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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xonev</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
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	<updated>2026-04-14T23:07:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=26970</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=26970"/>
		<updated>2008-10-06T05:08:54Z</updated>

		<summary type="html">&lt;p&gt;Xonev: /* Under the Burning Suns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list for mistakes in campaigns and other texts in the en_US version of the game.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In the 6865th line: &lt;br /&gt;
&amp;quot;Give me until tomorrow night, then I'll tell you everything.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
*This is a 'comma splice' - attempting to join together two independent clauses using a comma (''then'' is not a conjunction).&lt;br /&gt;
*It should be: &amp;quot;Give me until tomorrow night, and then I'll you everything&amp;quot; or &amp;quot;Give me until tomorrow night; then I'll tell you everything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
At the beginning of part II it reads &amp;quot;Right click on the tile south of you and recall &amp;lt;Name&amp;gt;&amp;quot;. The problem is that the tile south is a road an no unit can be recalled there. The blue hint text &amp;quot;RECALL &amp;lt;Name&amp;gt;&amp;quot; is correctly placed at the north-east.&lt;br /&gt;
Same problem when recalling the second unit, the text says south-east and the blue hint is directly east.&lt;br /&gt;
&lt;br /&gt;
':1376' BBeware of the Orc leader: he can do 36 hitpoints of damage at night! Attack with many units at once during the day.&lt;br /&gt;
&lt;br /&gt;
BBeware-&amp;gt;Beware&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==1.4 Announcement==&lt;br /&gt;
#: ../template.html:111&lt;br /&gt;
&amp;quot;New maps and multiplayer campaigns: &amp;lt;cite&amp;gt; Auction-X, Dark Forecast Hamlets, &amp;quot;&lt;br /&gt;
&amp;quot;Mokena Prairie, The Manzivan Traps, Xanthe Chaos, &amp;lt;/cite&amp;gt;.  Revised maps: &amp;quot;&lt;br /&gt;
&amp;quot;&amp;lt;cite&amp;gt;Alirok Marsh&amp;lt;/cite&amp;gt; (formerly &amp;lt;cite&amp;gt;Triple Blitz&amp;lt;/cite&amp;gt;),&amp;lt;cite&amp;gt; &amp;quot;&lt;br /&gt;
&amp;quot;Amohsad Caldera, Blue Water Province, Castle Hopping Isle, Caves of the &amp;quot;&lt;br /&gt;
&amp;quot;Basilisk&amp;lt;/cite&amp;gt; (formerly &amp;lt;cite&amp;gt;Blitz&amp;lt;/cite&amp;gt;), &amp;lt;cite&amp;gt; Crossing, Crusaders &amp;quot;&lt;br /&gt;
&amp;quot;Fields, Cynsaun Battlefield, Den of Onis, Fallenstar Lake&amp;lt;/cite&amp;gt; (formerly &amp;quot;&lt;br /&gt;
&amp;quot;&amp;lt;cite&amp;gt;Meteor Lake&amp;lt;/cite&amp;gt;), &amp;lt;cite&amp;gt; Forest of Fear, Freelands&amp;lt;/cite&amp;gt; (formerly &amp;quot;&lt;br /&gt;
&amp;quot;&amp;lt;cite&amp;gt;Charge&amp;lt;/cite&amp;gt;),&amp;lt;cite&amp;gt; Hexcake, Hornshark Island, Island of the &amp;quot;&lt;br /&gt;
&amp;quot;Horatii, King of the Hill, Lagoon, Loris River, Merkwuerdigliebe, Morituri, &amp;quot;&lt;br /&gt;
&amp;quot;Paths of Daggers, Sablestone Delta, Siege Castles, Silverhead, Sulla's &amp;quot;&lt;br /&gt;
&amp;quot;Ruins, Waterloo Sunset, Wesbowl&amp;lt;/cite&amp;gt;.&amp;quot;&lt;br /&gt;
#Extra useless spaces in many places&lt;br /&gt;
#Missing comma before Hamlets&lt;br /&gt;
#Should be no comma and space after Xanthe Chaos&lt;br /&gt;
#Missing &amp;quot;Weldyn Channel&amp;quot; before &amp;lt;/cite&amp;gt; (formerly &amp;lt;cite&amp;gt;Blitz&amp;lt;/cite&amp;gt;)&lt;br /&gt;
#Missing &amp;quot;Siverhead&amp;quot; before Crossing&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
“King Asthorgar&lt;br /&gt;
Yes. The Scourt dwarf that went...&lt;br /&gt;
”&lt;br /&gt;
&lt;br /&gt;
Maybe Scout? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=26969</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=26969"/>
		<updated>2008-10-06T05:07:40Z</updated>

		<summary type="html">&lt;p&gt;Xonev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list for mistakes in campaigns and other texts in the en_US version of the game.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In the 6865th line: &lt;br /&gt;
&amp;quot;Give me until tomorrow night, then I'll tell you everything.&amp;quot; &lt;br /&gt;
This is a 'comma splice' - attempting to join together two independent clauses using a comma (''then'' is not a conjunction).  It should be: &amp;quot;Give me until tomorrow night, and then I'll you everything&amp;quot; or &amp;quot;Give me until tomorrow night; then I'll tell you everything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
At the beginning of part II it reads &amp;quot;Right click on the tile south of you and recall &amp;lt;Name&amp;gt;&amp;quot;. The problem is that the tile south is a road an no unit can be recalled there. The blue hint text &amp;quot;RECALL &amp;lt;Name&amp;gt;&amp;quot; is correctly placed at the north-east.&lt;br /&gt;
Same problem when recalling the second unit, the text says south-east and the blue hint is directly east.&lt;br /&gt;
&lt;br /&gt;
':1376' BBeware of the Orc leader: he can do 36 hitpoints of damage at night! Attack with many units at once during the day.&lt;br /&gt;
&lt;br /&gt;
BBeware-&amp;gt;Beware&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==1.4 Announcement==&lt;br /&gt;
#: ../template.html:111&lt;br /&gt;
&amp;quot;New maps and multiplayer campaigns: &amp;lt;cite&amp;gt; Auction-X, Dark Forecast Hamlets, &amp;quot;&lt;br /&gt;
&amp;quot;Mokena Prairie, The Manzivan Traps, Xanthe Chaos, &amp;lt;/cite&amp;gt;.  Revised maps: &amp;quot;&lt;br /&gt;
&amp;quot;&amp;lt;cite&amp;gt;Alirok Marsh&amp;lt;/cite&amp;gt; (formerly &amp;lt;cite&amp;gt;Triple Blitz&amp;lt;/cite&amp;gt;),&amp;lt;cite&amp;gt; &amp;quot;&lt;br /&gt;
&amp;quot;Amohsad Caldera, Blue Water Province, Castle Hopping Isle, Caves of the &amp;quot;&lt;br /&gt;
&amp;quot;Basilisk&amp;lt;/cite&amp;gt; (formerly &amp;lt;cite&amp;gt;Blitz&amp;lt;/cite&amp;gt;), &amp;lt;cite&amp;gt; Crossing, Crusaders &amp;quot;&lt;br /&gt;
&amp;quot;Fields, Cynsaun Battlefield, Den of Onis, Fallenstar Lake&amp;lt;/cite&amp;gt; (formerly &amp;quot;&lt;br /&gt;
&amp;quot;&amp;lt;cite&amp;gt;Meteor Lake&amp;lt;/cite&amp;gt;), &amp;lt;cite&amp;gt; Forest of Fear, Freelands&amp;lt;/cite&amp;gt; (formerly &amp;quot;&lt;br /&gt;
&amp;quot;&amp;lt;cite&amp;gt;Charge&amp;lt;/cite&amp;gt;),&amp;lt;cite&amp;gt; Hexcake, Hornshark Island, Island of the &amp;quot;&lt;br /&gt;
&amp;quot;Horatii, King of the Hill, Lagoon, Loris River, Merkwuerdigliebe, Morituri, &amp;quot;&lt;br /&gt;
&amp;quot;Paths of Daggers, Sablestone Delta, Siege Castles, Silverhead, Sulla's &amp;quot;&lt;br /&gt;
&amp;quot;Ruins, Waterloo Sunset, Wesbowl&amp;lt;/cite&amp;gt;.&amp;quot;&lt;br /&gt;
#Extra useless spaces in many places&lt;br /&gt;
#Missing comma before Hamlets&lt;br /&gt;
#Should be no comma and space after Xanthe Chaos&lt;br /&gt;
#Missing &amp;quot;Weldyn Channel&amp;quot; before &amp;lt;/cite&amp;gt; (formerly &amp;lt;cite&amp;gt;Blitz&amp;lt;/cite&amp;gt;)&lt;br /&gt;
#Missing &amp;quot;Siverhead&amp;quot; before Crossing&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
“King Asthorgar&lt;br /&gt;
Yes. The Scourt dwarf that went...&lt;br /&gt;
”&lt;br /&gt;
&lt;br /&gt;
Maybe Scout? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User_talk:Pintercsabi&amp;diff=26968</id>
		<title>User talk:Pintercsabi</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User_talk:Pintercsabi&amp;diff=26968"/>
		<updated>2008-10-06T05:05:44Z</updated>

		<summary type="html">&lt;p&gt;Xonev: Discussion of typo in SpellingMistakes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have edited your typo notification from [[SpellingMistakes]]: &lt;br /&gt;
&lt;br /&gt;
 In the 6865th line: &amp;quot;Give me until tomorrow night, then I'll tell you everything.&amp;quot;&lt;br /&gt;
 What are they have to give to Kaleh? I think 'time' word is missing.&lt;br /&gt;
&lt;br /&gt;
This is not correct English, but only because it is a comma splice.  In other words, this an attempt to join together two independent clauses with a comma.  What it needs is a coordinating conjunction.&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;diff=25609</id>
		<title>EasyCoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;diff=25609"/>
		<updated>2008-05-14T02:05:24Z</updated>

