1. I hope you consider releasing the Simutrans code/gfx under a FSF approved license like the GPL for reasons widely discussed many moons ago.
2. I hope you are proud of your acheivements with Simutrans. Few people can claim to have written a game played all over the world, even fewer can claim to have done so without having been paid to do it.
7 years IS a long time. I've enjoyed Simutrans for years and will continue to do so.
Thanks and good luck in your future endevours. May they all be as succcessful as ST
You're development of Simutrans have meand something for me, not only that I have played it ~30 hours, but it have been a good inspiration source for my own development. Thanks, and I wich you good luck with your other projects.
How will the future development work? I tried to get an idea about it in the forums, but didn't find something usefull on the english forum, there where rumors of open source I read somewhere, hmm. Let's see what the german forums have...
It's a self-organizing team. Roles can change. ATM it seems to be like this:eis_os wrote: How will the future development work?
Prissi turned out to be the most active coder. ATM he sets the pace, and builds new versions. I have no doubt the other team members will accept his role of a leader and send their changes to Prissi to see them integrated.
Hendrik is doing some infrastrukture things, like setting up a bugzilla system for error tracking. I guess he also will do bugfixing like he did in the past.
Volker Meyer is back and will improve the MakeObj/PAK system.
Dario will continue to work on the trams, and maybe subways after finishing the trams.
Tomas Kubes waits for Volker to make the code compile with MSVC once again, and then will continue to work on the indusrty distribution code. Tomas Kubes also coordinates the workd on the 128 pixel object set. A smaller group of graphics artists continues the 64 pixel object set, but with a twist - the base scenario will turn into a japanese scenario with multibyte/unicode font support, and an german scenario is created in parallel.
Overall it seems everyone took a piece of the cake, and Prissi turned into the bakersman with Tomas assisting him to get the decorations right.
Open source? Well, all current and former contributors have to agree to this step, but currently there is no interest in such a change. Even a former open source promoter now favours the closed style. This decision can still be changed, but currently everyone is happy with the chosen path.
I think it's a decision that should be deferred until the infrastructure like bugzilla is in place.Hajo wrote:Open source? Well, all current and former contributors have to agree to this step, but currently there is no interest in such a change. Even a former open source promoter now favours the closed style. This decision can still be changed, but currently everyone is happy with the chosen path.
The largest benefit that going open source would have would be to make it not dependent on directly interracting with a core member before you can get involved. A player might decide to download the source, be able to fix a bug that's on bugzilla or even implement a new feature, and then post patches all without much fuss. Currently, he'd have to contact the right people, get access, and generally have to make a decent amount of effort to get involved.
Basically, with the closed source model, people with a casual interest will never get involved - even though what starts as a casual interest could turn into a much deeper interest in improving the game.
A good example would be the problem compiling is MSVC. If a player with MSVC knowledge could just download the latest source from CVS, they might check it out to see what the trouble is and post a fix. But because they have to get formally involved, it's far more unlikely that anybody other than established developers will look into this.
That, in my view, is how it would benefit Simutrans.
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