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Anlysia Gregoire

Munitorium Meeting 092609

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Introduction

[16:06] Anlysia Gregoire: Okay...Sera should be along in a bit, but I figure this is good to start.

[16:07] Anlysia Gregoire: Thanks for coming today, I was hoping for a few more people but there wasn't much notice given (Aryte didn't send out the group notice I asked for :V) so we'll make do. Haha.

[16:08] Anlysia Gregoire: There's a few things I want to go over, and I'd like to have all this wrapped up before we run into the general-meeting at 6, so let's just go with the standard format for that and keep it quiet until I ask for comments. I have everything written down here, so this should go FAIRLY smoothly. (I hope.)

Group Titles

[16:10] Anlysia Gregoire: So...without further adieu, the first thing I'd like to bring up is a (Tsume's talking to me in Vent now) change in the way we organize the personnel in the Munitorium group. Currently we have a bunch of group roles with random names, and they really don't mean much. I'd like to change that, and make the group titles a method of categorizing personnel by skill.

[16:13] Anlysia Gregoire: Groups have a limit of 10 roles, and we eat up three with Owner/Officer/Everyone, so that leaves us seven roles we can make for categorizing people. I'd like to use Builder/Scripter obviously, does anyone have suggestions on how we can use the others, effectively? I was considering 'Sculptor' / 'Animator', but I don't want to use them and end up without enough. What suggestions do you folks have?

[16:13] Anlysia Gregoire: (The point of this, BTW, is so people within the group can easily tell who can do what...which I'm currently doing now by going along and asking everyone SINGLY what exactly they do.)

[16:14] Tsume Xiao: Scripter, Builder, Texture-er, Animator, Tester, Sculpter

[16:14] Genesis Ronmark: Audio?

[16:14] Tsume Xiao: That too c.c

[16:14] Tsume Xiao: And thats the max.

[16:15] Keller Teichmann: So... Munitorum Personnel, Munitorum Officers, Munitorum Head, Scripter, Builder, Texturer, Animator, Tester, Sculpter, and Audio.

[16:16] Anlysia Gregoire: Texturer falls under two categories, mind. Texture CREATORS, and texture MAPPERS. Like Keystone, for instance. He doesn't make textures, but he can apply detailed complex maps across an object in ways that make my brain hurt.

[16:16] Tsume Xiao: Aside from Keller-Fish... who else makes textures for detailed stuff like guns or tanks?

[16:17] Inoue Katsu: steff

[16:17] Tsume Xiao: Let alone who makes them for Sculpts

[16:17] Tsume Xiao: c.c

[16:17] Anlysia Gregoire: Steff, Niiya, Agares...

[16:17] Genesis Ronmark: IM still new to it but ive done my share of tanks and guns with my own uploaded stuff

[16:17] Inoue Katsu: im still tinkering with em so count me out on those

[16:17] Anlysia Gregoire: You can see the reason I want to class people just by this. You have a project that needs "X" done to it, who can possibly help you with that?

[16:18] Tsume Xiao: Would the texture mappers be categoriezed into builders?

[16:18] Tsume Xiao: Err.. Wait..

[16:18] Tsume Xiao: Hmm.

[16:18] Anlysia Gregoire: No, that's possibly a fair idea. I mean, if you can build, it's likely you can apply a map.

[16:20] Anlysia Gregoire scrolls back to Keller's list.

[16:20] Anlysia Gregoire: Everyone, Owner, Officer, Builder, Scripter, Texturer, Animator, Tester, Sculptor, Audio? I think that was what you had, Keller.

[16:21] Inoue Katsu: ok im too tired to keep up with this, sorry but im gonna poof

[16:21] Anlysia Gregoire: (Inc. Sera)

[16:22] Anlysia Gregoire: Thanks Inoue, the log'll be on the forum anyway.

[16:22] Inoue Katsu: ok, good luck

[16:23] Anlysia Gregoire: Alrighty...well, let's cut that off for now, that list looks good and I'll see how well it fits.

Munitorium Requisition Proposals

[16:23] Anlysia Gregoire: Next topic...