		<summary type="html">&lt;p&gt;Xonev: /* Make [removeitem] able to only remove a specific image */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Foreword ==&lt;br /&gt;
This page is here to document easy to do coding tasks. It is not here to double the feature request database, and should only be filled by people that know the code well enough to judge the difficulty of a given task. &lt;br /&gt;
&lt;br /&gt;
If you are such a person, you should feel free to edit this page.&lt;br /&gt;
&lt;br /&gt;
If you're not, you should post a feature request and discuss your idea on the forum or IRC. A coder with better knowledge of the code might give you the green light to add your feature here.&lt;br /&gt;
&lt;br /&gt;
Anybody should feel free to add &amp;quot;clues&amp;quot; to any tasks, that is entry points, traps to avoid, person to contact to discuss and so on.&lt;br /&gt;
&lt;br /&gt;
If you plan to work on a feature, write your name at the bottom of the feature, with the date. Note that if you are too long at working on a feature I'll &amp;quot;free&amp;quot; it back (that is if you're not working on it. If you have problems implementing it, just tell us....)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Boucman|Boucman]] 20:48, 3 October 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since bugs are sometimes a good opportunity to get a first idea of the code, i will add some here that are easy to fix as soon as i stumble upon them (the one i had in mind is fixed already ;-).&lt;br /&gt;
&lt;br /&gt;
--Yogi Bear, 28 February 2008&lt;br /&gt;
&lt;br /&gt;
== MP related features ==&lt;br /&gt;
&lt;br /&gt;
=== Add TTL to wesnothd bans ===&lt;br /&gt;
As per FR #3638 [https://gna.org/bugs/?3638]&lt;br /&gt;
&lt;br /&gt;
''Working on it:'' Lao&lt;br /&gt;
&lt;br /&gt;
=== Use different font for in-game chat ===&lt;br /&gt;
Since commas and dots are apparently hard to tell apart. As per FR #7470 [https://gna.org/bugs/?7470]&lt;br /&gt;
&lt;br /&gt;
=== Allow lists for /ignore and similar ===&lt;br /&gt;
As per FR #7492 [https://gna.org/bugs/?7492]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WML related features ==&lt;br /&gt;
&lt;br /&gt;
=== Make [removeitem] able to only remove a specific image ===&lt;br /&gt;
Currently a [removeitem] always removes all images on the given hex. It should be made to support an image= key which, if given, would make it only remove that image. If not specified, then all images would be removed just like now.&lt;br /&gt;
&lt;br /&gt;
--[[User:xonev|xonev]] 13 May 2008 - Patch submitted&lt;br /&gt;
&lt;br /&gt;
=== WML configurable village income / upkeep ===&lt;br /&gt;
Preferably as a [scenario], [side] or [campaign] keys. As per FR #6301 [https://gna.org/bugs/?6301]&lt;br /&gt;
&lt;br /&gt;
=== Add support of [if] for [scenario] ===&lt;br /&gt;
As per FR #4539 [https://gna.org/bugs/?4539]&lt;br /&gt;
&lt;br /&gt;
=== Make [have_unit] optionaly use full SUF ===&lt;br /&gt;
[have_unit] by default uses SUF but does not apply it to recall list. Introduce an optional key that will allow to lift that limitation.&lt;br /&gt;
&lt;br /&gt;
=== Side-specific results ===&lt;br /&gt;
Giving result=defeat or result=victory for specific sides. ([http://gna.org/bugs/index.php?4960 FR #4960]) -- [[User:dlr365|dlr365]] -- patch submitted [https://gna.org/bugs/index.php?4960]&lt;br /&gt;
&lt;br /&gt;
=== Enabling checking of damage dealt in WML ===&lt;br /&gt;
A WML variable should be set when triggering some combat-related events, allowing WML to know the amount of damage being dealt. ([http://gna.org/bugs/index.php?7673 FR #7673])&lt;br /&gt;
&lt;br /&gt;
=== Support for leaderless multiplayergames ===&lt;br /&gt;
Add support for the WML key victory_when_enemies_defeated= in the scenario tag during multiplayergames. ([https://gna.org/bugs/index.php?8106 FR #8106])&lt;br /&gt;
&lt;br /&gt;
=== Allow a single [clear_variable] to clear multiple variables ===&lt;br /&gt;
Currently the name= key of [clear_variable] only takes a single variable name. However it'd be very handy to be able to clear multiple variables at the same time, so name= should also be made to also understand a comma-separated list:&lt;br /&gt;
&lt;br /&gt;
 [clear_variable]&lt;br /&gt;
     name=var1,var2,var3&lt;br /&gt;
 [/clear_variable]&lt;br /&gt;
&lt;br /&gt;
Commas don't need to be valid characters in variable names, so the fact that it's ambiguous whether &amp;quot;name=var1,var2,var3&amp;quot; refers to three variables or just one variable named &amp;quot;var1,var2,var3&amp;quot; shouldn't cause any problems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Ideas ===&lt;br /&gt;
See [[FutureWML]]; some ideas there are easier than others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improvements to FormulaAI ==&lt;br /&gt;
&lt;br /&gt;
Add new formula functions, or minor improvements to the formula language. Make it easier to debug the formula language.&lt;br /&gt;
&lt;br /&gt;
== GUI related features ==&lt;br /&gt;
=== Change map paths from dots to dashes ===&lt;br /&gt;
Or even better allow dashes and allow choice between the two. As per FR #5522 [https://gna.org/bugs/?5522]&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
&lt;br /&gt;
Note at the moment Mordante is working on a new GUI system, these &lt;br /&gt;
changes will probably affect the way these items need to be implemented.&lt;br /&gt;
Contact Mordante on IRC before starting to work on these.&lt;br /&gt;
  &lt;br /&gt;
--[[User:SkeletonCrew|SkeletonCrew]] 14:04, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Theme Changes ===&lt;br /&gt;
&lt;br /&gt;
* show number of owned villages/total villages (FR: #3135) (--[[User:Alink|alink]] done but must update help, doc, tooltip...)&lt;br /&gt;
* allow custom themes to display values of WML variables ([http://gna.org/bugs/index.php?6209 FR #6209])&lt;br /&gt;
* hide the hourglass item from the statusbar when there is no timer&lt;br /&gt;
&lt;br /&gt;
=== Widget Changes ===&lt;br /&gt;
* show side number, name and team association information in the status table &lt;br /&gt;
* make games sortable in the lobby (open slots, total number of players, era, XP modifier, gold per village, fog/shroud) &lt;br /&gt;
* input history (chat, commands, ..) - note: rujasu is working on this feature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== More powerful village naming ===&lt;br /&gt;
'''Adding mountain names and other features to village names, having a second random name in village names'''&lt;br /&gt;
&lt;br /&gt;
Currently the village naming engine has a very good structure that could allow &lt;br /&gt;
more powerfull names to be generated. &lt;br /&gt;
Understanding how it works should be quite easy, and a few usefull improvements could be added.&lt;br /&gt;
&lt;br /&gt;
* Currently villages can use lake names and river names, this should be extended to other features like bridges, swamps, mountains etc...&lt;br /&gt;
* It would be nice to have a separate list of &amp;quot;first sylabus&amp;quot; and &amp;quot;last sylabus&amp;quot; for naming. That's not really needed in english, but some translations could use it&lt;br /&gt;
* Again, it is common to have villages with more than one &amp;quot;random&amp;quot; word in them. having a $name2 variable would be nice&lt;br /&gt;
&lt;br /&gt;
ACardboardRobot 2/2/07&lt;br /&gt;
&lt;br /&gt;
=== Debug Mode ===&lt;br /&gt;
* New debug command functionality (setting additional status.variables, possibly terrain)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Add minimal regexp to friend list ===&lt;br /&gt;
&lt;br /&gt;
Lots of people use multiple nicks, usually postfixed with a number... it would be nice to have minimal regexp support in friend list to easily get who's there...&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[NotSoEasyCoding]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Future]]&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;diff=25602</id>
		<title>EasyCoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;diff=25602"/>
		<updated>2008-05-13T02:45:33Z</updated>

		<summary type="html">&lt;p&gt;Xonev: /* Make [removeitem] able to only remove a specific image */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Foreword ==&lt;br /&gt;
This page is here to document easy to do coding tasks. It is not here to double the feature request database, and should only be filled by people that know the code well enough to judge the difficulty of a given task. &lt;br /&gt;
&lt;br /&gt;
If you are such a person, you should feel free to edit this page.&lt;br /&gt;
&lt;br /&gt;
If you're not, you should post a feature request and discuss your idea on the forum or IRC. A coder with better knowledge of the code might give you the green light to add your feature here.&lt;br /&gt;
&lt;br /&gt;
Anybody should feel free to add &amp;quot;clues&amp;quot; to any tasks, that is entry points, traps to avoid, person to contact to discuss and so on.&lt;br /&gt;
&lt;br /&gt;
If you plan to work on a feature, write your name at the bottom of the feature, with the date. Note that if you are too long at working on a feature I'll &amp;quot;free&amp;quot; it back (that is if you're not working on it. If you have problems implementing it, just tell us....)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Boucman|Boucman]] 20:48, 3 October 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since bugs are sometimes a good opportunity to get a first idea of the code, i will add some here that are easy to fix as soon as i stumble upon them (the one i had in mind is fixed already ;-).&lt;br /&gt;
&lt;br /&gt;
--Yogi Bear, 28 February 2008&lt;br /&gt;
&lt;br /&gt;
== MP related features ==&lt;br /&gt;
&lt;br /&gt;
=== Add TTL to wesnothd bans ===&lt;br /&gt;
As per FR #3638 [https://gna.org/bugs/?3638]&lt;br /&gt;
&lt;br /&gt;
''Working on it:'' Lao&lt;br /&gt;
&lt;br /&gt;
=== Use different font for in-game chat ===&lt;br /&gt;
Since commas and dots are apparently hard to tell apart. As per FR #7470 [https://gna.org/bugs/?7470]&lt;br /&gt;
&lt;br /&gt;
=== Allow lists for /ignore and similar ===&lt;br /&gt;
As per FR #7492 [https://gna.org/bugs/?7492]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WML related features ==&lt;br /&gt;
&lt;br /&gt;
=== Make [removeitem] able to only remove a specific image ===&lt;br /&gt;
Currently a [removeitem] always removes all images on the given hex. It should be made to support an image= key which, if given, would make it only remove that image. If not specified, then all images would be removed just like now.&lt;br /&gt;
&lt;br /&gt;
--[[User:xonev|xonev]] 12 May 2008 - Almost have a patch ready&lt;br /&gt;
&lt;br /&gt;
=== WML configurable village income / upkeep ===&lt;br /&gt;
Preferably as a [scenario], [side] or [campaign] keys. As per FR #6301 [https://gna.org/bugs/?6301]&lt;br /&gt;
&lt;br /&gt;
=== Add support of [if] for [scenario] ===&lt;br /&gt;
As per FR #4539 [https://gna.org/bugs/?4539]&lt;br /&gt;
&lt;br /&gt;
=== Make [have_unit] optionaly use full SUF ===&lt;br /&gt;
[have_unit] by default uses SUF but does not apply it to recall list. Introduce an optional key that will allow to lift that limitation.&lt;br /&gt;
&lt;br /&gt;
=== Side-specific results ===&lt;br /&gt;
Giving result=defeat or result=victory for specific sides. ([http://gna.org/bugs/index.php?4960 FR #4960]) -- [[User:dlr365|dlr365]] -- patch submitted [https://gna.org/bugs/index.php?4960]&lt;br /&gt;
&lt;br /&gt;
=== Enabling checking of damage dealt in WML ===&lt;br /&gt;
A WML variable should be set when triggering some combat-related events, allowing WML to know the amount of damage being dealt. ([http://gna.org/bugs/index.php?7673 FR #7673])&lt;br /&gt;
&lt;br /&gt;
=== Support for leaderless multiplayergames ===&lt;br /&gt;
Add support for the WML key victory_when_enemies_defeated= in the scenario tag during multiplayergames. ([https://gna.org/bugs/index.php?8106 FR #8106])&lt;br /&gt;
&lt;br /&gt;
=== Allow a single [clear_variable] to clear multiple variables ===&lt;br /&gt;
Currently the name= key of [clear_variable] only takes a single variable name. However it'd be very handy to be able to clear multiple variables at the same time, so name= should also be made to also understand a comma-separated list:&lt;br /&gt;
&lt;br /&gt;
 [clear_variable]&lt;br /&gt;
     name=var1,var2,var3&lt;br /&gt;
 [/clear_variable]&lt;br /&gt;
&lt;br /&gt;
Commas don't need to be valid characters in variable names, so the fact that it's ambiguous whether &amp;quot;name=var1,var2,var3&amp;quot; refers to three variables or just one variable named &amp;quot;var1,var2,var3&amp;quot; shouldn't cause any problems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Ideas ===&lt;br /&gt;
See [[FutureWML]]; some ideas there are easier than others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improvements to FormulaAI ==&lt;br /&gt;
&lt;br /&gt;
Add new formula functions, or minor improvements to the formula language. Make it easier to debug the formula language.&lt;br /&gt;
&lt;br /&gt;
== GUI related features ==&lt;br /&gt;
=== Change map paths from dots to dashes ===&lt;br /&gt;
Or even better allow dashes and allow choice between the two. As per FR #5522 [https://gna.org/bugs/?5522]&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
&lt;br /&gt;
Note at the moment Mordante is working on a new GUI system, these &lt;br /&gt;
changes will probably affect the way these items need to be implemented.&lt;br /&gt;
Contact Mordante on IRC before starting to work on these.&lt;br /&gt;
  &lt;br /&gt;
--[[User:SkeletonCrew|SkeletonCrew]] 14:04, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Theme Changes ===&lt;br /&gt;
&lt;br /&gt;
* show number of owned villages/total villages (FR: #3135) (--[[User:Alink|alink]] done but must update help, doc, tooltip...)&lt;br /&gt;
* allow custom themes to display values of WML variables ([http://gna.org/bugs/index.php?6209 FR #6209])&lt;br /&gt;
* hide the hourglass item from the statusbar when there is no timer&lt;br /&gt;
&lt;br /&gt;
=== Widget Changes ===&lt;br /&gt;
* show side number, name and team association information in the status table &lt;br /&gt;
* make games sortable in the lobby (open slots, total number of players, era, XP modifier, gold per village, fog/shroud) &lt;br /&gt;
* input history (chat, commands, ..) - note: rujasu is working on this feature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== More powerful village naming ===&lt;br /&gt;
'''Adding mountain names and other features to village names, having a second random name in village names'''&lt;br /&gt;
&lt;br /&gt;
Currently the village naming engine has a very good structure that could allow &lt;br /&gt;
more powerfull names to be generated. &lt;br /&gt;
Understanding how it works should be quite easy, and a few usefull improvements could be added.&lt;br /&gt;
&lt;br /&gt;
* Currently villages can use lake names and river names, this should be extended to other features like bridges, swamps, mountains etc...&lt;br /&gt;
* It would be nice to have a separate list of &amp;quot;first sylabus&amp;quot; and &amp;quot;last sylabus&amp;quot; for naming. That's not really needed in english, but some translations could use it&lt;br /&gt;
* Again, it is common to have villages with more than one &amp;quot;random&amp;quot; word in them. having a $name2 variable would be nice&lt;br /&gt;
&lt;br /&gt;
ACardboardRobot 2/2/07&lt;br /&gt;
&lt;br /&gt;
=== Debug Mode ===&lt;br /&gt;
* New debug command functionality (setting additional status.variables, possibly terrain)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Add minimal regexp to friend list ===&lt;br /&gt;
&lt;br /&gt;
Lots of people use multiple nicks, usually postfixed with a number... it would be nice to have minimal regexp support in friend list to easily get who's there...&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[NotSoEasyCoding]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Future]]&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ConventionsWML&amp;diff=24582</id>
		<title>ConventionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ConventionsWML&amp;diff=24582"/>
		<updated>2008-03-25T17:48:15Z</updated>

