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		<title><![CDATA[Renegade Projects Network Forums - News from the Battlefield]]></title>
		<link>https://forums.renegadeprojects.com/</link>
		<description><![CDATA[Renegade Projects Network Forums - https://forums.renegadeprojects.com]]></description>
		<pubDate>Thu, 16 Apr 2026 04:42:55 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[New Construction Options: Ares 0.2 RC 1 is now live]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=2150</link>
			<pubDate>Sat, 14 Jul 2012 17:38:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=102">Nighthawk</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=2150</guid>
			<description><![CDATA[Good evening, everyone.<br />
Slowly, Ares has been lumbering forward. While the number of active testers is nowhere near what we'd like, and we're still missing an official documentation maintainer, progress has been made.<br />
<br />
We've now reached the stage whereby we can officially release something with "0.2" in the name. <span style="font-style: italic;" class="mycode_i">Please note:</span> This is <span style="font-weight: bold;" class="mycode_b">not</span> the final version of 0.2, and simply calling it "Ares 0.2" is incorrect.<br />
<br />
What we're releasing is the <span style="font-weight: bold;" class="mycode_b">first Release Candidate of Ares 0.2</span>. For any of you unfamiliar with the software development process, a release candidate is pretty much what the name implies - a version which is deemed complete enough that it could be called a "candidate" for the final release, but it may still contain unreported bugs that a final version naturally shouldn't have.<br />
<br />
If up until now you've only been working with 0.1P1 (the last officially stable release), then you'll (hopefully) be pleased to know that this version contains hundreds of new additions, improvements and bugfixes over version 0.1P1. I could list them all, but we have <a href="http://ares-developers.github.com/Ares-docs/" target="_blank" rel="noopener" class="mycode_url">a manual</a> for that.<br />
<br />
And of course, you'll be needing a download link:<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size"><a href="https://launchpad.net/ares/+download" target="_blank" rel="noopener" class="mycode_url">Download 0.2RC1</a></span></span><br />
<br />
If no bugs are reported, then this may well become the final version of Ares 0.2 in the future. However, nobody likes a buggy product. If you encounter any bugs while using this, please report them as normal using the <a href="https://bugs.launchpad.net/ares" target="_blank" rel="noopener" class="mycode_url">tracker on LaunchPad</a>.<br />
<br />
Additionally, although it's a publicly-announced release, and although it's got "0.2" in the name, this is still officially an <span style="font-style: italic;" class="mycode_i">unstable</span> version. As such, all previous warnings relating to unstable versions still apply.<br />
<br />
Thank you for your continued patience throughout Ares' development. We're getting there.<br />
<br />
Nighthawk.<br />
Project Manager.]]></description>
			<content:encoded><![CDATA[Good evening, everyone.<br />
Slowly, Ares has been lumbering forward. While the number of active testers is nowhere near what we'd like, and we're still missing an official documentation maintainer, progress has been made.<br />
<br />
We've now reached the stage whereby we can officially release something with "0.2" in the name. <span style="font-style: italic;" class="mycode_i">Please note:</span> This is <span style="font-weight: bold;" class="mycode_b">not</span> the final version of 0.2, and simply calling it "Ares 0.2" is incorrect.<br />
<br />
What we're releasing is the <span style="font-weight: bold;" class="mycode_b">first Release Candidate of Ares 0.2</span>. For any of you unfamiliar with the software development process, a release candidate is pretty much what the name implies - a version which is deemed complete enough that it could be called a "candidate" for the final release, but it may still contain unreported bugs that a final version naturally shouldn't have.<br />
<br />
If up until now you've only been working with 0.1P1 (the last officially stable release), then you'll (hopefully) be pleased to know that this version contains hundreds of new additions, improvements and bugfixes over version 0.1P1. I could list them all, but we have <a href="http://ares-developers.github.com/Ares-docs/" target="_blank" rel="noopener" class="mycode_url">a manual</a> for that.<br />
<br />
And of course, you'll be needing a download link:<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size"><a href="https://launchpad.net/ares/+download" target="_blank" rel="noopener" class="mycode_url">Download 0.2RC1</a></span></span><br />
<br />
If no bugs are reported, then this may well become the final version of Ares 0.2 in the future. However, nobody likes a buggy product. If you encounter any bugs while using this, please report them as normal using the <a href="https://bugs.launchpad.net/ares" target="_blank" rel="noopener" class="mycode_url">tracker on LaunchPad</a>.<br />
<br />
Additionally, although it's a publicly-announced release, and although it's got "0.2" in the name, this is still officially an <span style="font-style: italic;" class="mycode_i">unstable</span> version. As such, all previous warnings relating to unstable versions still apply.<br />
<br />
Thank you for your continued patience throughout Ares' development. We're getting there.<br />
<br />
Nighthawk.<br />
Project Manager.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Technology of Peace]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=2050</link>
			<pubDate>Mon, 02 Jan 2012 17:39:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=1">Renegade</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=2050</guid>
			<description><![CDATA[Some of you may have noticed a few oddities in Ares and its related technologies in the past few weeks...a bright new message in certain builds of the game, read-only version control, and the bug tracker went down.<br />
<br />
These were the heralds of a few of the deepest changes in Ares's development- and community structure so far, a set of changes I will explain today.<br />
<br />
[size=xx-large]Are you unstable?[/size]<br />
Our decision to closely guard the testing builds from the public eye has probably been our most criticized; while our reasoning has not changed, it is undeniable that, no matter our good intentions, the community simply refuses to accept the system.<br />
We stand before two choices: Continuing as before, in the hopes that the desire for a new stable release will bring about more testers to finally release Ares as stable as it needs to be, or changing our approach, to see if a new way of doing things will be more successful than the old one.<br />
<br />
Looking at these options, an oft-cited quote from our beloved Internets comes to mind: [quote]Insanity: Repeating the same behavior over and over and expecting different results.[/quote]<br />
To put it bluntly, if the reasonable approach were compatible with the community, it would have worked by now. Instead, we're pretty much a year late with Ares 0.2.<br />
<br />
[b]Therefore, we have decided to change our handling of unstable builds.[/b]<br />
If you have been playing with r1168 or newer, you will already have noticed a not-so-subtle message in the corner of your screen, clearly marking your version as unstable. Since this message ensures any and all players understand the stability rating of the version they're playing and cannot possibly (credibly) claim to have been confused about what they're dealing with, [b]from now on, we accept the publication and usage of unstable builds by the general community[/b].<br />
We still maintain that both common players as well as normal releases of mods should stick to the stable versions, but if someone decides unstable is good enough for them, so be it.<br />
<br />
Henceforth, unstable builds will be propagated both through Launch Base as well as [url]http://ares.strategy-x.com/unstable/[/url].<br />
The latter location is currently in a "bare metal" state and will be upgraded in the future to include information about the branches the downloads belong to.<br />
<br />
[size=xx-large]Neutral grounds[/size]<br />
Another obstacle in Ares's community interaction is that people often equate Ares as a product and project with RenegadeProjects, and thus project their personal feelings regarding our quiet community and its members on Ares and its (distinct) community. This is a historically grown association, since we have been hosting Ares and its predecessors ever since DeeZire's moronic moderators tried to kill RockPatch in the womb, but nevertheless untrue and not helpful.<br />
As a reaction, we have been working hard to move all things related to Ares development away from RenProj onto neutral grounds. <br />
<br />
Of the many choices available to us, we have settled for [url=https://launchpad.net/ares]LaunchPad[/url] and [url=https://github.com/Ares-Developers/Ares]GitHub[/url].<br />
If you are not familiar with LaunchPad, it is a hosting platform for open source projects, offering everything a project needs to manage itself and its code and to interact with its community:<br />
<br />
[size=large]Bug reports[/size]<br />
Bug reports will go through [url=https://bugs.launchpad.net/ares]Ares's bug tracker at LaunchPad[/url] from now on. Compared to our previous software, it is vastly simpler to use for end users and far better documented.<br />
[URL=http://img641.imageshack.us/img641/6379/areslpbugs.png][IMG]http://img641.imageshack.us/img641/6379/areslpbugs.th.png[/IMG][/URL] [URL=http://img843.imageshack.us/img843/3218/areslpbugsdetail.png][IMG]http://img843.imageshack.us/img843/3218/areslpbugsdetail.th.png[/IMG][/URL]<br />
The bug reports of the old bug tracker have been moved and are available as before. If you were monitoring a bug, that subscription has also been transferred.<br />
<br />
[size=large]Feature requests[/size]<br />
Feature requests go [i]wherever the hell you want[/i].<br />
LaunchPad has an awesome facility called [url=https://blueprints.launchpad.net/ares]"Blueprints"[/url], which are essentially static linking points for documents hosted elsewhere.<br />
In essence, you can work out the details of your feature wherever you want - a thread at PPM, for example -, and when you're done, you simply [url=https://blueprints.launchpad.net/ares/+addspec]register a blueprint[/url] for Ares.<br />
If you'd like to move your feature description, to a wiki, for example, you can simply update the target of the blueprint.<br />
<br />
That way, we have a static element we can work with in the system, there is a static link for your feature request you can spread (in the likes of [tt]https://blueprints.launchpad.net/ares/+spec/acid-frogs-of-doom[/tt]), but you can still develop your feature in your own time, in your own crowd, using your own tools.<br />
[URL=http://img717.imageshack.us/img717/9723/areslpblueprints.png][IMG]http://img717.imageshack.us/img717/9723/areslpblueprints.th.png[/IMG][/URL] [URL=http://img703.imageshack.us/img703/2025/areslpblueprintsdetail.png][IMG]http://img703.imageshack.us/img703/2025/areslpblueprintsdetail.th.png[/IMG][/URL]<br />
Feature requests of the old tracker have been moved to the new bug tracker for reasons of simplicity, but using the bug tracker for feature requests is explicitly discouraged. While the old software, as an "issue tracker", was well-equipped to deal with feature requests, the new tracker is narrowly focused on being a bug tracker, and LaunchPad is geared towards Blueprints for feature development.<br />
<br />
To underline this point, all imported (and properly filed) feature requests have been converted to blueprints with associated wiki pages. The blueprints are associated with their respective imported bug, so you can both find the original report through the blueprint as well as the blueprint through the report (right-hand side, box "Related Blueprints").<br />
<br />
This also means if you're having a hard time finding your feature request through the search, you can go the path of old tracker [arr=r] new tracker [arr=r] blueprint.<br />
Though that really shouldn't be necessary. The search is pretty good.<br />
<br />
[size=large]Answers[/size]<br />
LaunchPad's "[url=https://answers.launchpad.net/ares]Answers[/url]" section is kind of like a forum crossed with an FAQ section. If you want to ask a question about Ares or find the answer to something not in the manual, this will be the place to go.<br />