[16:24] Anlysia Gregoire: (This is the one I asked Officers if they wanted to be here for, and since they didn't show up, I can make decisions without their input since they forfeited their option! \o/)

[16:24] Keller Teichmann: (HEY)

[16:24] Zerowinged Vasiliev: (>=|)

[16:25] Zerowinged Vasiliev: (Could have been nicer about it)

[16:25] Anlysia Gregoire: Right now, projects tend to appear and get put together without any real standards, information, or procedure. Someone decides they want something, and it gets put through, a nice model is made, scripts are made, then suddenly Aryte or Lestat or such will go "...what's that?" and kibosh it. And feelings get hurt, etc. (And you guys showed up so you get input. :D)

[16:25] Zrazor Rozenstrauch: I showed up :O

[16:26] Tsume Xiao: Its more Arytes opinion that matters >.>

[16:26] Tsume Xiao: No disrespect to Lestat... c.c

[16:26] Anlysia Gregoire: What I want to do, is improve our models of project maintenance. I'm not really interested in stemming the flow of work going through, more making sure we know where all projects are at all states of workflow.

[16:28] Anlysia Gregoire: As in, before work begins on something in earnest, a project proposal should be submitted with details of exactly what you're asking for / planning. For instance, on a weapon you'd want details about capacities, rate of fire, etc. As well as some reasoning behind the project. Why, exactly, do we need fancy-new-item X?

[16:28] Anlysia Gregoire: Zrazor has already done one of these with me, just recently. I think it was a good experience and helped fully form the details of exactly what he was wanting, prior to launching it off at a scripter and saying "Make cool shit!"

[16:29] Keller Teichmann: So it'd be something akin to the Curia Approval Requests, just for stuff not-yet-made? B:

[16:29] Anlysia Gregoire: Basically, yes. That's actually a very good comparison. *writes that down*

[16:30] Anlysia Gregoire: Anyway...all the steps/procedures aren't formalized, yet. But I wanted to sit it down in front of the kind of people who WOULD BE submitting these kinds of requests, and get their thoughts and opinions. And luckily I have three Alpha officers here, which is good since you guys are like 80% of new projects that go through. What's the general thoughts (from everyone) on this?

[16:31] Keller Teichmann: So long as it results in a definite thumbs up / thumbs down. The big nagging issue with getting gear made is not knowing whether or not it'll actually get used until it's near the final stages.

[16:31] Zrazor Rozenstrauch: I'd want to see a form where if I want to lobby for equipment I'll have an organized way to communicate all the information I need to

[16:31] Zrazor Rozenstrauch: Rather than just "Describe the item you need"

[16:32] Anlysia Gregoire nods.

[16:32] Zrazor Rozenstrauch: And yes, I agree, I'd also want a way to get a definite yes or no.

[16:33] Zrazor Rozenstrauch: We could avoid a lot of Mazzy's APC type situations like that

[16:33] Zerowinged Vasiliev: Second that.

[16:33] Tsume Xiao: But Zrazor..

[16:33] Keller Teichmann: Third'd.

[16:33] Zrazor Rozenstrauch: Nip that shit in the bud before someone makes something fancy and gets mad when it's rejected

[16:33] Sera Otoro: fourthed...

[16:33] Tsume Xiao: You forget that not all of us are whiney scotish <insert explicitive for female dog here>

[16:34] Anlysia Gregoire: Also, one of the responsibilities of being the submitter of a project would be reporting progress back to, well, me. Just giving me a heads-up of what's going on. Basically, I skipped this part at the beginning of the spiel here...my job is to sit at the "funnel" between all your guys' work, and Aryte. Instead of him asking twenty people how their projects are going, I tell him.

[16:34] Zrazor Rozenstrauch: True, not all of us are semi-retarded Scotch cuntbirds

[16:35] Zrazor Rozenstrauch: So you'd be sort of a liaison running around going between the people who need stuff, the guy who approves stuff, and the people making the stuff?

[16:35] Anlysia Gregoire: Yes.

