[ARCHIVE] SimAntics & World Development

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But I can't guarantee that these will work with the current network setup, which is really bothering me. The current code is hard to follow... not in a complicated way, but in a fragmented way. We're an MMO and uncertainty certainly isn't an option for servers that need to be online 24/7

If you rewrite any more of my code I will personally delete every file I've ever worked on and kick you from the repo. If you feel something should be refactored, tell me and I will do it.
 
If you rewrite any more of my code I will personally delete every file I've ever worked on and kick you from the repo. If you feel something should be refactored, tell me and I will do it.
OUCH, a bit harsh, don't you think? O.O
I thought you said this was Rhys' project? :/ I'm a bit confused on where Project Dollhouse is heading at the moment...
And I don't see where he's implied that he would change your code without permission...?
 
There's no shit in this, I'm simply laying down a law (which quite frankly I thought we had established when Darren left); no rewriting or refactoring other people's code without permission.
There's no shit in this, I'm simply laying down a law (which quite frankly I thought we had established when Darren left); no rewriting or refactoring other people's code without permission.
I think there more friendly and peaceful ways to tell him that without being so harsh...
 
Blayer98: I did say that, but I never gave him permission to change any of my code.
I would rather refactor it myself than have someone else do it.
And I'm being harsh because there was a big row about this when Darren left, where I thought the ground rules of cooperation had been laid out, but Rhys broke them by rewriting my networking code (which he did without concern for bandwidth at all, I might add)
 
Blayer98: I did say that, but I never gave him permission to change any of my code.
I would rather refactor it myself than have someone else do it.
And I'm being harsh because there was a big row about this when Darren left, where I thought the ground rules of cooperation had been laid out, but Rhys broke them by rewriting my networking code (which he did without concern for bandwidth at all, I might add)
Oh, did you say that earlier on the thread before he changed it?? :/ (the "Don't edit my code please" thing.)
 
if rewritten networking is really that important for you, cant you revert are rewrite it yourself? i dont get why are you being harsh out of nowhere
 
Well Rhys and Afr0 have both shown to had relatively cool heads on their shoulders so I'm sure you guys will work something out :) As much I like all the progress Rhys has made and got us to a point where we were able to play test together, I also understand that having all of your hard work rewritten without any prior notice is frustrating. Hopefully this can be mediated and we can get back to progressing even more on this project!
 
Me and Rhys came to an agreement, I think.
I will modify the networking to use less bandwidth before doing anything else, and then I might finish lot buy mode because I hate leaving things undone.
 
*drama intensifies*

drop table feelings;
insert into repo values (code, moarcode, evenmoarcode);

return this->isSimple(really);
 
Blayer98: I did say that, but I never gave him permission to change any of my code.
I would rather refactor it myself than have someone else do it.
And I'm being harsh because there was a big row about this when Darren left, where I thought the ground rules of cooperation had been laid out, but Rhys broke them by rewriting my networking code (which he did without concern for bandwidth at all, I might add)
I'm not sure how sending one initial packet with the lot in it over a TCP stream (which has managed QOS on basically every router) and then sending lots of tiny ones is bandwidth heavy.

I'm not sure why as soon as you messaged me about this last night you thought that you could slam me on here and the facebook group for making a logical decision. How can you be sure that any one packet does not exceed the arbitrarily low limit of 65535 bytes? Two extra bytes of length did not hurt anyone, and it certainly didn't hurt the original game, whose packet framing also used uint size.

If you rewrite any more of my code I will personally delete every file I've ever worked on and kick you from the repo. If you feel something should be refactored, tell me and I will do it.
Do you think kicking me from the repo will make things much better? I've worked on this every day for the past month, and I'm not prepared to stop working on it just because you decide that quick fixes to single functions in network code should be routed through you first, and then mulled over for about a week or forever.
 
Whatever. So long as no more code is rewritten, there isn't any problem.

mulled over for a week

Are you that impatient to get this done? I honestly care more about the process, getting things done the right way and about what's already been achieved than getting the project completed.
 
I'm pretty sure deliberately waiting a few days "mulling over" what I just wrote in a few hours and that works out of the box would be a complete waste of my time and everyone else's. I think people who do this in a software engineering job would be fired.
 
You never even gave me a chance to fix it.
And this isn't a fucking job. I'm sorry if I'm not working fast enough for you and everyone else, but this isn't a production environment. No, in fact, this is a work of art. The sum of its parts matter much more than the final result.
 
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