didn't already
* 20:26 < kymara> anyone else got an update for us or shall i finish up?
20:38 < hendrik> may I suggest you look at the content side of achievements?
* 20:27 < storyteller> well, maybe I could say my current project idea?
20:38 < kymara> I'll help with achievements, because the code is stable but I can help on the design side.
20:38 < kymara> yes, hendrik.
* 20:27 < kymara> yes
* 20:27 -!- monsterdhal [~monsterdh<(a)>brsg-4dbba367.pool.mediaWays.net] has joined #arianne
20:38 * hendrik smiles.
* 20:27 < storyteller> Well, there already were some questions about what I plan and what I want to do.
20:38 < kymara> as an older player who doesn't play so much now I'm also concerned about back-calculation.
* 20:27 < storyteller> So I'd like to give a short summary here
20:38 < kymara> that would need some intensive database work and may not even be possible ... we'll see.
* 20:29 < storyteller> Currently I plan some quests, which are based on each other. So there is a little quest- row which is build in a story
20:39 < kymara> I'm a bit concerned by the number of patches with chatlogs ready to write junit tests on
* 20:30 < storyteller> the basical thing is to introduce sneaking and well, let's say tactical playing
20:40 < kymara> i wrote up a little guide on junit testing for quests so it should be easy. i would rather not do all those myself as i think that its the kind of thing other people can pick up too .. so if anyone likes to help with that I'd be grateful
* 20:31 < storyteller> so these quests are not based on only killing creatures, but also not been attacked by others
20:40 < kymara> i put all the patches under the same category: chatlog
* 20:32 < storyteller> I heard about ideas for guilds and also a thief guild
20:40 < martinf> i may help a bit here
* 20:32 < kymara> we don't have any plans in place for the near future regarding guilds
20:42 < kymara> okay thank you
* 20:32 < kymara> so please dont rely on that
20:42 < kymara> So, I think if anyone else wanted to update us they'd have said by now, lets move on, to:
* 20:33 < storyteller> yes
20:42 < kymara> 'Client stability, maintenance and Stendhal 1.0'
* 20:33 < kymara> okay, sounds interesting and ambitious. do you have an idea how to break down the ideas into manageable chunks?
20:43 < kymara> We have achieved some great things in 2010, some long standing feature requests which make me start to believe Stendhal is ready for 1.0
* 20:35 < storyteller> well, I planned a building where this should take place
20:44 < kymara> They include the new sound system, rewritten client with windows off game screen, trade NPC and trade GUI, quest history, and more.
* 20:35 < storyteller> there are also some beside- quests, which I wrote on the quest ideas page
20:44 < hendrik> Yes, last year was very good.
20:44 < kymara> We still lack client stability across all platforms, and I think we'd all want to feel comfortable in the client before we announce it stable
* 20:36 < hendrik> with such a huge project, i think it is important to do it in small steps and commit them for other tosee.
20:45 < hendrik> I think we need to define "stability".
* 20:36 < kymara> yes, and to see the results :)
* 20:36 < hendrik> to see*
20:45 < kymara> Testing is really, really hard ... so what we need is enough time
20:45 < kymara> hendrik: acceptable CPU, memory usage, would be a start
* 20:36 < kymara> let us know when you need help, storyteller
* 20:36 < storyteller> okay :)
20:46 < kymara> but yes, it is probably a good idea to have some criteria, and some way to measure them, that we can feel confident the client is stable
* 20:36 < kymara> anything or anyone else in this section?
20:46 < hendrik> When i hear that term, i think of two things:
* 20:36 < storyteller> so, well, this project is basically what I plan for the near future
20:46 < kiheru> memory should be fairly good by now. performance is a problem as it's very system dependent
20:46 < hendrik> a) it does not crash
* 20:37 < storyteller> so thats it for now :)
20:47 < hendrik> b) it does not require many changes.
* 20:37 < kymara> okay, so me then.
* 20:37 < kymara> Now that the quest history is finished I am not sure what to do! Other than my normal project activity.
20:47 < kymara> hendrik, i'll get onto b) in a moment.
20:47 < hendrik> I think it does not crash often, but i am not a hard core player.
* 20:38 < hendrik> may I suggest you look at the content side of achievements?
* 20:38 < kymara> I'll help with achievements, because the code is stable but I can help on the design side.
20:47 < kymara> anyway, for the performance part, as we lack in ability to test thoroughly across all platforms, I just wanted to flag up that we may need some quiet time without too many new features in a release
* 20:38 < kymara> yes, hendrik.
20:48 < kymara> what hendrik puts as point b) there is what I meant by 'maintenance' in this section - hendrik, do you want to explain?
* 20:38 * hendrik smiles.
20:49 < hendrik> Currently we need to update the client on every new release.
* 20:38 < kymara> as an older player who doesn't play so much now I'm also concerned about back-calculation.
20:49 < hendrik> It is obvious that the client need updates when we add new gui elements like the quest log.
* 20:38 < kymara> that would need some intensive database work and may not even be possible ... we'll see.
20:50 < hendrik> But it needs updates when we add new images, and it needs updates when we add new kinds of items or entities.
* 20:39 < kymara> I'm a bit concerned by the number of patches with chatlogs ready to write junit tests on
20:50 < hendrik> My goal for 1.0 is that we have a client that will be compatible with the server for a year, despite us adding new content.
* 20:40 < kymara> i wrote up a little guide on junit testing for quests so it should be easy. i would rather not do all those myself as i think that its the kind of thing other people can pick up too .. so if anyone likes to help with that I'd be grateful
20:51 < hendrik> that is without updates, think of it being included in Debian/Ubuntu, policy would not accept our updater.
* 20:40 < kymara> i put all the patches under the same category: chatlog
20:51 < hendrik> i think this are basically two tasks
20:52 < hendrik> - find a way to get new images
* 20:40 < martinf> i may help a bit here
* 20:42 < kymara> okay thank you
20:52 < hendrik> - make the client less smart in the Entity, Entity2DView area.
* 20:42 < kymara> So, I think if anyone else wanted to update us they'd have said by now, lets move on, to:
20:52 < hendrik> It does not need to know about well_source, fish_source for example, that just something a player can click with some animation and some special cursor.
* 20:42 < kymara> 'Client stability, maintenance and Stendhal 1.0'
20:53 < hendrik> Or stackable/useable items, it should get that information from the server.
* 20:43 < kymara> We have achieved some great things in 2010, some long standing feature requests which make me start to believe Stendhal is ready for 1.0
20:53 < kiheru> for quite a few things it needs to know just the available operations
* 20:44 < kymara> They include the new sound system, rewritten client with windows off game screen, trade NPC and trade GUI, quest history, and more.
20:54 * hendrik nods.
* 20:44 < hendrik> Yes, last year was very good.
20:55 < kymara> Could you write something about this on the wiki maybe?
* 20:44 < kymara> We still lack client stability across all platforms, and I think we'd all want to feel comfortable in the client before we announce it stable
20:55 < hendrik> okay
* 20:45 < hendrik> I think we need to define "stability".
20:55 < kymara> quite a few future concepts have something to refer to .. that might be good? or tracker tasks if its already broken down in some way?
20:57 < kymara> I forgot to say that I'd still hope for certain other features for Stendhal 1.0 ..