[16:35] Anlysia Gregoire: It's one of those awesome little-power much-responsibility jobs I seem to take to like crazy for some reason.

[16:36] Zrazor Rozenstrauch: Well you'd be good for that

[16:36] Anlysia Gregoire: Anyway...any more comments besides "I want a standardized form" and "I want a definite yes/no"? I want to keep moving along, heh.

[16:37] Keller Teichmann: None from me. :B

[16:37] Zrazor Rozenstrauch: Nah, I'm good.

Standardizations

[16:38] Anlysia Gregoire: Alrighty...next up is talk about standardizations. AKA ideas we can carry over across all our group production. This is something I need to be talking to people about in their various "trades". IE, the scripters/builders. I want to come up with a good set of formal guidelines on what we should be using for prims/textures, for one. I'm no builder and don't claim to be, so I can't just pull this out of the air.

[16:39] Anlysia Gregoire: At the same time, the limits are definitely going to be more uh...lax...than the "former regime"s...I know some of our builders aren't sculptors and I don't want to see them punished for that, we have room for everyone who at least tries to make things without silly wastefulness.

[16:39] Anlysia Gregoire: Also on the standardization note, I'm going to be talking to the scripters about a unified command set that goes across all our gear. So you can pick up any piece of gear and use the same commands and gestures that work with any other one. No manuals required, basically.

[16:40] Keller Teichmann raises his hand. :B

[16:40] Anlysia Gregoire: We have this to an EXTENT...but we're also missing some commands on a few weapons. rdraw, for instance.

[16:40] Anlysia Gregoire: Keller?

[16:40] Vincent Lucerne: >.>

[16:40] Vincent Lucerne: <.<

[16:40] Keller Teichmann: Make it follow Titan Wield, just for ease of use, since 90% of us use TI weapons? c_c

[16:40] Vincent Lucerne was toally here the whoel time

[16:41] Tsume Xiao: Ethan and I use similar commands as it is... and most of the guns use the same commands for vel and bullet switch ect.

[16:41] Anlysia Gregoire: I'd like that, personally, and the list of commands that I've got noted down here quickly is very similiar to the Five-seveNs, actually. As well, I'm looking at more ways we can open up the usage of the C key, even on non-single-hand weapons. Ethan's put a lot of work into that, between Titan Wield, the Subjugator's firing speed, and the Shock Rifle's alt-fire. It's frankly a wasted key that we could be getting use out of, with the sorely limited amount of keys we can bind.

[16:41] Tsume Xiao: I think its more of a "make sure you have compatibility for X command" than the other.

[16:42] Zerowinged Vasiliev: Grenade?

[16:42] Zerowinged Vasiliev: As in underslung?

[16:42] Vincent Lucerne: yea :O

[16:42] Tsume Xiao: I use that for crouch on weapons with crouch.

[16:42] Zrazor Rozenstrauch: crashed

[16:42] Anlysia Gregoire: Possibly. But hold on that a second before you get too far down that train, I have another comment related to that.

[16:42] Tsume Xiao: I would not reccomend it for grenades as it leads to accidental discharges.

[16:42] Zerowinged Vasiliev: Have them hold the key down?

[16:43] Anlysia Gregoire: Exact functionality is something we can determine at a later date, heh. As for underslung grenades, that'd require mouselook which means it's a terrible "accidental discharge" where you'd otherwise have shot someone anyway.

[16:43] Vincent Lucerne: ao off

[16:43] Zrazor Rozenstrauch: See, I findcrouch kind of useless and vastly prefer a c fire for underslung grenades

[16:44] Zrazor Rozenstrauch: I like having that one-touch option there

[16:44] Vincent Lucerne: Crouch is uselss....:\

[16:44] Keller Teichmann: ^

[16:44] Tsume Xiao: being able to fire them in third person is fun though, as you can fire them while altcamed :D

[16:44] Tsume Xiao: Wrong.

[16:44] Zrazor Rozenstrauch: Just make it first-person only

[16:44] Tsume Xiao: Crouch is not useless.

[16:44] Zerowinged Vasiliev: Crouch is really useless, outside of noobs attacking.