		<summary type="html">&lt;p&gt;Xonev: /* Naming files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The purpose of this page is to list conventions of WML --&lt;br /&gt;
that is, things that make WML more readable and flexible.&lt;br /&gt;
&lt;br /&gt;
== Use wmlscope, wmllint, and wmlindent ==&lt;br /&gt;
&lt;br /&gt;
The WML [[Maintenance_tools|maintenance tools]] will help you ensure that your WML is clean, up-to-date, and correct.  Use them early and often; they will save you a lot of trouble later by catching entire classes of WML bugs before a user can ever see them.&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
&lt;br /&gt;
Using macros is useful for decreasing the size of a file,&lt;br /&gt;
and for making it clear that you are doing the same thing several times.&lt;br /&gt;
It is economical to use '''[http://www.wesnoth.org/macro-reference.xhtml macros from the standard library]''' rather than writing your own whenever you can, but don't hesitate to write your own when the standard library does not do what you need.&lt;br /&gt;
&lt;br /&gt;
A good rule for when to write a macro is to use them whenever information or code is being duplicated and all the duplications might have to be changed in the same way later. For information on how to create and use macros, see [[PreprocessorRef]].&lt;br /&gt;
&lt;br /&gt;
Conventionally, your macro definitions should live in one or more files within a directory called utils under your main campaign directory.  Be sure to&lt;br /&gt;
include that directory in your _main.cfg.&lt;br /&gt;
&lt;br /&gt;
== Indentation ==&lt;br /&gt;
&lt;br /&gt;
We used to have complicated recommendations for indentation.  Now we have a WML indenting program and much simpler rules.&lt;br /&gt;
&lt;br /&gt;
Be aware that no matter how you indent your WML, if it's accepted into mainline we are going to run &amp;lt;tt&amp;gt;wmlindent&amp;lt;/tt&amp;gt; on it and smash it into the house style. We do this so our WML maintainers won't have to cope with lots of idiosyncratic indentation variants.  You can make your WML more readable by writing in the house style to begin with.&lt;br /&gt;
&lt;br /&gt;
# Indent each level with '''4 spaces'''. &lt;br /&gt;
# Indent attributes a level deeper than their parent tag.&lt;br /&gt;
# Indent macros as though the &amp;lt;tt&amp;gt;#define/#enddef&amp;lt;/tt&amp;gt; are an outermost level; that is, the macro body starts with one level of indenting.&lt;br /&gt;
# Don't indent &amp;lt;tt&amp;gt;#ifdef&amp;lt;/tt&amp;gt;/&amp;lt;tt&amp;gt;#else&amp;lt;/tt&amp;gt;/&amp;lt;tt&amp;gt;#endif&amp;lt;/tt&amp;gt; at all&lt;br /&gt;
# Indent comments at the same level as the text they go with.&lt;br /&gt;
&lt;br /&gt;
When in doubt, run &amp;lt;tt&amp;gt;wmlindent&amp;lt;/tt&amp;gt; on your code.  See [[Maintenance tools]] for more description of this program.&lt;br /&gt;
&lt;br /&gt;
Note: Please do '''not''' insert tabs in WML code! Editor and viewer programs do not handle tabs in a uniform way; it has been found by experience, especially in the land of Python, that this leads to all manner of annoyances for maintainers further down the road.&lt;br /&gt;
&lt;br /&gt;
== Naming files ==&lt;br /&gt;
&lt;br /&gt;
First of all, don't put spaces in filenames;&lt;br /&gt;
this causes errors on some systems.&lt;br /&gt;
Use underscores('''_''') instead.&lt;br /&gt;
&lt;br /&gt;
If the IDs of your scenarios are different from their names,&lt;br /&gt;
name the files after the IDs, not the names.&lt;br /&gt;
That way it is easier to tell which scenario is next.&lt;br /&gt;
&lt;br /&gt;
Use the scenario number and an underscore as a name prefix of your scenario files, and if you have more than 9 of these put 0 at the beginning of single-digit numbers. This will make them list in order, which is convenient for people trying to read your campaign.&lt;br /&gt;
&lt;br /&gt;
While many campaigns use the same sort of number prefixing for their map files, it's better not to if (as sometimes happens) your campaign needs to use the same map twice.&lt;br /&gt;
&lt;br /&gt;
== WML variables ==&lt;br /&gt;
&lt;br /&gt;
(For information about what WML variables are, see [[VariablesWML]].)&lt;br /&gt;
These shouldn't be used except when necessary.&lt;br /&gt;
[have_unit] tags can often be used instead.&lt;br /&gt;
Also, make sure that your scenarios&lt;br /&gt;
clear meaningless variables using [clear_variable].&lt;br /&gt;
&lt;br /&gt;
For variable values, use 'yes' and 'no' for boolean values&lt;br /&gt;
rather than 1 and 0.&lt;br /&gt;
It's clearer to people who don't know programming.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category:WML Reference]]&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ConventionsWML&amp;diff=24577</id>
		<title>ConventionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ConventionsWML&amp;diff=24577"/>
		<updated>2008-03-25T17:00:23Z</updated>

		<summary type="html">&lt;p&gt;Xonev: /* Use wmlscope, wmllint, and wmlindent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The purpose of this page is to list conventions of WML --&lt;br /&gt;
that is, things that make WML more readable and flexible.&lt;br /&gt;
&lt;br /&gt;
== Use wmlscope, wmllint, and wmlindent ==&lt;br /&gt;
&lt;br /&gt;
The WML [[Maintenance_tools|maintenance tools]] will help you ensure that your WML is clean, up-to-date, and correct.  Use them early and often; they will save you a lot of trouble later by catching entire classes of WML bugs before a user can ever see them.&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
&lt;br /&gt;
Using macros is useful for decreasing the size of a file,&lt;br /&gt;
and for making it clear that you are doing the same thing several times.&lt;br /&gt;
It is economical to use '''[http://www.wesnoth.org/macro-reference.xhtml macros from the standard library]''' rather than writing your own whenever you can, but don't hesitate to write your own when the standard library does not do what you need.&lt;br /&gt;
&lt;br /&gt;
A good rule for when to write a macro is to use them whenever information or code is being duplicated and all the duplications might have to be changed in the same way later. For information on how to create and use macros, see [[PreprocessorRef]].&lt;br /&gt;
&lt;br /&gt;
Conventionally, your macro definitions should live in one or more files within a directory called utils under your main campaign directory.  Be sure to&lt;br /&gt;
include that directory in your _main.cfg.&lt;br /&gt;
&lt;br /&gt;
== Indentation ==&lt;br /&gt;
&lt;br /&gt;
We used to have complicated recommendations for indentation.  Now we have a WML indenting program and much simpler rules.&lt;br /&gt;
&lt;br /&gt;
Be aware that no matter how you indent your WML, if it's accepted into mainline we are going to run &amp;lt;tt&amp;gt;wmlindent&amp;lt;/tt&amp;gt; on it and smash it into the house style. We do this so our WML maintainers won't have to cope with lots of idiosyncratic indentation variants.  You can make your WML more readable by writing in the house style to begin with.&lt;br /&gt;
&lt;br /&gt;
# Indent each level with '''4 spaces'''. &lt;br /&gt;
# Indent attributes a level deeper than their parent tag.&lt;br /&gt;
# Indent macros as though the &amp;lt;tt&amp;gt;#define/#enddef&amp;lt;/tt&amp;gt; are an outermost level; that is, the macro body starts with one level of indenting.&lt;br /&gt;
# Don't indent &amp;lt;tt&amp;gt;#ifdef&amp;lt;/tt&amp;gt;/&amp;lt;tt&amp;gt;#else&amp;lt;/tt&amp;gt;/&amp;lt;tt&amp;gt;#endif&amp;lt;/tt&amp;gt; at all&lt;br /&gt;
# Indent comments at the same level as the text they go with.&lt;br /&gt;
&lt;br /&gt;
When in doubt, run &amp;lt;tt&amp;gt;wmlindent&amp;lt;/tt&amp;gt; on your code.  See [[Maintenance tools]] for more description of this program.&lt;br /&gt;
&lt;br /&gt;
Note: Please do '''not''' insert tabs in WML code! Editor and viewer programs do not handle tabs in a uniform way; it has been found by experience, especially in the land of Python, that this leads to all manner of annoyances for maintainers further down the road.&lt;br /&gt;
&lt;br /&gt;
== Naming files ==&lt;br /&gt;
&lt;br /&gt;
First of all, don't put spaces in filenames;&lt;br /&gt;
this causes errors on some systems.&lt;br /&gt;
Use underscores('''_''') instead.&lt;br /&gt;
&lt;br /&gt;
If the IDs of your scenarios are different from their names,&lt;br /&gt;
name the files after the IDs, not the names.&lt;br /&gt;
That way it is easier to tell which scenario is next.&lt;br /&gt;
&lt;br /&gt;
Use the scenario number and an underscore as a name prefix of your scenario files, and if you have more than 9 of these put 0 at the beginning of single-digit numbers. This will make them list in order, which is convenient for people trying to read your campaign.&lt;br /&gt;
&lt;br /&gt;
While many campaigns use the same sort of number prefixing for their map files, it's better not to if (as somethimes happens) your campaign needs to use the same map twice.&lt;br /&gt;
&lt;br /&gt;
== WML variables ==&lt;br /&gt;
&lt;br /&gt;
(For information about what WML variables are, see [[VariablesWML]].)&lt;br /&gt;
These shouldn't be used except when necessary.&lt;br /&gt;
[have_unit] tags can often be used instead.&lt;br /&gt;
Also, make sure that your scenarios&lt;br /&gt;
clear meaningless variables using [clear_variable].&lt;br /&gt;
&lt;br /&gt;
For variable values, use 'yes' and 'no' for boolean values&lt;br /&gt;
rather than 1 and 0.&lt;br /&gt;
It's clearer to people who don't know programming.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category:WML Reference]]&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SummerOfCodeIdeas&amp;diff=24524</id>
		<title>SummerOfCodeIdeas</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SummerOfCodeIdeas&amp;diff=24524"/>
		<updated>2008-03-25T02:55:16Z</updated>