* 20:45 < kymara> Testing is really, really hard ... so what we need is enough time
20:57 < kymara> That's achievements, groups, and a solution to player's perceived storage problem
* 20:45 < kymara> hendrik: acceptable CPU, memory usage, would be a start
* 20:46 < kymara> but yes, it is probably a good idea to have some criteria, and some way to measure them, that we can feel confident the client is stable
20:57 < hendrik> it's about a year if we keep doing a release every 4-6 weeks.
20:58 < kymara> eheh, and we dont' even have to go from 0.99 to 1.0
* 20:46 < hendrik> When i hear that term, i think of two things:
* 20:46 < kiheru> memory should be fairly good by now. performance is a problem as it's very system dependent
20:58 < kymara> I dont think we should let arithmetic bother us
20:58 < martinf> what is the perceived storage problem?
* 20:46 < hendrik> a) it does not crash
20:58 < hendrik> bag too small.
* 20:47 < hendrik> b) it does not require many changes.
20:59 < kymara> players collect too much junk
* 20:47 < kymara> hendrik, i'll get onto b) in a moment.
* 20:47 < hendrik> I think it does not crash often, but i am not a hard core player.
20:59 < kiheru> it's never been decimal. we just don't release patch versions often
* 20:47 < kymara> anyway, for the performance part, as we lack in ability to test thoroughly across all platforms, I just wanted to flag up that we may need some quiet time without too many new features in a release
20:59 < kymara> and chect too small
* 20:48 < kymara> what hendrik puts as point b) there is what I meant by 'maintenance' in this section - hendrik, do you want to explain?
20:59 < martinf> ok, i know this problem as player;)
* 20:49 < hendrik> Currently we need to update the client on every new release.
20:59 < kymara> they make clones to just have extra chests in semos bank, instead of using city banks say
* 20:49 < hendrik> It is obvious that the client need updates when we add new gui elements like the quest log.
20:59 < kymara> okay
* 20:50 < hendrik> But it needs updates when we add new images, and it needs updates when we add new kinds of items or entities.
20:59 < kymara> so shall we move onto Containers?
* 20:50 < hendrik> My goal for 1.0 is that we have a client that will be compatible with the server for a year, despite us adding new content.
21:00 < kymara> How can we consolidate the existing work and get containers in game? A lot of work is already done - kiheru may you summarise that?
* 20:51 < hendrik> that is without updates, think of it being included in Debian/Ubuntu, policy would not accept our updater.
21:02 < kiheru> hmm. I don't know if much works has really been done. Mainly I have thought that a container from a side panel slot would be opened in the side panel (and kept open during zone changes), and those opened from the game screen should be opened like corpses and chests are done now
* 20:51 < hendrik> i think this are basically two tasks
21:03 < kiheru> Saving and restoring an item with a slot containing other items works (nothing about that in cvs, but it's a fairly small change)
* 20:52 < hendrik> - find a way to get new images
21:05 < kymara> I tended to get the sense that theres just one last piece of cooperation until they'd work in game
* 20:52 < hendrik> - make the client less smart in the Entity, Entity2DView area.
21:05 < kymara> is that totally wrong?
* 20:52 < hendrik> It does not need to know about well_source, fish_source for example, that just something a player can click with some animation and some special cursor.
21:05 < kymara> as per https://sourceforge.net/tracker/index.php?func=detail&aid=2933768&group_id=1111&atid=973767
* 20:53 < hendrik> Or stackable/useable items, it should get that information from the server.
21:06 < kiheru> two major pieces, really
21:06 < kiheru> that one, and equip depending on slot names
* 20:53 < kiheru> for quite a few things it needs to know just the available operations
* 20:54 * hendrik nods.
21:07 < kiheru> I haven't tested the gui for containers for a good while, because I have been trying to figure out the backend problems first
21:08 < kymara> Should we think of another solution to the storage poblem?
* 20:55 < kymara> Could you write something about this on the wiki maybe?
21:08 < kymara> *problem
* 20:55 < hendrik> okay
* 20:55 < kymara> quite a few future concepts have something to refer to .. that might be good? or tracker tasks if its already broken down in some way?
21:09 < kiheru> slot names are important unless we want to have different rpclasses for all different types of containers
* 20:57 < kymara> I forgot to say that I'd still hope for certain other features for Stendhal 1.0 ..
21:09 < hendrik> the equipment code could be smarter.
* 20:57 < kymara> That's achievements, groups, and a solution to player's perceived storage problem
21:09 < hendrik> well, that is a long standing todo.
* 20:57 < hendrik> it's about a year if we keep doing a release every 4-6 weeks.
21:10 < kymara> should we move on?
21:10 < kymara> I'm conscious that the achievements discussion could take some time
* 20:58 < kymara> eheh, and we dont' even have to go from 0.99 to 1.0
* 20:58 < kymara> I dont think we should let arithmetic bother us
21:10 < kiheru> having "content" for all would work fine, as long the equip code can figure out forbidden moves
* 20:58 < martinf> what is the perceived storage problem?
21:11 < hendrik> yes.
* 20:58 < hendrik> bag too small.
21:12 < kiheru> and would help keeping the client dumb when someone wants to add a special container for flowers
* 20:59 < kymara> players collect too much junk
21:12 < hendrik> yes
* 20:59 < kiheru> it's never been decimal. we just don't release patch versions often
21:14 < kiheru> I could make something based on the assumption the slot will be always called "content". it does not need to go in the game before equip is smarter
* 20:59 < kymara> and chect too small
21:15 < kiheru> we can move on now, maybe
* 20:59 < martinf> ok, i know this problem as player;)
21:16 < kymara> Okay. Thank you
* 20:59 < kymara> they make clones to just have extra chests in semos bank, instead of using city banks say
21:16 < kymara> The last part of this meeting is to discuss achievements in some detail
* 20:59 < kymara> okay
21:17 < kymara> Here's a list of implemented achievements: http://stendhalgame.org/wiki/Stendhal_Achievements
21:17 < kymara> do we want them all?
* 20:59 < kymara> so shall we move onto Containers?
* 21:00 < kymara> How can we consolidate the existing work and get containers in game? A lot of work is already done - kiheru may you summarise that?
21:17 -!- mizerydearia [~necro<(a)>unaffiliated/necrodearia] has quit [Quit: Leaving]
* 21:02 < kiheru> hmm. I don't know if much works has really been done. Mainly I have thought that a container from a side panel slot would be opened in the side panel (and kept open during zone changes), and those opened from the game screen should be opened like corpses and chests are done now
21:17 < kymara> It's helpful to consider, how many players will really have reached these achievements, and consider your own player
* 21:03 < kiheru> Saving and restoring an item with a slot containing other items works (nothing about that in cvs, but it's a fairly small change)
21:18 < kymara> hendrik has already done some work to integreate achievements into the website
* 21:05 < kymara> I tended to get the sense that theres just one last piece of cooperation until they'd work in game
21:18 < kymara> https://stendhalgame.org/?id=content/scripts/character&test=beta&name=kymara
* 21:05 < kymara> is that totally wrong?
21:19 < kymara> replace kymara with your character name, you can see what achievements you reached
21:19 < kymara> https://stendhalgame.org/?id=content/game/achievement gives an overview
* 21:05 < kymara> as per https://sourceforge.net/tracker/index.php?func=detail&aid=2933768&group_id=1111&atid=973767
21:19 < kymara> for all players
* 21:06 < kiheru> two major pieces, really
* 21:06 < kiheru> that one, and equip depending on slot names
21:20 < kymara> As you can see they are split into categories, but some categories have many achievements and some very few
* 21:07 < kiheru> I haven't tested the gui for containers for a good while, because I have been trying to figure out the backend problems first
21:20 < hendrik> This needs work on the content side.