[16:44] Zerowinged Vasiliev: You hitbox remains the same

[16:44] Vincent Lucerne: It serves no real strategic purpous

[16:44] Tsume Xiao: Ok.

[16:44] Vincent Lucerne: purpose*

[16:44] Anlysia Gregoire: We can argue about crouch later. If you don't like crouch, don't request it on your items. ;>

[16:44] Anlysia Gregoire: Let's move along.

[16:44] Zerowinged Vasiliev: Kay

[16:44] Tsume Xiao: But crouch allows you to hide your position from the eye, and it lowers your firing position.

[16:45] Tsume Xiao: It may not be something we want in our weapons, but it is not useless.

[16:45] Zerowinged Vasiliev: . . . Moving along.

Emerald Keybinds

[16:45] Tsume Xiao: In the same track as commands, the Emeral gestures should be integrated as well c.c

[16:45] Anlysia Gregoire: Speaking of keybinds, I'm sure most of you are familiar with Emerald's keybind-gestures. AKA being able to bind to any key.

[16:45] Anlysia Gregoire: Yes thank you Tsume.

[16:45] Anlysia Gregoire: Anyway.

[16:45] Sera Otoro: i use the c key for the grenade launcher on the fulminata weapon...

[16:46] Zrazor Rozenstrauch: I love the C-grenade on the Talon

[16:46] Anlysia Gregoire: What I've spoken to Aryte about is the idea of integrating a high-number listener channel into our weapons, to allow for "silent" gestures that don't spam HUDs. Like, for instance, my reload I'm sure you've all seen a million times.

[16:46] Tsume Xiao: Reload is already easy, but I have found uses for it in other ways, such asbinding a special one to an underslung launcher.

[16:46] Anlysia Gregoire: And in combination with that, making available a common distribution pack of gestures to all Ordo people, that listen to "our" channel.

[16:46] Tsume Xiao: Things such as mode switches, draws/sling, are already integrated.

[16:47] Anlysia Gregoire: Just say some random number like 234873. Nobody listens to their HUD on that, so nobody will be spammed with it. Which is one of the complains about the Emerald gestures.

[16:47] Anlysia Gregoire: This would let us bind other functions without having to worry about the "standard" key limits.

[16:48] Tsume Xiao: Problem wityh the high channels.

[16:48] Zrazor Rozenstrauch: What about people who don't use Emerald?

[16:48] Anlysia Gregoire: The gestures work in any client, but they're made with Emerald. It's strange.

[16:48] Tsume Xiao: You dont need emerald.

[16:48] Tsume Xiao: They are jst creted in that.

[16:48] Zrazor Rozenstrauch: Weird

[16:48] Zrazor Rozenstrauch: Okey doke

[16:48] Tsume Xiao: The problem with the uber high channel

[16:48] Anlysia Gregoire: Anyway, Tsume, yes.

[16:48] Vincent Lucerne: is there an echo in here >_>?

[16:48] Tsume Xiao: Is that you dont know if it triggerd.

[16:49] Tsume Xiao: Until something responds from the gun.

[16:49] Anlysia Gregoire: Weapons can echo to owner easily enough, which I personally prefer for things like mode changes, etc.

[16:49] Anlysia Gregoire: And spamming just yourself with an llOwnerSay is preferable to spamming EVERYONE'S HUD around you.

[16:49] Tsume Xiao: I like having "/1r" appear in my HUD so I know it registered.

[16:49] Zerowinged Vasiliev: Seconding Anly.

[16:49] Tsume Xiao: THe other thing is, we already have a listener for channel one.

[16:50] Tsume Xiao: So why add another listener /just/ for the special gestures when we can use what we already have.

[16:50] Anlysia Gregoire: If we add more functions via keybind, then that's more channel 1 spam. Personally I can't stand having my HUD on 1 because of other people.

[16:50] Tsume Xiao: Not really.

[16:51] Tsume Xiao: As of now.

[16:51] Anlysia Gregoire: Not to mention the more people are talking on 1, then the more 1 becomes 0...and channel 1 listeners become more laggy.