		<summary type="html">&lt;p&gt;Xonev: /* EvolutionaryMapEditor (xonev) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a compilation of ideas from ML. Needs to be refined (more detailed description, deliverables, workload estimation?):&lt;br /&gt;
&lt;br /&gt;
== I want to be one of your Google Summer of Code students, what should I do... ==&lt;br /&gt;
&lt;br /&gt;
Here is a quick list of things to do to get you started&lt;br /&gt;
* Create an account on gna.org&lt;br /&gt;
* Create an account on the wesnoth forum&lt;br /&gt;
* Join the irc channel (#wesnoth-dev on irc.freenode.net) and introduce yourself. We will not give formal interviews, but we will clearly favor people we have learnt to know during the selection process&lt;br /&gt;
* Contact one of our SummerOfCode people (Ivanovic, Sirp, Boucman, Mordante) to have your forum nick marked as a Summer of code student&lt;br /&gt;
&lt;br /&gt;
* Start a wiki page about your idea, add a link on the bottom of this page and add this information on it:&lt;br /&gt;
** List your account names (gna, forum, irc nick) so that we can recognize you&lt;br /&gt;
** Fill the questionnaire on this page: [[SoC_Information_for_Google#Does_your_organization_have_an_application_template_you_would_like_to_see_students_use.3F_If_so.2C_please_provide_it_now.| List of questions to answer]]&lt;br /&gt;
** Detail your idea as much as possible, look at other students pages, and please give milestones and studies you've done&lt;br /&gt;
&lt;br /&gt;
* Though not mandatory, it is highly advisable to go to the [[EasyCoding]] and [[NotSoEasyCoding]] pages and implement one of these ideas (or any idea of similar scope) so we have an idea how you work. Be sure to use your gna account when submitting these patches so we know who it is coming from. You can also implement some features from our feature request database at gna. When you implement something, also list it on your own page with a reference to the patch.&lt;br /&gt;
&lt;br /&gt;
* Once you have everything done here and think your idea is okay, go to [http://groups.google.com/group/google-summer-of-code-announce/web/guide-to-the-gsoc-web-app-for-student-applicants to page at google] to submit your application. You have to submit it before '''Monday, March 31, 2008''' or you have no chance to get in!&lt;br /&gt;
&lt;br /&gt;
== List of Ideas for the Project (Suggestions from the wesnoth developers) ==&lt;br /&gt;
&lt;br /&gt;
Here is only a short description of possible Ideas we have, each has a page of its own with a more detailed version on it.&lt;br /&gt;
&lt;br /&gt;
=== Writing an AI based on the formula AI ===&lt;br /&gt;
&lt;br /&gt;
Wesnoth has always had a simple C++ based AI. David (our lead developer) has been working on a simple language to write AI in Wesnoth: [[FormulaAI]]&lt;br /&gt;
&lt;br /&gt;
The Wesnoth AI is used as an opponent in most campaigns, and as such is an important piece of code for the Wesnoth project. Unfortunately, because the skills required to understand and modify it are rather arcane, it is also one of the most neglected parts of the Wesnoth code. This is a place where a lot of research and useful work could be done. But keep in mind that [[WhyWritingAWesnothAIIsHard|writing an AI for Wesnoth is difficult]].&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas FormulaAI]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Extending the Multiplayer server ===&lt;br /&gt;
&lt;br /&gt;
Our multiplayer community is generally strong and healthy, but we believe its growth is limited by some problems in the interface of the multiplayer lobby.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Multiplayer server]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Scenario/Campaign editor ===&lt;br /&gt;
&lt;br /&gt;
Currently, in order to create campaign or multiplayer scenarios, it is necessary to manually edit WML files - XML-like configuration files. The goal of this project would be to create a graphical editor to make the creative process easier.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Scenario and Campaign Editor]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Addon server ===&lt;br /&gt;
Wesnoth has an addon server which offers users to upload user &lt;br /&gt;
made content (UMC). This allows all other users of Wesnoth&lt;br /&gt;
to easily download and install this content. The server was &lt;br /&gt;
originally written for user-made campaigns but contains a lot&lt;br /&gt;
more types of addons nowadays. Both the server side and the &lt;br /&gt;
client side need to be improved.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Addon Server]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Map editor ===&lt;br /&gt;
The map editor in Wesnoth serves two goals, making it easy to create&lt;br /&gt;
a new map and helping the terrain artists to test their new terrains.&lt;br /&gt;
&lt;br /&gt;
[[SoC_Ideas_Map_Editor]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Other possible ideas to be fleshed out ===&lt;br /&gt;
A MapGenerator rewrite - better scalable for outdoor maps, plus the possibility to define areas (similar to the caverns in the cave generator) etc.&lt;br /&gt;
&lt;br /&gt;
=== Make your own ideas ===&lt;br /&gt;
If you have your own idea the best thing is to join IRC wesnoth-dev at irc.freenode.net and discuss the idea with the developers there. If the developers think your idea is interesting and like the feature you can start to turn it into a full proposal. Once done discuss it again on IRC so the developers can accept your idea.&lt;br /&gt;
&lt;br /&gt;
== Information about our Project ==&lt;br /&gt;
The information we provided google with about our project can be looked up at the site [[SoC Information for Google]].&lt;br /&gt;
&lt;br /&gt;
Also see the [[DeveloperResources]] link (from the [[Project]] page).&lt;br /&gt;
&lt;br /&gt;
== People to bug on IRC ==&lt;br /&gt;
We have prepared a list of people with their &amp;quot;area of competence&amp;quot;. This is to give you an idea on which areas those people can be of help for you. Of course you should always just ask in the IRC chan, but those are the most likely ones to answer questions in the respective area. And here is the list:&lt;br /&gt;
&lt;br /&gt;
[[SoC People to bug on IRC]]&lt;br /&gt;
&lt;br /&gt;
== GSoC Student Applicant Ideas == &lt;br /&gt;
&lt;br /&gt;
Every student interested to work on Wesnoth as part of Summer of Code should create a page of his own where several things should be listed. Here is a short list of what should be mentioned on the list (the more info for us, the better...):&lt;br /&gt;
&lt;br /&gt;
* Who are you? Please list your IRC and forum nickname in here and describe yourself so that we get you to know.&lt;br /&gt;
* What do you want to work on? Please flesh out your personal ideas, so that we get to know what you plan to work on.&lt;br /&gt;
* If you already submitted patches, please list those so that we have a reference.&lt;br /&gt;
&lt;br /&gt;
===[[SoC Ideas FormulaAI|Formula AI]]===&lt;br /&gt;
====[[FormulaAIandAdaptation]] (Alesis-Novik) ====&lt;br /&gt;
The new idea and aproach using strategic and inside game knowledge&lt;br /&gt;
&lt;br /&gt;
==== [[FormulaAIandDynamicScripting]] (barbarianhero) ====&lt;br /&gt;
This project idea uses Formula AI and Dynamic Scripting to create a tunable and adaptive AI.&lt;br /&gt;
&lt;br /&gt;
====[[FormulaAIBaseAI]] (Dragonking) ====&lt;br /&gt;
Developing smart and pluggable AI, which would be really easy tweakable by Scenario and Campaign Developers &lt;br /&gt;
&lt;br /&gt;
===[[SoC Ideas Multiplayer server|Multiplayer Server]]===&lt;br /&gt;
====[[ExtendingMultiplayerServer]] (dudegaurav) ====&lt;br /&gt;
Under Construction ... &lt;br /&gt;
&lt;br /&gt;
===[[SoC Ideas Scenario and Campaign Editor|Scenario/Campaign Editor]]===&lt;br /&gt;
====[[ExtensibleScenarioEditor]] (david.hilton) ====&lt;br /&gt;
On a conceptual level, this idea combines a finite state machine editor with a code generator to create scenarios.&lt;br /&gt;
&lt;br /&gt;
====[[pyQTScenarioEditor]] (Malle) ====&lt;br /&gt;
That's me!&lt;br /&gt;
&lt;br /&gt;
====[[RujasuScenarioEditor]] (rujasu) ====&lt;br /&gt;
Scenario editor that will coordinate with the look and feel of the Wesnoth game.&lt;br /&gt;
&lt;br /&gt;
===[[SoC Ideas Addon Server|Addon Server]]===&lt;br /&gt;
====[[AddonServerSocial]] (lao) ====&lt;br /&gt;
Improving addon Server/Client by adding some social content.&lt;br /&gt;
&lt;br /&gt;
====[[AddonServer]] (giebfried) ====&lt;br /&gt;
This project is to improve the server and client sides of the addon server, as suggested above.&lt;br /&gt;
&lt;br /&gt;
===[[SoC Ideas Map Editor|Map Editor]]===&lt;br /&gt;
====[[EvolutionaryMapEditor]] (xonev) ====&lt;br /&gt;
An evolutionary approach to improving the map editor.&lt;br /&gt;
&lt;br /&gt;
====[[VimzardMapEditor]] (vimzard) ====&lt;br /&gt;
A better random map generator, some essential features and a tie-in with the Scenario Editor.&lt;br /&gt;
&lt;br /&gt;
====[[NewMapEditor]] (Cecen) ====&lt;br /&gt;
This is basically a rewrite of the current map editor with various added features and tweaks to both increase the versatility of the editor and make it easier for the user to create maps with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Map Generator===&lt;br /&gt;
====[[RandomCampaignGenerator]] (kartik thakore, refining idea) ====&lt;br /&gt;
Procedural map generation that will hope to give writers better control over the random map generator using an interface.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
====[[WesnothStatistics]] (radx) ====&lt;br /&gt;
Project related to Wesnoth statistics (campaign) submission, gathering and presentation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code|*]]&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EvolutionaryMapEditor&amp;diff=24523</id>
		<title>EvolutionaryMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EvolutionaryMapEditor&amp;diff=24523"/>
		<updated>2008-03-25T02:52:54Z</updated>

