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Offline maister

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How work the Simutrans development?
« on: November 05, 2008, 12:27:27 PM »
Please, can someone explain me, how work the development from simutrans?

How is the verson 100 originated ?

I mean, i request something, and if im lucky someone writes back and told me.. it`s now integrated in the next nightly.

I think that i understand that wernieman coordinate the nightly`s. But how much several peoples programming behind on the nightly`s? Who are this heros? There also some Japanese peoples or someone which one is not registered in this forum? And they know about altogether?  ???

Thank you for clarification

Offline vilvoh

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Re: How work the Simutrans development?
« Reply #1 on: November 05, 2008, 12:37:09 PM »
Prissi is the current project manager, so he has the last word to include something or not. People usually grab the code from the SVN, develop a patch or a mod and then post it a Patches subforum. We all discuss about it and then if everything goes right, Prissi add it to the trunk. A recent example is the overtaking fun patch developed by Isidoro.

As far as I know, the current Simutrans programmers team consists of Prissi, z9999, kierogreen and Isidoro. Hajo is the senior consultant as he's the project founder. The rest of people contribute with graphics, translations and help support. Sometimes prissi decides that it's worth to add something that has been developed and he includes it in the official release (ingame help translations, new objects for pak64, etc..)
« Last Edit: November 05, 2008, 12:41:52 PM by vilvoh »

Offline wernieman

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Re: How work the Simutrans development?
« Reply #2 on: November 06, 2008, 04:33:38 PM »
I (my server) build the nightlys out of the offizial sources.

So normaly, when somebody make a patch, you don´t have a ngihtly with this patch. Only when the patch is a little bit older and some peaple testet and prissi not have time to look over the patch, I make a spezila run on the machine with the patch.

So the last nightly (3:00/4:00 CET) is the stand of sources at 3:00/4:00 CET

ccso

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Re: How work the Simutrans development?
« Reply #3 on: November 15, 2008, 04:35:14 PM »
I suggest the Dev should make a blog
let the players informed what they are doing right now.
Not just we go to download the nighty everyday to track the changelog.

Thanks for consideration

Offline IgorEliezer br

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Re: How work the Simutrans development?
« Reply #4 on: November 15, 2008, 05:14:10 PM »
I suggest the Dev should make a blog.

Or all project leaders could have a blog. Obviously, not a blog per project, but a single blog for all Simutrans' projects/works, where news and papers could be posted in. Members and visitors could post comments. Each project and work might have a section, like in this forum.

Actually, there is already a blog in Simutrans Community, but it's dedicated to docs.simutrans.com: http://srmink.wordpress.com/

ccso

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Re: How work the Simutrans development?
« Reply #5 on: November 15, 2008, 05:23:16 PM »
Thanks for reply, the website is actually a little bit outdated.
I feel that if we got new nighty everyday, why not write a development blog for our players to keep tracking what's going on with their current progress so we can make suggestions feedback also.

Be honest, I don't even know what they are doing right now. I realized the dev is very busy and contribute very much to the project I appreciate very much, but I just want a better "communication channel" between the players<-->dev, maybe a blog/newsletter every few weeks is fine.

Thanks

Offline sojo

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Re: How work the Simutrans development?
« Reply #6 on: November 15, 2008, 06:32:57 PM »
By the way, the pak96.comic-Homepage have a newssystem. http://simutrans.piranho.de/index.php/en/news.html

ccso

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Re: How work the Simutrans development?
« Reply #7 on: November 15, 2008, 06:41:05 PM »
By the way, the pak96.comic-Homepage have a newssystem. http://simutrans.piranho.de/index.php/en/news.html
Yes this is exactly what I want for the main core simutrans.exe development
Topic e.g. X is nearly finish line, preview etc etc.

Offline robofish

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Re: How work the Simutrans development?
« Reply #8 on: November 15, 2008, 06:47:04 PM »
Nice idea, but quite a lot of extra work for prissi, which no one can demand from him, if he does not want to do it himself. But maybe somebody could check the history.txt regulary and write about that and maybe prissi could add his 2 cents occasionally.

ccso

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Re: How work the Simutrans development?
« Reply #9 on: November 15, 2008, 06:52:47 PM »
Nice idea, but quite a lot of extra work for prissi, which no one can demand from him, if he does not want to do it himself. But maybe somebody could check the history.txt regulary and write about that and maybe prissi could add his 2 cents occasionally.
I realize and respect that. But writing a "notice/news/newsletter/blog entry" highlighting the core development right now per month something like that would be nice to the die-hard fans of simutrans.
To the point after the released 100.0 I dont even know what new features they are working right now  ???