[16:51] Tsume Xiao: even without a emeral gestures, you will hear ".1r" or ".1draw" ect.

[16:51] Tsume Xiao: The same is true for any channel.

[16:51] Anlysia Gregoire: Well, what are other people's thoughts on the concept? That's why we're here, to discuss.

[16:52] Vincent Lucerne: Hmm

[16:52] Anlysia Gregoire: None of these are "decrees", they're suggestions I'm putting forth to get opinion.

[16:52] Tsume Xiao: And the main difference with channel 0 and one, is that even with commands on channel 1, channel one will be hundereds of time smore responsive than channel 0.

[16:52] Vincent Lucerne: I'd kinda like not hearing a bunch of /1 reloads all the time :o

[16:52] Tsume Xiao: Simply because, commands are issued with the intent of going to a gun, they happen once, then they stop.

[16:53] Tsume Xiao: But even if we add the extra listener, you will still have people using channel 1.

[16:53] Vincent Lucerne: brb a sec....SL pwnt my sound

[16:53] Sera Otoro: how about we call a vote up on the forums for these standardized commands, for the rest of the ordo, what do THEY prefer...

[16:53] Zerowinged Vasiliev: Seconded.

[16:53] Zerowinged Vasiliev: (Love that word =D)

[16:54] Anlysia Gregoire: Sure, that's easily done.

[16:54] Tsume Xiao: Simpler is easier, so that shouldnt be difficult.

[16:55] Zerowinged Vasiliev: Key thing is to /reduce/ the number of people spamming channel one with commands, Tsume.

[16:55] Zerowinged Vasiliev: That is my outlook on the situation.

[16:55] Anlysia Gregoire: Personally. I think the local echo of the global channel 1 in the HUD is useless and shouldn't be there.

[16:55] Anlysia Gregoire: Or of whatever your listener channel is.

[16:56] Zerowinged Vasiliev: Think having a listener that you can turn off and/or re-direct would be helpful.

[16:56] Anlysia Gregoire: Well, that'd be a new HUD feature...and the new HUD is uh......yeah.

[16:56] Vincent Lucerne: A revamped hud in general would be nice :o

[16:56] Zerowinged Vasiliev: Setting it to a enemies channel command for a gun would help in some "monitor this dood" defenses.

[16:57] Tsume Xiao: You can turn of the listener in the current hud...

[16:57] Anlysia Gregoire: We're waiting on the new HUD. :\ That's in Syl's hands.

[16:57] Vincent Lucerne: Ok....so no new hud....gotcha :o

[16:57] Anlysia Gregoire: It's......mostly made to my understanding. Anyway, way off topic here. *checks notes*

[16:57] Anlysia Gregoire: Let's see, poll on the Emerald gestures using a different channel... *writes down*

[16:58] Vincent Lucerne: \o

[16:58] Anlysia Gregoire: Vincent?

[16:58] Vincent Lucerne: i was displaying my approval :O

[16:58] Anlysia Gregoire: Ah.

[16:58] Vincent Lucerne: Yes.

Testing

[16:58] Anlysia Gregoire: Alright I have one more thing to go through before I open for general discussion (not that we haven't been doing that): Testing.

[16:58] Anlysia Gregoire: (Oh yes, I'm going there.)

[16:59] Tsume Xiao raises hand/paw/thing with Ideas c.c

[17:00] Anlysia Gregoire: Our testing and lack thereof drives me up the wall. So one of the big, new pushes of the new workflow is going to be testing. No person can be expected to make zero mistakes, regardless of how good of a scripter OR tester they are, so it's in our interest to formalize the testing process as much as we can. And I'll get you after I give my spiel, Tsume.

[17:00] Tsume Xiao: \o/

[17:01] Anlysia Gregoire: Now, I have a list of people to whom I'd like to give formal testing duties. In two methods..."mechanical" and "active" testing. Mechanical testing is basically where you sit there and deliberately attempt to break something. This is what I do, most times. Active testing is taking something out in the field and using it, and seeing how it actually performs.