[URL=http://img854.imageshack.us/img854/9029/areslpquestions.png][IMG]http://img854.imageshack.us/img854/9029/areslpquestions.th.png[/IMG][/URL] [URL=http://img11.imageshack.us/img11/9611/areslpquestionsdetail.png][IMG]http://img11.imageshack.us/img11/9611/areslpquestionsdetail.th.png[/IMG][/URL]<br />
In addition, frequently asked questions as well as important answers will be available through the [url=https://answers.launchpad.net/ares/+faqs]FAQ section[/url] it provides.<br />
<br />
[size=large]Code &amp; Contribution[/size]<br />
Through our move from our local Subversion repository to a [url=https://github.com/Ares-Developers/Ares]git repository on GitHub[/url], contributing to Ares has become a whole lot easier.<br />
Anyone can fork the project, fix an issue or implement a feature and request a pull of the code, or make his own fork available to the community.<br />
<br />
Even if you're not a C++-coder, you can do the same to help with [url=https://github.com/Ares-Developers/Ares-docs]the manual[/url], which has been rewritten to be almost code-free. You don't need to be a coder to help with the manual anymore.<br />
<br />
<br />
Most importantly, however, all of this happens away from RenProj. Unless you specifically [i]want[/i] to visit our forums to discuss the finer details of Ares development or use it to start a blueprint, there is no need for you to visit our [s]evil lair[/s] innocent little meadow anymore.<br />
<br />
[size=xx-large]The Manual[/size]<br />
As mentioned above, there's been some work to the manual, both to make it easier for non-coders to contribute as well as to make it easier to use for modders.<br />
In the future, the authoritative manual will reside at [url]http://ares.strategy-x.com/documentation/[/url]. When in doubt, that manual shall be regarded as correct, and if it's incorrect, that's a bug.<br />
<br />
The new manual has three major advantages over the previous one:<br />
[list=1]<br />
[*][b]Pages.[/b]<br />
While the original manual was appropriate for Ares 0.1, 0.2 is significantly bigger and the documentation has evolved a lot since then, making the one-page &amp; no pre-links design cumbersome to work with and a pain to load.<br />
The new manual has one page for each topic, in a clear, hierarchical structure, and all items can be linked to: e.g. [url]http://ares.strategy-x.com/documentation/new/urbancombattrenches.html#advanced-rubble[/url]<br />
[*][b]Separation of content and output.[/b]<br />
Apart from individual text markup like text links or boldness, the actual manual content is completely independent from its output, allowing us not only to update the manual's design without touching the content, but also to export the manual into a variety of other formats - depending on the results of future tests, we might, for example, provide a PDF version of the manual with the release packages, instead of the whole hundred-file HTML folder.<br />
[*][b]Easy code.[/b]<br />
From now on, manual content is no longer in HTML, but in [url=http://docutils.sourceforge.net/docs/user/rst/quickstart.html#text-styles]reStructured Text (reST)[/url], making it a lot easier for non-coders to jump in and help. Add to that the fact that all topics are in separate files [i]and[/i] that the manual has its [url=https://github.com/Ares-Developers/Ares-docs]own, independent repository[/url], and manual changes are something anyone can do.<br />
[/list]<br />
At this moment, the manual is still in an intermediate state, where the data is converted and imported, but not cleaned up yet. It should be usable, but it hasn't reached its full potential yet.<br />
<br />
We will provide a complete guide to editing the manual in the already-mentioned FAQ section soon.<br />
<br />
[size=xx-large]LaunchBase[/size]<br />
LaunchBase will be better.<br />
Busy with real life, Marshall was awesome enough to release LaunchBase's source under the General Public License, allowing us to patch LB on our own.<br />
Currently, due to the big, structural changes we made, LaunchBase-Ares interconnection is broken, but we will correct this as soon as we can, and throw in a little tidbit as well.<br />
<br />
[size=xx-large]Ares 0.2[/size]<br />
We are still hoping to release Ares 0.2 in the very near future; in order to facilitate the stability testing of the current state, we are providing a number of testing branches that merge different combinations of the remaining feature branches, including one [i]Fat Man[/i] branch, which will include all designated 0.2 feature branches merged into trunk (i.e. it will be an unstable version of what Ares 0.2 will be).<br />
<br />
This, combined with liberal spreading of those unstable releases, will hopefully generate enough feedback to find the remaining showstoppers and release Ares 0.2.<br />
<br />
You can find the "Fat Man" branch binaries [url=http://ares.strategy-x.com/unstable/v02.tar.gz]here[/url].<br />
You can find the testing criteria for the actual testing branches [url=https://github.com/Ares-Developers/Ares/wiki/0.2-test-branch-questions-to-answer]here[/url], though binaries aren't available for all branches as of the time of posting. These will be generated as code is updated.<br />
<br />
Remember: The more you test, the quicker we can release.<br />
<br />
[size=xx-large]Adapting &amp; The Future[/size]<br />
We realize that basically changing everything at once can be a tad confusing for the community, but we are confident that LaunchPad's facilities are easy enough for everyone to adapt quickly. <br />
<br />
Through these changes, basically everything a normal player or modder needs is concentrated under [url]https://launchpad.net/ares[/url] - downloads of the stable version, bug reporting, feature requesting and questions &amp; answers. Once the current form of the manual is uploaded with the 0.2 package, a user of the stable version generally shouldn't need to visit any page other than Ares at LaunchPad.<br />
All code is concentrated under [url]https://github.com/Ares-Developers[/url], and the last few outliers like bleeding-edge binaries and manual are all children of [url]http://ares.strategy-x.com/[/url].<br />
In other words: Even if you want to use the very latest Ares binaries and documentation, browse all code related to Ares, report bugs, submit feature requests, read important information [i]and[/i] discuss implementation intricacies with other Ares users, you still won't need more than three entry points at max.<br />
<br />
Out of these three entry points, two are on independent servers managed by large-scale corporations, so even if disaster strikes and STX goes down, code, downloads, bugtracker, blueprints, FAQ and Q&amp;A will all still be available.<br />
<br />
Each facility is more feature-rich and easier to use than the one before, improving the user experience dramatically.<br />
<br />
All in all, interaction with Ares as a project and with its individual aspects should be better and easier for everyone.<br />
<br />
As for the future of the project as a whole, three months of break do help to quiet the mind, so we're not going to make predictions who will work on Ares's code in what capacity after 0.2. We can report, however, that GraionDilach has shown himself quite capable of modifying and releasing Ares on his own, so even after a mass exodus of coders, there should be enough coding prowess left to carry Ares to the next generation of coders.<br />
<br />
And ultimately, Ares is open source, and can now be forked with the click of a button. It cannot be killed anyway.<br />
<br />
So fear not for the future of Ares, enjoy the unstable builds, and report test results god dammit.<br />
<br />
<br />
<br />
[size=xx-large]Epilogue[/size]<br />
In case you were wondering: The original draft of this post was saved November 6th, 2011, and was always designed to go up after all aspects of it were deemed release-worthy. The fact that it's going up now is related to the fact that the holidays are over and we had time to code, not the recent outbreak of armchair project management on the forums.]]></description>
			<content:encoded><![CDATA[Some of you may have noticed a few oddities in Ares and its related technologies in the past few weeks...a bright new message in certain builds of the game, read-only version control, and the bug tracker went down.<br />
<br />
These were the heralds of a few of the deepest changes in Ares's development- and community structure so far, a set of changes I will explain today.<br />
<br />
[size=xx-large]Are you unstable?[/size]<br />
Our decision to closely guard the testing builds from the public eye has probably been our most criticized; while our reasoning has not changed, it is undeniable that, no matter our good intentions, the community simply refuses to accept the system.<br />
We stand before two choices: Continuing as before, in the hopes that the desire for a new stable release will bring about more testers to finally release Ares as stable as it needs to be, or changing our approach, to see if a new way of doing things will be more successful than the old one.<br />
<br />
Looking at these options, an oft-cited quote from our beloved Internets comes to mind: [quote]Insanity: Repeating the same behavior over and over and expecting different results.[/quote]<br />
To put it bluntly, if the reasonable approach were compatible with the community, it would have worked by now. Instead, we're pretty much a year late with Ares 0.2.<br />
<br />
[b]Therefore, we have decided to change our handling of unstable builds.[/b]<br />
If you have been playing with r1168 or newer, you will already have noticed a not-so-subtle message in the corner of your screen, clearly marking your version as unstable. Since this message ensures any and all players understand the stability rating of the version they're playing and cannot possibly (credibly) claim to have been confused about what they're dealing with, [b]from now on, we accept the publication and usage of unstable builds by the general community[/b].<br />
We still maintain that both common players as well as normal releases of mods should stick to the stable versions, but if someone decides unstable is good enough for them, so be it.<br />
<br />
Henceforth, unstable builds will be propagated both through Launch Base as well as [url]http://ares.strategy-x.com/unstable/[/url].<br />
The latter location is currently in a "bare metal" state and will be upgraded in the future to include information about the branches the downloads belong to.<br />
<br />
[size=xx-large]Neutral grounds[/size]<br />
Another obstacle in Ares's community interaction is that people often equate Ares as a product and project with RenegadeProjects, and thus project their personal feelings regarding our quiet community and its members on Ares and its (distinct) community. This is a historically grown association, since we have been hosting Ares and its predecessors ever since DeeZire's moronic moderators tried to kill RockPatch in the womb, but nevertheless untrue and not helpful.<br />
As a reaction, we have been working hard to move all things related to Ares development away from RenProj onto neutral grounds. <br />
<br />
Of the many choices available to us, we have settled for [url=https://launchpad.net/ares]LaunchPad[/url] and [url=https://github.com/Ares-Developers/Ares]GitHub[/url].<br />
If you are not familiar with LaunchPad, it is a hosting platform for open source projects, offering everything a project needs to manage itself and its code and to interact with its community:<br />
<br />
[size=large]Bug reports[/size]<br />
Bug reports will go through [url=https://bugs.launchpad.net/ares]Ares's bug tracker at LaunchPad[/url] from now on. Compared to our previous software, it is vastly simpler to use for end users and far better documented.<br />
[URL=http://img641.imageshack.us/img641/6379/areslpbugs.png][IMG]http://img641.imageshack.us/img641/6379/areslpbugs.th.png[/IMG][/URL] [URL=http://img843.imageshack.us/img843/3218/areslpbugsdetail.png][IMG]http://img843.imageshack.us/img843/3218/areslpbugsdetail.th.png[/IMG][/URL]<br />
The bug reports of the old bug tracker have been moved and are available as before. If you were monitoring a bug, that subscription has also been transferred.<br />
<br />
[size=large]Feature requests[/size]<br />
Feature requests go [i]wherever the hell you want[/i].<br />
LaunchPad has an awesome facility called [url=https://blueprints.launchpad.net/ares]"Blueprints"[/url], which are essentially static linking points for documents hosted elsewhere.<br />
In essence, you can work out the details of your feature wherever you want - a thread at PPM, for example -, and when you're done, you simply [url=https://blueprints.launchpad.net/ares/+addspec]register a blueprint[/url] for Ares.<br />
If you'd like to move your feature description, to a wiki, for example, you can simply update the target of the blueprint.<br />
<br />