* 21:08 < kymara> Should we think of another solution to the storage poblem?
21:21 < hendrik> Some re-categorisations.
* 21:08 < kymara> *problem
21:21 < hendrik> adding some others, removing some.
* 21:09 < kiheru> slot names are important unless we want to have different rpclasses for all different types of containers
21:21 < kymara> Yes.For example id like to change that age achievement
* 21:09 < hendrik> the equipment code could be smarter.
21:21 < kymara> by using instead a real time value and not time spent (idling?) in game
21:21 < hendrik> for each achievement, we have to think what the most effective way is to get it, and if that is bad.
* 21:09 < hendrik> well, that is a long standing todo.
* 21:10 < kymara> should we move on?
21:22 < hendrik> yes, we don't want people to idle arround all day and night.
* 21:10 < kymara> I'm conscious that the achievements discussion could take some time
21:22 < Bluelads4> :D
* 21:10 < kiheru> having "content" for all would work fine, as long the equip code can figure out forbidden moves
21:22 < martinf> <- greenhorn :)
* 21:11 < hendrik> yes.
21:22 < kymara> I am not sure if its in the scope of this meeting to go through each achievement in that way
* 21:12 < kiheru> and would help keeping the client dumb when someone wants to add a special container for flowers
21:23 < hendrik> no, but it would be good if people volunteered to work on it.
* 21:12 < hendrik> yes
21:23 < kymara> but would anyone be willing to help think about it?
* 21:14 < kiheru> I could make something based on the assumption the slot will be always called "content". it does not need to go in the game before equip is smarter
21:23 < storyteller> who idles around all night and day? ;D
21:23 < kymara> and maybe we can use the wiki or something to track that
* 21:15 < kiheru> we can move on now, maybe
* 21:16 < kymara> Okay. Thank you
21:23 < kymara> to help balance out the categories, we can recategorise, remove, but also add new ones from http://stendhalgame.org/wiki/Stendhal_Achievement_Ideas
* 21:16 < kymara> The last part of this meeting is to discuss achievements in some detail
21:24 < kymara> so if you see interesting achievements there in a category that is a little low, and you can add them, go ahead.
* 21:17 < kymara> Here's a list of implemented achievements: http://stendhalgame.org/wiki/Stendhal_Achievements
21:24 < madmetzger> i can try helping then adding them to the game
21:24 < kymara> You already added all of them to the game madmetzger :D
* 21:17 < kymara> do we want them all?
* 21:17 < kymara> It's helpful to consider, how many players will really have reached these achievements, and consider your own player
21:24 < madmetzger> nope
21:24 < kymara> or do you mean the client side event?
* 21:18 < kymara> hendrik has already done some work to integreate achievements into the website
* 21:18 < kymara> https://stendhalgame.org/?id=content/scripts/character&test=beta&name=kymara
21:25 < kymara> I mean all so far .. was you
* 21:19 < kymara> replace kymara with your character name, you can see what achievements you reached
21:25 < madmetzger> there are still some achievements that are not added from the ideas page
* 21:19 < kymara> https://stendhalgame.org/?id=content/game/achievement gives an overview
21:25 < kymara> yes, I said that )
* 21:19 < kymara> for all players
21:25 < kymara> and I invte people to add new ones, but i think you did add all the existing ones?
* 21:20 < kymara> As you can see they are split into categories, but some categories have many achievements and some very few
21:25 < madmetzger> some are not yet possible to add yet like the martial arts achievement
* 21:20 < hendrik> This needs work on the content side.
21:26 < madmetzger> i wanted to offer my help for adding those new ones
21:28 < hendrik> anyone interested on the content side?
* 21:21 < hendrik> Some re-categorisations.
* 21:21 < hendrik> adding some others, removing some.
21:32 < martinf> what is still missing for the database migration, as you said kymara? the webpage you should already seems to work so far
21:32 < kymara> Well, my character has clearly already collected over 1000000 money from corpses
* 21:21 < kymara> Yes.For example id like to change that age achievement
21:33 < kymara> But the achievements logging hasn't been in place that long.
* 21:21 < kymara> by using instead a real time value and not time spent (idling?) in game
* 21:21 < hendrik> for each achievement, we have to think what the most effective way is to get it, and if that is bad.
21:33 < kymara> So I meant, calculating achievements from the database, which happened before the logging was in place.
* 21:22 < hendrik> yes, we don't want people to idle arround all day and night.
21:33 < kymara> E.g. I know I collected a full set of black armor, and the itemlog could probably tell me that.
* 21:22 < Bluelads4> :D
21:33 < martinf> any ideas how thsi would be possible?
* 21:22 < martinf> <- greenhorn :)
21:34 < kymara> Yes, some crazy queries ...
21:34 < kymara> The itemlog knows when an item is registered and the first person to take from the corpse)
* 21:22 < kymara> I am not sure if its in the scope of this meeting to go through each achievement in that way
* 21:23 < hendrik> no, but it would be good if people volunteered to work on it.
21:34 < kymara> Likewise fight deathmatch 25 times
* 21:23 < kymara> but would anyone be willing to help think about it?
21:35 < kymara> I mean, my DM points and fact that my helmet is at 124 shows that I must have done it, well, 122 times at least? (I forget what def it started at )
* 21:23 < storyteller> who idles around all night and day? ;D
21:36 < martinf> i understand - that are many special cases to think about
21:36 < kymara> kills recording didn't use to record the number .. but the database still knows that
* 21:23 < kymara> and maybe we can use the wiki or something to track that
* 21:23 < kymara> to help balance out the categories, we can recategorise, remove, but also add new ones from http://stendhalgame.org/wiki/Stendhal_Achievement_Ideas
21:36 < kymara> Yes. And is it worth the effort?
* 21:24 < kymara> so if you see interesting achievements there in a category that is a little low, and you can add them, go ahead.
21:36 < kiheru> dm counting is not working correctly even now, btw
* 21:24 < madmetzger> i can try helping then adding them to the game
21:37 < kymara> yes kiheru I saw your bug report, I'm not sure what the achievement is using
21:37 < kymara> You can already see why they'll encourage players to play, though? Why they're a good thing?
* 21:24 < kymara> You already added all of them to the game madmetzger :D
* 21:24 < madmetzger> nope
21:37 < kymara> I see that it claims I didn't loot 1000000 money from creatures yet, and I go out to hunt :P even though I don't get xp ..
* 21:24 < kymara> or do you mean the client side event?
21:38 < Bluelads4> :D
* 21:25 < kymara> I mean all so far .. was you
21:39 < kymara> In terms of motivation, is the webiste view of per-character, and a total summary, enough?
21:39 < madmetzger> i think a kind of hall of fame part could also be good
* 21:25 < madmetzger> there are still some achievements that are not added from the ideas page
* 21:25 < kymara> yes, I said that )
21:40 < madmetzger> recent events is also a good point to show it, maybe?
* 21:25 < kymara> and I invte people to add new ones, but i think you did add all the existing ones?
21:40 < martinf> ar a side-by-side view of 2 players
* 21:25 < madmetzger> some are not yet possible to add yet like the martial arts achievement
21:40 < martinf> *or
* 21:26 < madmetzger> i wanted to offer my help for adding those new ones
21:42 < kiheru> some sort of raking for them would be good. an achievement reached by 2 players could be more valuable than one reached by 1000
* 21:28 < hendrik> anyone interested on the content side?