[17:02] Anlysia Gregoire: But to do this, I need cooperation from scripters, and I need some new methods. Our current methods of "handing stuff to people individually" don't really cut it for this, so I'm looking at a better distribution method. Something akin to the lockers, maybe.

[17:02] Anlysia Gregoire: Or even a rezzable object that said scripter puts the new doodad inside, clicks it, and it whisks it off to everyone who are supposed to get it.

[17:02] Anlysia Gregoire: Magic, etc.

[17:03] Anlysia Gregoire: That was a pretty broad topic without a lot of finite detail, but, I'll open discussion about testing, with Tsume since he asked first.

[17:03] Anlysia Gregoire: (And while he speaks, I'll grab a drink quickly.)

[17:03] Tsume Xiao: Ok. There are a few things with all the testing I have done that need to be governed.

[17:03] Vincent Lucerne: :o

[17:03] Tsume Xiao: Starting with testers.

[17:04] Tsume Xiao: I have had nice people ect volunteer to test weapons, and they give shitty to no feedback, making them useless.

[17:04] Tsume Xiao: They will toy around for the gun for 10 minutes and go "I LIKE IT" ect, not try and find errors, or just generally use it as a method to get free stuff.

[17:04] Genesis Ronmark: that also depends on what these volunteers know about usage

[17:04] Anlysia Gregoire: Yes, this is why I have a list of people I'd like to work with. Not volunteers.

[17:05] Tsume Xiao: Which I why I think we put some kind of application on our testers so we dont get silly people "testing" things and wasting time.

[17:05] Tsume Xiao: AKA we create a pool of people we know are good at testing, which we can draw volunteersfrom.

[17:05] Vincent Lucerne: *nod nod* This is a good idea

[17:06] Tsume Xiao: I would be willing to generate said aplication and maintain said pool to help ease Anly's load, but that can be discussed later.

[17:06] Zerowinged Vasiliev: Found it useful that if one tells people about certain things that you are looking for in a gun while Active testings, tends to help. Otherwise you end up with "shitty feedback".

[17:06] Tsume Xiao: The other thing with testing is that we need a certain list of the kinds of things to look for (though good testers know about this)

[17:06] Tsume Xiao: Scripting is like writing a fucking english paper.

[17:07] Tsume Xiao: You spend so much time staring at it and getting it write, that your eye passes over errors...

[17:07] Tsume Xiao: Like miss spelling "reload" as "Relaod" when the gun reports "Reload Complete"

[17:07] Tsume Xiao: Or the bullets rezzing backwards so their texture alignment is wrong.

[17:07] Anlysia Gregoire: (Also with testing is me beating a proper version numbering system into people...I'll discuss this in a moment, after this topic.)

[17:08] Tsume Xiao: Testers need to be able to test for errors as well as general functionality like "dayum these bullets physlock like a bitch"

[17:08] Tsume Xiao: And on the locker Idea, what I dop is I keep a smaller, fixed circle of testers, and kleep intouch with them manually, a locker would complicate things...

[17:09] Vincent Lucerne: We could.....make a tester's group perhaps..?

[17:09] Tsume Xiao: The weapon nomenclature is another topic anly c.c

[17:09] Tsume Xiao: Or a role like we discussed whent he meeting star-... Oh.. yopui wernt here...

[17:09] Anlysia Gregoire: No, this is just version numbering. It'll be brief.

[17:09] Vincent Lucerne: NO, I WAS FASHIONABLY LATE

[17:10] Tsume Xiao: But yeah. Testing needs to be regulated, because the sooner bugs are found/performance approved, the faster something can make it out.

[17:11] Anlysia Gregoire: Exactly.

[17:11] Tsume Xiao: One tyhing that does irritate me is when testers take the job and then stop using the weapon because of short attention span or "i dont like it" or a dumb reason like not liking the sounds/textures/"it doesnt match my eyes"

[17:11] Karlhockey Forte is Offline

[17:11] Tsume Xiao: The other issue with testing is, if equiptment isnt tested.. ti gets released and bugs are immediately found...

