Difference between revisions of "User:Ott"

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My main work on Battle for Wesnoth has been bug fixing, documentation, translation and tweaking numerical calculations.  I spent a lot of time in the year leading up to the release of 1.0 doing janitorial work, including maintaining the bug database and changelog, tracking down and fixing out of sync and other code errors, and subediting game text.
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I worked on Battle for Wesnoth during 2004 and 2005, mainly bug fixing, documentation, translation and tweaking numerical calculations.  A lot of time also went into behind-the-scenes maintenance, including overseeing the bug database and changelog, tracking down and fixing out of sync and other code errors, subediting game text, and improving game help.  I am proud to have been part of the team getting 1.0 out the door, and also stayed a while longer to ensure 1.0.2 had complete translations for British English, Magyar and Afrikaans.
  
Some of my Wesnoth forum postings may be worth reading:
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It's great to see that the game has continued to improve, on to 1.2 and hopefully beyond.
* [http://www.wesnoth.org/forum/viewtopic.php?p=91620#91620 Distribution of damage]
 
* [http://www.wesnoth.org/forum/viewtopic.php?t=5867 Calculating %-to-kill] and a [http://www.wesnoth.org/forum/viewtopic.php?t=8273 %-to-kill], a more recent version
 
* [http://www.wesnoth.org/forum/viewtopic.php?p=78398#78398 Overview of postings about in-game random number generation]
 
* [http://www.wesnoth.org/forum/viewtopic.php?p=53968#53968 Analysing anomalies in game statistics]
 
* [http://www.wesnoth.org/forum/viewtopic.php?t=4240 The RATE damage model] (used in-game since 0.8.10)
 
* rant about [http://www.wesnoth.org/forum/viewtopic.php?p=113959#113959 slow] being too complex
 
  
I was also originally responsible for the [[Status of User Scenarios]] page.
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== Articles ==
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Some of my writing about the game may be worth reading:
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* [http://www.wesnoth.org/forum/viewtopic.php?p=91620#91620 Distribution of damage] details the problems with the old damage model, culminating in [http://www.wesnoth.org/forum/viewtopic.php?t=4240 The RATE damage model] (with resistances at the end) used in the game since 0.8.10.
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* [http://www.wesnoth.org/forum/viewtopic.php?t=5867 Calculating %-to-kill] and a [http://www.wesnoth.org/forum/viewtopic.php?t=8273 %-to-kill] consider how to calculate the probability that units in a skirmish kill each other (or survive) -- a nontrivial problem!
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* [http://www.wesnoth.org/forum/viewtopic.php?p=78398#78398 Overview of postings about in-game random number generation] gives an overview of this frequently discussed issue.  See also another [https://gna.org/bugs/?func=detailitem&item_id=4664#comment1 short note] related to this.
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* [http://www.wesnoth.org/forum/viewtopic.php?p=53968#53968 Analysing anomalies in game statistics] culminated in discovering some bugs with the statistics in the game, and a script to analyse statistics for anomalies.
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* Rant about [http://www.wesnoth.org/forum/viewtopic.php?p=113959#113959 slow] being too complex, and an [http://www.wesnoth.org/forum/viewtopic.php?p=115789#115789 alternative proposal for slow] is still being discussed.
  
Future plans include:
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== See Also ==
* an efficient way to calculate or estimate the probability of killing another unit in a skirmish, so it can be used by the AI,
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* [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=970 ott's forum profile]
* fixing some long-standing but irritating problems (especially related to the user interface),
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* [[Credits]]
* a campaign focused on strategy and small maps rather than roleplaying,
 
* removing the dependency on FreeSans so we can move to DejaVu completely (by fixing SDL_ttf's broken code to calculate line spacing)
 
* stamping out any further causes of out of sync errors, and
 
* tidying up the build system.
 
 
 
== See Also == [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=970 ott's forum profile]
 

Latest revision as of 01:14, 26 February 2008

I worked on Battle for Wesnoth during 2004 and 2005, mainly bug fixing, documentation, translation and tweaking numerical calculations. A lot of time also went into behind-the-scenes maintenance, including overseeing the bug database and changelog, tracking down and fixing out of sync and other code errors, subediting game text, and improving game help. I am proud to have been part of the team getting 1.0 out the door, and also stayed a while longer to ensure 1.0.2 had complete translations for British English, Magyar and Afrikaans.

It's great to see that the game has continued to improve, on to 1.2 and hopefully beyond.

Articles

Some of my writing about the game may be worth reading:

See Also

This page was last edited on 26 February 2008, at 01:14.