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what is teeworlds-community #71
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I would like to help new features of the server part of the project (Hope this project could get more and more community helps) |
I'm quite intrigued in this, despite my uncertainty about how I can, but I want involvement |
@ST-Chara I gave you write access so you can approve pull requests Go to the list of pull requests and pick one that interests you If 3 people with access approved a pr it can be merged by someone with access. This way everything is ideally carefully checked by at least 4 people. |
@ChillerDragon you're quite generous but I'd suggest to reasonably limit the approvers invitation. I mean that normally you 'd want to look at the code/commits and contribution of a candidate instead of going wild. |
@ChillerDragon I understand that we could review and merge (or rewrite and merge) all 48 pool requests (maybe except with water and ice features as it change gameplay) we have at the moment, but what to do next? Does it really make sense to write new features based on vanilla Teeworlds? It seems like it would be easier to cut 0.6 support and ddrace features out of DDnet (Why I comparing with DDNet? Because it already has all the graphics driver and controller improvements on the client side and refactoring and optimisations on the server side) and rename it to Teeworlds than it would be to write Teeworlds to be usable as DDnet. Besides, if we don't add anything gameplay-changing, what motivation will new developers have to join the project? Why should they be interested in supporting it if they can't add content to the game? If the goal in fact will be only closing pool requests without further development then such a goal is clear to me, let me know if this is the case. P.S. By "be usable as DDnet" I mean that player with Teeworlds client could play on DDNet servers (or any other modifications) not less convenient than on DM and CTF servers. |
Yes normally I would agree. I also prefer dictator ship in open source. How it is done in teeworlds and ddnet. With a hand full of people who know what they are doing and they are calling all the shots. But we do not have that luxury here. There is nobody who wants to maintain teeworlds. Thats why the development slowed down and no competing project appeared yet. All maintainers are at ddnet and want to stay there. So there is no hand full of selected maintainers that would want the job. So I started this experimental project. Trying to achieve activity by mass. And trying to achieve quality by requiring 3 approvals per pr. If the project goes out of hand and we have a bunch of trash commits on the main branch then we can think about reducing maintainers or increasing needed approvals. But for now I want to ensure something is happening here. The idea of giving everyone a vote sounds crazy I know. But also kinda cute don't you think? |
Not in this project no. It should just serve as a base for developers. But if you are asking if developers even should use teeworlds instead of ddnet as base for their mods then my answer is yes. The ddnet project is big. Full of features that pvp based mods do not need. The compile times are way longer at ddnet. There are more dependencies required to get a working build. For example rust and curl. Also ddnet as of right now is not too mod friendly and is not officially supporting pvp gameplay ddnet/ddnet#7777. If one wants quickly hack together a simple 0.7 mod like ICTF or bomb. Then teeworlds is a more fun code base to work with than ddnet.
You add the features in your fork/mod. So when while developing your mod you realize that there are some deprecation warnings coming from for example one of the external libraries. Then you can check if someone proposed a fix for that in teeworlds-community and up vote it. If there is none yet you can propose one your self and get a free audit on your changes. And then that problem is solved for all your future mods that you can base on this code.
Yea closing prs is the primary goal. Further development should only include fixes. Nothing too intrusive that touches gameplay or breaks network protocol. If there is a big demand for new features and the whole community thing works we could think about a feature branch but that seems a bit complex. Lets try without first. |
as you well said
you and others contributors already done the initial effort, Put online "teeworlds.community" website and start engaging new players and creators, so finally feel free to implement any meaningful feature the developers team agree |
as far as i am concerned it was more of a "f*ck it" moment because the inital teeworlds repo died off because Oy disappeared. - the biggest problem is that someone like @ChillerDragon who has a high interest in keeping this as up to date as possible doesnt have any access to the official forums and such ( steam, teeworlds.com ) - imagine you're downloading a game off of steam and the first thing is that you get encouraged to download or build a fork from the original repo to have additional features you dont have immediate access to. - the playerbase went down already - this doesnt seem like a good thing to get new players hooked. at first glance people will look at both the website/steam/github and see that it was last updated 10+ months ago. |
I think this project didn't let teeworlds be active again. We could see that DDNet did a good job. If someone want to play teeworlds, If we want to let vanilla be active again, we only have 2 ways:
or wait it dies. Also there's another problem im mods community. |
Well let's talk about Teeworlds logically. It has a simpler client with a better GUI than ddnet; it's original. |
What is your definition of "upgrades" vs "new features"? |
We can see that on the one hand, teeworlds has more simpler code, a better GUI, and more. but on the another hand, teeworlds 0.7 cut out a lot of useful things from 0.6. Like online clan changing, server global sound. We can see there were great 0.7 mod, but they still look like the 0.6 mod before. As for players, teeworlds 0.7 mods seemed to nothing changed, even much less. And the main problem is the development of teeworlds 0.7 tooooooooooooooooooooooooooooooooooooooooooo slowly. So I think that's why teeworlds stopped as 0.7. |
My definition of upgrades is to improve/extend the features that are already present, but are outdated like the modern renderer support or the emotions which are in a lower quality and (maybe) not smooth enough. or for example 0.7 already support loading background themes but they're not loaded at startup and instead there's the default black and grey theme and it transitions to the selected theme after it has loaded completely. |
why and what
The development at https://github.com/teeworlds/teeworlds slowed down over the years and now basically came to a hold.
The prs are piling up and contributors are moving to other projects such as ddnet.
So I decided to create teeworlds-community/teeworlds. Which is a fork of teeworlds with all the pull requests being mirrored over. So if someone opens a pull request on the official teeworlds repo it can be merged here (the teeworlds community repo).
goals
Stay as close to the official project as possible. Only quality of life pull requests that have no gameplay impact should be merged. The idea is to have a fork of teeworlds that can be used as a drop in replacement but has a passing CI and no deprecation warnings. Ideally at some point the official repository will have active maintainers again and then this community project can be shut down.
how and who
This github repository has a merge queue and requires 3 approvals of maintainers with write access to merge a pull request.
I will be handing out maintainer access to everyone who wants it. With the exception of people I know to be bad actors or accounts I have too little information on.
we need you
If you want to help auditing pull requests let me know and I will give you merge powers. Write a comment under this issue. Or create a new issue to ask for maintainer access. Alternatively you can also find me on the ddnet discord in the #developer channel or in the teeworlds discord in the bridge channel.
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