[17:12] Tsume Xiao: Whish HAS happened with some particular squad only equipt ment.

[17:12] Tsume Xiao: *which

[17:12] Vincent Lucerne: which a dedicated group of testers would solve o-o

[17:12] Tsume Xiao: Well.

[17:12] Tsume Xiao: that wone wasnt tested by anyone but the creator at all.

[17:12] Tsume Xiao: and it was a very apparent error that about 10 min of testing would solve c.c

[17:13] Tsume Xiao: ANYWAYS

[17:13] Tsume Xiao: BIG POINT HERE

[17:13] Anlysia Gregoire: Like when I put on the TI Bolter and went "anim:small" and it threw a script error?

[17:13] Anlysia Gregoire: *cough*

[17:13] Tsume Xiao: Testing Good.

[17:13] Tsume Xiao: Real, organized testing with testing "experts": Fucking Epic.

[17:13] Anlysia Gregoire: Anyway, yes. Thanks Tsume. Does anyone else have any comments on that topic?

[17:13] Tsume Xiao: Testing = Errors found before release

[17:14] Anlysia Gregoire: Let's try not to run into the other meeting if we can avoid it. ;>

[17:14] Tsume Xiao: Errors Found before release = Less maintanecne and re issuing.

[17:14] Tsume Xiao: Oh right.

[17:14] Tsume Xiao: Im done now :>

[17:14] Anlysia Gregoire: Any other comments on testing?

[17:15] Anlysia Gregoire: Going once...twice...etc. Cool.

"Manufactorium"

[17:15] Vincent Lucerne: \o

[17:15] Vincent Lucerne: I has subject :O

[17:15] Anlysia Gregoire: What do you have, Vincent?

[17:15] Vincent Lucerne: Well..

[17:16] Vincent Lucerne: I spoke with Aryte very breifly on thae matter at some point before....however, I'll bring it up for consideration here since we're gathered anyway.

[17:17] Vincent Lucerne: I think with the new sim build....perhpas it'd be neat to have an actual Munitorum "office"

[17:17] Vincent Lucerne: A Manufactorum of sorts

[17:17] Anlysia Gregoire: Well, that would be up to whomever's doing the new build and......well...as soon as you get into "offices", things get sticky and people get jealous.

[17:17] Vincent Lucerne: Well it's not a personal office..

[17:17] Genesis Ronmark: workstation?

[17:17] Anlysia Gregoire: Now, if you wanted a designated BUILD AREA we called the "Manufactorium" that would be cute and thematic.

[17:18] Vincent Lucerne: Well....I mean it'd have a physical chart with the status of the various projects the group is working on at the time

[17:18] Agares Tretiak: Furthermore, the extra prims, wouyld they be justifiable for an officve, as opposed to what Anlysia just said.

[17:18] Anlysia Gregoire nods. "Well, on that note, we do have the forums, and the wiki."

[17:18] Vincent Lucerne: Well yes..

[17:18] Tsume Xiao: I hase a todo list like Keller fish.

[17:19] Vincent Lucerne: As far as prims go.....it's be a pretty light building..

[17:19] Vincent Lucerne: you dont need much....along the lines of a giant box with neat gothic bits

[17:19] Anlysia Gregoire: I have a few to-do lists in written form, here, as well. But yes, a cleaner setup of those would be nice. I may look into some flowcharting or project management software so we can get a better look at what's going on, though that's utterly off the current topic. *writes down for later*

[17:20] Vincent Lucerne: *nod nod :o*

[17:21] Anlysia Gregoire: But yes...space is... a sticky proposition. We don't have a lot of it. And I don't know if there's really a setup for that kind of structure in the new build. That's on Keno's shoulders, really. I don't know what kind of guidance he has or doesn't have on the new build. Aryte?

[17:21] Vincent Lucerne: We seem to have an abundance of large empty spaces between the towers :o

[17:21] Vincent Lucerne: I could speak with Keno about it if you wish :o

[17:22] Anlysia Gregoire: Honestly making the decision on something like that is...really out of my range of authority.