That way, we have a static element we can work with in the system, there is a static link for your feature request you can spread (in the likes of [tt]https://blueprints.launchpad.net/ares/+spec/acid-frogs-of-doom[/tt]), but you can still develop your feature in your own time, in your own crowd, using your own tools.<br />
[URL=http://img717.imageshack.us/img717/9723/areslpblueprints.png][IMG]http://img717.imageshack.us/img717/9723/areslpblueprints.th.png[/IMG][/URL] [URL=http://img703.imageshack.us/img703/2025/areslpblueprintsdetail.png][IMG]http://img703.imageshack.us/img703/2025/areslpblueprintsdetail.th.png[/IMG][/URL]<br />
Feature requests of the old tracker have been moved to the new bug tracker for reasons of simplicity, but using the bug tracker for feature requests is explicitly discouraged. While the old software, as an "issue tracker", was well-equipped to deal with feature requests, the new tracker is narrowly focused on being a bug tracker, and LaunchPad is geared towards Blueprints for feature development.<br />
<br />
To underline this point, all imported (and properly filed) feature requests have been converted to blueprints with associated wiki pages. The blueprints are associated with their respective imported bug, so you can both find the original report through the blueprint as well as the blueprint through the report (right-hand side, box "Related Blueprints").<br />
<br />
This also means if you're having a hard time finding your feature request through the search, you can go the path of old tracker [arr=r] new tracker [arr=r] blueprint.<br />
Though that really shouldn't be necessary. The search is pretty good.<br />
<br />
[size=large]Answers[/size]<br />
LaunchPad's "[url=https://answers.launchpad.net/ares]Answers[/url]" section is kind of like a forum crossed with an FAQ section. If you want to ask a question about Ares or find the answer to something not in the manual, this will be the place to go.<br />
[URL=http://img854.imageshack.us/img854/9029/areslpquestions.png][IMG]http://img854.imageshack.us/img854/9029/areslpquestions.th.png[/IMG][/URL] [URL=http://img11.imageshack.us/img11/9611/areslpquestionsdetail.png][IMG]http://img11.imageshack.us/img11/9611/areslpquestionsdetail.th.png[/IMG][/URL]<br />
In addition, frequently asked questions as well as important answers will be available through the [url=https://answers.launchpad.net/ares/+faqs]FAQ section[/url] it provides.<br />
<br />
[size=large]Code &amp; Contribution[/size]<br />
Through our move from our local Subversion repository to a [url=https://github.com/Ares-Developers/Ares]git repository on GitHub[/url], contributing to Ares has become a whole lot easier.<br />
Anyone can fork the project, fix an issue or implement a feature and request a pull of the code, or make his own fork available to the community.<br />
<br />
Even if you're not a C++-coder, you can do the same to help with [url=https://github.com/Ares-Developers/Ares-docs]the manual[/url], which has been rewritten to be almost code-free. You don't need to be a coder to help with the manual anymore.<br />
<br />
<br />
Most importantly, however, all of this happens away from RenProj. Unless you specifically [i]want[/i] to visit our forums to discuss the finer details of Ares development or use it to start a blueprint, there is no need for you to visit our [s]evil lair[/s] innocent little meadow anymore.<br />
<br />
[size=xx-large]The Manual[/size]<br />
As mentioned above, there's been some work to the manual, both to make it easier for non-coders to contribute as well as to make it easier to use for modders.<br />
In the future, the authoritative manual will reside at [url]http://ares.strategy-x.com/documentation/[/url]. When in doubt, that manual shall be regarded as correct, and if it's incorrect, that's a bug.<br />
<br />
The new manual has three major advantages over the previous one:<br />
[list=1]<br />
[*][b]Pages.[/b]<br />
While the original manual was appropriate for Ares 0.1, 0.2 is significantly bigger and the documentation has evolved a lot since then, making the one-page &amp; no pre-links design cumbersome to work with and a pain to load.<br />
The new manual has one page for each topic, in a clear, hierarchical structure, and all items can be linked to: e.g. [url]http://ares.strategy-x.com/documentation/new/urbancombattrenches.html#advanced-rubble[/url]<br />
[*][b]Separation of content and output.[/b]<br />
Apart from individual text markup like text links or boldness, the actual manual content is completely independent from its output, allowing us not only to update the manual's design without touching the content, but also to export the manual into a variety of other formats - depending on the results of future tests, we might, for example, provide a PDF version of the manual with the release packages, instead of the whole hundred-file HTML folder.<br />
[*][b]Easy code.[/b]<br />
From now on, manual content is no longer in HTML, but in [url=http://docutils.sourceforge.net/docs/user/rst/quickstart.html#text-styles]reStructured Text (reST)[/url], making it a lot easier for non-coders to jump in and help. Add to that the fact that all topics are in separate files [i]and[/i] that the manual has its [url=https://github.com/Ares-Developers/Ares-docs]own, independent repository[/url], and manual changes are something anyone can do.<br />
[/list]<br />
At this moment, the manual is still in an intermediate state, where the data is converted and imported, but not cleaned up yet. It should be usable, but it hasn't reached its full potential yet.<br />
<br />
We will provide a complete guide to editing the manual in the already-mentioned FAQ section soon.<br />
<br />
[size=xx-large]LaunchBase[/size]<br />
LaunchBase will be better.<br />
Busy with real life, Marshall was awesome enough to release LaunchBase's source under the General Public License, allowing us to patch LB on our own.<br />
Currently, due to the big, structural changes we made, LaunchBase-Ares interconnection is broken, but we will correct this as soon as we can, and throw in a little tidbit as well.<br />
<br />
[size=xx-large]Ares 0.2[/size]<br />
We are still hoping to release Ares 0.2 in the very near future; in order to facilitate the stability testing of the current state, we are providing a number of testing branches that merge different combinations of the remaining feature branches, including one [i]Fat Man[/i] branch, which will include all designated 0.2 feature branches merged into trunk (i.e. it will be an unstable version of what Ares 0.2 will be).<br />
<br />
This, combined with liberal spreading of those unstable releases, will hopefully generate enough feedback to find the remaining showstoppers and release Ares 0.2.<br />
<br />
You can find the "Fat Man" branch binaries [url=http://ares.strategy-x.com/unstable/v02.tar.gz]here[/url].<br />
You can find the testing criteria for the actual testing branches [url=https://github.com/Ares-Developers/Ares/wiki/0.2-test-branch-questions-to-answer]here[/url], though binaries aren't available for all branches as of the time of posting. These will be generated as code is updated.<br />
<br />
Remember: The more you test, the quicker we can release.<br />
<br />
[size=xx-large]Adapting &amp; The Future[/size]<br />
We realize that basically changing everything at once can be a tad confusing for the community, but we are confident that LaunchPad's facilities are easy enough for everyone to adapt quickly. <br />
<br />
Through these changes, basically everything a normal player or modder needs is concentrated under [url]https://launchpad.net/ares[/url] - downloads of the stable version, bug reporting, feature requesting and questions &amp; answers. Once the current form of the manual is uploaded with the 0.2 package, a user of the stable version generally shouldn't need to visit any page other than Ares at LaunchPad.<br />
All code is concentrated under [url]https://github.com/Ares-Developers[/url], and the last few outliers like bleeding-edge binaries and manual are all children of [url]http://ares.strategy-x.com/[/url].<br />
In other words: Even if you want to use the very latest Ares binaries and documentation, browse all code related to Ares, report bugs, submit feature requests, read important information [i]and[/i] discuss implementation intricacies with other Ares users, you still won't need more than three entry points at max.<br />
<br />
Out of these three entry points, two are on independent servers managed by large-scale corporations, so even if disaster strikes and STX goes down, code, downloads, bugtracker, blueprints, FAQ and Q&amp;A will all still be available.<br />
<br />
Each facility is more feature-rich and easier to use than the one before, improving the user experience dramatically.<br />
<br />
All in all, interaction with Ares as a project and with its individual aspects should be better and easier for everyone.<br />
<br />
As for the future of the project as a whole, three months of break do help to quiet the mind, so we're not going to make predictions who will work on Ares's code in what capacity after 0.2. We can report, however, that GraionDilach has shown himself quite capable of modifying and releasing Ares on his own, so even after a mass exodus of coders, there should be enough coding prowess left to carry Ares to the next generation of coders.<br />
<br />
And ultimately, Ares is open source, and can now be forked with the click of a button. It cannot be killed anyway.<br />
<br />
So fear not for the future of Ares, enjoy the unstable builds, and report test results god dammit.<br />
<br />
<br />
<br />
[size=xx-large]Epilogue[/size]<br />
In case you were wondering: The original draft of this post was saved November 6th, 2011, and was always designed to go up after all aspects of it were deemed release-worthy. The fact that it's going up now is related to the fact that the holidays are over and we had time to code, not the recent outbreak of armchair project management on the forums.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Where the Wild Downloads Grow]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=2005</link>
			<pubDate>Wed, 21 Sep 2011 18:56:40 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=1">Renegade</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=2005</guid>
			<description><![CDATA[<br />
<span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Note:</span></span> This document has been partially superseded by the announcements of <a href="http://forums.renegadeprojects.com/showthread.php?tid=2050" title="Thread #2050 on the Renegade Projects Network Forums">The Technology of Peace</a>.<br />
In particular:<ul class="mycode_list"><li>Ares has been modified to show a very clear disclaimer in unstable builds, making additional marking of unstable builds as unstable unnecessary.<br />
</li>
<li>We accept the publication and usage of unstable builds by the general community.<br />
</li>
</ul>
Remember, however, that using unstable builds for general gameplay and distribution is unwise, and that you are still bound by the license.<br />
<br />
<br />
<br />
<br />
<hr class="mycode_hr" />
We have expressed the sentiments of this announcement numerous times over the past few years, but since some people still seem to be unclear about them, I will explain this once more as officially and clearly as possible:<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">The only supported Ares versions for end-users are the publicly released stable versions.</span><br />
</span><ul class="mycode_list"><li>Any version that is not one of the publicly released stable versions is a testing version and only meant for testers.<br />
</li>
<li>Anyone who is using a testing version despite not being a tester is not entitled to any support from us. If you're not a tester, you weren't supposed to use the testing version in the first place.<br />
</li>
<li>Testing versions are not released or marked as stable versions <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">because they're not fucking stable</span></span>. Any particular testing version could unexpectedly and randomly be utterly broken and unplayable. They can be unstable, subtly flawed, features can randomly be broken, they can be slow due to excessive debugging code, or can be built for a very specific purpose only the testers know about. <span style="font-weight: bold;" class="mycode_b">Using testing versions without being a tester is an invitation of trouble and frustration and nothing else.</span><br />
</li>
<li>Testing versions can be outdated rapidly. In a development cycle, it's entirely possible there are multiple new versions per <span style="font-style: italic;" class="mycode_i">hour</span>, each one fixing issues that existed in the one before, or introducing new issues. Picking one at random is akin to Russian roulette. Just because a build is the latest version released doesn't mean it's the most stable build of the past 24 hours. Educate yourself before picking an unstable version.<br />