Offline IgorEliezer br

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Re: How work the Simutrans development?
« Reply #10 on: November 15, 2008, 06:53:07 PM »
Thanks for reply, the website is actually a little bit outdated.

Are you speaking about this one?

http://simutrans.sourceforge.net

ccso

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Re: How work the Simutrans development?
« Reply #11 on: November 15, 2008, 06:54:39 PM »
Are you speaking about this one?

http://simutrans.sourceforge.net
No, I know the culture of main page very well
I mean http://srmink.wordpress.com/

Offline prissi

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Re: How work the Simutrans development?
« Reply #12 on: November 15, 2008, 07:56:31 PM »
Download each nightly and look at the svn changelog. Test the features and give feedback. YOu know, my web socialisation stems from times where the was no web browser but only new groups. When things were finished they were posted. Also things remained beta until really finished.

Times are changing, everything wants instant feedback. If I would be in for the fame I would do blogging (or have rather taken up another project). But I do it as a hobby for me. Like painting. Writing blogs (or extensively surfing the forum) would cut into my time that there would be now development at all.

I have a zillion of ideas, I have five more or less urgent ones, but 4 of 5 evenings I am stuck with hunting and fixing bugs. I could write a blog; but I would then rather write prosa (I wrote tons of SF several years ago) So download the svn logfile and write the blog!

ccso

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Re: How work the Simutrans development?
« Reply #13 on: November 15, 2008, 09:04:16 PM »
Thanks prissi, understood :)

Offline Ormac

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Re: How work the Simutrans development?
« Reply #14 on: November 16, 2008, 04:18:44 AM »
Thanks for reply, the website is actually a little bit outdated.
I feel that if we got new nighty everyday, why not write a development blog for our players to keep tracking what's going on with their current progress so we can make suggestions feedback also.
 

What Igor tried to  indicate when he highlighted the existence of the Very Wet Ink Blog
was that the blog is dedicated to the Simutrans Reference Manual Project.

The Simutrans Reference Material Project is MY (i.e. Ormac) progress towards writing a User Manual(s) for Simutrans.  The project is not (despite any possible apprearences) part of Simutrans Development. Ormac is not (again despite appearences) part of the development team.

The Blog is one way I have tried to highlight the existence of the Reference Manual and the Starter Guide for Simutrans as well as the Simutrans Reference Material Project itself.

Be honest, I don't even know what they are doing right now. I realized the dev is very busy and contribute very much to the project I appreciate very much, but I just want a better "communication channel" between the players<-->dev, maybe a blog/newsletter every few weeks is fine.

Thanks

Prissi has already mentioned why he does not blog about the nightly developments to Simutrans and I have a similar view to the time-blog time-developement  Balance. (Where I've said constant development and revision I've meant it).

The Idea's for the Community Blog does merit consideration and discussion though

Thanks by the way for reading the blog. If you want to to get some feedback at any stage post a comment on it Or send me a PM from the forum.  I haven't posted to the Blog since the release of the Reference Manual but I'll fix it.  ;)

Ormac 8)

Offline IgorEliezer br

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Re: How work the Simutrans development?
« Reply #15 on: November 16, 2008, 05:07:27 AM »
Once SRM's blogs is not so published, I've just edited Simutrans Sites page: http://forum.simutrans.com/index.php?topic=224.0.

Offline Frank

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Re: How work the Simutrans development?
« Reply #16 on: November 16, 2008, 06:27:03 PM »
Yes this is exactly what I want for the main core simutrans.exe development
Topic e.g. X is nearly finish line, preview etc etc.

Tikiwiki has a news system includet. This is multilanguage.

the articles

list all
show
« Last Edit: November 16, 2008, 06:41:33 PM by Frank »

Offline VS

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Re: How work the Simutrans development?
« Reply #17 on: November 17, 2008, 07:18:08 PM »
You can connect to svn and get* log of commits, which in itself is a very good indicator of the progress.

