Hendricks266, on 23 January 2020 - 01:22 PM, said:
Have you tried jumping into a vent in walk mode lately?
So you expect us to get the latest synthesis build every day and search for the one bug that has been randomly chosen to get fixed? It's up to you to issue that message in the related thread. Even checking the SVN logs isn't reliable because comments on source code changes do not necessarily make it obvious which issue they actually address. Those who are able and willing to report issues are probably running Duke or Mapster a lot, and they may not be willing to be annoyed by some longstanding unfixed issues. Therefore downloading and using new synthesis builds 'just because' is not attractive.
Hendricks266, on 23 January 2020 - 01:22 PM, said:
Helixhorned also made changes that caused difficulty getting our engine to work with other Build games.
So what's the connection between design decisions and "customer"-friendliness?.
Hendricks266, on 23 January 2020 - 01:22 PM, said:
When this happens you get a Polymost that is pretty much a perfect hardware-accelerated version of Classic.
Then why not run classic in the first place? Computers have been fast enough for Polymost for many years. Polymost has always been close enough to classic as far as I'm concerned. Further improvements feel rather academic to me.
I want an EDuke32 that does not burn bridges to all too many great user maps and mods.
Hendricks266, on 23 January 2020 - 01:22 PM, said:
What could possibly be gained by throwing away our existing name recognition while keeping Duke in the title? If you had said EFury32 I could at least see some semblance of a point here.
Please re-adjust your sarcasm detector.
Hendricks266, on 23 January 2020 - 01:22 PM, said:
If you were paying attention you would know that the entire Duke, SW, KenBuild, Blood, RR, Exhumed port family is in development under one umbrella. Patches flow in both directions between the EDuke32 repository and the NBlood repository, and shared code is kept closely in sync. Count how many "Patch from Nuke.YKT" and "Backported from NBlood/Rednukem/PCExhumed" messages you see in EDuke32's development history.
I'm paying way more attention than you think and I'm completely aware of that. Actually I was still (sarcastically) referring to user-responsiveness and bug-fixing. I might have even filed a bug report or two for PCExhumed and Wangulator, but guess why I did not.
Hendricks266, on 23 January 2020 - 01:22 PM, said:
This is an extremely shortsighted and self-serving idea. If you can find when something broke, port the fix forward.
It's more a player-serving idea. If a map can't be finished or played as intended, who is supposed to know that it's due to a certain change in a certain EDuke32 build? Is there a database that tells which build fits to which map or mod? Only the hard core insiders may know which to choose.
The long-sighted part of that idea is that there won't be an official EDuke32 release with a reasonable backward compatibility any time soon. In fact, there have never been any releases or stable branches one could rely on to a certain degree. And 'Just use the latest synthesis build.' hasn't been a good advice for years now. To me, this whole project has never made the step to actual 'development'. Although I know how schedules and budget constraints may sneak in, it feels like it's still just hacking.
Hendricks266, on 23 January 2020 - 01:22 PM, said:
Maybe in the future we will turn Rednukem into a pedantic accuracy core for EDuke32.
Now that at least would be good news.