</li>
</ul>
I will repeat this once more, since certain elements in this community are famous for their dimwittedness and nothing else:<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Any version that is not a stable version of Ares is inherently <span style="text-decoration: underline;" class="mycode_u"><span style="font-style: italic;" class="mycode_i">unstable</span></span>.</span></span><br />
If you use a testing version of Ares and complain about any of its properties, specifically in regards to bug counts, stability or feature completeness, you're a fucking moron. Period.<br />
<br />
We do not support end users using the testing versions of Ares. We didn't lock them away so far because there wasn't much of a reason to, but if it comes to a point were wide-spread use of testing versions creates problems of any kind for us, we have absolutely no issue with preventing testing versions to work for anyone but testers.<br />
<br />
As we have discussed <a href="http://forums.renegadeprojects.com/showthread.php?tid=1980" title="Thread #1980 on the Renegade Projects Network Forums">just recently</a>, the community had chance enough to join the testing crew and get the testing versions in advance, it had no interest in that, so it shouldn't turn around now and try to obtain the testing builds.<br />
<br />
If you figure out where the testing builds are, good for you.<br />
If you know how to get them, shut the fuck up. They're not for public consumption.<br />
<br />
<br />
On the related topic of <span style="font-weight: bold;" class="mycode_b">distributing mods with Ares</span>, the following can be said:<ul class="mycode_list"><li>In any situation, <span style="font-weight: bold;" class="mycode_b">adhere to the license</span>. To put this simply, your right to redistribute Ares is founded on your acceptance and adherence to the license it is under - if you violate the license, you don't have the right to distribute Ares, legal or otherwise. Before you redistribute Ares with anything, <span style="font-style: italic;" class="mycode_i">read the goddamn license and act accordingly</span>. It's right there in every release, so don't pretend you didn't know.<br />
</li>
<li>If you're <span style="font-weight: bold;" class="mycode_b">distributing a stable version</span>:<ul class="mycode_list"><li>Always make sure your Ares is up to date. We only support the latest public release, and if anyone with an outdated version asks for support, our first and only suggestion will be to update to the latest stable release. Patches exist for a reason, we don't release them for fun. If you're distributing your mod with an outdated version and/or your mod is incompatible with the latest version, you're risking support troubles and you're risking broken games.<br />
</li>
<li>If you or your users uncover Ares issues, report them to <a href="http://bugs.renegadeprojects.com/" target="_blank" rel="noopener" class="mycode_url">the bugtracker</a>.<br />
</li>
<li>Make sure you deliver Ares cleanly. Do not distribute a virus-infected Ares.<br />
(Sidenote: Since a virus modifies the Ares binary, and you would not mark Ares as modified in accordance to the license, you would technically commit software piracy by distributing a virus-infected version of Ares. Just sayin'.)<br />
</li>
</ul>
</li>
<li>If you're <span style="font-weight: bold;" class="mycode_b">distributing an unstable version</span>:<ul class="mycode_list"><li>First of all, you're stupid. Plain and simple. Releasing your mod based on and with software that has officially <span style="font-style: italic;" class="mycode_i">not</span> been deemed stable is in no way smart.<br />
</li>
<li>If you're doing it anyway, we expect the following disclaimer in very clear view in an unmissable place:<br />
<blockquote class="mycode_quote"><cite>Ares Testing Version Disclaimer Wrote:</cite>The version of Ares distributed with this mod is an unstable testing version not meant for public consumption. The Ares developers do not support the usage or distribution of testing versions with public mods. This version of Ares has a certain likelihood of being broken in various ways, including, but not limited to:<br />
* frequent Internal Errors<br />
* broken features<br />
* incomplete features<br />
* frequent Reconnection Errors in multiplayer <br />
* broken stock functionality<br />
* degraded performance due to debugging code<br />
<br />
We, the authors of this mod, consider this version of Ares stable enough for general distribution, but we are required to stress that the Ares developers disagree and do not support this move.</blockquote></li>
<li>Do not dare blaming us for your mistakes. Should it turn out that you distributed the wrong version and your mod's players are angry, don't you fucking dare blaming Ares - it was <span style="font-style: italic;" class="mycode_i">your</span> stupid decision to include a broken testing version with your mod. We told you it was a stupid decision in the first place. It's your stupid mistake, and it's on you to take the blame.<br />
</li>
<li>Do not advertise the inclusion of Ares any more than required by the license. Do <span style="font-style: italic;" class="mycode_i">not</span> go forward and boast about all the awesome additions made possible by new and not-yet-publicly-released Ares features. If you want to include a testing build, do it quietly. (Except for the loud disclaimer, obviously.)<br />
</li>
<li>Choose. fucking. wisely. As said above: Just because something is the latest build available doesn't mean it's the most stable build available. The latest version could introduce horrible bugs or even intentionally be only half-finished. If you must include a testing version, make an educated choice which build to include, and make note of known issues with that version.<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">tl;dr:</span> Don't use testing versions unless you're a tester. If you know how to get the testing versions, stfu about it. If you distribute testing versions with your mod, accept the consequences.</span><br />
<br />
<br />
<span style="font-size: x-small;" class="mycode_size">This post is a living document and may be modified and amended at a later point in time.</span>]]></description>
			<content:encoded><![CDATA[<br />
<span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Note:</span></span> This document has been partially superseded by the announcements of <a href="http://forums.renegadeprojects.com/showthread.php?tid=2050" title="Thread #2050 on the Renegade Projects Network Forums">The Technology of Peace</a>.<br />
In particular:<ul class="mycode_list"><li>Ares has been modified to show a very clear disclaimer in unstable builds, making additional marking of unstable builds as unstable unnecessary.<br />
</li>
<li>We accept the publication and usage of unstable builds by the general community.<br />
</li>
</ul>
Remember, however, that using unstable builds for general gameplay and distribution is unwise, and that you are still bound by the license.<br />
<br />
<br />
<br />
<br />
<hr class="mycode_hr" />
We have expressed the sentiments of this announcement numerous times over the past few years, but since some people still seem to be unclear about them, I will explain this once more as officially and clearly as possible:<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">The only supported Ares versions for end-users are the publicly released stable versions.</span><br />
</span><ul class="mycode_list"><li>Any version that is not one of the publicly released stable versions is a testing version and only meant for testers.<br />
</li>
<li>Anyone who is using a testing version despite not being a tester is not entitled to any support from us. If you're not a tester, you weren't supposed to use the testing version in the first place.<br />
</li>
<li>Testing versions are not released or marked as stable versions <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">because they're not fucking stable</span></span>. Any particular testing version could unexpectedly and randomly be utterly broken and unplayable. They can be unstable, subtly flawed, features can randomly be broken, they can be slow due to excessive debugging code, or can be built for a very specific purpose only the testers know about. <span style="font-weight: bold;" class="mycode_b">Using testing versions without being a tester is an invitation of trouble and frustration and nothing else.</span><br />
</li>
<li>Testing versions can be outdated rapidly. In a development cycle, it's entirely possible there are multiple new versions per <span style="font-style: italic;" class="mycode_i">hour</span>, each one fixing issues that existed in the one before, or introducing new issues. Picking one at random is akin to Russian roulette. Just because a build is the latest version released doesn't mean it's the most stable build of the past 24 hours. Educate yourself before picking an unstable version.<br />
</li>
</ul>
I will repeat this once more, since certain elements in this community are famous for their dimwittedness and nothing else:<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Any version that is not a stable version of Ares is inherently <span style="text-decoration: underline;" class="mycode_u"><span style="font-style: italic;" class="mycode_i">unstable</span></span>.</span></span><br />
If you use a testing version of Ares and complain about any of its properties, specifically in regards to bug counts, stability or feature completeness, you're a fucking moron. Period.<br />
<br />
We do not support end users using the testing versions of Ares. We didn't lock them away so far because there wasn't much of a reason to, but if it comes to a point were wide-spread use of testing versions creates problems of any kind for us, we have absolutely no issue with preventing testing versions to work for anyone but testers.<br />
<br />
As we have discussed <a href="http://forums.renegadeprojects.com/showthread.php?tid=1980" title="Thread #1980 on the Renegade Projects Network Forums">just recently</a>, the community had chance enough to join the testing crew and get the testing versions in advance, it had no interest in that, so it shouldn't turn around now and try to obtain the testing builds.<br />
<br />
If you figure out where the testing builds are, good for you.<br />
If you know how to get them, shut the fuck up. They're not for public consumption.<br />
<br />
<br />
On the related topic of <span style="font-weight: bold;" class="mycode_b">distributing mods with Ares</span>, the following can be said:<ul class="mycode_list"><li>In any situation, <span style="font-weight: bold;" class="mycode_b">adhere to the license</span>. To put this simply, your right to redistribute Ares is founded on your acceptance and adherence to the license it is under - if you violate the license, you don't have the right to distribute Ares, legal or otherwise. Before you redistribute Ares with anything, <span style="font-style: italic;" class="mycode_i">read the goddamn license and act accordingly</span>. It's right there in every release, so don't pretend you didn't know.<br />
</li>
<li>If you're <span style="font-weight: bold;" class="mycode_b">distributing a stable version</span>:<ul class="mycode_list"><li>Always make sure your Ares is up to date. We only support the latest public release, and if anyone with an outdated version asks for support, our first and only suggestion will be to update to the latest stable release. Patches exist for a reason, we don't release them for fun. If you're distributing your mod with an outdated version and/or your mod is incompatible with the latest version, you're risking support troubles and you're risking broken games.<br />
</li>
<li>If you or your users uncover Ares issues, report them to <a href="http://bugs.renegadeprojects.com/" target="_blank" rel="noopener" class="mycode_url">the bugtracker</a>.<br />
</li>
<li>Make sure you deliver Ares cleanly. Do not distribute a virus-infected Ares.<br />
(Sidenote: Since a virus modifies the Ares binary, and you would not mark Ares as modified in accordance to the license, you would technically commit software piracy by distributing a virus-infected version of Ares. Just sayin'.)<br />
</li>
</ul>
</li>
<li>If you're <span style="font-weight: bold;" class="mycode_b">distributing an unstable version</span>:<ul class="mycode_list"><li>First of all, you're stupid. Plain and simple. Releasing your mod based on and with software that has officially <span style="font-style: italic;" class="mycode_i">not</span> been deemed stable is in no way smart.<br />
</li>