* didn't use "download" since it's not a file per se

Sample output:


Path: simu_src
URL: svn://tron.homeunix.org/simutrans
Repository Root: svn://tron.homeunix.org/simutrans
Repository UUID: 8aca7d54-2c30-db11-9de9-000461428c89
Revision: 2117
Node Kind: directory
Schedule: normal
Last Changed Author: prissi
Last Changed Rev: 2117
Last Changed Date: 2008-11-15 00:01:01 +0100 (so, 15 XI 2008)

------------------------------------------------------------------------
r2117 | prissi | 2008-11-15 00:01:01 +0100 (so, 15 XI 2008) | 1 line
Changed paths:
   M /simutrans/trunk/bauer/hausbauer.cc
   M /simutrans/trunk/player/ai_passenger.cc
   M /simutrans/trunk/player/ai_passenger.h
   M /simutrans/trunk/simworld.cc

ai cleaned up
------------------------------------------------------------------------
r2116 | prissi | 2008-11-14 17:02:57 +0100 (p , 14 XI 2008) | 1 line
Changed paths:
   M /simutrans/trunk/simmain.cc
   M /simutrans/trunk/simsound.cc

some midi errors fixed
------------------------------------------------------------------------
r2115 | prissi | 2008-11-13 23:06:35 +0100 (źt, 13 XI 2008) | 1 line
Changed paths:
   M /simutrans/base.tab
   M /simutrans/trunk/besch/sound_besch.cc
   M /simutrans/trunk/gui/sound_frame.cc
   M /simutrans/trunk/music/allegro_midi.cc
   M /simutrans/trunk/music/core-audio_midi.mm
   M /simutrans/trunk/music/music.h
   M /simutrans/trunk/music/no_midi.cc
   M /simutrans/trunk/music/sdl_midi.cc
   M /simutrans/trunk/music/w32_midi.cc
   M /simutrans/trunk/simmain.cc
   M /simutrans/trunk/simsound.cc
   M /simutrans/trunk/simsound.h
   M /simutrans/trunk/simutrans/history.txt
   M /simutrans/trunk/sound/allegro_sound.cc
   M /simutrans/trunk/sound/core-audio_sound.mm
   M /simutrans/trunk/sound/no_sound.cc
   M /simutrans/trunk/sound/sdl_mixer_sound.cc
   M /simutrans/trunk/sound/sdl_sound.cc
   M /simutrans/trunk/sound/sound.h
   M /simutrans/trunk/sound/win32_sound.cc

FIX: disabling sound and midi will be now saved and will disable them completely to avoid the SDL_mixer troubles
------------------------------------------------------------------------
r2114 | prissi | 2008-11-12 16:48:10 +0100 (st, 12 XI 2008) | 1 line
Changed paths:
   M /simutrans/trunk/vehicle/simvehikel.cc

fix of broken savegames with vehciles in depots
------------------------------------------------------------------------
r2113 | prissi | 2008-11-11 23:11:24 +0100 (Łt, 11 XI 2008) | 1 line
Changed paths:
   M /simutrans/trunk/simhalt.cc
   M /simutrans/trunk/simhalt.h
   M /simutrans/trunk/simwerkz.cc
   M /simutrans/trunk/simwerkz.h

joining when making stops public is only with public player stops
------------------------------------------------------------------------
r2112 | prissi | 2008-11-11 22:15:40 +0100 (Łt, 11 XI 2008) | 1 line
Changed paths:
   M /simutrans/trunk/bauer/hausbauer.cc
   M /simutrans/trunk/gui/money_frame.cc
   M /simutrans/trunk/gui/money_frame.h
   M /simutrans/trunk/utils/simstring.cc

HQ construction from fincance window again working better
------------------------------------------------------------------------
r2111 | prissi | 2008-11-11 17:08:37 +0100 (Łt, 11 XI 2008) | 1 line
Changed paths:
   M /simutrans/trunk/player/simplay.h
   M /simutrans/trunk/simwerkz.cc

checks for rotation of station additions were broken
------------------------------------------------------------------------
r2110 | prissi | 2008-11-11 13:44:52 +0100 (Łt, 11 XI 2008) | 1 line
Changed paths:
   M /simutrans/trunk/gui/enlarge_map_frame_t.cc
   M /simutrans/trunk/simworld.cc
   M /simutrans/trunk/simworld.h

(gerw) unified handling of enlargement and init
------------------------------------------------------------------------
« Last Edit: November 17, 2008, 07:25:02 PM by VS »