		<summary type="html">&lt;p&gt;Xonev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Info==&lt;br /&gt;
My name is Steven Oxley.  My preferred e-mail address is sajo at andrews dot edu, my nick on the forums and in irc is xonev.&lt;br /&gt;
&lt;br /&gt;
I am a Junior computer science major at Andrews University.  My main reason for becoming interested in Google Summer of Code is that I would really like some experience doing some actual coding outside of my classes or the odd project I do from time to time and I am eager to supplement all of the learning I have already gained from my classes.&lt;br /&gt;
&lt;br /&gt;
I am a gamer.  I play all kinds of games - I especially enjoy first person shooters, but rpgs and strategy games are also up there on the list.  I am not a big fan of real-time strategy games as I find that I have trouble keeping a good balance between offense and development.  I like a good balance between story and gameplay in my games, but my focus tends to tip towards gameplay.  For instance, a game could have a horrible story and great gameplay and I would play it, but a game with a great story and horrible gameplay I would not play.  I had not played Wesnoth before I looked it up in the GSoC listing, but I have now and I enjoy it a great deal.  It's just the type of strategy game I like.  I have not played the multiplayer yet, but I plan on it in the future.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
Most of my experience with writing software has come in the academic environment.  I have done some other web-programming work as a side project at my job (computer technician at Andrews), but nothing major professionally.  I have never really contributed to an open source project before either although I have been looking for one to get involved with over the past month or so.&lt;br /&gt;
&lt;br /&gt;
I have developed software in a team environment in my Software Engineering group project class.  We created a database application to keep track of inventory.  I turned out to be one of the key members of the group as I often had to keep the group focused and ended up doing a large amount of the programming.  I also worked on an Android project with some of my friends - unfortunately, it pretty much died in the concept phase.&lt;br /&gt;
&lt;br /&gt;
I have never participated in GSoC before, but am hoping to this year ;P&lt;br /&gt;
&lt;br /&gt;
I am a firm believer in the evolutionary model of software development.  I am also an advocate of not reinventing what is already available.  This, I believe, will greatly influence my proposal as I will attempt not to rewrite the map editor from scratch, but instead work with what is already there and evolve it into something better.&lt;br /&gt;
&lt;br /&gt;
==Communication Skills==&lt;br /&gt;
I am fluent in English - it is my mother tongue.  I find that I get along well with everyone I interact with - even if they are not so friendly to begin with.  I am usually able to see other people's side of things which greatly helps in communicating with them.  I take advice and criticism seriously and usually manage not to get defensive.  I think critically about all advice I am given.&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
The basic overview for my plans at revamping the map editor is this:  I want to take what is already there (because it is by no means useless) and improve it one bit at a time in an evolutionary manner.  At every point, I want to have a working piece of software.&lt;br /&gt;
&lt;br /&gt;
Some of the changes that I would like to make to the editor are as follows:&lt;br /&gt;
*Modularize everything (within reason).&lt;br /&gt;
**Many of the options in the editor that could be modularized are currently hardcoded - I want to change that.  For example:&lt;br /&gt;
***Brush selection and terrain palette coordinates are hardcoded - these can be made theme-able.&lt;br /&gt;
***The tool-tips are all hardcoded in - these could be modularized as well.&lt;br /&gt;
***The random map generator currently only supports running one map generator, hard coded - I would look at adding functionality to run any generator config that the user would want to use.&lt;br /&gt;
*Generally improve/refactor existing code in the map editor.&lt;br /&gt;
**Obviously, this would involve becoming familiar with Wesnoth coding standards and the Wesnoth code itself (which I have already begun working on).&lt;br /&gt;
**There have been complaints about the copy function not working as expected sometimes.&lt;br /&gt;
**Make sure that everything is rendered exactly the same way as it is in an actual Wesnoth game.&lt;br /&gt;
*Add new features.  For more information on this see http://www.wesnoth.org/forum/viewtopic.php?f=15&amp;amp;t=20506.&lt;br /&gt;
**Add handling of custom terrain - add functionality to use terrain other than what is loaded in the editor by default.&lt;br /&gt;
**Add ability to reload config files without reloading the editor so that users can edit the config files and be able to see the results without completely restarting the editor.&lt;br /&gt;
**If time for this summer allows (or after the summer if it does not) I would like to add the ability for the user to have more direct control over the aesthetics of the map from the map editor.  From what I understand, this would require making some changes to the terrain generator engine.&lt;br /&gt;
&lt;br /&gt;
To summarize, I would start with improving what is already there for two reasons - to bring the existing code up to par with the rest of the project and to become more familiar with what is already there.  As the summer progressed, I would discuss new features that could be added with my mentor and the community and work towards implementing them.  Two of the features which I could almost certainly complete this summer would be adding the ability to handle custom terrain and adding the ability to reload config files without restarting the editor.&lt;br /&gt;
&lt;br /&gt;
Tentative Summer Time-line:&lt;br /&gt;
*Improve/refactor Existing Code (April 14 - July 7)&lt;br /&gt;
**Debug copy functionality.&lt;br /&gt;
*Add interfaces for additional random map generator config files (May 26 - June 17)&lt;br /&gt;
*Make brush-selection and terrain-palette coordinates theme-able (June 17 - June 27)&lt;br /&gt;
*Make tool-tips theme-able (June 27 - July 7)&lt;br /&gt;
*Add ability to use &amp;quot;custom terrain&amp;quot; (July 7 - July 24)&lt;br /&gt;
*Add ability to reload config files without reloading editor ( July 24 - August 11)&lt;br /&gt;
&lt;br /&gt;
==Practical Considerations==&lt;br /&gt;
===Tools===&lt;br /&gt;
I am familiar with subversion and C++ - I have messed around with Python a very small amount a year ago or so.&lt;br /&gt;
The development tools I usually use are &lt;br /&gt;
*Visual C++ Express Edition for C++ - I use this because it's free and I usually develop in Windows.&lt;br /&gt;
*Notepad++ - I use this for any web-based projects I might be working on.&lt;br /&gt;
*phpMyAdmin - Again, I use this for web-based database stuff because it recognizes language syntax for all the languages I might need for web-based apps.&lt;br /&gt;
*ShaderDesigner - I use this one for writing OpenGL vertex and fragment shaders.&lt;br /&gt;
*RenderMonkey - I use this for writing shaders if I don't think I will have to mess around with any application code.&lt;br /&gt;
*Eclipse - I have used this for doing some Java stuff.&lt;br /&gt;
===Languages===&lt;br /&gt;
The Languages I'm fluent in:&lt;br /&gt;
====Programming Languages====&lt;br /&gt;
*C++ - I've used c/c++ a lot in several of my classes.&lt;br /&gt;
*PHP - I've probably used this the most.&lt;br /&gt;
*GLSL - For those who don't know, it's a gpu shader language.&lt;br /&gt;
*Several others I've done some basic stuff with - Java, Javascript, PERL, Python.&lt;br /&gt;
&lt;br /&gt;
==== Spoken Languages====&lt;br /&gt;
*English - I think my English teacher used to nag me about having outline headings with only one point *shrug*&lt;br /&gt;
&lt;br /&gt;
===Me (and why I would be a good choice)===&lt;br /&gt;
I am usually awake from 11 utc to 3 utc.  I could probably adjust this just about however I wanted if I were to get the GSoC position.  I would be perfectly comfortable talking to my mentor via voip, telephone, or whatever.&lt;br /&gt;
&lt;br /&gt;
I would be a good choice for your project not because I am an expert at any one area.  I do not claim to be a C++ master or anything of the sort.  The reason I would be a good, no, great choice for your project is that I am a very highly motivated individual - I work very hard even when completely unsupervised and I have a superbly developed sense of responsibility for everything that I am expected to complete.  I am also a quick learner, but when I have trouble with something I will stick with it until I get it (or find a better way to do it). &lt;br /&gt;
&lt;br /&gt;
==Essay==&lt;br /&gt;
Why do I want to participate in Battle for Wesnoth for Google Summer of Code?  My first reaction to this question would be a simple one:  I want to get paid to work on a game that I have fun playing.  This answer may appear rather shallow at first (and it really is), but my reason for wanting to work on this open source project runs much deeper than it being a fun-to-play game.  In fact, when analyzed, it is clear that this question is two-fold.  Why do I want to participate in Google Summer of Code?  And furthermore, why did I choose Battle for Wesnoth?&lt;br /&gt;
&lt;br /&gt;
There are a few reasons that I want to participate in Google Summer of Code.  If I get the privilege of participating in Google Summer of Code I will get paid for doing something I love - programming.  There are several aspects to my love of programming.  The first aspect is my love of learning.  I love finding out new things, discussing new concepts, and discovering better ways to do things - these are all inherent attributes of programming.  The second aspect to my love of programming is my love of figuring stuff out.  I enjoy employing my mind and skills in solving a tough problem.  The third and probably most influential aspect of my love of programming is my desire to create things.  Even if it is just something simple such as writing a new method, there is something intoxicating about creating new content that works.  This love of creating things is what got me interested in programming in the first place and why I will continue programming throughout my career.&lt;br /&gt;
&lt;br /&gt;
Another reason I desire to participate in Google Summer of Code is my belief in open source.  I think that open source is a very important part of software development.  I am not sure how I feel about the idea of open source being the best method of software development, but it is definitely a proven method.  Much of the software I use is open source and I have been pleased with all that I have used so far.  I think that open source leads to better maintained software since the people who write it are generally the people who use it, and anyone who uses it can contribute to it to make it better.  This also leads to open source software being tailor made for the community that uses it.  I believe that open source will become more and more popular as it becomes more well known and it is certainly something that I will be proud to be involved in.&lt;br /&gt;
&lt;br /&gt;
The other reason that I wish to be a part of Google Summer of Code is my desire to put my knowledge to use.  I have spent a lot of time looking through different projects on the sourceforge website for particularly this reason.  I feel like I have learned a lot in my classes, but I do not think that I will really have what I need to survive in the software development industry without keeping my skills sharp by using them on real projects.  This is probably my main reason for being interested in Google Summer of Code.  I want to learn as much as I can while working on a worthwhile project (preferably while getting paid).&lt;br /&gt;
&lt;br /&gt;
The other question that needs to be answered is why am I interested in Battle for Wesnoth?  The answer to this question is actually quite simple.  I was looking for a project that could use my skills and that was managed well.  The first thing I was especially impressed with about Battle for Wesnoth was how much effort has been made to get Google Summer of Code potentials up to speed.  It was not difficult at all for me to find exactly what would be expected from me and exactly what I would need to look at and learn about to submit a competent proposal and to get involved with the project in general.  Not only that, but the documentation that I have read over so far has been well written and rather easily understandable.  Also, the developers on IRC have been more than helpful whenever I have had a question to ask.  I believe that all of these things point to the fact that Battle for Wesnoth is a well-developed, well-structured, well-managed, and well-maintained project.  More evidence to the fact that Battle for Wesnoth is a well-done project is the quality of the game itself.  It may not be the most complicated game, but it is very polished and well-presented.  Battle for Wesnoth also seemed like a good fit for me because it is written mostly in C++ which is the programming language I am most interested in.  Also, Battle for Wesnoth is a game, which is something I am quite familiar with, being a regular gamer.&lt;br /&gt;
&lt;br /&gt;
In conclusion, my reasons for wanting to become involved with Battle for Wesnoth for Google Summer of Code are two-fold.  First, I want to become involved with Google Summer of Code in general because I want to be able to spend the majority of my summer doing what I love - programming.  Second, I want to get involved with Battle for Wesnoth because I feel that it is a well-done project and it is in a category of software that I have personally been a involved with for quite some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EvolutionaryMapEditor&amp;diff=24522</id>
		<title>EvolutionaryMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EvolutionaryMapEditor&amp;diff=24522"/>
		<updated>2008-03-25T01:19:56Z</updated>

