Wednesday, May 25, 2011

Fixxed the Segfaults... BUT

Well, the segfaults are fixed. At least I think they are as fixed as a cat after neutering. As fixed as a eunuch programmer (like instead of a unix programmer with the stereotypical neck-beard)
Anyway, enough with the stupid puns. The user interface for the map editor still sucks dangling donkey parts. You still can't click on things in the pick maps and expect them to show up in the object window of the map-editor. The co-ordinates are all off. Furthermore, all the items in the pick-maps do not display properly. I tried messing with them again a couple days ago.
Instead of fixing the user interface however, my wonderful lead programmer decides to add a bunch of stuff that is in the wrong perspective and the wrong size, into the cvs arch folder. These new arches are from other crossfire forks. I told him he does not need to do that. When I saw what he was starting to do, I got horrified. Except he doesn't use the cvs add command. Now his folder is littered up with a bunch of ? marks in front of the new arches. He really should not have done that. Only one more day until my other programmer comes back from vacation. Then we really won't get any work done because she will be too busy obsessing on cleaning and telling our lead programmer what a lousy job he does wiping the floor and taking out the trash.


I started working on my web comic again and making new 45 degree 64x64 and 64x128 tile objects that we can hopefully add once lead programmer stops trying to add stupid arches and fixes the map editor bugs.


I recently read about something called "programmer art". Apparently programmer art is when programmers do quick and dirty artwork to make demos of some software project. It looks really bad like they can't draw. In most cases, they probably can't, but it is more of a case they don't care how bad it looks. Our project suffers from the opposite problem. I feel like we have a lot of artist code. Code that is just in there to show off the awesomeness of our artwork. It seems like no one on this project really wants to work on the code, and would rather be doing art. You can't play a computer game without the code, however.

Thursday, May 5, 2011

Who's Fault? Segfault

Sometimes I just get so frustrated with this project. I have been looking at the segfaults and trying to find out what is causing them. Just because I know what some x11 functions do, does not mean I have figured out how to fix the segfault errors. serpentshard fixed some of the other crash bugs, but the editor still looks as awful as ever. We never managed to change it so that it would allow you to select the proper area on the screen. The areas you select and input tiles into are still from the old maps. So, although it displays the new tile sets, when you click on them, it is mapped to the old way that things used to be arranged. I don't know how to describe it exactly. So, basically, it looks okay, but it acts like the tiles are still the old 32X32 square tiles.


Well, actually, if you want to see, just download the server with the map editor, wogedit from today's date or a bit earlier and see what I am complaining about her on the blog. If we could have fixed the tiles to begin with, we would not have this problem. I don't know why fixing it in the map editor became so hard. It just did.
I am not sure if the any of the segfaults are directly related to the major display user-interface problem that I described. Actually, one of them is not. If you left click in a box on the top of the editor. When you are over a tile, there is a top part of the editor that displays what is on the tile you clicked. (of course it maps the wrong tile) Then it segfaults on you. That is not nice. But it is what we are stuck with until we can figure out how to fix the code bugs. No one else wants to look at our buggy code, so we are stuck fixing it ourselves. I had thought that open source meant you could get better programmers to do you dirty work like fix major bugs, but I guess that is not how it works. Maybe my essay about keyboard monkeys seems a little naive now.