Quote: "If A want's to work on bullet tracers and B also wants to do it, why they can't work together on it? Or if one of them doesn't feel comfortable working with another programmer, they can work on something else. But team work is priority. Also, this is not kindergarten where, if two kids want the blue pencil, they'll fight over it."
Teamwork is a wonderful notion, but IMO is over-rated in these instances.
It's just like back in high school, when they would pair people up into these small "teams" to work on things. The problem was, the project that a 4 person team needed to work on.... was a one-man job. This ended up in one person delegating over the others, and one person doing the actual work, while the other two sat idly by.
When you use "team" for OpenFPSC, I can see where you're coming from, but when you use "team" for a
single feature.... I'm skeptic.
Let's say the "feature" in question is a script command. This is a single command, worth maybe 10-20 lines of code. Would it make sense to put a 3 person team onto that? Or would it make more sense to take one of them for that feature and have the other two work on something else?
Like it has been said before, you'll need to weigh your options and take into consideration what is more important to the project.
Do you want the people participating to have more fun?
Do you want the community to have a better source to work with?
Do you want to sacrifice efficiency for freedom of who wants to work on what?
Now... let's face it. This project is going to get no where unless you have experienced programmers dedicating lots of time to this.
If you put "Dual-Wielding" on the feature-list.... who would want to do that? Mind you, this is just an example of something that is broad, but is still a single feature. You may want to consider having features
require a team of people to do. I can only imagine how much faster it would have been done if I had a small team of people to help me on that one.
This is because "dual-wielding", while easily simplified into a small term, consists of:
- Duplicate weapon creation
- New key bindings
- New animation routines
- New gun handling routines specific to the left hand
- New animations that need to be planned for
- New HUD reservations must be made for the left hand's smoke and muzzle flash
- New objects must be reserved for that hand's bullet shells
And sums up well over 1000 lines of code.
To further my point here, you made a mention earlier of:
Quote: "If you're on open-source, if you can't fix a problem, or can't help anyone, or can't add a new feature, others will. That's the great horizon for open-source projects. They can be extended and improved by anyone who's willing to work, or learn to work on it."
That's a great horizon alright... I can see it now... everyone volunteering to work on features... everyone coming back having finished those features to the best of their ability... but they're riddled with bugs and instances of failure. The person who made it isn't held responsible, because they've done all they can do. Now, you're left to either wait for someone else to do it from scratch or someone to go and fix it out of the goodness of their heart.
I can see this getting out of hand. How do you plan to handle things like this? I hope you're going to nip it in the bud.
Quote: "I'm trying to be any other mod around. I'm not trying to make OpenFPSC the best mod around. I'm trying to give people the opportunity to enjoy a free and open-source solution, allowing them to create better games with FPSC."
You -- wait... let me get this straight... You
don't want OpenFPSC to be the best mod around. Yet you want to allow people to make better games with it. And you're not going to implement the features seen in other Mods already?
If you implemented all of the features from the other Mods, you
would have the best mod around, so you can't do that...
But what about people who want those features to make their games better?
Don't beat around the bush.. every modder wants their Mod to be the best Mod around. It's okay to shoot for the stars, man. I understand you may not want to sound like an over-eager newb coming in and saying "I'm gonna make a Bioshock game and it's going to be BETTER than the original!" But seriously, be passionate about this. You sound like you're saying it's not going to reach the level of the current Mods and have already given up on that.
So WHAT are you trying to do? You want optimizations... you want gameplay features... you want graphical improvements... you want everything. Just say it.
Quote: "we must focus on fixing existing bugs and improving the performance"
If you don't mind me asking... what bugs are you talking about? If there were bugs, shouldn't this have been mentioned to Lee before he released V1.15?
And correct me if I'm wrong, but didn't Lee specifically state that the last 5 or so updates were targetted towards optimizing the engine and fixing bugs?
The one and only,