		<summary type="html">&lt;p&gt;Xonev: /* Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Info==&lt;br /&gt;
My name is Steven Oxley.  My preferred e-mail address is sajo at andrews dot edu, my nick on the forums and in irc is xonev.&lt;br /&gt;
&lt;br /&gt;
I am a Junior computer science major at Andrews University.  My main reason for becoming interested in Google Summer of Code is that I would really like some experience doing some actual coding outside of my classes or the odd project I do from time to time and I am eager to supplement all of the learning I have already gained from my classes.&lt;br /&gt;
&lt;br /&gt;
I am a gamer.  I play all kinds of games - I especially enjoy first person shooters, but rpgs and strategy games are also up there on the list.  I am not a big fan of real-time strategy games as I find that I have trouble keeping a good balance between offense and development.  I like a good balance between story and gameplay in my games, but my focus tends to tip towards gameplay.  For instance, a game could have a horrible story and great gameplay and I would play it, but a game with a great story and horrible gameplay I would not play.  I had not played Wesnoth before I looked it up in the GSoC listing, but I have now and I enjoy it a great deal.  It's just the type of strategy game I like.  I have not played the multiplayer yet, but I plan on it in the future.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
Most of my experience with writing software has come in the academic environment.  I have done some other web-programming work as a side project at my job (computer technician at Andrews), but nothing major professionally.  I have never really contributed to an open source project before either although I have been looking for one to get involved with over the past month or so.&lt;br /&gt;
&lt;br /&gt;
I have developed software in a team environment in my Software Engineering group project class.  We created a database application to keep track of inventory.  I turned out to be one of the key members of the group as I often had to keep the group focused and ended up doing a large amount of the programming.  I also worked on an Android project with some of my friends - unfortunately, it pretty much died in the concept phase.&lt;br /&gt;
&lt;br /&gt;
I have never participated in GSoC before, but am hoping to this year ;P&lt;br /&gt;
&lt;br /&gt;
I am a firm believer in the evolutionary model of software development.  I am also an advocate of not reinventing what is already available.  This, I believe, will greatly influence my proposal as I will attempt not to rewrite the map editor from scratch, but instead work with what is already there and evolve it into something better.&lt;br /&gt;
&lt;br /&gt;
==Communication Skills==&lt;br /&gt;
I am fluent in English - it is my mother tongue.  I find that I get along well with everyone I interact with - even if they are not so friendly to begin with.  I am usually able to see other people's side of things which greatly helps in communicating with them.  I take advice and criticism seriously and usually manage not to get defensive.  I think critically about all advice I am given.&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
The basic overview for my plans at revamping the map editor is this:  I want to take what is already there (because it is by no means useless) and improve it one bit at a time in an evolutionary manner.  At every point, I want to have a working piece of software.&lt;br /&gt;
&lt;br /&gt;
Some of the changes that I would like to make to the editor are as follows:&lt;br /&gt;
*Modularize everything (within reason).&lt;br /&gt;
**Many of the options in the editor that could be modularized are currently hardcoded - I want to change that.  For example:&lt;br /&gt;
***Brush selection and terrain palette coordinates are hardcoded - these can be made theme-able.&lt;br /&gt;
***The tool-tips are all hardcoded in - these could be modularized as well.&lt;br /&gt;
***The random map generator currently only supports running one map generator, hard coded - I would look at adding functionality to run any generator config that the user would want to use.&lt;br /&gt;
*Generally improve/refactor existing code in the map editor.&lt;br /&gt;
**Obviously, this would involve becoming familiar with Wesnoth coding standards and the Wesnoth code itself (which I have already begun working on).&lt;br /&gt;
**There have been complaints about the copy function not working as expected sometimes.&lt;br /&gt;
**Make sure that everything is rendered exactly the same way as it is in an actual Wesnoth game.&lt;br /&gt;
*Add new features.  For more information on this see http://www.wesnoth.org/forum/viewtopic.php?f=15&amp;amp;t=20506.&lt;br /&gt;
**Add handling of custom terrain - add functionality to use terrain other than what is loaded in the editor by default.&lt;br /&gt;
**Add ability to reload config files without reloading the editor so that users can edit the config files and be able to see the results without completely restarting the editor.&lt;br /&gt;
**If time for this summer allows (or after the summer if it does not) I would like to add the ability for the user to have more direct control over the aesthetics of the map from the map editor.  From what I understand, this would require making some changes to the terrain generator engine.&lt;br /&gt;
&lt;br /&gt;
To summarize, I would start with improving what is already there for two reasons - to bring the existing code up to par with the rest of the project and to become more familiar with what is already there.  As the summer progressed, I would discuss new features that could be added with my mentor and the community and work towards implementing them.  Two of the features which I could almost certainly complete this summer would be adding the ability to handle custom terrain and adding the ability to reload config files without restarting the editor.&lt;br /&gt;
&lt;br /&gt;
Tentative Summer Time-line:&lt;br /&gt;
*Improve/refactor Existing Code (April 14 - July 7)&lt;br /&gt;
**Debug copy functionality.&lt;br /&gt;
*Add interfaces for additional random map generator config files (May 26 - June 17)&lt;br /&gt;
*Make brush-selection and terrain-palette coordinates theme-able (June 17 - June 27)&lt;br /&gt;
*Make tool-tips theme-able (June 27 - July 7)&lt;br /&gt;
*Add ability to use &amp;quot;custom terrain&amp;quot; (July 7 - July 24)&lt;br /&gt;
*Add ability to reload config files without reloading editor ( July 24 - August 11)&lt;br /&gt;
&lt;br /&gt;
==Practical Considerations==&lt;br /&gt;
===Tools===&lt;br /&gt;
I am familiar with subversion and C++ - I have messed around with Python a very small amount a year ago or so.&lt;br /&gt;
The development tools I usually use are &lt;br /&gt;
*Visual C++ Express Edition for C++ - I use this because it's free and I usually develop in Windows.&lt;br /&gt;
*Notepad++ - I use this for any web-based projects I might be working on.&lt;br /&gt;
*phpMyAdmin - Again, I use this for web-based database stuff because it recognizes language syntax for all the languages I might need for web-based apps.&lt;br /&gt;
*ShaderDesigner - I use this one for writing OpenGL vertex and fragment shaders.&lt;br /&gt;
*RenderMonkey - I use this for writing shaders if I don't think I will have to mess around with any application code.&lt;br /&gt;
*Eclipse - I have used this for doing some Java stuff.&lt;br /&gt;
===Languages===&lt;br /&gt;
The Languages I'm fluent in:&lt;br /&gt;
====Programming Languages====&lt;br /&gt;
*C++ - I've used c/c++ a lot in several of my classes.&lt;br /&gt;
*PHP - I've probably used this the most.&lt;br /&gt;
*GLSL - For those who don't know, it's a gpu shader language.&lt;br /&gt;
*Several others I've done some basic stuff with - Java, Javascript, PERL, Python.&lt;br /&gt;
&lt;br /&gt;
====Languages====&lt;br /&gt;
*English - I think my English teacher used to nag me about having outline headings with only one point *shrug*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 11 utc to 3 utc.  I could probably adjust this just about however I wanted if I were to get the GSoC position.  I would be perfectly comfortable talking to my mentor via voip, telephone, or whatever.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EvolutionaryMapEditor&amp;diff=24498</id>
		<title>EvolutionaryMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EvolutionaryMapEditor&amp;diff=24498"/>
		<updated>2008-03-24T17:53:08Z</updated>

		<summary type="html">&lt;p&gt;Xonev: /* Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Info==&lt;br /&gt;
My name is Steven Oxley.  My preferred e-mail address is sajo at andrews dot edu, my nick on the forums and in irc is xonev.&lt;br /&gt;
&lt;br /&gt;
I am a Junior computer science major at Andrews University.  My main reason for becoming interested in Google Summer of Code is that I would really like some experience doing some actual coding outside of my classes or the odd project I do from time to time and I am eager to supplement all of the learning I have already gained from my classes.&lt;br /&gt;
&lt;br /&gt;
I am a gamer.  I play all kinds of games - I especially enjoy first person shooters, but rpgs and strategy games are also up there on the list.  I am not a big fan of real-time strategy games as I find that I have trouble keeping a good balance between offense and development.  I like a good balance between story and gameplay in my games, but my focus tends to tip towards gameplay.  For instance, a game could have a horrible story and great gameplay and I would play it, but a game with a great story and horrible gameplay I would not play.  I had not played Wesnoth before I looked it up in the GSoC listing, but I have now and I enjoy it a great deal.  It's just the type of strategy game I like.  I have not played the multiplayer yet, but I plan on it in the future.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
Most of my experience with writing software has come in the academic environment.  I have done some other web-programming work as a side project at my job (computer technician at Andrews), but nothing major professionally.  I have never really contributed to an open source project before either although I have been looking for one to get involved with over the past month or so.&lt;br /&gt;
&lt;br /&gt;
I have developed software in a team environment in my Software Engineering group project class.  We created a database application to keep track of inventory.  I turned out to be one of the key members of the group as I often had to keep the group focused and ended up doing a large amount of the programming.  I also worked on an Android project with some of my friends - unfortunately, it pretty much died in the concept phase.&lt;br /&gt;
&lt;br /&gt;
I have never participated in GSoC before, but am hoping to this year ;P&lt;br /&gt;
&lt;br /&gt;
I am a firm believer in the evolutionary model of software development.  I am also an advocate of not reinventing what is already available.  This, I believe, will greatly influence my proposal as I will attempt not to rewrite the map editor from scratch, but instead work with what is already there and evolve it into something better.&lt;br /&gt;
&lt;br /&gt;
==Communication Skills==&lt;br /&gt;
I am fluent in English - it is my mother tongue.  I find that I get along well with everyone I interact with - even if they are not so friendly to begin with.  I am usually able to see other people's side of things which greatly helps in communicating with them.  I take advice and criticism seriously and usually manage not to get defensive.  I think critically about all advice I am given.&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
The basic overview for my plans at revamping the map editor is this:  I want to take what is already there (because it is by no means useless) and improve it one bit at a time in an evolutionary manner.  At every point, I want to have a working piece of software.&lt;br /&gt;
&lt;br /&gt;
Some of the changes that I would like to make to the editor are as follows:&lt;br /&gt;
*Modularize everything (within reason).&lt;br /&gt;
**Many of the options in the editor that could be modularized are currently hardcoded - I want to change that.  For example:&lt;br /&gt;
***Brush selection and terrain palette coordinates are hardcoded - these can be made theme-able.&lt;br /&gt;
***The tool-tips are all hardcoded in - these could be modularized through WML.&lt;br /&gt;
*Generally improve/refactor existing code in the map editor.&lt;br /&gt;
**Obviously, this would involve becoming familiar with Wesnoth coding standards and the Wesnoth code itself (which I have already begun working on).&lt;br /&gt;
*Add new features.&lt;br /&gt;
**One of the first features which I would like to add would be having more direct control over the aesthetics of the map from the map editor.  From what I understand, this may require adding some functionality outside of the /editor code.  For more information on this see [http://www.wesnoth.org/forum/viewtopic.php?f=15&amp;amp;t=20506].&lt;br /&gt;
&lt;br /&gt;
To summarize, I would start with improving what is already there for two reasons - to bring the existing code up to par with the rest of the project and to become more familiar with what is already there.  As the summer progressed, I would discuss new features that could be added with my mentor and the community and work towards implementing them.  One of the first features which I would like to add is the ability to more directly control the aesthetics of a map from the editor.&lt;br /&gt;
&lt;br /&gt;
==Practical Considerations==&lt;br /&gt;
===Tools===&lt;br /&gt;
I am familiar with subversion and C++ - I have messed around with Python a very small amount a year ago or so.&lt;br /&gt;
The development tools I usually use are &lt;br /&gt;
*Visual C++ Express Edition for C++ - I use this because it's free and I usually develop in Windows.&lt;br /&gt;
*Notepad++ - I use this for any web-based projects I might be working on.&lt;br /&gt;
*phpMyAdmin - Again, I use this for web-based database stuff because it recognizes language syntax for all the languages I might need for web-based apps.&lt;br /&gt;
*ShaderDesigner - I use this one for writing OpenGL vertex and fragment shaders.&lt;br /&gt;
*RenderMonkey - I use this for writing shaders if I don't think I will have to mess around with any application code.&lt;br /&gt;
*Eclipse - I have used this for doing some Java stuff.&lt;br /&gt;
===Languages===&lt;br /&gt;
The Languages I'm fluent in:&lt;br /&gt;
====Programming Languages====&lt;br /&gt;
*C++ - I've used c/c++ a lot in several of my classes.&lt;br /&gt;
*PHP - I've probably used this the most.&lt;br /&gt;
*GLSL - For those who don't know, it's a gpu shader language.&lt;br /&gt;
*Several others I've done some basic stuff with - Java, Javascript, PERL, Python.&lt;br /&gt;
&lt;br /&gt;
====Languages====&lt;br /&gt;
*English - I think my English teacher used to nag me about having outline headings with only one point *shrug*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 11 utc to 3 utc.  I could probably adjust this just about however I wanted if I were to get the GSoC position.  I would be perfectly comfortable talking to my mentor via voip, telephone, or whatever.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EvolutionaryMapEditor&amp;diff=24253</id>
		<title>EvolutionaryMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EvolutionaryMapEditor&amp;diff=24253"/>
		<updated>2008-03-21T22:07:42Z</updated>

