Archive for the 'C:SI' Category

Working on it…

I know I’ve been out of touch lately, for a number of reasons (some of the pretty good ones, too *smirk*), but I was reading the daily Coding Horror blog entry this morning and it contained a little observation so obvious and powerful (yet frequently ignored) that I had to immediately act on it :

And yet over and over, I’m gathering stories that point to the fact that programmers do not want to write code out in the open. Programmers don’t want their peers to see mistakes or failures. They want to work privately, in a cave, then spring "perfect" code on their community, as if no mistakes had ever been made.

One of the unfortunate consequences of this trait, which I exhibit just as much as (and maybe more than) any other developer I’ve ever met, is that for very long periods of time it will appear that I am doing absolutely nothing with regard to C:SI, while the truth may be that I’m just in "dark mode".

While the aforementioned blog post has more relevance to professional software development than to in-world scripting, it at the very least demonstrates to me that I could do a much better job of communicating what I’m doing "behind the scenes" rather than giving the appearance of doing nothing.

So on that note :

I’ve been reviewing the comments on my using bots for testing post, and compiling those into a more formal (in the sense of ‘do these steps’) list of tests to be performed, as well as trying to understand the whole ‘what makes a balanced weapon’ subject, and am beginning the process of working on updating the bot code. 

This will likely be a long-term ongoing project, but if it’s at all interesting to people I could post about my progress here.  I’ve also been considering posting periodically about how I implement various things in the bot code in case anyone else is interested in the subject, but I’m not certain I want to do something like that until I get some issues worked out (which is, of course, the whole point of the subject mentioned in the first paragraph, lol).

In any case, I just wanted to let people know that I’m recovering just fine, and *am* working on stuff, even though it probably doesn’t look that way :)

Popularity: 35% [?]

OMGBOTS! - Using bots for unit testing

It’s been one of those days…  On top of still dealing with the stress of Albertsons.com losing my order and having all of my grocery money locked up and unavailable for a week, I’m still working on my RL project even though I’ve been at it since about 5:00 this morning.

And yet, a conversation I had with Ayame recently keeps coming back to me, even while I’m working.  She’s got some ideas and some projects she’s working on which utilize bots built on libsecondlife code which will, I believe, be a very nice benefit for the C:SI community.  I’m going to be assisting in any way that I can, and I’m quite excited about the idea.

Thinking about her ideas keeps bringing me around to the idea of how I could do so many things with bots to make my own life easier, unit tests being a prime example.

I’m still very much trying to come up with more objective methods to determine whether a weapon is balanced, and I can think of several ways that automated testing via a bot running a predefined script of actions can assist in that process.

Unfortunately, my schedule being what it is, I haven’t really had time to think on this too deeply.  The technical details of how to implement the tests are not the big challenge, really.  The big challenge, as I see it, is coming up with a valid and reasonably complete list of tests that should be performed for all C:SI weapons.

I will continue to think on this topic as time allows, and should have some time this weekend to really dig into the topic, but I wanted to post this now in order to elicit feedback from the community as well.

I know that many C:SI members are software devs, and even many who are not have repeatedly shown that they have a pretty solid understanding of ways to test the weapons for balance and "correctness", so I’m asking anyone and everyone who has ideas to go ahead and submit them.

So whatcha think, got some good ideas for ways to objectively test C:SI weapons for balance and correct function?  I’d love to hear your thoughts!

Popularity: 41% [?]

Taketori sales halted until further notice

Due to Second Life being full of fail and the Lindens taking several hours to finally even notice the problem, I’ve disabled all sales of the Taketori Katana until further notice.

Once I’m convinced that Second Life has returned to some semblance of stability, and that people can no longer continue to take advantage of the fact that my network vendors are scripted to err on the side of customer friendliness - delivering a product to the customer in certain circumstances sometimes even after a refund has been given due to Second Life hiccups, then I will re-enable sales.

Popularity: 30% [?]

Kick bug fixed - Could it be? Really?

Seems that some regions that were updated in today’s rolling restart include Kelly Linden’s fix for the infamous "C:SI Kick Bug", which was introduced with Havok 4 and removed the push part of the C:SI weapon’s kick attacks.  This was a major annoyance for many of us, and required a dramatic change of strategy for most.

Zero Gee sent me an IM notifying me that Samurai Edo was included in today’s update and that it would be a good time to check whether the fix was included, so in-world I went and work be damned :)

It seems that the behavior is a little bit different (kicks are more vertical than previously), and that might take a bit of getting used to, but overall it’s a great deal better than kicks doing nothing at all, and I’m very pleased to report that Kelly Linden is now my favorite-est Linden of all!

Popularity: 33% [?]



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