21:43 < martinf> i you sum op all this percentage numbers, you can calculate a over all achievement score
* 21:32 < martinf> what is still missing for the database migration, as you said kymara? the webpage you should already seems to work so far
21:44 < kymara> martinf: can you explain in a bit more detail?
* 21:32 < kymara> Well, my character has clearly already collected over 1000000 money from corpses
21:44 < martinf> well, if an i am one of the players, that got an achievement, only two got at all -> i get 50 %
21:44 < martinf> if i am one of 100 i get 1 %
* 21:33 < kymara> But the achievements logging hasn't been in place that long.
21:45 < martinf> looking at the other achievements, we can build the average of this percent numbers
* 21:33 < kymara> So I meant, calculating achievements from the database, which happened before the logging was in place.
* 21:33 < kymara> E.g. I know I collected a full set of black armor, and the itemlog could probably tell me that.
21:45 < martinf> thats the over all achievement
21:45 < martinf> for most players it will be in the 1/1000 range however
* 21:33 < martinf> any ideas how thsi would be possible?
* 21:34 < kymara> Yes, some crazy queries ...
21:46 < martinf> but building a hall of fame is always interesting
21:46 < kymara> i wondered about an overall achievement score for the player, when you said that
* 21:34 < kymara> The itemlog knows when an item is registered and the first person to take from the corpse)
* 21:34 < kymara> Likewise fight deathmatch 25 times
21:47 < martinf> for the example above with only 2 different achievement categories i get 25.5 %
* 21:35 < kymara> I mean, my DM points and fact that my helmet is at 124 shows that I must have done it, well, 122 times at least? (I forget what def it started at )
21:47 < kymara> although the individual ones are something to work towards its still meaningful to be able to compare a single number (and much easier)
* 21:36 < martinf> i understand - that are many special cases to think about
21:47 < kymara> ok
* 21:36 < kymara> kills recording didn't use to record the number .. but the database still knows that
21:47 < martinf> to explain the calculation
* 21:36 < kymara> Yes. And is it worth the effort?
21:48 < madmetzger> but it means your score can fall which might cause confusion
* 21:36 < kiheru> dm counting is not working correctly even now, btw
21:48 < kymara> hehe
21:48 < martinf> yes, like the score at ohloh.org
* 21:37 < kymara> yes kiheru I saw your bug report, I'm not sure what the achievement is using
* 21:37 < kymara> You can already see why they'll encourage players to play, though? Why they're a good thing?
21:49 < kiheru> it's sort of fame rating. players who does not do anything noteworthy for a while, should not be surprised when his fame fades
* 21:37 < kymara> I see that it claims I didn't loot 1000000 money from creatures yet, and I go out to hunt :P even though I don't get xp ..
21:50 < madmetzger> maybe yes, if we don't declare that as absolute points just a kind of rating and explain what is considered like it is done in the hall of fame part
* 21:38 < Bluelads4> :D
21:50 < madmetzger> not necessarily the whole formula of course
21:50 < kymara> thats how the best and strongest etc is too
* 21:39 < kymara> In terms of motivation, is the webiste view of per-character, and a total summary, enough?
* 21:39 < madmetzger> i think a kind of hall of fame part could also be good
21:50 < kymara> that can change if you don't play
* 21:40 < madmetzger> recent events is also a good point to show it, maybe?
21:51 < kiheru> sum(1/n) style rank has the advantage that we do not need so much effor for trying to judge the wort of various achievements
* 21:40 < martinf> ar a side-by-side view of 2 players
21:51 < kiheru> *worth
* 21:40 < martinf> *or
21:51 < kymara> yes its a bit more dynamic
* 21:42 < kiheru> some sort of raking for them would be good. an achievement reached by 2 players could be more valuable than one reached by 1000
21:52 < kymara> and is it okay now to show achievements in the client when they are achieved?
* 21:43 < martinf> i you sum op all this percentage numbers, you can calculate a over all achievement score
21:53 < kymara> at first it seemed that had to be done on login.. i like instantaneous better though
* 21:44 < kymara> martinf: can you explain in a bit more detail?
21:56 < madmetzger> my approach was showing reached achievement at both times
* 21:44 < martinf> well, if an i am one of the players, that got an achievement, only two got at all -> i get 50 %
21:56 < madmetzger> to avoid getting spammed with a lot of messages on login after they were introduced
* 21:44 < martinf> if i am one of 100 i get 1 %
21:57 < madmetzger> and to avoid confusion to get the rat hunter achievement for killing 15 rats when killing a bear
21:59 < kiheru> should we skip showing old achievements at login anyway, and just give a message with a pointer to the player's web page
* 21:45 < martinf> looking at the other achievements, we can build the average of this percent numbers
* 21:45 < martinf> thats the over all achievement
21:59 < kiheru> an old player will get a massive amount of achievements at the first login
* 21:45 < martinf> for most players it will be in the 1/1000 range however
22:00 < madmetzger> atm it should do just that. it gives a summarizing message with a hint to the web page (could be easily changed to the player's page)
* 21:46 < martinf> but building a hall of fame is always interesting
22:00 < storyteller> can there be an symbol in the menu panel?
* 21:46 < kymara> i wondered about an overall achievement score for the player, when you said that
22:01 < madmetzger> that was the point, old players will get a massive amount of achievements on login
* 21:47 < martinf> for the example above with only 2 different achievement categories i get 25.5 %
22:01 < madmetzger> okay, the message is disabled unless you have a system property set
* 21:47 < kymara> although the individual ones are something to work towards its still meaningful to be able to compare a single number (and much easier)
22:05 < kymara> So, some will help on content?I'll try coordinate that
* 21:47 < kymara> ok
22:05 < kymara> the client needs work, kiheru will help mad
* 21:47 < martinf> to explain the calculation
22:06 < kymara> any new ones to be written, mad will help with
* 21:48 < madmetzger> but it means your score can fall which might cause confusion
22:06 < kymara> and there are some more ideas for website..
* 21:48 < kymara> hehe
22:06 < kymara> Martin would you make a tracker entry on your score idea please?
22:06 < martinf> ok
* 21:48 < martinf> yes, like the score at ohloh.org
* 21:49 < kiheru> it's sort of fame rating. players who does not do anything noteworthy for a while, should not be surprised when his fame fades
22:07 < kymara> and no decision on back calculating them?
* 21:50 < madmetzger> maybe yes, if we don't declare that as absolute points just a kind of rating and explain what is considered like it is done in the hall of fame part
22:08 < martinf> who are the long-time-players? :)
* 21:50 < madmetzger> not necessarily the whole formula of course
22:08 < kymara> you can see 'eldest' on hall of fame
* 21:50 < kymara> thats how the best and strongest etc is too
22:08 < martinf> as its in their interest
22:08 < kymara> but that doesn't tell you who played most
* 21:50 < kymara> that can change if you don't play
* 21:51 < kiheru> sum(1/n) style rank has the advantage that we do not need so much effor for trying to judge the wort of various achievements
22:08 < kymara> maybe look at the most xp, then
* 21:51 < kiheru> *worth
22:09 < martinf> ... to have an accurate back calculation
22:09 < kymara> yes, like me :)
* 21:51 < kymara> yes its a bit more dynamic
* 21:52 < kymara> and is it okay now to show achievements in the client when they are achieved?