		<summary type="html">&lt;p&gt;Xonev: /* Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Info==&lt;br /&gt;
My name is Steven Oxley.  My preferred e-mail address is sajo at andrews dot edu, my nick on the forums and in irc is xonev.&lt;br /&gt;
&lt;br /&gt;
I am a Junior computer science major at Andrews University.  My main reason for becoming interested in Google Summer of Code is that I would really like some experience doing some actual coding outside of my classes or the odd project I do from time to time and I am eager to supplement all of the learning I have already gained from my classes.&lt;br /&gt;
&lt;br /&gt;
I am a gamer.  I play all kinds of games - I especially enjoy first person shooters, but rpgs and strategy games are also up there on the list.  I am not a big fan of real-time strategy games as I find that I have trouble keeping a good balance between offense and development.  I like a good balance between story and gameplay in my games, but my focus tends to tip towards gameplay.  For instance, a game could have a horrible story and great gameplay and I would play it, but a game with a great story and horrible gameplay I would not play.  I had not played Wesnoth before I looked it up in the GSoC listing, but I have now and I enjoy it a great deal.  It's just the type of strategy game I like.  I have not played the multiplayer yet, but I plan on it in the future.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
Most of my experience with writing software has come in the academic environment.  I have done some other web-programming work as a side project at my job (computer technician at Andrews), but nothing major professionally.  I have never really contributed to an open source project before either although I have been looking for one to get involved with over the past month or so.&lt;br /&gt;
&lt;br /&gt;
I have developed software in a team environment in my Software Engineering group project class.  We created a database application to keep track of inventory.  I turned out to be one of the key members of the group as I often had to keep the group focused and ended up doing a large amount of the programming.  I also worked on an Android project with some of my friends - unfortunately, it pretty much died in the concept phase.&lt;br /&gt;
&lt;br /&gt;
I have never participated in GSoC before, but am hoping to this year ;P&lt;br /&gt;
&lt;br /&gt;
I am a firm believer in the evolutionary model of software development.  I am also an advocate of not reinventing what is already available.  This, I believe, will greatly influence my proposal as I will attempt not to rewrite the map editor from scratch, but instead work with what is already there and evolve it into something better.&lt;br /&gt;
&lt;br /&gt;
==Communication Skills==&lt;br /&gt;
I am fluent in English - it is my mother tongue.  I find that I get along well with everyone I interact with - even if they are not so friendly to begin with.  I am usually able to see other people's side of things which greatly helps in communicating with them.  I take advice and criticism seriously and usually manage not to get defensive.  I think critically about all advice I am given.&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
The basic overview for my plans at revamping the map editor is this:  I want to take what is already there (because it is by no means useless) and improve it one bit at a time in an evolutionary manner.  At every point, I want to have a working piece of software.&lt;br /&gt;
&lt;br /&gt;
Some of the changes that I would like to make to the editor are as follows:&lt;br /&gt;
*Modularize everything (within reason).&lt;br /&gt;
**Many of the options in the editor that could be modularized are currently hardcoded - I want to change that.  For example:&lt;br /&gt;
***Brush selection and terrain palette coordinates are hardcoded - these can be made theme-able.&lt;br /&gt;
***The tool-tips are all hardcoded in - these could be modularized through WML.&lt;br /&gt;
&lt;br /&gt;
==Practical Considerations==&lt;br /&gt;
===Tools===&lt;br /&gt;
I am familiar with subversion and C++ - I have messed around with Python a very small amount a year ago or so.&lt;br /&gt;
The development tools I usually use are &lt;br /&gt;
*Visual C++ Express Edition for C++ - I use this because it's free and I usually develop in Windows.&lt;br /&gt;
*Notepad++ - I use this for any web-based projects I might be working on.&lt;br /&gt;
*phpMyAdmin - Again, I use this for web-based database stuff because it recognizes language syntax for all the languages I might need for web-based apps.&lt;br /&gt;
*ShaderDesigner - I use this one for writing OpenGL vertex and fragment shaders.&lt;br /&gt;
*RenderMonkey - I use this for writing shaders if I don't think I will have to mess around with any application code.&lt;br /&gt;
*Eclipse - I have used this for doing some Java stuff.&lt;br /&gt;
===Languages===&lt;br /&gt;
The Languages I'm fluent in:&lt;br /&gt;
====Programming Languages====&lt;br /&gt;
*C++ - I've used c/c++ a lot in several of my classes.&lt;br /&gt;
*PHP - I've probably used this the most.&lt;br /&gt;
*GLSL - For those who don't know, it's a gpu shader language.&lt;br /&gt;
*Several others I've done some basic stuff with - Java, Javascript, PERL, Python.&lt;br /&gt;
&lt;br /&gt;
====Languages====&lt;br /&gt;
*English - I think my English teacher used to nag me about having outline headings with only one point *shrug*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 11 utc to 3 utc.  I could probably adjust this just about however I wanted if I were to get the GSoC position.  I would be perfectly comfortable talking to my mentor via voip, telephone, or whatever.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EvolutionaryMapEditor&amp;diff=24091</id>
		<title>EvolutionaryMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EvolutionaryMapEditor&amp;diff=24091"/>
		<updated>2008-03-21T07:21:57Z</updated>

		<summary type="html">&lt;p&gt;Xonev: /* Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Info==&lt;br /&gt;
My name is Steven Oxley.  My preferred e-mail address is sajo at andrews dot edu, my nick on the forums and in irc is xonev.&lt;br /&gt;
&lt;br /&gt;
I am a Junior computer science major at Andrews University.  My main reason for becoming interested in Google Summer of Code is that I would really like some experience doing some actual coding outside of my classes or the odd project I do from time to time and I am eager to supplement all of the learning I have already gained from my classes.&lt;br /&gt;
&lt;br /&gt;
I am a gamer.  I play all kinds of games - I especially enjoy first person shooters, but rpgs and strategy games are also up there on the list.  I am not a big fan of real-time strategy games as I find that I have trouble keeping a good balance between offense and development.  I like a good balance between story and gameplay in my games, but my focus tends to tip towards gameplay.  For instance, a game could have a horrible story and great gameplay and I would play it, but a game with a great story and horrible gameplay I would not play.  I had not played Wesnoth before I looked it up in the GSoC listing, but I have now and I enjoy it a great deal.  It's just the type of strategy game I like.  I have not played the multiplayer yet, but I plan on it in the future.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
Most of my experience with writing software has come in the academic environment.  I have done some other web-programming work as a side project at my job (computer technician at Andrews), but nothing major professionally.  I have never really contributed to an open source project before either although I have been looking for one to get involved with over the past month or so.&lt;br /&gt;
&lt;br /&gt;
I have developed software in a team environment in my Software Engineering group project class.  We created a database application to keep track of inventory.  I turned out to be one of the key members of the group as I often had to keep the group focused and ended up doing a large amount of the programming.  I also worked on an Android project with some of my friends - unfortunately, it pretty much died in the concept phase.&lt;br /&gt;
&lt;br /&gt;
I have never participated in GSoC before, but am hoping to this year ;P&lt;br /&gt;
&lt;br /&gt;
I am a firm believer in the evolutionary model of software development.  I am also an advocate of not reinventing what is already available.  This, I believe, will greatly influence my proposal as I will attempt not to rewrite the map editor from scratch, but instead work with what is already there and evolve it into something better.&lt;br /&gt;
&lt;br /&gt;
==Communication Skills==&lt;br /&gt;
I am fluent in English - it is my mother tongue.  I find that I get along well with everyone I interact with - even if they are not so friendly to begin with.  I am usually able to see other people's side of things which greatly helps in communicating with them.  I take advice and criticism seriously and usually manage not to get defensive.  I think critically about all advice I am given.&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
The basic overview for my plans at revamping the map editor is this:  I want to take what is already there (because it is by no means useless) and improve it one bit at a time in an evolutionary manner.  At every point, I want to have a working piece of software.&lt;br /&gt;
&lt;br /&gt;
==Practical Considerations==&lt;br /&gt;
===Tools===&lt;br /&gt;
I am familiar with subversion and C++ - I have messed around with Python a very small amount a year ago or so.&lt;br /&gt;
The development tools I usually use are &lt;br /&gt;
*Visual C++ Express Edition for C++ - I use this because it's free and I usually develop in Windows.&lt;br /&gt;
*Notepad++ - I use this for any web-based projects I might be working on.&lt;br /&gt;
*phpMyAdmin - Again, I use this for web-based database stuff because it recognizes language syntax for all the languages I might need for web-based apps.&lt;br /&gt;
*ShaderDesigner - I use this one for writing OpenGL vertex and fragment shaders.&lt;br /&gt;
*RenderMonkey - I use this for writing shaders if I don't think I will have to mess around with any application code.&lt;br /&gt;
*Eclipse - I have used this for doing some Java stuff.&lt;br /&gt;
===Languages===&lt;br /&gt;
The Languages I'm fluent in:&lt;br /&gt;
====Programming Languages====&lt;br /&gt;
*C++ - I've used c/c++ a lot in several of my classes.&lt;br /&gt;
*PHP - I've probably used this the most.&lt;br /&gt;
*GLSL - For those who don't know, it's a gpu shader language.&lt;br /&gt;
*Several others I've done some basic stuff with - Java, Javascript, PERL, Python.&lt;br /&gt;
&lt;br /&gt;
====Languages====&lt;br /&gt;
*English - I think my English teacher used to nag me about having outline headings with only one point *shrug*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 11 utc to 3 utc.  I could probably adjust this just about however I wanted if I were to get the GSoC position.  I would be perfectly comfortable talking to my mentor via voip, telephone, or whatever.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EvolutionaryMapEditor&amp;diff=24023</id>
		<title>EvolutionaryMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EvolutionaryMapEditor&amp;diff=24023"/>
		<updated>2008-03-20T19:04:45Z</updated>

		<summary type="html">&lt;p&gt;Xonev: /* Programming Languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Info==&lt;br /&gt;
My name is Steven Oxley.  My preferred e-mail address is sajo at andrews dot edu, my nick on the forums and in irc is xonev.&lt;br /&gt;
&lt;br /&gt;
I am a Junior computer science major at Andrews University.  My main reason for becoming interested in Google Summer of Code is that I would really like some experience doing some actual coding outside of my classes or the odd project I do from time to time and I am eager to supplement all of the learning I have already gained from my classes.&lt;br /&gt;
&lt;br /&gt;
I am a gamer.  I play all kinds of games - I especially enjoy first person shooters, but rpgs and strategy games are also up there on the list.  I am not a big fan of real-time strategy games as I find that I have trouble keeping a good balance between offense and development.  I like a good balance between story and gameplay in my games, but my focus tends to tip towards gameplay.  For instance, a game could have a horrible story and great gameplay and I would play it, but a game with a great story and horrible gameplay I would not play.  I had not played Wesnoth before I looked it up in the GSoC listing, but I have now and I enjoy it a great deal.  It's just the type of strategy game I like.  I have not played the multiplayer yet, but I plan on it in the future.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
Most of my experience with writing software has come in the academic environment.  I have done some other web-programming work as a side project at my job (computer technician at Andrews), but nothing major professionally.  I have never really contributed to an open source project before either although I have been looking for one to get involved with over the past month or so.&lt;br /&gt;
&lt;br /&gt;
I have developed software in a team environment in my Software Engineering group project class.  We created a database application to keep track of inventory.  I turned out to be one of the key members of the group as I often had to keep the group focused and ended up doing a large amount of the programming.  I also worked on an Android project with some of my friends - unfortunately, it pretty much died in the concept phase.&lt;br /&gt;
&lt;br /&gt;
I have never participated in GSoC before, but am hoping to this year ;P&lt;br /&gt;
&lt;br /&gt;
I am a firm believer in the evolutionary model of software development.  I am also an advocate of not reinventing what is already available.  This, I believe, will greatly influence my proposal as I will attempt not to rewrite the map editor from scratch, but instead work with what is already there and evolve it into something better.&lt;br /&gt;
&lt;br /&gt;
==Communication Skills==&lt;br /&gt;
I am fluent in English - it is my mother tongue.  I find that I get along well with everyone I interact with - even if they are not so friendly to begin with.  I am usually able to see other people's side of things which greatly helps in communicating with them.  I take advice and criticism seriously and usually manage not to get defensive.  I think critically about all advice I am given.&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
Need some good stuff here.&lt;br /&gt;
&lt;br /&gt;
==Practical Considerations==&lt;br /&gt;
===Tools===&lt;br /&gt;
I am familiar with subversion and C++ - I have messed around with Python a very small amount a year ago or so.&lt;br /&gt;
The development tools I usually use are &lt;br /&gt;
*Visual C++ Express Edition for C++ - I use this because it's free and I usually develop in Windows.&lt;br /&gt;
*Notepad++ - I use this for any web-based projects I might be working on.&lt;br /&gt;
*phpMyAdmin - Again, I use this for web-based database stuff because it recognizes language syntax for all the languages I might need for web-based apps.&lt;br /&gt;
*ShaderDesigner - I use this one for writing OpenGL vertex and fragment shaders.&lt;br /&gt;
*RenderMonkey - I use this for writing shaders if I don't think I will have to mess around with any application code.&lt;br /&gt;
*Eclipse - I have used this for doing some Java stuff.&lt;br /&gt;
===Languages===&lt;br /&gt;
The Languages I'm fluent in:&lt;br /&gt;
====Programming Languages====&lt;br /&gt;
*C++ - I've used c/c++ a lot in several of my classes.&lt;br /&gt;
*PHP - I've probably used this the most.&lt;br /&gt;
*GLSL - For those who don't know, it's a gpu shader language.&lt;br /&gt;
*Several others I've done some basic stuff with - Java, Javascript, PERL, Python.&lt;br /&gt;
&lt;br /&gt;
====Languages====&lt;br /&gt;
*English - I think my English teacher used to nag me about having outline headings with only one point *shrug*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 11 utc to 3 utc.  I could probably adjust this just about however I wanted if I were to get the GSoC position.  I would be perfectly comfortable talking to my mentor via voip, telephone, or whatever.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SummerOfCodeIdeas&amp;diff=24005</id>
		<title>SummerOfCodeIdeas</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SummerOfCodeIdeas&amp;diff=24005"/>
		<updated>2008-03-20T16:40:01Z</updated>

