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. | |
Some of my Wesnoth forum postings may be worth reading: | Some of my Wesnoth forum postings may be worth reading: | ||
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I was also originally responsible for the [[Status of User Scenarios]] page. | I was also originally responsible for the [[Status of User Scenarios]] page. | ||
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+ | Future plans include: | ||
+ | * an efficient way to calculate or estimate the probability of killing another unit in a skirmish, so it can be used by the AI, | ||
+ | * fixing some long-standing but irritating problems (especially related to the user interface), | ||
+ | * a campaign focused on strategy and small maps rather than roleplaying, | ||
+ | * removing the dependency on FreeSans so we can move to DejaVu completely (by fixing SDL_ttf's broken code to calculate line spacing) | ||
+ | * stamping out any further causes of out of sync errors, and | ||
+ | * tidying up the build system. | ||
+ | |||
+ | == See Also == [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=970 ott's forum profile] |
Revision as of 20:24, 17 November 2005
My main work on Battle for Wesnoth has been bug fixing, documentation, translation and tweaking numerical calculations. I spent a lot of time in the year leading up to the release of 1.0 doing janitorial work, including maintaining the bug database and changelog, tracking down and fixing out of sync and other code errors, and subediting game text.
Some of my Wesnoth forum postings may be worth reading:
- Distribution of damage
- Calculating %-to-kill and a %-to-kill, a more recent version
- Overview of postings about in-game random number generation
- Analysing anomalies in game statistics
- The RATE damage model (used in-game since 0.8.10)
- rant about slow being too complex
I was also originally responsible for the Status of User Scenarios page.
Future plans include:
- an efficient way to calculate or estimate the probability of killing another unit in a skirmish, so it can be used by the AI,
- fixing some long-standing but irritating problems (especially related to the user interface),
- a campaign focused on strategy and small maps rather than roleplaying,
- removing the dependency on FreeSans so we can move to DejaVu completely (by fixing SDL_ttf's broken code to calculate line spacing)
- stamping out any further causes of out of sync errors, and
- tidying up the build system.
== See Also == ott's forum profile