22:09 < martinf> well i meant which of the people here in this channel :)
* 21:53 < kymara> at first it seemed that had to be done on login.. i like instantaneous better though
22:10 < martinf> i am not *g
* 21:56 < madmetzger> my approach was showing reached achievement at both times
22:11 < kiheru> some are easier than others (for dm you can do an educated guess by the helmet). dunno if all achievements are worth the trouble
* 21:56 < madmetzger> to avoid getting spammed with a lot of messages on login after they were introduced
22:12 < kymara> maybe we can capture that too
* 21:57 < madmetzger> and to avoid confusion to get the rat hunter achievement for killing 15 rats when killing a bear
22:12 < kiheru> those that look reasonably doable should be probably done. we should not annoy players who have been around for years
* 21:59 < kiheru> should we skip showing old achievements at login anyway, and just give a message with a pointer to the player's web page
22:13 < martinf> in which category should i write the achievements tracker entry?
* 21:59 < kiheru> an old player will get a massive amount of achievements at the first login
22:13 < kymara> none, if none fit
* 22:00 < madmetzger> atm it should do just that. it gives a summarizing message with a hint to the web page (could be easily changed to the player's page)
22:14 < martinf> ok
* 22:00 < storyteller> can there be an symbol in the menu panel?
22:14 < kymara> it could be calculated by website but I guess we shouldn't assume?
22:15 < madmetzger> a fast idea could be using the halloffame table
* 22:01 < madmetzger> that was the point, old players will get a massive amount of achievements on login
22:16 < madmetzger> but that is maybe not the best idea, but it would mayb allow an easier adding to the hall of fame section
* 22:01 < madmetzger> okay, the message is disabled unless you have a system property set
22:17 < kymara> we can think about that from the tracker
* 22:05 < kymara> So, some will help on content?I'll try coordinate that
* 22:05 < kymara> the client needs work, kiheru will help mad
22:18 < kymara> okay, I think that's all for now as I don't want to tire everyone on a work night?
* 22:06 < kymara> any new ones to be written, mad will help with
22:18 < storyteller> Sorry, but I need to leave now...
22:18 < kymara> any other issues related to achievement or anything else?
* 22:06 < kymara> and there are some more ideas for website..
* 22:06 < kymara> Martin would you make a tracker entry on your score idea please?
22:18 < kymara> bye, story
22:18 < martinf> cu storyteller
* 22:06 < martinf> ok
* 22:07 < kymara> and no decision on back calculating them?
22:19 < storyteller> Bye, see you :)
* 22:08 < martinf> who are the long-time-players? :)
22:19 -!- storyteller [~storytell<(a)>p54883FEB.dip.t-dialin.net] has quit []
22:21 < kymara> ----------- end of meeting then! ---------------
* 22:08 < kymara> you can see 'eldest' on hall of fame
* 22:08 < martinf> as its in their interest
</pre>
* 22:08 < kymara> but that doesn't tell you who played most
* 22:08 < kymara> maybe look at the most xp, then
* 22:09 < martinf> ... to have an accurate back calculation
* 22:09 < kymara> yes, like me :)
* 22:09 < martinf> well i meant which of the people here in this channel :)
* 22:10 < martinf> i am not *g
* 22:11 < kiheru> some are easier than others (for dm you can do an educated guess by the helmet). dunno if all achievements are worth the trouble
* 22:12 < kymara> maybe we can capture that too
* 22:12 < kiheru> those that look reasonably doable should be probably done. we should not annoy players who have been around for years
* 22:13 < martinf> in which category should i write the achievements tracker entry?
* 22:13 < kymara> none, if none fit
* 22:14 < martinf> ok
* 22:14 < kymara> it could be calculated by website but I guess we shouldn't assume?
* 22:15 < madmetzger> a fast idea could be using the halloffame table
* 22:16 < madmetzger> but that is maybe not the best idea, but it would mayb allow an easier adding to the hall of fame section
* 22:17 < kymara> we can think about that from the tracker
* 22:18 < kymara> okay, I think that's all for now as I don't want to tire everyone on a work night?
* 22:18 < kymara> any other issues related to achievement or anything else?
* 22:21 < kymara> ----------- end of meeting then! ---------------

Latest revision as of 11:22, 28 January 2011



Agenda

Updates on developer activity and goals
A very short summary of what you are working on, plan to to work on, and anything you had been working on but dropped because of difficulties, limitations or other priorities.
Client stability, maintenance and Stendhal 1.0
As per Review Of 2010#Outlook
Containers
How can we consolidate the existing work and get containers in game?
#2933768
Achievements
Which do we want from the implemented list at Stendhal Achievements
Should any existing ideas which are not yet implemented be added?
How to categorize them?
Achievement event in the client
Achievements on the website
Possibility of retrospectively awarding achievements earned before recording started
If you would like to add new ideas, you don't need to wait for the meeting, please edit Stendhal Achievement Ideas

Actions taken as an outcome of the meeting

so far

kiheru and madmetzger worked together to create client notification for reached achievement
kymara started documenting about requirements for a groups GUI
kiheru has pretty much completed the group GUI: see Stendhal Testing
martinf worked on junit tests for quests, using chatlogs from the patch tracker
hendrik and kiheru did some work to support containers
martinf added his ideas for achievements score at #3156591
kymara and hendrik have been balancing the achievements and removing impossible/broken ones
kymara is working on archived data to find out about achievements reached before they were being logged

Chat log

  • 20:01 < kymara> --------------------------------------------------
  • 20:01 < kymara> ---Meeting, agenda at https://sourceforge.net/projects/arianne/forums/forum/3192/topic/4045009 --
  • 20:01 < kymara> --------------------------------------------------
  • 20:01 < kymara> First item is 'Updates on developer activity and goals '
  • 20:02 < kymara> madmetzger: would you start?
  • 20:02 < madmetzger> okay
  • 20:03 < madmetzger> recently i wasn't working that much. achievements seem to be more or less stable on the server side
  • 20:03 < hendrik> this basicall means: What are you planning to do? What are you working on now? Have you given up working of something, becaues you lost intersted or because there were difficulties? Which?
  • 20:04 < madmetzger> i started to implement a prototype for displaying the event of reaching an event in the client
  • 20:04 < madmetzger> struggling there a bit with drawing and placing it
  • 20:04 < madmetzger> maybe kiheru could give me some advice on it
  • 20:04 < madmetzger> an early start is in cvs
  • 20:05 < kymara> what about spells? I kind of saw some commits again recently
  • 20:05 < madmetzger> and i also started again to work a bit on spells and connecting that to the client side
  • 20:05 < madmetzger> there's some uncommited work but my first example isn't working atm.
  • 20:06 < madmetzger> i didn't find the time yet to figure out where the reason is
  • 20:06 < kiheru> displaying a notification a bit like the mockup should not be too hard (except for the translucency which is not really an option)
  • 20:07 < madmetzger> but i'd appreciate some help there for the client side as it seems quite new for the client to me to have actions that need clicks to two objects
  • 20:07 < madmetzger> i have a client side command to cast a spell as slash action to test it. i think i'll commit that soon
  • 20:08 < kymara> madmetzger: that sounds good, thank you. is there anything else from you?
  • 20:08 < hendrik> We have the content side of achievements as seperate entry on the agenda later.
  • 20:08 < madmetzger> no, that's all
  • 20:09 < kymara> ok, who next, kiheru?