<li>If you're doing it anyway, we expect the following disclaimer in very clear view in an unmissable place:<br />
<blockquote class="mycode_quote"><cite>Ares Testing Version Disclaimer Wrote:</cite>The version of Ares distributed with this mod is an unstable testing version not meant for public consumption. The Ares developers do not support the usage or distribution of testing versions with public mods. This version of Ares has a certain likelihood of being broken in various ways, including, but not limited to:<br />
* frequent Internal Errors<br />
* broken features<br />
* incomplete features<br />
* frequent Reconnection Errors in multiplayer <br />
* broken stock functionality<br />
* degraded performance due to debugging code<br />
<br />
We, the authors of this mod, consider this version of Ares stable enough for general distribution, but we are required to stress that the Ares developers disagree and do not support this move.</blockquote></li>
<li>Do not dare blaming us for your mistakes. Should it turn out that you distributed the wrong version and your mod's players are angry, don't you fucking dare blaming Ares - it was <span style="font-style: italic;" class="mycode_i">your</span> stupid decision to include a broken testing version with your mod. We told you it was a stupid decision in the first place. It's your stupid mistake, and it's on you to take the blame.<br />
</li>
<li>Do not advertise the inclusion of Ares any more than required by the license. Do <span style="font-style: italic;" class="mycode_i">not</span> go forward and boast about all the awesome additions made possible by new and not-yet-publicly-released Ares features. If you want to include a testing build, do it quietly. (Except for the loud disclaimer, obviously.)<br />
</li>
<li>Choose. fucking. wisely. As said above: Just because something is the latest build available doesn't mean it's the most stable build available. The latest version could introduce horrible bugs or even intentionally be only half-finished. If you must include a testing version, make an educated choice which build to include, and make note of known issues with that version.<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">tl;dr:</span> Don't use testing versions unless you're a tester. If you know how to get the testing versions, stfu about it. If you distribute testing versions with your mod, accept the consequences.</span><br />
<br />
<br />
<span style="font-size: x-small;" class="mycode_size">This post is a living document and may be modified and amended at a later point in time.</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Termination of Inactive Testers Strategem]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1998</link>
			<pubDate>Thu, 08 Sep 2011 19:09:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=102">Nighthawk</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1998</guid>
			<description><![CDATA[Greetings, everyone.<br />
This is the point where I have to put on my purging gloves.<br />
<br />
Following <a href="http://forums.renegadeprojects.com/showthread.php?tid=1992" target="_blank" rel="noopener" class="mycode_url">the decision last week</a> to put Ares on a three month break due to a lack of testing activity all across the board, I am now carrying out a complete personnel review of the entire testing group.<br />
<br />
Straight away, I can tell you that seven testers (AlliedG, Apollo, Black Shadow 750, Darkstorm, Gangster, sanedisruption and ZombyDragon) have been instantly cut from the list due to serial inactivity. One other tester has also willingly resigned due to inactivity.<br />
<br />
The remaining twenty-one testers will all have their activity and willingness to continue testing personally confirmed by myself over the next two weeks.<br />
<br />
Do not panic. Here's what you should do.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">If you are a tester and wish to continue testing:</span> When I PM you, tell me of this, and ensure that you once again be active in testing Ares. Otherwise you will be dropped.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">If you are a tester and do not wish to continue testing:</span> Let me know, and I will remove you from the list. Otherwise, you'll just be dropped at a later point for inactivity anyway.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">If you are not a tester:</span> Ares is on a three month development break, therefore version 0.2 will not be released before December. And even then, a release afterwards will be dependent on an increase in testing activity, unless you would rather have a return to the buggy times of NarfPatch.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">If you would like to help:</span> Active and dedicated testers are a necessity if 0.2 is to be released. We also have some other PR-related positions still open. If you have the time to spare, and know what you're doing, PM me.<br />
<br />
The future of Ares (if there is to be any future at all), is contingent on fixing these problems. It is, as the old clichÃ© says, in your hands.<br />
<br />
Nighthawk.<br />
Project Manager.]]></description>
			<content:encoded><![CDATA[Greetings, everyone.<br />
This is the point where I have to put on my purging gloves.<br />
<br />
Following <a href="http://forums.renegadeprojects.com/showthread.php?tid=1992" target="_blank" rel="noopener" class="mycode_url">the decision last week</a> to put Ares on a three month break due to a lack of testing activity all across the board, I am now carrying out a complete personnel review of the entire testing group.<br />
<br />
Straight away, I can tell you that seven testers (AlliedG, Apollo, Black Shadow 750, Darkstorm, Gangster, sanedisruption and ZombyDragon) have been instantly cut from the list due to serial inactivity. One other tester has also willingly resigned due to inactivity.<br />
<br />
The remaining twenty-one testers will all have their activity and willingness to continue testing personally confirmed by myself over the next two weeks.<br />
<br />
Do not panic. Here's what you should do.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">If you are a tester and wish to continue testing:</span> When I PM you, tell me of this, and ensure that you once again be active in testing Ares. Otherwise you will be dropped.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">If you are a tester and do not wish to continue testing:</span> Let me know, and I will remove you from the list. Otherwise, you'll just be dropped at a later point for inactivity anyway.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">If you are not a tester:</span> Ares is on a three month development break, therefore version 0.2 will not be released before December. And even then, a release afterwards will be dependent on an increase in testing activity, unless you would rather have a return to the buggy times of NarfPatch.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">If you would like to help:</span> Active and dedicated testers are a necessity if 0.2 is to be released. We also have some other PR-related positions still open. If you have the time to spare, and know what you're doing, PM me.<br />
<br />
The future of Ares (if there is to be any future at all), is contingent on fixing these problems. It is, as the old clichÃ© says, in your hands.<br />
<br />
Nighthawk.<br />
Project Manager.]]></content:encoded>
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			<title><![CDATA[The few...the proud...the MOs [aka. Ares development on hold]]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1992</link>
			<pubDate>Thu, 01 Sep 2011 17:50:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=1">Renegade</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1992</guid>
			<description><![CDATA[Let's start this thread with something positive: Ever since my <a href="http://forums.renegadeprojects.com/showthread.php?tid=1980" title="Thread #1980 on the Renegade Projects Network Forums">announcement of a potential break</a>, Graion Dilach, Speeder and a few others from the <a href="http://mo.cncguild.net/" target="_blank" rel="noopener" class="mycode_url">Mental Omega</a> camp have been trying their best to help, test and overall support us as much as they could with their own development.<br />
<br />
Unfortunately (but not entirely unexpectedly), that's about the only testing activity we got. And while we value our fellow MO users' help and participation, we cannot rely on them alone to be responsible for the thorough testing of the products of half a dozen merges and the RCs.<br />
<br />
Since this lack of testing power means we are likely looking at several additional months of development, <span style="font-weight: bold;" class="mycode_b">we will take this opportune moment in development to take a break from it all, to relax and recharge for the final run.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Official Ares development will resume on December 1st.</span><br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">On a personal note</span>, I would also like to say that this outcome has cemented my impression that the community at large does not care about Ares, and that the time and work required by it are better invested elsewhere.<br />
<br />
I know there is a handful of people that does care, and I am sorry they have to suffer from the majority's apathy, but I'm sure they, too, seeing situations like this, understand the feeling of pointlessness one can get from Ares development.<br />
<br />
I cannot and will not speak for the others, but, personally, I will focus on other projects after 0.2 is released.]]></description>
			<content:encoded><![CDATA[Let's start this thread with something positive: Ever since my <a href="http://forums.renegadeprojects.com/showthread.php?tid=1980" title="Thread #1980 on the Renegade Projects Network Forums">announcement of a potential break</a>, Graion Dilach, Speeder and a few others from the <a href="http://mo.cncguild.net/" target="_blank" rel="noopener" class="mycode_url">Mental Omega</a> camp have been trying their best to help, test and overall support us as much as they could with their own development.<br />
<br />
Unfortunately (but not entirely unexpectedly), that's about the only testing activity we got. And while we value our fellow MO users' help and participation, we cannot rely on them alone to be responsible for the thorough testing of the products of half a dozen merges and the RCs.<br />
<br />
Since this lack of testing power means we are likely looking at several additional months of development, <span style="font-weight: bold;" class="mycode_b">we will take this opportune moment in development to take a break from it all, to relax and recharge for the final run.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Official Ares development will resume on December 1st.</span><br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">On a personal note</span>, I would also like to say that this outcome has cemented my impression that the community at large does not care about Ares, and that the time and work required by it are better invested elsewhere.<br />
<br />
I know there is a handful of people that does care, and I am sorry they have to suffer from the majority's apathy, but I'm sure they, too, seeing situations like this, understand the feeling of pointlessness one can get from Ares development.<br />
<br />
I cannot and will not speak for the others, but, personally, I will focus on other projects after 0.2 is released.]]></content:encoded>
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			<title><![CDATA[As Time Goes By]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1980</link>
			<pubDate>Tue, 16 Aug 2011 20:33:38 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=1">Renegade</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1980</guid>
			<description><![CDATA[Blablabla inactive testers blabla delayed release blablabla...<br />
<br />
There's really no point in posting the same text yet another time, so I'll skip the obvious part and go straight to the message: Five months ago, <a href="http://forums.renegadeprojects.com/showthread.php?tid=1795" title="Thread #1795 on the Renegade Projects Network Forums">I talked about the inevitable fatigue of eternally walking the soon-to-be-released-treadmill</a>. I have made clear that we need a break from working on Ares "full-time", and I even went as far as planning to have that break be over by July.<br />
<br />
Obviously, that didn't happen. Development keeps dragging on and on, and Ares- and inactive-tester-fatigue keeps building up. We have tried our best. We have cut down on features, we have stabilized what we could, we made clear what kind of tests and what information we need to push forward with Ares 0.2.<br />
<br />
And yet, here we are again.<br />
<br />
