Author Topic: Paragon Chat Development Roadmap and Wishlist  (Read 219376 times)

Paragon Avenger

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #360 on: May 29, 2017, 09:50:10 PM »
I asked CodeWalker if he could make a table showing progress and versions and features
He said that tables were too difficult tomake and that do we want him making tables or updating Paragon Chat

FeatureVersionEst. Release
Supergroups
1.0.14SOONTM
Supergroup Base Editing
1.0.15 or 1.0.16SOONTM
NPC Vehicle Traffic
1.0.20SOONTM
NPC Foot Traffic
1.0.22SOONTM

But he is too busy and tables are so hard to do.

(the above junk is only an example and is probably not what they are even thinking about working on)

Tahquitz

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #361 on: May 30, 2017, 02:47:42 AM »
He's not wrong.  Not much I can do to make this table more legible.
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Paragon Avenger

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #362 on: May 31, 2017, 07:29:31 PM »
So what have we learned,

OptionDisposition
TablesOut
Weekly UpdatesOut
Letting us know what you
 might be working on

Out
« Last Edit: May 31, 2017, 07:39:59 PM by Paragon Avenger »

Korbian

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #363 on: May 31, 2017, 10:24:43 PM »
I should not be laughing at this but I am.   The more I thought about it the funnier it got.  :P

That being said, it's more fun if we don't know what's coming.  Then we can be awed by the progress.

mobbyg

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #364 on: June 01, 2017, 08:29:35 PM »
That being said, it's more fun if we don't know what's coming.  Then we can be awed by the progress.

It works for the big tech guys when they release stuff.

MainRage

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #365 on: July 29, 2017, 03:55:37 AM »
The timeline looks amazing! I wish I had read this sooner- it excites me! If there's anything I can do to help please let me know!

Styrj

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #366 on: August 27, 2017, 11:26:34 AM »
CW, are you still working on the Dev version of PC?  Just curious, because I have PC Dev. v.16.11.24.2. in addition to PC (standard 1.0.13) or do we just ignore the Dev version?

Thanks in advance.
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Codewalker

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #367 on: September 05, 2017, 02:35:09 PM »
The dev version hasn't been updated in a while and is missing some fairly significant features (badges, for one). There is a lot of integration work that still needs to be done to unify that with the redesigned backend that can support bases and (eventually) private instances. Not sure when that will be complete.

However, despite the lack of updates on the dev branch at the moment, definitely keep it around. That's the update track I'll use for testing when all that stuff is done, so having it already installed will make it easier.

Styrj

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #368 on: September 06, 2017, 12:38:22 AM »
That's good to know CW.  I can't wait to see what you & your (team?) come up with next!
« Last Edit: September 06, 2017, 12:09:51 PM by Styrj »
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Lycantropus

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #369 on: September 09, 2017, 08:57:07 AM »
I'll take SOON (tm).

As far as I can tell, CW (and anyone else working on this) does this in their spare time, and out of a desire to see the City brought to life again without any financial recompense (which they legally can't take because then it would be profiting off an IP that doesn't belong to them). So... I'll take it. They have proven they have heads and shoulders above my levels of talent for making it happen (which has included attempting a 2D side scroller version from a freeware program off Steam that I don't even want to talk about because it got NOWHERE because... power selection, and a really poor attempt at a RPG-maker version that I actually paid for on Steam that didn't get past a substandard Atlas Park) much less the time to put into it (which is part of one of my problems) so you'll find little criticizing from me.

I can now log in, and grab badges, and actually *be* in the City when I can make the time (and especially when I *need* to just visit and roam). ANYTHING else that gets added is just more cherries on top (though I drool for bases next  :roll: ).

Yes, I'd love it all back, but that said, I can actually relieve stress from just wandering the zones and listening to the music start up for each area while I explore and hunt badges, so mileages may vary.

I guess what I'm trying to say is keep up the good work CW, it is appreciated and is enjoyed by many as it happens, but take care of yourself as well!! Thanks for all you do!

Lyc~

slickriptide

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #370 on: October 06, 2017, 03:28:03 PM »
There isn't a suggestions thread that I could find, so I'm dropping this here as a "wishlist" item:

Map travel outside of hard coded map ID numbers - On metadata rooms, set the room subject of the metadata room to the map associated with that metadata. Let /mapmove accept an optional room name. If that room exists and the associated metadata room also exists, then leave the current map, join the chat and metadata rooms for the new map and load the map specified in the metadata room subject.