  • 20:10 < kiheru> lately I have been just trying to fix known and potential bugs in the client
  • 20:10 < kiheru> I think I'm about done with those I can reproduce
  • 20:10 < kiheru> so I'm available for other projects if needed
  • 20:12 < hendrik> any plans on what you want to do?
  • 20:12 < kymara> perhaps the group GUI?
  • 20:12 < kiheru> not, really. whatever is needed
  • 20:13 < kiheru> for the groups I really don't have a good idea what it should look like
  • 20:13 < storyteller> maybe we can bring up some ideas?
  • 20:13 < kymara> maybe we can try brainstorm that a bit?
  • 20:13 < hendrik> later, please.
  • 20:13 < kymara> after tryng out the feature in the test server
  • 20:13 < kymara> yes
  • 20:13 < kymara> okay, hendrik next?
  • 20:14 < hendrik> okay.
  • 20:14 < martinf> perhaps look at the multi chat features of messengers like skype for the group gui?
  • 20:14 < hendrik> I have be doing smaller things recently.
  • 20:14 < hendrik> some profiling and performance optimazion that are pending.
  • 20:15 < hendrik> And lots of projects i have started to think about but then postponed.
  • 20:15 < hendrik> Like rewriting the perception calculation and serialization which takes about 60% of turn times nowadays.
  • 20:16 < hendrik> In the far future i'd like to have a web client, but i am scared about that.
  • 20:16 < hendrik> It will be a lot of work, probably for more than a year, and maintaining two clients would be very stressful for us.
  • 20:16 < hendrik> the technology is not ripe and we have no experiance on that.
  • 20:17 < hendrik> What I might do is porting the text client to a web page.
  • 20:17 < hendrik> The curses client is too instable for my tastes.
  • 20:18 < kymara> agreed, i went back to textclient
  • 20:18 < hendrik> Short turn, i think achievements and groups/chat channels are important.
  • 20:18 < hendrik> because they give motivation to players.
  • 20:18 < hendrik> and i like to help with the content side.
  • 20:19 < hendrik> that's basically from me.
  • 20:19 < kymara> okay, who else wants to give an update? martinf?
  • 20:19 < martinf> sure
  • 20:19 < martinf> My last bigger thing was the refactoring and improvement of producer / merchandizer code.
  • 20:19 < martinf> After that I solved some bugs here and there.
  • 20:20 < martinf> That one regarding website not searching for substrings is too complex for me as beginner in apache rewrite rules.
  • 20:20 < martinf> thats it :)
  • 20:20 < kymara> any plans for future?
  • 20:20 < martinf> nothing special
  • 20:20 < kymara> can we suggest you things to help with, do you think you'll have time?
  • 20:21 < martinf> yes, some time is always available
  • 20:21 < hendrik> I can help with the apache stuff.
  • 20:21 < martinf> very good:)
  • 20:21 < kymara> yes it might be good to have someone other than me and hend understand the website
  • 20:22 < kymara> who else wants to give an update on their activities and plans?
  • 20:22 < Bluelads4> hmm I can go on if noone else wants :)
  • 20:23 < kymara> sure
  • 20:23 < Bluelads4> I made some npcs and quests and my first tiled map (wohoo) earlier and I currently plan another quest which grows in my mind at the moment
  • 20:23 < Bluelads4> ehm yes that is mainly everything :D
  • 20:24 < kymara> is there anything (in general) you need support in?
  • 20:25 < Bluelads4> not at the moment, I wrote some notes down for the quest idea and wanted to start with writing the quest soon, I'm not sure about the last quest which I made, there are some errors I bet :D
  • 20:26 < kymara> ok, we can help test, and please add it to the testing page if you didn't already
  • 20:26 < kymara> anyone else got an update for us or shall i finish up?
  • 20:27 < storyteller> well, maybe I could say my current project idea?
  • 20:27 < kymara> yes
  • 20:27 -!- monsterdhal [~monsterdh<(a)>brsg-4dbba367.pool.mediaWays.net] has joined #arianne
  • 20:27 < storyteller> Well, there already were some questions about what I plan and what I want to do.
  • 20:27 < storyteller> So I'd like to give a short summary here
  • 20:29 < storyteller> Currently I plan some quests, which are based on each other. So there is a little quest- row which is build in a story
  • 20:30 < storyteller> the basical thing is to introduce sneaking and well, let's say tactical playing
  • 20:31 < storyteller> so these quests are not based on only killing creatures, but also not been attacked by others
  • 20:32 < storyteller> I heard about ideas for guilds and also a thief guild
  • 20:32 < kymara> we don't have any plans in place for the near future regarding guilds
  • 20:32 < kymara> so please dont rely on that
  • 20:33 < storyteller> yes
  • 20:33 < kymara> okay, sounds interesting and ambitious. do you have an idea how to break down the ideas into manageable chunks?
  • 20:35 < storyteller> well, I planned a building where this should take place
  • 20:35 < storyteller> there are also some beside- quests, which I wrote on the quest ideas page
  • 20:36 < hendrik> with such a huge project, i think it is important to do it in small steps and commit them for other tosee.
  • 20:36 < kymara> yes, and to see the results :)
  • 20:36 < hendrik> to see*
  • 20:36 < kymara> let us know when you need help, storyteller
  • 20:36 < storyteller> okay :)
  • 20:36 < kymara> anything or anyone else in this section?
  • 20:36 < storyteller> so, well, this project is basically what I plan for the near future
  • 20:37 < storyteller> so thats it for now :)
  • 20:37 < kymara> okay, so me then.
  • 20:37 < kymara> Now that the quest history is finished I am not sure what to do! Other than my normal project activity.
  • 20:38 < hendrik> may I suggest you look at the content side of achievements?
  • 20:38 < kymara> I'll help with achievements, because the code is stable but I can help on the design side.
  • 20:38 < kymara> yes, hendrik.
  • 20:38 * hendrik smiles.
  • 20:38 < kymara> as an older player who doesn't play so much now I'm also concerned about back-calculation.
  • 20:38 < kymara> that would need some intensive database work and may not even be possible ... we'll see.
  • 20:39 < kymara> I'm a bit concerned by the number of patches with chatlogs ready to write junit tests on
  • 20:40 < kymara> i wrote up a little guide on junit testing for quests so it should be easy. i would rather not do all those myself as i think that its the kind of thing other people can pick up too .. so if anyone likes to help with that I'd be grateful
  • 20:40 < kymara> i put all the patches under the same category: chatlog
  • 20:40 < martinf> i may help a bit here
  • 20:42 < kymara> okay thank you
  • 20:42 < kymara> So, I think if anyone else wanted to update us they'd have said by now, lets move on, to:
  • 20:42 < kymara> 'Client stability, maintenance and Stendhal 1.0'
  • 20:43 < kymara> We have achieved some great things in 2010, some long standing feature requests which make me start to believe Stendhal is ready for 1.0
  • 20:44 < kymara> They include the new sound system, rewritten client with windows off game screen, trade NPC and trade GUI, quest history, and more.
  • 20:44 < hendrik> Yes, last year was very good.
  • 20:44 < kymara> We still lack client stability across all platforms, and I think we'd all want to feel comfortable in the client before we announce it stable
  • 20:45 < hendrik> I think we need to define "stability".