In the exact same spot, stalled by the exact same people, reliving the exact same scenario.<br />
We're tired of it.<br />
<br />
Therefore, we have come to a decision: If we don't have very clear indicators that the crew of testers is active and will stay active enough to facilitate a release within the foreseeable future by August 31st, 2011, we will begin a three month development break on September 1st.<br />
<br />
In other words: You can either get off your ass and help us release Ares by fall, or you can wait until winter.<br />
We have tried often enough, and we're simply done being trapped in 0.2 development because every time we're trying to go for a release, the testers walk away.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">If we don't get reasonable, sustainable testing activity by August 31st, Ares development will be on hold until December 1st.</span>]]></description>
			<content:encoded><![CDATA[Blablabla inactive testers blabla delayed release blablabla...<br />
<br />
There's really no point in posting the same text yet another time, so I'll skip the obvious part and go straight to the message: Five months ago, <a href="http://forums.renegadeprojects.com/showthread.php?tid=1795" title="Thread #1795 on the Renegade Projects Network Forums">I talked about the inevitable fatigue of eternally walking the soon-to-be-released-treadmill</a>. I have made clear that we need a break from working on Ares "full-time", and I even went as far as planning to have that break be over by July.<br />
<br />
Obviously, that didn't happen. Development keeps dragging on and on, and Ares- and inactive-tester-fatigue keeps building up. We have tried our best. We have cut down on features, we have stabilized what we could, we made clear what kind of tests and what information we need to push forward with Ares 0.2.<br />
<br />
And yet, here we are again.<br />
<br />
In the exact same spot, stalled by the exact same people, reliving the exact same scenario.<br />
We're tired of it.<br />
<br />
Therefore, we have come to a decision: If we don't have very clear indicators that the crew of testers is active and will stay active enough to facilitate a release within the foreseeable future by August 31st, 2011, we will begin a three month development break on September 1st.<br />
<br />
In other words: You can either get off your ass and help us release Ares by fall, or you can wait until winter.<br />
We have tried often enough, and we're simply done being trapped in 0.2 development because every time we're trying to go for a release, the testers walk away.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">If we don't get reasonable, sustainable testing activity by August 31st, Ares development will be on hold until December 1st.</span>]]></content:encoded>
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			<title><![CDATA[Moar video!]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1899</link>
			<pubDate>Sun, 03 Jul 2011 17:19:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=4">DCoder</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1899</guid>
			<description><![CDATA[Once again, Speeder (of <a href="http://mo.cncguild.net/" target="_blank" rel="noopener" class="mycode_url">Mental Omega</a> fame) created a new video trailer for Ares. Enjoy:<br />
<br />
<div style="text-align: center;" class="mycode_align"><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/PNsK3-Putz0" frameborder="0" allowfullscreen="true"></iframe></div>]]></description>
			<content:encoded><![CDATA[Once again, Speeder (of <a href="http://mo.cncguild.net/" target="_blank" rel="noopener" class="mycode_url">Mental Omega</a> fame) created a new video trailer for Ares. Enjoy:<br />
<br />
<div style="text-align: center;" class="mycode_align"><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/PNsK3-Putz0" frameborder="0" allowfullscreen="true"></iframe></div>]]></content:encoded>
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		<item>
			<title><![CDATA[The Great Documentation Dilemma]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1886</link>
			<pubDate>Tue, 07 Jun 2011 19:49:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=102">Nighthawk</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1886</guid>
			<description><![CDATA[Greetings, everyone.<br />
All of us have mentioned at some point to you about the need to hire people to carry out several non-coding tasks to keep Ares progress flowing nice and calmly. Well, take a guess what I'm here to talk about again...<br />
<br />
Please note, for those of you who are bound to read this, and send fifty-thousand PMs to my inbox saying "I want to be Ares tester!!!11", <span style="font-weight: bold;" class="mycode_b">this is not a call for testers, this is for other Ares-related activities</span>.<br />
<br />
Specifically, we're looking for a Documentation Maintainer.<br />
<br />
What this entails is updating our ever-inflating Ares Manual with entries for new features, tags, and options introduced into the game by Ares, and correcting old ones to reflect new information.<br />
<br />
What is required is a time commitment (i.e., you <span style="font-style: italic;" class="mycode_i">need to be active</span>), the ability to work to a tight schedule, the ability to use IRC, basic HTML knowledge, and a good command of the English language.<br />
<br />
We're looking for one because the documentation as it stands is currently being updated on-the-fly by the developers. This is not a stable arrangement, as it takes time away from coding, and also results in gaps and holes where features haven't been documented. Basically, Ares will take much longer to release under these circumstances, and without such a documentation maintainer, will likely <span style="font-weight: bold;" class="mycode_b">stop development</span> at the 0.2 release.<br />
<br />
And while you're still reading this, please note we are also looking for Project Ambassadors (to handle PR work), Promo Material Creators (description is pretty self explanatory), and User Support Agents (to respond to members with difficulties using Ares).<br />
<br />
If you're interested, please send me a PM. Ares' continued existence beyond version 0.2 <span style="font-style: italic;" class="mycode_i">will depend</span> on people filling these posts.<br />
<br />
Thanks.<br />
<br />
Nighthawk.<br />
Ares Project Manager.]]></description>
			<content:encoded><![CDATA[Greetings, everyone.<br />
All of us have mentioned at some point to you about the need to hire people to carry out several non-coding tasks to keep Ares progress flowing nice and calmly. Well, take a guess what I'm here to talk about again...<br />
<br />
Please note, for those of you who are bound to read this, and send fifty-thousand PMs to my inbox saying "I want to be Ares tester!!!11", <span style="font-weight: bold;" class="mycode_b">this is not a call for testers, this is for other Ares-related activities</span>.<br />
<br />
Specifically, we're looking for a Documentation Maintainer.<br />
<br />
What this entails is updating our ever-inflating Ares Manual with entries for new features, tags, and options introduced into the game by Ares, and correcting old ones to reflect new information.<br />
<br />
What is required is a time commitment (i.e., you <span style="font-style: italic;" class="mycode_i">need to be active</span>), the ability to work to a tight schedule, the ability to use IRC, basic HTML knowledge, and a good command of the English language.<br />
<br />
We're looking for one because the documentation as it stands is currently being updated on-the-fly by the developers. This is not a stable arrangement, as it takes time away from coding, and also results in gaps and holes where features haven't been documented. Basically, Ares will take much longer to release under these circumstances, and without such a documentation maintainer, will likely <span style="font-weight: bold;" class="mycode_b">stop development</span> at the 0.2 release.<br />
<br />
And while you're still reading this, please note we are also looking for Project Ambassadors (to handle PR work), Promo Material Creators (description is pretty self explanatory), and User Support Agents (to respond to members with difficulties using Ares).<br />
<br />
If you're interested, please send me a PM. Ares' continued existence beyond version 0.2 <span style="font-style: italic;" class="mycode_i">will depend</span> on people filling these posts.<br />
<br />
Thanks.<br />
<br />
Nighthawk.<br />
Ares Project Manager.]]></content:encoded>
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			<title><![CDATA[Mysterious Issues]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1848</link>
			<pubDate>Sat, 14 May 2011 10:36:21 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=1">Renegade</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1848</guid>
			<description><![CDATA[If you've followed our news for a while, you should be familiar enough with our posting pattern to recognize this will be one of those "the latest release-affecting annoyance in Ares development" posts.<br />
<br />
A while ago, <a href="http://forums.renegadeprojects.com/showthread.php?tid=1784&amp;pid=17960#pid17960" target="_blank" rel="noopener" class="mycode_url">a mysterious guest submitted a mysterious patch</a> mysteriously implementing <a href="http://bugs.renegadeprojects.com/view.php?id=617" title="Bug #617 on Operation Bughouse">issue #617, <span style="font-style: italic;" class="mycode_i">PowersUnit= logic for more than one vehicle a side.</span></a>.<br />
The Mysterious Guest was even nice enough to provide a patch to the patch to address some issues.<br />
<br />
Back then, I already voiced concerns about tacking on yet another activation-related feature, rather than re-designing the whole system, but due to time concerns, I scrapped the alternative branch and merged the Mystery Patch into trunk.<br />
<br />
And people were happy.<br />
<br />
Alas, as is often the case, there are more bugs. There seem to be special cases related to harvesters, and I'm sure the more we look, the more we'll find. <a href="http://forums.renegadeprojects.com/showthread.php?tid=1784&amp;pid=18336#pid18336" target="_blank" rel="noopener" class="mycode_url">I checked if the Mysterious Guest was still around</a>, but it doesn't look like it.<br />
<br />
What does that mean?<br />
It means we have three choices:<br />
<ol type="1" class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Scrap the feature.</span> Disable it, and, should 0.3 happen, fix it up for that. That would hurt since it's a community submission and mostly done, but would require little further work before 0.2's release.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Leave it as-is.</span> We could just drop the feature on the community as it is, with a list of unsupported cases and known issues in the documentation. That would be the easiest and quickest solution, but also the sloppiest.<br />
</li>
<li>Invest the time to fix it. Which means <span style="font-weight: bold;" class="mycode_b">delaying Ares 0.2</span>'s release.<br />
</li>
</ol>
Since it's not just a question of delays, but also a question of time and work invested by us, I've decided to just ask you up front: <span style="font-weight: bold;" class="mycode_b">How do you want us to proceed?</span>]]></description>
			<content:encoded><![CDATA[If you've followed our news for a while, you should be familiar enough with our posting pattern to recognize this will be one of those "the latest release-affecting annoyance in Ares development" posts.<br />
<br />
A while ago, <a href="http://forums.renegadeprojects.com/showthread.php?tid=1784&amp;pid=17960#pid17960" target="_blank" rel="noopener" class="mycode_url">a mysterious guest submitted a mysterious patch</a> mysteriously implementing <a href="http://bugs.renegadeprojects.com/view.php?id=617" title="Bug #617 on Operation Bughouse">issue #617, <span style="font-style: italic;" class="mycode_i">PowersUnit= logic for more than one vehicle a side.</span></a>.<br />
The Mysterious Guest was even nice enough to provide a patch to the patch to address some issues.<br />
<br />
Back then, I already voiced concerns about tacking on yet another activation-related feature, rather than re-designing the whole system, but due to time concerns, I scrapped the alternative branch and merged the Mystery Patch into trunk.<br />
<br />
And people were happy.<br />
<br />
Alas, as is often the case, there are more bugs. There seem to be special cases related to harvesters, and I'm sure the more we look, the more we'll find. <a href="http://forums.renegadeprojects.com/showthread.php?tid=1784&amp;pid=18336#pid18336" target="_blank" rel="noopener" class="mycode_url">I checked if the Mysterious Guest was still around</a>, but it doesn't look like it.<br />