		<summary type="html">&lt;p&gt;Xonev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a compilation of ideas from ML. Needs to be refined (more detailed description, deliverables, workload estimation?):&lt;br /&gt;
&lt;br /&gt;
== I want to be one of your Google Summer of Code students, what should I do... ==&lt;br /&gt;
&lt;br /&gt;
Here is a quick list of things to do to get you started&lt;br /&gt;
* Create an account on gna.org&lt;br /&gt;
* Create an account on the wesnoth forum&lt;br /&gt;
* Join the irc channel (#wesnoth-dev on irc.freenode.net) and introduce yourself. We will not give formal interviews, but we will clearly favor people we have learnt to know during the selection process&lt;br /&gt;
* Contact one of our SummerOfCode people (Ivanovic, Sirp, Boucman, Mordante) to have your forum nick marked as a Summer of code student&lt;br /&gt;
&lt;br /&gt;
* Start a wiki page about your idea, add a link on the bottom of this page and add this information on it:&lt;br /&gt;
** List your account names (gna, forum, irc nick) so that we can recognize you&lt;br /&gt;
** Fill the questionnaire on this page: [[SoC_Information_for_Google#Does_your_organization_have_an_application_template_you_would_like_to_see_students_use.3F_If_so.2C_please_provide_it_now.| List of questions to answer]]&lt;br /&gt;
** Detail your idea as much as possible, look at other students pages, and please give milestones and studies you've done&lt;br /&gt;
&lt;br /&gt;
* Though not mandatory, it is highly advisable to go to the [[EasyCoding]] and [[NotSoEasyCoding]] pages and implement one of these ideas (or any idea of similar scope) so we have an idea how you work. Be sure to use your gna account when submitting these patches so we know who it is coming from. You can also implement some features from our feature request database at gna. When you implement something, also list it on your own page with a reference to the patch.&lt;br /&gt;
&lt;br /&gt;
== List of Ideas for the Project (Suggestions from the wesnoth developers) ==&lt;br /&gt;
&lt;br /&gt;
Here is only a short description of possible Ideas we have, each has a page of its own with a more detailed version on it.&lt;br /&gt;
&lt;br /&gt;
=== Writing an AI based on the formula AI ===&lt;br /&gt;
&lt;br /&gt;
Wesnoth has always had a simple C++ based AI. David (our lead developer) has been working on a simple language to write AI in Wesnoth: [[FormulaAI]]&lt;br /&gt;
&lt;br /&gt;
The Wesnoth AI is used as an opponent in most campaigns, and as such is an important piece of code for the Wesnoth project. Unfortunately, because the skills required to understand and modify it are rather arcane, it is also one of the most neglected parts of the Wesnoth code. This is a place where a lot of research and useful work could be done. But keep in mind that [[WhyWritingAWesnothAIIsHard|writing an AI for Wesnoth is difficult]].&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas FormulaAI]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Extending the Multiplayer server ===&lt;br /&gt;
&lt;br /&gt;
Our multiplayer community is generally strong and healthy, but we believe its growth is limited by some problems in the interface of the multiplayer lobby.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Multiplayer server]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Scenario/Campaign editor ===&lt;br /&gt;
&lt;br /&gt;
Currently, in order to create campaign or multiplayer scenarios, it is necessary to manually edit WML files - XML-like configuration files. The goal of this project would be to create a graphical editor to make the creative process easier.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Scenario and Campaign Editor]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Addon server ===&lt;br /&gt;
Wesnoth has an addon server which offers users to upload user &lt;br /&gt;
made content (UMC). This allows all other users of Wesnoth&lt;br /&gt;
to easily download and install this content. The server was &lt;br /&gt;
originally written for user-made campaigns but contains a lot&lt;br /&gt;
more types of addons nowadays. Both the server side and the &lt;br /&gt;
client side need to be improved.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Addon Server]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Map editor ===&lt;br /&gt;
The map editor in Wesnoth serves two goals, making it easy to create&lt;br /&gt;
a new map and helping the terrain artists to test their new terrains.&lt;br /&gt;
&lt;br /&gt;
[[SoC_Ideas_Map_Editor]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Other possible ideas to be fleshed out ===&lt;br /&gt;
A MapGenerator rewrite - better scalable for outdoor maps, plus the possibility to define areas (similar to the caverns in the cave generator) etc.&lt;br /&gt;
&lt;br /&gt;
=== Make your own ideas ===&lt;br /&gt;
If you have your own idea the best thing is to join IRC wesnoth-dev at irc.freenode.net and discuss the idea with the developers there. If the developers think your idea is interesting and like the feature you can start to turn it into a full proposal. Once done discuss it again on IRC so the developers can accept your idea.&lt;br /&gt;
&lt;br /&gt;
== Information about our Project ==&lt;br /&gt;
The information we provided google with about our project can be looked up at the site [[SoC Information for Google]].&lt;br /&gt;
&lt;br /&gt;
== People to bug on IRC ==&lt;br /&gt;
We have prepared a list of people with their &amp;quot;area of competence&amp;quot;. This is to give you an idea on which areas those people can be of help for you. Of course you should always just ask in the IRC chan, but those are the most likely ones to answer questions in the respective area. And here is the list:&lt;br /&gt;
&lt;br /&gt;
[[SoC People to bug on IRC]]&lt;br /&gt;
&lt;br /&gt;
== GSoC Student Applicant Ideas == &lt;br /&gt;
&lt;br /&gt;
Every student interested to work on Wesnoth as part of Summer of Code should create a page of his own where several things should be listed. Here is a short list of what should be mentioned on the list (the more info for us, the better...):&lt;br /&gt;
&lt;br /&gt;
* Who are you? Please list your IRC and forum nickname in here and describe yourself so that we get you to know.&lt;br /&gt;
* What do you want to work on? Please flesh out your personal ideas, so that we get to know what you plan to work on.&lt;br /&gt;
* If you already submitted patches, please list those so that we have a reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[FormulaAIandDynamicScripting]] (barbarianhero) ===&lt;br /&gt;
This project idea uses Formula AI and Dynamic Scripting to create a tunable and adaptive AI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[FormulaAIandThinkingAhead]] (Alesis-Novik) ===&lt;br /&gt;
This project idea uses methods to make the AI *think* ahead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[ExtensibleScenarioEditor]] (david.hilton) ===&lt;br /&gt;
On a conceptual level, this idea combines a finite state machine editor with a code generator to create scenarios.&lt;br /&gt;
&lt;br /&gt;
===[[RandomCampaignGenerator]] (kartik thakore) ===&lt;br /&gt;
Procedural Campaign generation that combines random map generation, story generation, and strategy generation.&lt;br /&gt;
&lt;br /&gt;
===[[LaoSoCIdeas]] by lao ===&lt;br /&gt;
Under Construction...&lt;br /&gt;
&lt;br /&gt;
===[[AddonServer]] (giebfried) ===&lt;br /&gt;
This project is to improve the server and client sides of the addon server, as suggested above.&lt;br /&gt;
&lt;br /&gt;
===[[EvolutionaryMapEditor]] (xonev) ===&lt;br /&gt;
Under Construction&lt;br /&gt;
[[Category:Summer of Code|*]]&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EvolutionaryMapEditor&amp;diff=24003</id>
		<title>EvolutionaryMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EvolutionaryMapEditor&amp;diff=24003"/>
		<updated>2008-03-20T16:37:39Z</updated>

		<summary type="html">&lt;p&gt;Xonev: /* Me */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Info==&lt;br /&gt;
My name is Steven Oxley.  My preferred e-mail address is sajo at andrews dot edu, my nick on the forums and in irc is xonev.&lt;br /&gt;
&lt;br /&gt;
I am a Junior computer science major at Andrews University.  My main reason for becoming interested in Google Summer of Code is that I would really like some experience doing some actual coding outside of my classes or the odd project I do from time to time and I am eager to supplement all of the learning I have already gained from my classes.&lt;br /&gt;
&lt;br /&gt;
I am a gamer.  I play all kinds of games - I especially enjoy first person shooters, but rpgs and strategy games are also up there on the list.  I am not a big fan of real-time strategy games as I find that I have trouble keeping a good balance between offense and development.  I like a good balance between story and gameplay in my games, but my focus tends to tip towards gameplay.  For instance, a game could have a horrible story and great gameplay and I would play it, but a game with a great story and horrible gameplay I would not play.  I had not played Wesnoth before I looked it up in the GSoC listing, but I have now and I enjoy it a great deal.  It's just the type of strategy game I like.  I have not played the multiplayer yet, but I plan on it in the future.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
Most of my experience with writing software has come in the academic environment.  I have done some other web-programming work as a side project at my job (computer technician at Andrews), but nothing major professionally.  I have never really contributed to an open source project before either although I have been looking for one to get involved with over the past month or so.&lt;br /&gt;
&lt;br /&gt;
I have developed software in a team environment in my Software Engineering group project class.  We created a database application to keep track of inventory.  I turned out to be one of the key members of the group as I often had to keep the group focused and ended up doing a large amount of the programming.  I also worked on an Android project with some of my friends - unfortunately, it pretty much died in the concept phase.&lt;br /&gt;
&lt;br /&gt;
I have never participated in GSoC before, but am hoping to this year ;P&lt;br /&gt;
&lt;br /&gt;
I am a firm believer in the evolutionary model of software development.  I am also an advocate of not reinventing what is already available.  This, I believe, will greatly influence my proposal as I will attempt not to rewrite the map editor from scratch, but instead work with what is already there and evolve it into something better.&lt;br /&gt;
&lt;br /&gt;
==Communication Skills==&lt;br /&gt;
I am fluent in English - it is my mother tongue.  I find that I get along well with everyone I interact with - even if they are not so friendly to begin with.  I am usually able to see other people's side of things which greatly helps in communicating with them.  I take advice and criticism seriously and usually manage not to get defensive.  I think critically about all advice I am given.&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
Need some good stuff here.&lt;br /&gt;
&lt;br /&gt;
==Practical Considerations==&lt;br /&gt;
===Tools===&lt;br /&gt;
I am familiar with subversion and C++ - I have messed around with Python a very small amount a year ago or so.&lt;br /&gt;
The development tools I usually use are &lt;br /&gt;
*Visual C++ Express Edition for C++ - I use this because it's free and I usually develop in Windows.&lt;br /&gt;
*Notepad++ - I use this for any web-based projects I might be working on.&lt;br /&gt;
*phpMyAdmin - Again, I use this for web-based database stuff because it recognizes language syntax for all the languages I might need for web-based apps.&lt;br /&gt;
*ShaderDesigner - I use this one for writing OpenGL vertex and fragment shaders.&lt;br /&gt;
*RenderMonkey - I use this for writing shaders if I don't think I will have to mess around with any application code.&lt;br /&gt;
*Eclipse - I have used this for doing some Java stuff.&lt;br /&gt;
===Languages===&lt;br /&gt;
The Languages I'm fluent in:&lt;br /&gt;
====Programming Languages====&lt;br /&gt;
*C++ - I'll probably find I'm less fluent than I think over the course of working with Wesnoth : /&lt;br /&gt;
*PHP - I've probably used this the most.&lt;br /&gt;
*GLSL - For those who don't know, it's a gpu shader language.&lt;br /&gt;
*Several others I've done some basic stuff with - Java, Javascript, PERL, Python.&lt;br /&gt;
====Languages====&lt;br /&gt;
*English - I think my English teacher used to nag me about having outline headings with only one point *shrug*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 11 utc to 3 utc.  I could probably adjust this just about however I wanted if I were to get the GSoC position.  I would be perfectly comfortable talking to my mentor via voip, telephone, or whatever.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EvolutionaryMapEditor&amp;diff=23988</id>
		<title>EvolutionaryMapEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EvolutionaryMapEditor&amp;diff=23988"/>
		<updated>2008-03-20T15:58:37Z</updated>

		<summary type="html">&lt;p&gt;Xonev: New page: =Me= My name is Steven Oxley.  My preferred e-mail address is sajo at andrews dot edu, my nick on the forums and in irc is xonev.  I am a Junior computer science major at Andrews Universit...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Me=&lt;br /&gt;
My name is Steven Oxley.  My preferred e-mail address is sajo at andrews dot edu, my nick on the forums and in irc is xonev.&lt;br /&gt;
&lt;br /&gt;
I am a Junior computer science major at Andrews University.  My main reason for becoming interested in Google Summer of Code is that I would really like some experience doing some actual coding outside of my classes or the odd project I do from time to time and I am eager to supplement all of the learning I have already gained from my classes.&lt;/div&gt;</summary>
		<author><name>Xonev</name></author>
		
	</entry>
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