  • 20:45 < kymara> Testing is really, really hard ... so what we need is enough time
  • 20:45 < kymara> hendrik: acceptable CPU, memory usage, would be a start
  • 20:46 < kymara> but yes, it is probably a good idea to have some criteria, and some way to measure them, that we can feel confident the client is stable
  • 20:46 < hendrik> When i hear that term, i think of two things:
  • 20:46 < kiheru> memory should be fairly good by now. performance is a problem as it's very system dependent
  • 20:46 < hendrik> a) it does not crash
  • 20:47 < hendrik> b) it does not require many changes.
  • 20:47 < kymara> hendrik, i'll get onto b) in a moment.
  • 20:47 < hendrik> I think it does not crash often, but i am not a hard core player.
  • 20:47 < kymara> anyway, for the performance part, as we lack in ability to test thoroughly across all platforms, I just wanted to flag up that we may need some quiet time without too many new features in a release
  • 20:48 < kymara> what hendrik puts as point b) there is what I meant by 'maintenance' in this section - hendrik, do you want to explain?
  • 20:49 < hendrik> Currently we need to update the client on every new release.
  • 20:49 < hendrik> It is obvious that the client need updates when we add new gui elements like the quest log.
  • 20:50 < hendrik> But it needs updates when we add new images, and it needs updates when we add new kinds of items or entities.
  • 20:50 < hendrik> My goal for 1.0 is that we have a client that will be compatible with the server for a year, despite us adding new content.
  • 20:51 < hendrik> that is without updates, think of it being included in Debian/Ubuntu, policy would not accept our updater.
  • 20:51 < hendrik> i think this are basically two tasks
  • 20:52 < hendrik> - find a way to get new images
  • 20:52 < hendrik> - make the client less smart in the Entity, Entity2DView area.
  • 20:52 < hendrik> It does not need to know about well_source, fish_source for example, that just something a player can click with some animation and some special cursor.
  • 20:53 < hendrik> Or stackable/useable items, it should get that information from the server.
  • 20:53 < kiheru> for quite a few things it needs to know just the available operations
  • 20:54 * hendrik nods.
  • 20:55 < kymara> Could you write something about this on the wiki maybe?
  • 20:55 < hendrik> okay
  • 20:55 < kymara> quite a few future concepts have something to refer to .. that might be good? or tracker tasks if its already broken down in some way?
  • 20:57 < kymara> I forgot to say that I'd still hope for certain other features for Stendhal 1.0 ..
  • 20:57 < kymara> That's achievements, groups, and a solution to player's perceived storage problem
  • 20:57 < hendrik> it's about a year if we keep doing a release every 4-6 weeks.
  • 20:58 < kymara> eheh, and we dont' even have to go from 0.99 to 1.0
  • 20:58 < kymara> I dont think we should let arithmetic bother us
  • 20:58 < martinf> what is the perceived storage problem?
  • 20:58 < hendrik> bag too small.
  • 20:59 < kymara> players collect too much junk
  • 20:59 < kiheru> it's never been decimal. we just don't release patch versions often
  • 20:59 < kymara> and chect too small
  • 20:59 < martinf> ok, i know this problem as player;)
  • 20:59 < kymara> they make clones to just have extra chests in semos bank, instead of using city banks say
  • 20:59 < kymara> okay
  • 20:59 < kymara> so shall we move onto Containers?
  • 21:00 < kymara> How can we consolidate the existing work and get containers in game? A lot of work is already done - kiheru may you summarise that?
  • 21:02 < kiheru> hmm. I don't know if much works has really been done. Mainly I have thought that a container from a side panel slot would be opened in the side panel (and kept open during zone changes), and those opened from the game screen should be opened like corpses and chests are done now
  • 21:03 < kiheru> Saving and restoring an item with a slot containing other items works (nothing about that in cvs, but it's a fairly small change)
  • 21:05 < kymara> I tended to get the sense that theres just one last piece of cooperation until they'd work in game
  • 21:05 < kymara> is that totally wrong?
  • 21:05 < kymara> as per https://sourceforge.net/tracker/index.php?func=detail&aid=2933768&group_id=1111&atid=973767
  • 21:06 < kiheru> two major pieces, really
  • 21:06 < kiheru> that one, and equip depending on slot names
  • 21:07 < kiheru> I haven't tested the gui for containers for a good while, because I have been trying to figure out the backend problems first
  • 21:08 < kymara> Should we think of another solution to the storage poblem?
  • 21:08 < kymara> *problem
  • 21:09 < kiheru> slot names are important unless we want to have different rpclasses for all different types of containers
  • 21:09 < hendrik> the equipment code could be smarter.
  • 21:09 < hendrik> well, that is a long standing todo.
  • 21:10 < kymara> should we move on?
  • 21:10 < kymara> I'm conscious that the achievements discussion could take some time
  • 21:10 < kiheru> having "content" for all would work fine, as long the equip code can figure out forbidden moves
  • 21:11 < hendrik> yes.
  • 21:12 < kiheru> and would help keeping the client dumb when someone wants to add a special container for flowers
  • 21:12 < hendrik> yes
  • 21:14 < kiheru> I could make something based on the assumption the slot will be always called "content". it does not need to go in the game before equip is smarter
  • 21:15 < kiheru> we can move on now, maybe
  • 21:16 < kymara> Okay. Thank you
  • 21:16 < kymara> The last part of this meeting is to discuss achievements in some detail
  • 21:17 < kymara> Here's a list of implemented achievements: http://stendhalgame.org/wiki/Stendhal_Achievements
  • 21:17 < kymara> do we want them all?
  • 21:17 < kymara> It's helpful to consider, how many players will really have reached these achievements, and consider your own player
  • 21:18 < kymara> hendrik has already done some work to integreate achievements into the website
  • 21:18 < kymara> https://stendhalgame.org/?id=content/scripts/character&test=beta&name=kymara
  • 21:19 < kymara> replace kymara with your character name, you can see what achievements you reached
  • 21:19 < kymara> https://stendhalgame.org/?id=content/game/achievement gives an overview
  • 21:19 < kymara> for all players
  • 21:20 < kymara> As you can see they are split into categories, but some categories have many achievements and some very few
  • 21:20 < hendrik> This needs work on the content side.
  • 21:21 < hendrik> Some re-categorisations.
  • 21:21 < hendrik> adding some others, removing some.
  • 21:21 < kymara> Yes.For example id like to change that age achievement
  • 21:21 < kymara> by using instead a real time value and not time spent (idling?) in game
  • 21:21 < hendrik> for each achievement, we have to think what the most effective way is to get it, and if that is bad.
  • 21:22 < hendrik> yes, we don't want people to idle arround all day and night.
  • 21:22 < Bluelads4> :D
  • 21:22 < martinf> <- greenhorn :)
  • 21:22 < kymara> I am not sure if its in the scope of this meeting to go through each achievement in that way
  • 21:23 < hendrik> no, but it would be good if people volunteered to work on it.
  • 21:23 < kymara> but would anyone be willing to help think about it?
  • 21:23 < storyteller> who idles around all night and day? ;D
  • 21:23 < kymara> and maybe we can use the wiki or something to track that
  • 21:23 < kymara> to help balance out the categories, we can recategorise, remove, but also add new ones from http://stendhalgame.org/wiki/Stendhal_Achievement_Ideas
  • 21:24 < kymara> so if you see interesting achievements there in a category that is a little low, and you can add them, go ahead.
  • 21:24 < madmetzger> i can try helping then adding them to the game
  • 21:24 < kymara> You already added all of them to the game madmetzger :D
  • 21:24 < madmetzger> nope
  • 21:24 < kymara> or do you mean the client side event?
