Zones v2...aye...what a headache!

Designed a level that creates new, exciting, and challenging Armagetron game play? Or maybe just something funky. Put it right here.
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Pathetique
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Zones v2...aye...what a headache!

Post by Pathetique »

I'm desperately trying to wrap my brain around what phillipeqc said in his post and what Your_mom later put on the wiki about zonesv2...and I'm finding my brain is locking up. Either tis the ADD, or, like all the other times I've tried reading it and understanding it, I just can't manage to do it...can someone who understands what the hell is going on help me with an idea that I'm trying to implement?

I'm making a Capture The Flag mode with only one flag, and taking a suggestion from Bubbles, I want to make it so that when a team spawns, their zone is at the other end of the arena...the current system spawns teams and whatever zone is closest is what gets assigned to them...but this idea would require spawning next to the enemy's base, and you'd have to travel across the arena to your base through all your enemies with the flag you got in the middle...but I can't seem to grasp what phillippe was saying...

This is a cry for help...is there anyone out there who can be of assistance?
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wrtlprnft
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Post by wrtlprnft »

I don't think you can make a CTF map with zonesv2, it's just not made for that kind of stuff (at least not yet). You'll have more luck with the pig patch.
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Post by QUARG »

wrtlprnft is that link to a parallel development page or had dev been moved from sourceforge?
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Post by Lucifer »

dev's been moved from sourceforge.
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Post by wrtlprnft »

Well, somewhat. The pig patch is maintained on bzr/launchpad.

The mainline development is synced between lp bzr and sf svn, but I think the plan is to move to bzr eventually. Bugs and stuff are already managed on launchpad.
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Post by QUARG »

Whats the reason for the move and is it the same process to checkout the source? I dont see any changes in the procedure on the wiki.
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Post by Z-Man »

The documentation is still the old one because the SVN method still works, and it is still the official method to tag and build releases; so at any time in the current setup, SVN is still the reference base. I don't know whether we're going to change that; in BZR, there are sometimes history reorderings (when merges happen) so that "BZR branch 0.2.8, revision 666" is not guaranteed to be the same for everyone for all times. I'd like to keep SVN as the secure, stable and scalable backend, it was designed for this purpose. BZR is a better tool for merging stuff around painlessly without cluttering a central database with junk, that's why we're using it for the pig sty branch, and will probably use it to handle development branches and merging from a future stabilization branch to the trunk.
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Post by Lucifer »

Throwing on to the development branch thing z-man mentioned, it's for several other things. Independent groups (like ed!) can run their own bzr branch, and we can easily merge changes from their branch, and they should be able to easily merge changes from the mainline, making it easier for them to maintain their hacked versions.

Then regular developers are pretty much expected to make their own branch for various work. The three situations I'm aware of now where we wish we had bzr are zones v2, scripting, and the sound engine. Now we have bzr for similar situations that come up in the future (and you can expect the sound engine to get branched sometime in the near future, after I get a CPU fan).
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Post by QUARG »

Ah i see, thankyou for the clarifications. :)
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