<br />
What does that mean?<br />
It means we have three choices:<br />
<ol type="1" class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Scrap the feature.</span> Disable it, and, should 0.3 happen, fix it up for that. That would hurt since it's a community submission and mostly done, but would require little further work before 0.2's release.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Leave it as-is.</span> We could just drop the feature on the community as it is, with a list of unsupported cases and known issues in the documentation. That would be the easiest and quickest solution, but also the sloppiest.<br />
</li>
<li>Invest the time to fix it. Which means <span style="font-weight: bold;" class="mycode_b">delaying Ares 0.2</span>'s release.<br />
</li>
</ol>
Since it's not just a question of delays, but also a question of time and work invested by us, I've decided to just ask you up front: <span style="font-weight: bold;" class="mycode_b">How do you want us to proceed?</span>]]></content:encoded>
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		<item>
			<title><![CDATA[Showing off]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1819</link>
			<pubDate>Sat, 16 Apr 2011 11:20:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=1">Renegade</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1819</guid>
			<description><![CDATA[Those who've been following Ares's progress for a while are probably aware that <a href="http://bugs.renegadeprojects.com/view.php?id=340" title="Bug #340 on Operation Bughouse"><span style="font-weight: bold;" class="mycode_b">Prism Forwarding</span></a> is a feature a lot of work has been invested into, especially by <a href="http://forums.renegadeprojects.com/member.php?action=profile&amp;uid=13" target="_blank" rel="noopener" class="mycode_url">Marshall</a>. If you're wondering why completion of that logic took so long, and why people are so excited about it, check out this video <a href="http://forums.renegadeprojects.com/showthread.php?tid=1416&amp;pid=18224#pid18224" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">Speeder</span> posted</a> the other day:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/NNJj5lz0BYk" frameborder="0" allowfullscreen="true"></iframe>]]></description>
			<content:encoded><![CDATA[Those who've been following Ares's progress for a while are probably aware that <a href="http://bugs.renegadeprojects.com/view.php?id=340" title="Bug #340 on Operation Bughouse"><span style="font-weight: bold;" class="mycode_b">Prism Forwarding</span></a> is a feature a lot of work has been invested into, especially by <a href="http://forums.renegadeprojects.com/member.php?action=profile&amp;uid=13" target="_blank" rel="noopener" class="mycode_url">Marshall</a>. If you're wondering why completion of that logic took so long, and why people are so excited about it, check out this video <a href="http://forums.renegadeprojects.com/showthread.php?tid=1416&amp;pid=18224#pid18224" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">Speeder</span> posted</a> the other day:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/NNJj5lz0BYk" frameborder="0" allowfullscreen="true"></iframe>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[On Bugs, Features, Reality and Fatigue]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1795</link>
			<pubDate>Tue, 15 Mar 2011 21:03:01 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=1">Renegade</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1795</guid>
			<description><![CDATA[Since <a href="http://forums.renegadeprojects.com/showthread.php?tid=1792" title="Thread #1792 on the Renegade Projects Network Forums">some people</a> seem to be hellbent on pronouncing Ares dead and I have a reputation as an instigator to defend, I figure this is a good moment to add fuel to the flames and give you all a little update on where we stand with 0.2.<br />
<br />
As you may know, we were actually almost done with 0.2 a while ago, having already reached 100% of its roadmap; we were just waiting for the previously unreported bugs to be properly filed so we could fix them, when <a href="http://forums.renegadeprojects.com/showthread.php?tid=1784" title="Thread #1784 on the Renegade Projects Network Forums">a mysterious patch</a> appeared out of nowhere and begged for inclusion.<br />
Since the bug-reporting went traditionally slow and unsatisfactory, I created a branch for the patch, and it looks like it's working as advertised. The mysterious coder was even nice enough to provide updated code for some potential issues. All in all, a very nice, happy and easy contribution for all sides involved.<br />
The only issue is that the way the feature was added piles another bunch of hacks and conditionals on our own pile of hacks and conditionals, making it more and more obvious that the whole activation/deactivation system needs some serious refactoring if it's gonna be future proof.<br />
<br />
I figured (<a href="http://forums.renegadeprojects.com/showthread.php?tid=1784&amp;pid=17980#pid17980" target="_blank" rel="noopener" class="mycode_url">and Marshall agreed</a>) this wouldn't be too complicated, so I started another branch to fix up the whole system and incorporate the Mystery Patch in the process.<br />
Alas, our own creative use of the activation/deactivation system made the refactoring a lot more complicated than expected, and a laborious week at work pretty much killed any progress in that branch.<br />
<br />
Meanwhile, on the bug front, we did get bug reports, but less of the already known, unfiled ones, and more new ones. Particularly the Prism Forwarding logic seems to be the source of numerous issues at the moment.<br />
<br />
So where do we stand?<ul class="mycode_list"><li>We have one working feature in the pipeline whose implementation is a seed for bugs and issues in the future.<br />
</li>
<li>We have one almost-working feature which seems to cause bugs and issues right now.<br />
</li>
<li>We have a number of fresh bug reports to sort through and vet for fixing in 0.2.<br />
</li>
</ul>
And where does that lead us?<br />
We are, to put it bluntly, tired of working on 0.2.<br />
There is only so much time you can spend on a single piece of code until you don't give a shit about it anymore.<br />
Therefore, we have decided to stop trying to improve the unfinished features and to just take the necessary steps to allow us to release asap:<ul class="mycode_list"><li>Since the Mystery Patch seems to work, as much as I think it'll complicate things in the long run, I'll merge it into trunk as soon as I have the time for it.<br />
</li>
<li>Prism Forwarding is a great feature, and I'm sure it'll be awesome one day - but to be perfectly honest, it has delayed 0.2 for months now, and enough is enough. Prism Forwarding has come a long way in its almost year-long history, but it's simply not done yet. It's almost there, it's definitely in very late beta stages, but it's not mature enough for release yet.<br />
And since no coder is around to fix it right now, we have opted to put it back into its own branch for now and release 0.2 without it.<br />
If Marshall or another coder has the time to fix it, it'll probably be in 0.3.<br />
</li>
</ul>
That solves our feature issues. What remains are the bugs. I would ask you to go and state your opinion and tell us which ones you think should be fixed and which ones can wait, but, to be frank, my faith that a lot of useful feedback would be gathered is pretty low. The community hasn't exactly proven to be a helpful feedback machine when it comes to Ares. So we'll make our selections with feedback or without, and try to minimize stability issues for 0.2. If you are aware of an issue with Ares that greatly impedes its use, <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">report or bump it now.</span></span><br />
We can't fix the unknown or forgotten.<br />
<br />
If we end up with stability issues you knew about before release, we'll not hesitate to inform people you knew about the issue and didn't tell us.<br />
<br />
What comes after release, who knows?<br />
<br />
What we do know is that, after working on Ares as our primary project for months (if not years), we're gonna use this moment of uncertainty for a break. And to confuse the Ares-Doomers even more, that does <span style="font-style: italic;" class="mycode_i">not</span> necessarily mean we won't work on Ares during the break, it just means our primary focus will be other projects, many of which have gone neglected or been planned for a long time.<br />
The break will also be used for proper formation, organization and assessment of the ACSC, as well as general community survey.<br />
<br />
If, come July, all is in place and the ACSC is ready and willing, 0.3 will be pumped out with refreshed coders as quickly as the bugs allow it, following the previously decided upon quicker release schedule.<br />
If it becomes clear that the community basically doesn't give a shit whether we're working on Ares or not, we'll stick to our other projects.<br />
<br />
Note that both during the break as well as in the doomsday scenario, we'll happily let other people try their luck, as usual. If there is interest, we can even create a community branch of Ares and give other people (like the Mysterious Guest) write access to it, allowing the community to update Ares on its own using our Subversion and Launch Base update facilities.<br />
Depending on how adventurous the community feels, we can even create a repository with public or semi-public access. Just know that the Ares developers will not be responsible for whatever happens to your computer when you run a DLL compiled by a random anonymous dude on the internets. It's up to you. We have the facilities, if your only concern is our involvement, we'll happily give you a place to work without us.<br />
<br />
So yeah. Long story short: Same shit, different day. We're still working on 0.2, we're still being delayed by new features and real life, we're still annoyed by most testers and bug reporting behavior, we still want to see community support to continue. The only new thing is that, by now, we've worked on 0.2 for so long that we'd like to see some other code for a while after release.<br />
<br />
Make of this what you want. Call Ares dead, call it alive, call it a pancake, we don't care.<br />
We stand where we stand, we know how we feel, the only question for us is when we'll finally get this damn release out of the door.]]></description>
			<content:encoded><![CDATA[Since <a href="http://forums.renegadeprojects.com/showthread.php?tid=1792" title="Thread #1792 on the Renegade Projects Network Forums">some people</a> seem to be hellbent on pronouncing Ares dead and I have a reputation as an instigator to defend, I figure this is a good moment to add fuel to the flames and give you all a little update on where we stand with 0.2.<br />
<br />
As you may know, we were actually almost done with 0.2 a while ago, having already reached 100% of its roadmap; we were just waiting for the previously unreported bugs to be properly filed so we could fix them, when <a href="http://forums.renegadeprojects.com/showthread.php?tid=1784" title="Thread #1784 on the Renegade Projects Network Forums">a mysterious patch</a> appeared out of nowhere and begged for inclusion.<br />
Since the bug-reporting went traditionally slow and unsatisfactory, I created a branch for the patch, and it looks like it's working as advertised. The mysterious coder was even nice enough to provide updated code for some potential issues. All in all, a very nice, happy and easy contribution for all sides involved.<br />
The only issue is that the way the feature was added piles another bunch of hacks and conditionals on our own pile of hacks and conditionals, making it more and more obvious that the whole activation/deactivation system needs some serious refactoring if it's gonna be future proof.<br />
<br />
I figured (<a href="http://forums.renegadeprojects.com/showthread.php?tid=1784&amp;pid=17980#pid17980" target="_blank" rel="noopener" class="mycode_url">and Marshall agreed</a>) this wouldn't be too complicated, so I started another branch to fix up the whole system and incorporate the Mystery Patch in the process.<br />
Alas, our own creative use of the activation/deactivation system made the refactoring a lot more complicated than expected, and a laborious week at work pretty much killed any progress in that branch.<br />
<br />
Meanwhile, on the bug front, we did get bug reports, but less of the already known, unfiled ones, and more new ones. Particularly the Prism Forwarding logic seems to be the source of numerous issues at the moment.<br />
<br />
So where do we stand?<ul class="mycode_list"><li>We have one working feature in the pipeline whose implementation is a seed for bugs and issues in the future.<br />