  • 21:25 < kymara> I mean all so far .. was you
  • 21:25 < madmetzger> there are still some achievements that are not added from the ideas page
  • 21:25 < kymara> yes, I said that )
  • 21:25 < kymara> and I invte people to add new ones, but i think you did add all the existing ones?
  • 21:25 < madmetzger> some are not yet possible to add yet like the martial arts achievement
  • 21:26 < madmetzger> i wanted to offer my help for adding those new ones
  • 21:28 < hendrik> anyone interested on the content side?
  • 21:32 < martinf> what is still missing for the database migration, as you said kymara? the webpage you should already seems to work so far
  • 21:32 < kymara> Well, my character has clearly already collected over 1000000 money from corpses
  • 21:33 < kymara> But the achievements logging hasn't been in place that long.
  • 21:33 < kymara> So I meant, calculating achievements from the database, which happened before the logging was in place.
  • 21:33 < kymara> E.g. I know I collected a full set of black armor, and the itemlog could probably tell me that.
  • 21:33 < martinf> any ideas how thsi would be possible?
  • 21:34 < kymara> Yes, some crazy queries ...
  • 21:34 < kymara> The itemlog knows when an item is registered and the first person to take from the corpse)
  • 21:34 < kymara> Likewise fight deathmatch 25 times
  • 21:35 < kymara> I mean, my DM points and fact that my helmet is at 124 shows that I must have done it, well, 122 times at least? (I forget what def it started at )
  • 21:36 < martinf> i understand - that are many special cases to think about
  • 21:36 < kymara> kills recording didn't use to record the number .. but the database still knows that
  • 21:36 < kymara> Yes. And is it worth the effort?
  • 21:36 < kiheru> dm counting is not working correctly even now, btw
  • 21:37 < kymara> yes kiheru I saw your bug report, I'm not sure what the achievement is using
  • 21:37 < kymara> You can already see why they'll encourage players to play, though? Why they're a good thing?
  • 21:37 < kymara> I see that it claims I didn't loot 1000000 money from creatures yet, and I go out to hunt :P even though I don't get xp ..
  • 21:38 < Bluelads4> :D
  • 21:39 < kymara> In terms of motivation, is the webiste view of per-character, and a total summary, enough?
  • 21:39 < madmetzger> i think a kind of hall of fame part could also be good
  • 21:40 < madmetzger> recent events is also a good point to show it, maybe?
  • 21:40 < martinf> ar a side-by-side view of 2 players
  • 21:40 < martinf> *or
  • 21:42 < kiheru> some sort of raking for them would be good. an achievement reached by 2 players could be more valuable than one reached by 1000
  • 21:43 < martinf> i you sum op all this percentage numbers, you can calculate a over all achievement score
  • 21:44 < kymara> martinf: can you explain in a bit more detail?
  • 21:44 < martinf> well, if an i am one of the players, that got an achievement, only two got at all -> i get 50 %
  • 21:44 < martinf> if i am one of 100 i get 1 %
  • 21:45 < martinf> looking at the other achievements, we can build the average of this percent numbers
  • 21:45 < martinf> thats the over all achievement
  • 21:45 < martinf> for most players it will be in the 1/1000 range however
  • 21:46 < martinf> but building a hall of fame is always interesting
  • 21:46 < kymara> i wondered about an overall achievement score for the player, when you said that
  • 21:47 < martinf> for the example above with only 2 different achievement categories i get 25.5 %
  • 21:47 < kymara> although the individual ones are something to work towards its still meaningful to be able to compare a single number (and much easier)
  • 21:47 < kymara> ok
  • 21:47 < martinf> to explain the calculation
  • 21:48 < madmetzger> but it means your score can fall which might cause confusion
  • 21:48 < kymara> hehe
  • 21:48 < martinf> yes, like the score at ohloh.org
  • 21:49 < kiheru> it's sort of fame rating. players who does not do anything noteworthy for a while, should not be surprised when his fame fades
  • 21:50 < madmetzger> maybe yes, if we don't declare that as absolute points just a kind of rating and explain what is considered like it is done in the hall of fame part
  • 21:50 < madmetzger> not necessarily the whole formula of course
  • 21:50 < kymara> thats how the best and strongest etc is too
  • 21:50 < kymara> that can change if you don't play
  • 21:51 < kiheru> sum(1/n) style rank has the advantage that we do not need so much effor for trying to judge the wort of various achievements
  • 21:51 < kiheru> *worth
  • 21:51 < kymara> yes its a bit more dynamic
  • 21:52 < kymara> and is it okay now to show achievements in the client when they are achieved?
  • 21:53 < kymara> at first it seemed that had to be done on login.. i like instantaneous better though
  • 21:56 < madmetzger> my approach was showing reached achievement at both times
  • 21:56 < madmetzger> to avoid getting spammed with a lot of messages on login after they were introduced
  • 21:57 < madmetzger> and to avoid confusion to get the rat hunter achievement for killing 15 rats when killing a bear
  • 21:59 < kiheru> should we skip showing old achievements at login anyway, and just give a message with a pointer to the player's web page
  • 21:59 < kiheru> an old player will get a massive amount of achievements at the first login
  • 22:00 < madmetzger> atm it should do just that. it gives a summarizing message with a hint to the web page (could be easily changed to the player's page)
  • 22:00 < storyteller> can there be an symbol in the menu panel?
  • 22:01 < madmetzger> that was the point, old players will get a massive amount of achievements on login
  • 22:01 < madmetzger> okay, the message is disabled unless you have a system property set
  • 22:05 < kymara> So, some will help on content?I'll try coordinate that
  • 22:05 < kymara> the client needs work, kiheru will help mad
  • 22:06 < kymara> any new ones to be written, mad will help with
  • 22:06 < kymara> and there are some more ideas for website..
  • 22:06 < kymara> Martin would you make a tracker entry on your score idea please?
  • 22:06 < martinf> ok
  • 22:07 < kymara> and no decision on back calculating them?
  • 22:08 < martinf> who are the long-time-players? :)
  • 22:08 < kymara> you can see 'eldest' on hall of fame
  • 22:08 < martinf> as its in their interest
  • 22:08 < kymara> but that doesn't tell you who played most
  • 22:08 < kymara> maybe look at the most xp, then
  • 22:09 < martinf> ... to have an accurate back calculation
  • 22:09 < kymara> yes, like me :)
  • 22:09 < martinf> well i meant which of the people here in this channel :)
  • 22:10 < martinf> i am not *g
  • 22:11 < kiheru> some are easier than others (for dm you can do an educated guess by the helmet). dunno if all achievements are worth the trouble
  • 22:12 < kymara> maybe we can capture that too
  • 22:12 < kiheru> those that look reasonably doable should be probably done. we should not annoy players who have been around for years
  • 22:13 < martinf> in which category should i write the achievements tracker entry?
  • 22:13 < kymara> none, if none fit
  • 22:14 < martinf> ok
  • 22:14 < kymara> it could be calculated by website but I guess we shouldn't assume?
  • 22:15 < madmetzger> a fast idea could be using the halloffame table
  • 22:16 < madmetzger> but that is maybe not the best idea, but it would mayb allow an easier adding to the hall of fame section
  • 22:17 < kymara> we can think about that from the tracker
  • 22:18 < kymara> okay, I think that's all for now as I don't want to tire everyone on a work night?
  • 22:18 < kymara> any other issues related to achievement or anything else?
  • 22:21 < kymara> ----------- end of meeting then! ---------------