Author Topic: Communication of KM with scripting upstream  (Read 1586 times)

Offline Defiant

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Communication of KM with scripting upstream
« on: August 12, 2008, 04:34:57 PM »
I would like to address the lack of communication of KM with scripting upstream here.

First: What is upstream:
Packs like KM get their power from the variety of modifications they include.
The development of these mods that is outside and independent of KM is called upstream.

I have to admit that I havn't given back all changes to the upstream developers that I made to their scripts.
I would like to improve the communication in the future with the goal of getting all of KMs changes back to upstream. Well, with the exception of the - for me very useful - debug prints of course ;)

Problem is that there is no really easy way to do that.
No way that works with every script.

So the question I would like to ask all you scripters:
How can this be improved?
Can you help me improving the communication with KM?

Offline MLeo

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Re: Communication of KM with scripting upstream
« Reply #1 on: August 12, 2008, 05:44:49 PM »
Knowledge of the SVN first of all.


What I think the biggest problem is, or was, culture. KM is this big thing, and, it works! Most of the time anyway. ;) So people would be a bit apprehensive of adding.

I especially would feel that way, since I have no way (or maybe it's intention?) of testing MP code, also, I don't like to play MP at all (maybe because it doesn't have an easy console?).

So people would have to create diff files and upload them for testing.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline Defiant

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Re: Communication of KM with scripting upstream
« Reply #2 on: August 13, 2008, 03:24:18 AM »
Knowledge of the SVN first of all.
In my opinion, you do not need any knowledge of the KM svn.
I as an KM worker need an easy way to give back the patches to you upstream-devs.
You should not need to come to me. I should come to you.
But I need an easy way.

I especially would feel that way, since I have no way (or maybe it's intention?) of testing MP code, also, I don't like to play MP at all (maybe because it doesn't have an easy console?).
KM is as much about MP as it is about QB, SP and all the other modes.
Right, in KM 1.0 SP did not work but that was because of a last-minute change.
And I think KM found its place as a "Oh cool, I can download it and it has all the things that I need." for the people that wants to start with a new BC installation.
My guess is that 30% off all changes I have in your scripts are MP changes, 60% are bug fixes (crash!) and the rest is some minor stuff.

So people would have to create diff files and upload them for testing.
Well this would require every dev to handle .diff files. Including the tools to apply and creating them.

Actually I also fixed it, not just for the transporter but any script which does the player swapping without actually modifying ReSet.py.
Thats what I meant when I was saying something about lack of communication.
How can USS Sovereign get his changes back to you and, if you these changes back to little effort?

Currently it likes that (example):
1. Sov to Mleo: Writing a nice letter about the fixes he made
2. Mleo to Sov: Writing a nice letter back
3. Sov and Mleo will maybe have a little private discussion about the new patch
4. Mleo integrates the patch
5. 3 month later Mleo releases the new version to bcfiles
6. I download the new version and integrates it into KM
7. I find that the new changes creates a problem with KM
8. I write a nice letter to mleo...