Zones could have arbitrary names and "mission" maps could be generated without the requirement that all participants have identical entries in their zones.cfg file. As long as one player had a local zones.cfg entry that allowed her to /mapmove to her custom map using her locally-assigned ID number (or she was sufficiently experienced with XMPP usage to create the rooms by hand), other people could then travel to the "custom" map by invitation or having been told the name of the "custom" map.

If you wanted to get fancy, and subject length allowed, you could do something like ":maps/Missions/V_Longbow_Seabase/V_Longbow_Seabase_45/V_Longbow_Seabase_45_Layout_06.txt:X:Y:Z:" where X, Y, and Z are the coordinates of a suggested "zone in" point.

Since this strikes me as a somewhat obvious route to .cfg independence, I'll be unastounded to learn that there's a good reason to NOT do things this way, but at first glance it looks like a simple way to implement such a feature.

Codewalker

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #371 on: October 06, 2017, 06:34:51 PM »
You've basically described the "Private instance support using arbitrary maps" bullet point. Main difference is instead of overloading the room description, a dedicated XML protocol is planned to transfer richer data rather than trying to hack it into a text string.

There are some changes necessary to make this work and decouple static zone IDs from map and room info (some places do lookups based on zone.cfg to generate things like zone names for display in the friends list). This is part of the pluggable backend system for the base editor project.

Nyghtshade

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #372 on: January 20, 2018, 06:39:07 PM »
Apologies if this has been asked before.  Is there any possibility of activating the "effects" of a power use without actually using the power?  Like spamming heals?  Or are the two intrinsically linked?

Doc Artz

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #373 on: January 21, 2018, 09:47:33 PM »
Doc Artz

aeb

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #374 on: May 01, 2018, 07:59:35 AM »
Today, at DJ Havok's DJ show in King's Row, we hit the toons-per-zone limit, and several toons ended up in "King's Row 2." Could we raise the limit somehow? At least for King's Row and maybe Imperial City? And Pocket D if that isn't already higher, tho I suspect it might be? Pocket D gets most DJ shows, King's Row hosts DJ Havok's weekly show, and Imperial City has hosted at least two shows in front of Studio 55. {Smile}

Thank you very much for considering my request, whether you can grant it or not. {Smile}

aeb

Tahquitz

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #375 on: May 05, 2018, 02:16:57 AM »
The Zone Limit is actually the 'room size' for King's Row in our XMPP server. 

For Atlas Park and Pocket D, there is no maximum amount of players.  For other zones, the zone limit is able to be raised with early notice for an event or get-together past the cap of 30 users.  (This includes multiple instances, as each instance takes up a 'player'.) 

The 30 player limit is done on purpose: consider the number of maps in Paragon City, Rogue Isles and Praetoria altogether.  With 30 users per map, the server's workload is manageable.  And there's cheating: on all of the 100's of mission, encounter, and special maps, a set of 'shared' channels are used, so it's possible to hear someone in an Office building who is actually talking in the Summer Blockbuster Casino Heist set.

If the maximum is hit, players can move to Atlas Park or Pocket D if they want a place to see each other together "in person."  If you have a one-time event, let me know and I'll see what I can do.  For recurring events or weekly things, I can put it to Management for consideration, but no promises.

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Paragon Avenger

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #376 on: May 17, 2018, 01:47:54 AM »

With 30 users per map, the server's workload is manageable, but add just one more and POOF!

Sorry, Tahquitz.  I couldn't resist.   :)

Tahquitz

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #377 on: May 21, 2018, 10:53:02 PM »
Sorry, Tahquitz.  I couldn't resist.   :)

Of course. :)
"Work is love made visible." -- Khalil Gibran

Paragon Avenger

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #378 on: May 24, 2018, 04:48:39 PM »
I should not be laughing at this but I am.   The more I thought about it the funnier it got.  :P

Don't laugh at him, you'll only encourage me.

aeb

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Re: Paragon Chat Development Roadmap and Wishlist
« Reply #379 on: June 06, 2018, 09:58:40 PM »
At the very least, please consider raising the cap for King's Row, especially on Mondays. DJ Havok has been running his shows there live right along, and they tend to attract a good crowd by Paragon Chat standards. Especially if each of a player's multiple instances count separately. A few of his regulars are dedicated multi-tooners. *Smile*

He told me once he really doesn't want to move out of King's Row because that's where he started. *Smile*

Thank you. *Smile*