Difference between revisions of "User:Ott"

From The Battle for Wesnoth Wiki
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My main work on Battle for Wesnoth has been bug fixing, documentation, translation and tweaking numerical calculations.  I spent a lot of time in the year leading up to the release of 1.0 doing janitorial work, including maintaining the bug database and changelog, tracking down and fixing out of sync and other code errors, and subediting game text.
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My main work on Battle for Wesnoth has been bug fixing, documentation, translation and tweaking numerical calculations.  I spent a lot of time in the year leading up to the release of 1.0 doing janitorial work, including maintaining the bug database and changelog, tracking down and fixing out of sync and other code errors, subediting game text, and improving game help.
  
Some of my Wesnoth forum postings may be worth reading:
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Some of my articles may be worth reading:
 
* [http://www.wesnoth.org/forum/viewtopic.php?p=91620#91620 Distribution of damage]
 
* [http://www.wesnoth.org/forum/viewtopic.php?p=91620#91620 Distribution of damage]
 
* [http://www.wesnoth.org/forum/viewtopic.php?t=5867 Calculating %-to-kill] and a [http://www.wesnoth.org/forum/viewtopic.php?t=8273 %-to-kill], a more recent version
 
* [http://www.wesnoth.org/forum/viewtopic.php?t=5867 Calculating %-to-kill] and a [http://www.wesnoth.org/forum/viewtopic.php?t=8273 %-to-kill], a more recent version
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* [http://www.wesnoth.org/forum/viewtopic.php?p=53968#53968 Analysing anomalies in game statistics]
 
* [http://www.wesnoth.org/forum/viewtopic.php?p=53968#53968 Analysing anomalies in game statistics]
 
* [http://www.wesnoth.org/forum/viewtopic.php?t=4240 The RATE damage model] (used in-game since 0.8.10)
 
* [http://www.wesnoth.org/forum/viewtopic.php?t=4240 The RATE damage model] (used in-game since 0.8.10)
* rant about [http://www.wesnoth.org/forum/viewtopic.php?p=113959#113959 slow] being too complex
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* rant about [http://www.wesnoth.org/forum/viewtopic.php?p=113959#113959 slow] being too complex, and an [http://www.wesnoth.org/forum/viewtopic.php?p=115789#115789 alternative proposal for slow]
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* [[Status of User Scenarios]]
  
I was also originally responsible for the [[Status of User Scenarios]] page.
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== Future Plans ==
 
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Some of the things I am hoping to work on:
Future plans include:
 
 
* an efficient way to calculate or estimate the probability of killing another unit in a skirmish, so it can be used by the AI,
 
* an efficient way to calculate or estimate the probability of killing another unit in a skirmish, so it can be used by the AI,
 
* fixing some long-standing but irritating problems (especially related to the user interface),
 
* fixing some long-standing but irritating problems (especially related to the user interface),
 
* a campaign focused on strategy and small maps rather than roleplaying,  
 
* a campaign focused on strategy and small maps rather than roleplaying,  
* removing the dependency on FreeSans so we can move to DejaVu completely (by fixing SDL_ttf's broken code to calculate line spacing)
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* removing the dependency on FreeSans so we can move to DejaVu completely (by fixing SDL_ttf's broken code to calculate line spacing),
 
* stamping out any further causes of out of sync errors, and
 
* stamping out any further causes of out of sync errors, and
 
* tidying up the build system.
 
* tidying up the build system.
  
 
== See Also == [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=970 ott's forum profile]
 
== See Also == [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=970 ott's forum profile]

Revision as of 11:36, 22 November 2005

My main work on Battle for Wesnoth has been bug fixing, documentation, translation and tweaking numerical calculations. I spent a lot of time in the year leading up to the release of 1.0 doing janitorial work, including maintaining the bug database and changelog, tracking down and fixing out of sync and other code errors, subediting game text, and improving game help.

Some of my articles may be worth reading:

Future Plans

Some of the things I am hoping to work on:

  • an efficient way to calculate or estimate the probability of killing another unit in a skirmish, so it can be used by the AI,
  • fixing some long-standing but irritating problems (especially related to the user interface),
  • a campaign focused on strategy and small maps rather than roleplaying,
  • removing the dependency on FreeSans so we can move to DejaVu completely (by fixing SDL_ttf's broken code to calculate line spacing),
  • stamping out any further causes of out of sync errors, and
  • tidying up the build system.

== See Also == ott's forum profile