[17:22] Anlysia Gregoire: The actual build and look of the sim is really...Aryte's call, I'd say.

[17:22] Vincent Lucerne: Oh I know, I was just throwing it out there for consideration

[17:22] Agares Tretiak: Aye. I don't know fully, what Keno intends to implement into the build.

[17:23] Genesis Ronmark: just to add when you take into consideration if an area was to come to form, you have to consider the fact at how many people just leave shit out and around and how fast itll eat costs and bring us to nothing quickly which would impliment a sand box rule and could lead to futher issues

[17:23] Agares Tretiak: Aye.

[17:23] Agares Tretiak: There's that to consider. But we have some rather zealous Estate Managers who hate seeing cluter.

[17:23] Agares Tretiak: ERm

[17:23] Agares Tretiak: Clutter.

[17:23] Vincent Lucerne: Well....I'd say we need to implement a "keep you shit out" rule for unofficial projects :o

[17:24] Vincent Lucerne: It's a military complex, not a sandbox

[17:24] Agares Tretiak: That may be hard to explain to some Numerii.

[17:24] Genesis Ronmark: the keep your shit out rule would be a cool way to get people interested in helping which would bring in more help or testers

[17:24] Zrazor Rozenstrauch: We've got that big empty space on floor 1 here :O

[17:24] Anlysia Gregoire: Well, honestly, we demand so much time from people to be on-base, that it's fair to say we should let them at least accomplish some of their other-things while they're here. But that's really here nor there, and also not really in the range of this discussion, that's Ordo policy moreso than anything to do with Munitorium.

[17:24] Vincent Lucerne: Floor 1 sucks x-x;

[17:25] Anlysia Gregoire: This is more a discussion for the general topics of the group meeting in...35 minutes. Heh. Let's wrap up talk about an office complex / factory / whatever. Does anyone else have anything they'd like to bring up?

[17:25] Agares Tretiak: Is there a log of this meeting?

[17:26] Anlysia Gregoire: I'll be doing one, don't worry.

[17:26] Agares Tretiak: Ok! I'm sure any question I have can be put in the meeting thread, then.

Further Schedules & Closing

[17:27] Anlysia Gregoire: Alright then...I have one last thing before we close up here. A reoccuring meeting. What's a good interval in people's minds between Munitorium meetings? Two weeks popped into my head, as we're not really that super-active to require a weekly meeting. Anyone else have a thought? Also day/time. This time we just had, or a different one?

[17:27] Anlysia Gregoire: Schedules mean better attendance.

[17:28] Vincent Lucerne: this time every two weeks sounds good to me :O

[17:28] Agares Tretiak: Well, Weekends generally are my best time. Or Thursday evenings.

[17:28] MikeMurdock McMillan: weekends i'm good for meetings or wed when i'm not working on homework or astesignani

[17:29] Anlysia Gregoire: Anyone else have thoughts? I have a bunch of bodies who aren't saying much. I know I'm not that exciting, but, come on. ;>

[17:29] Vincent Lucerne: I made an APC.

[17:29] Vincent Lucerne: >.>

[17:29] Anlysia Gregoire: I meant on the meeting time. Heh. But thank you.

[17:29] Vincent Lucerne: xD

[17:30] Anlysia Gregoire: Alright, two weeks today same time it is. Thanks for stopping by, people. I'll get a log up as soon as I can clean it up. Now you can...continue to sit there and wait for the NEXT meeting (yay).

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In response to providing information on a development project, I tend to write up a detailed set of requirements and specifics that need to be met by the project. It helps give any scripters, animators, and audio designers an idea of what to be doing with the project, as well as anyone involved in implementing or approving the project, and idea of how the weapon will work, how the weapon will be deployed or utilized, and some delicious fluff on the weapon.

Case in point: the Devastator Autocannon and the Ballistae Heavy Siege Howitzer both have a specifications set drawn up that detail these bits of information. These specs lists help give people who need to approve the weapon a preview of how and what the weapon will be doing, before it's built or even scripted. Any changes can be easily explained, then, because there's a point of reference in the specs list.

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