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[OFFTOPIC?] Doc Chow (was Re: Windows Installer for Xconq)
- From: Eric McDonald <mcdonald at phy dot cmich dot edu>
- To: Jim Kingdon <kingdon at panix dot com>
- Cc: xconq7 at sources dot redhat dot com
- Date: Mon, 3 Nov 2003 16:21:27 -0500 (EST)
- Subject: [OFFTOPIC?] Doc Chow (was Re: Windows Installer for Xconq)
On Mon, 3 Nov 2003, Jim Kingdon wrote:
> I guess that makes sense. Imfapp is half a mebibyte on my linux
> system, and full sources seem to be about 5 mebibytes or so. Having
I think I can get used to saying "mebibyte", but "kibibytes"
really sounds like a brand of dog chow. Thankfully, a half a
kibibyte (aka, binary kilobyte) is not known as a "kibble", in the
way that half a byte is known as a "nibble". Otherwise, we would
have all these Kibbles and Bits floating around.
> the xconq sources are kind of useful in understanding how the game
> works until/unless we get more documentation volunteers than we have
> now.
Yes. Absolutely agreed.
If my motivation capacitor ever becomes sufficiently recharged
(wrt documentation), I intend to mention the formulae used by
each of the combat models for determining hits and misses and
damage. Another good thing that could be done, imo, is using
@ifhtml in the .texi sources, so that newer texi2html translators
can include raw HTML (useful for including screenshots in the
HTML versions of the docs).
I still need to write up some things regarding compound terrain
effects, but have been holding back because I think I should
refine that code further to deal with my previously mentioned
ideas about border and connector aux terains.
> I'd call the options something like "Normal" (everything you need to
> play xconq), "Designer" (includes files recommended for game
> designers), and "Source" (includes xconq source code, for those
> desiring maximum insight into xconq's functioning).
I'll consider what you suggest.
It's a dog's world,
Eric