Winny wrote:Ill work on putting BZWTools on the BZFlag wiki, if thats OK with you, Teppic.
Sure, that's fine. If you create an account at my wiki you can probably cut and paste most of the formatted pages into yours.
JeffM wrote:the author has not chosen to turn the code over to the main project, so we can not include it in our tree...
That's not strictly true, it is GPL'd so you can do what you like with it.
On both points above though, my code and my wiki, as far as I am concerned, are not finished.
With this in mind my SVN server will contain the code until it is 'done' and my wiki will mirror any required changes in documentation. If at some point I do consider that development is no longer active (both code and documentation) then the following statement will not hold true.
Teppic wrote:I don't mind what you do with the code and/or the documentation with regards to mirroring, as long as it is kept up to date, there is nothing worse than trying to use out of date documentation and/or out of date code
Obviously this of more of a request that a requirement as everything is GPL'd.
On an almost unrelated subject, development of the tools and documentation has stagnated somewhat. (the upgrade of the wiki and some new pages being added recently aside)
There are a number of reasons for this.
1 ) My intimate familiarity between the both of the systems involved (blender and somewhat less the .bzw format) makes it very difficult for me see where things could be made more user friendly; I recognize this as having to be the driving force behind any continued development of BZW Tools (besides bug fixes and possible new features due to 2.2)
2 ) There have been no bug reports for over 6 months, despite my finding things on odd occasions I have imported maps to see what they look like (and subsequently fixed BTW)
3 ) I don't know who, if anyone, is using it. The original exporter (the single file of abortion like hacks that made a .bzw file) was written by me for me, and I know some others used it too. The tools as they are know are written 'properly' in such a way that new stuff can be added easily, but it does what I want it to do, and no-one has asked for it to do any more.
4 ) I don't make a lot of maps, I think my count is 4, the original V 1.x map, the tree in the valley, the D'n'D' one with lava bridges and the big sphere, and lastly the A*A Bridge crossing map. Apart from the first these have all been 'proof of concept' and bug testing sandboxes for the toolkit, as well as 'This is what you can do with Blender and BZW Tools'. As far as I have seen nobody has 'run' with these examples.**
BZW Tools is in active development, and there
is help available for anyone who wants to use it*. V2.x is
your software, V1.x was written for me, V2.x was written and is maintained for
you, but it is true now as so often in life
'If you do not ask you do not get'
*There are people here who can testify what help I'll give if you ask
**AFAIK the only other person to make extensive use of meshes on maps is Louman, I look at most of his stuff and he certainly doesn't need a demonstration of what the game engine is capable of.
Did anyone notice (not the new arrivals, probably including you too Winny) the similarity between the D'n'D' map and JeffM's April fools joke of a few years back? (sadly no longer viewable IIRC)