2022-10-30 Weekly Meeting

tags: weekly-meeting

Link to last week's minutes

Topics:

Halloween event

  • event_site branch
  • Further preparation
    • Christof to contact angel about potential party broadcast

Recently merged

  • Water reflections (zesterer)
  • Halloween branch (Isse+Floppy+daforlynx+jshipsey+_)
    • Bats, colorful trees, Tricksters, Dullahan, Harvester, facegourd, honeycorn, pumpkin spice brew, soundtracks
  • Upscaling improvements: FxUpscale (zesterer)
  • Sword skill tree (Sam)
  • Fleeing (holychowders)
  • Translations: Thai (kevinsmia)
  • Action state? (flaffwaffle)
  • Poise indicator (kitswas)
  • Instruments (floppy)

Ongoing work

Demonstrations

  • TBD

Administrative

  • merging efficiency boost
    • Invitation to join the code reviewer group
      • @cpetig to figure out how to join/subscribe:
      • Ask in programmers for now
    • A reminder bot could be helpful to point out stale reviews
    • Automatic merging was definitely decided against
    • The shortage seems to be on the reviewer side, not people allowed to start the merge train
  • this-week-in-veloren backlog
    • revisit next week

Issues

Beginner issues?

MRs

Notes

  • Recording of Bristol presentation not yet available and not under zesterer's control

Code reading club

Next week leads

Lead: zesterer, with backup option of finding someone on Friday
Call for Review!:
Issues (limit 7):
Minutes:

Todo agenda:

  • this week in veloren backlog

Chat transcript on train tracks

aweinstock [GMT-4]
train tracks revealing bugs/quirks in npc paths is accidental
the goal is to have trains, with terrain collider npc trains following the tracks
KaliKatz [GMT-7]
tracks in the sky ?  or ground?
aweinstock [GMT-4]
the first MR has train tracks along all the overworld paths along bezier curves
yeah, currently the train tracks just go through houses when they're enabled, because site2 doesn't flag the tiles occupied by paths as nonbuildable
aweinstock [GMT-4]
site2 integration should also allow flagging some of those tiles for train stations
(so NPC trains can stop at the train stations to make the trains easier to board)
zesterer [GMT+0]
I feel like underground trains might be a better way to trivial the implementation
Doesn't affect players that don't go looking for them so much
And fewer obstacles down there
KaliKatz [GMT-7]
we have skytrains here in canada
aweinstock [GMT-4]
I feel like the same issues that necessitate the really tall dungeon stairs would apply for underground trains
KaliKatz [GMT-7]
no obstacles  lol
aweinstock [GMT-4]
so you'd need dungeon stairs to get to the subway systems, and they still might drive straight through caves
zesterer [GMT+0]
We could put them deeper, deep enough that we could more carefully slope stuff
Alternatively, we only allow them to generate paths with very small changes in elevation
Visually though, I love the idea of trains above ground... spirit tracks was fun. 🤭
aweinstock [GMT-4]
also, I don't intend on converting all walkable aboveground paths to trains
ideally if econsim can output, for connections between towns, which ones are high traffic enough/industrialized enough to have a train route between them, that can be used
as in: in the current professions.ron, there's
`(name: "Merchant", orders: [ (RoadSecurity, 0.5) ], products: [ (Transportation, 30.0) ],)`, , is it possible to query the number of Merchants allocated in the steady state for a village?
if so, I'd imagine we could have separate Merchant (caravan) and Merchant (railroad) entries, with the railroad consuming different resources (and providing more Transportation), and use that for determining which paths should be train tracks
I don't think existing paths path through mountains, (and the existing paths are 2d, so they can't distinguish between going over the mountain vs through the mountain)
KaliKatz [GMT-7]
caves used to have 2 outputs,  that would have been neater for tracks
(making the way offsets 3d instead of 2d might help with making the heights more consistent though, so that's worth considering)
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