</li>
<li>We have one almost-working feature which seems to cause bugs and issues right now.<br />
</li>
<li>We have a number of fresh bug reports to sort through and vet for fixing in 0.2.<br />
</li>
</ul>
And where does that lead us?<br />
We are, to put it bluntly, tired of working on 0.2.<br />
There is only so much time you can spend on a single piece of code until you don't give a shit about it anymore.<br />
Therefore, we have decided to stop trying to improve the unfinished features and to just take the necessary steps to allow us to release asap:<ul class="mycode_list"><li>Since the Mystery Patch seems to work, as much as I think it'll complicate things in the long run, I'll merge it into trunk as soon as I have the time for it.<br />
</li>
<li>Prism Forwarding is a great feature, and I'm sure it'll be awesome one day - but to be perfectly honest, it has delayed 0.2 for months now, and enough is enough. Prism Forwarding has come a long way in its almost year-long history, but it's simply not done yet. It's almost there, it's definitely in very late beta stages, but it's not mature enough for release yet.<br />
And since no coder is around to fix it right now, we have opted to put it back into its own branch for now and release 0.2 without it.<br />
If Marshall or another coder has the time to fix it, it'll probably be in 0.3.<br />
</li>
</ul>
That solves our feature issues. What remains are the bugs. I would ask you to go and state your opinion and tell us which ones you think should be fixed and which ones can wait, but, to be frank, my faith that a lot of useful feedback would be gathered is pretty low. The community hasn't exactly proven to be a helpful feedback machine when it comes to Ares. So we'll make our selections with feedback or without, and try to minimize stability issues for 0.2. If you are aware of an issue with Ares that greatly impedes its use, <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">report or bump it now.</span></span><br />
We can't fix the unknown or forgotten.<br />
<br />
If we end up with stability issues you knew about before release, we'll not hesitate to inform people you knew about the issue and didn't tell us.<br />
<br />
What comes after release, who knows?<br />
<br />
What we do know is that, after working on Ares as our primary project for months (if not years), we're gonna use this moment of uncertainty for a break. And to confuse the Ares-Doomers even more, that does <span style="font-style: italic;" class="mycode_i">not</span> necessarily mean we won't work on Ares during the break, it just means our primary focus will be other projects, many of which have gone neglected or been planned for a long time.<br />
The break will also be used for proper formation, organization and assessment of the ACSC, as well as general community survey.<br />
<br />
If, come July, all is in place and the ACSC is ready and willing, 0.3 will be pumped out with refreshed coders as quickly as the bugs allow it, following the previously decided upon quicker release schedule.<br />
If it becomes clear that the community basically doesn't give a shit whether we're working on Ares or not, we'll stick to our other projects.<br />
<br />
Note that both during the break as well as in the doomsday scenario, we'll happily let other people try their luck, as usual. If there is interest, we can even create a community branch of Ares and give other people (like the Mysterious Guest) write access to it, allowing the community to update Ares on its own using our Subversion and Launch Base update facilities.<br />
Depending on how adventurous the community feels, we can even create a repository with public or semi-public access. Just know that the Ares developers will not be responsible for whatever happens to your computer when you run a DLL compiled by a random anonymous dude on the internets. It's up to you. We have the facilities, if your only concern is our involvement, we'll happily give you a place to work without us.<br />
<br />
So yeah. Long story short: Same shit, different day. We're still working on 0.2, we're still being delayed by new features and real life, we're still annoyed by most testers and bug reporting behavior, we still want to see community support to continue. The only new thing is that, by now, we've worked on 0.2 for so long that we'd like to see some other code for a while after release.<br />
<br />
Make of this what you want. Call Ares dead, call it alive, call it a pancake, we don't care.<br />
We stand where we stand, we know how we feel, the only question for us is when we'll finally get this damn release out of the door.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Keep The Ball Rolling]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1779</link>
			<pubDate>Sun, 13 Feb 2011 22:18:32 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=102">Nighthawk</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1779</guid>
			<description><![CDATA[Greetings, everyone.<br />
As you no doubt <a href="http://forums.renegadeprojects.com/showthread.php?tid=1742" target="_blank" rel="noopener" class="mycode_url">read</a> last month, Ares is dancing on the precipice of discontinuity.<br />
<br />
I don't normally make news posts, but times are calling for it. Simply put, without support from the community, there will be neither enough manpower to muscle out a release of Ares in a reasonable timescale, nor a reason to even continue developing it. <br />
<br />
After all, why spend hours coding, testing and debugging a product if no-one's going to use it.<br />
<br />
Therefore, this post is a Kitchener-esque call requesting applicants for the following positions on the Ares team.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Documentation Maintainer:</span><ul class="mycode_list"><li>Basically, you'll have to update, append to and correct the manual.<br />
</li>
<li>You should be able to write in <span style="font-style: italic;" class="mycode_i">clear and readable English</span>, as the manual will be read by any user of Ares, and it needs to be understandable.<br />
</li>
<li>You should have an idea of what HTML is, since the manual is an HTML document. Help on this can be given, however.<br />
</li>
<li>You should also be active both on the forums and on the IRC channel, as the manual will need updated quite often.</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Promo Material Creator:</span><ul class="mycode_list"><li>Basically, you're the people who make screenshots, videos, creative crop circles, anything needed to spread the existence of Ares to the masses.<br />
</li>
<li>Knowledge of image editing would be an obvious necessity, and preferably you'd know how to create and edit videos.<br />
</li>
<li>Constant activity is not as pertinent a requirement here as it is for documentation maintenance. However, when it comes close to a release time, we will expect you to be able to turn out material quickly and on time.<br />
</li>
<li>Expect to be issued with deadlines, and we will in turn expect you to meet them. However, you can take pride in having your work on show around the community to advertise Ares.</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Project Ambassador:</span><ul class="mycode_list"><li>Public Relations. PR. Whatever you want to call it. You'll be the people who drum up support for Ares among the general proletariat.<br />
</li>
<li>This will involve posting news on community sites, creating the odd teaser topic for a modding forum, and generally spreading information and answering inquiries on Ares on sites around the community.<br />
</li>
<li>You should ideally be friendly people who can communicate well with random members of the community. To this end, a good command of English is preferred, as almost all major community sites operate in English.<br />
</li>
<li>You will work with the Promo Material Creators to help devise interesting news posts for display around the community.<br />
</li>
<li>Basically, Ares needs support and attention. You will be the people who will go forth and bring it.</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">User Support Agent:</span><ul class="mycode_list"><li>Not everyone is a brilliant modder. Some need a little bit of help to get going. That's where you come in.<br />
</li>
<li>User Support Agents should have a good working knowledge of the latest stuff in Ares - after all, how can you give advice on a product without knowing how to use it yourself?<br />
</li>
<li>Basically answer any member queries about how to accomplish something in Ares, how to get it installed, how to make mods compatible with it, etcetera.<br />
</li>
<li>Again, a friendly and approachable persona is preferred. Being able to communicate well is also recommended.</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Active Testers:</span><ul class="mycode_list"><li>We've had an endemic problem with testers throughout Ares' lifetime - they simply can't be bothered.<br />
</li>
<li>Out of the many testers currently on the roster, only a minutely small fraction of those do any regular testing. This will change - inactive testers will be culled, and we will be looking for replacements.<br />
</li>
<li><span style="font-style: italic;" class="mycode_i">Do not</span> think of this as easy access to Ares. You will be working with potentially unstable beta versions - not the best thing to base a mod on.<br />
</li>
<li>Your holding of the "tester" title is entirely dependent on your activity. If you behave like our many previous testers, i.e. appear for a week, test some issues you have interest in, then bugger off and don't show up again, we will fire you. Simple as.<br />
</li>
<li>As an <span style="font-weight: bold;" class="mycode_b">active</span> tester, you will be <span style="font-weight: bold;" class="mycode_b">expected to be active</span>. Additionally, you will be required to test <span style="font-style: italic;" class="mycode_i">all</span> and <span style="font-style: italic;" class="mycode_i">any</span> issues to their fullest and to the best of your ability. Don't just stick a couple of values in rulesmd and observe the result - push those values to their limits, observe the effects, make sure we've got our theories correct.<br />
</li>
<li>Modding experience is a necessity, and preferably you've used Ares before.<br />
</li>
<li>Keeping a frequent presence on our IRC channel is recommended.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Ares development will halt if we do not have a quorum of active testers.</span><br />
</li>
<li>Do not apply to be an Active Tester if you will not be able to live up to the title. We will not look back if we have to cut you loose.</li>
</ul>
<br />
I know I'm hardly selling these positions, but I'm not going to hide the facts from you.<br />
<br />
And in a similar vein, <span style="font-weight: bold;" class="mycode_b">without these people, Ares 0.2 will be the final release of Ares</span>.<br />
<br />
If you're interested, send me a PM with some information about who you are, what you're applying for, and why you'd be good for the role.<br />
We may be in need of people, but that doesn't mean we're opening the floodgates - applications will be strictly vetted: if we don't think you're suited for the job, we're not going to give you it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The existence of a 0.3 version is entirely dependent on whether anyone steps up to the plate.</span><br />
<br />
The ball is in your court.<br />
<br />
Nighthawk.<br />
Ares Project Manager.]]></description>
			<content:encoded><![CDATA[Greetings, everyone.<br />
As you no doubt <a href="http://forums.renegadeprojects.com/showthread.php?tid=1742" target="_blank" rel="noopener" class="mycode_url">read</a> last month, Ares is dancing on the precipice of discontinuity.<br />
<br />
I don't normally make news posts, but times are calling for it. Simply put, without support from the community, there will be neither enough manpower to muscle out a release of Ares in a reasonable timescale, nor a reason to even continue developing it. <br />
<br />
After all, why spend hours coding, testing and debugging a product if no-one's going to use it.<br />
<br />
Therefore, this post is a Kitchener-esque call requesting applicants for the following positions on the Ares team.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Documentation Maintainer:</span><ul class="mycode_list"><li>Basically, you'll have to update, append to and correct the manual.<br />
</li>
<li>You should be able to write in <span style="font-style: italic;" class="mycode_i">clear and readable English</span>, as the manual will be read by any user of Ares, and it needs to be understandable.<br />
</li>
<li>You should have an idea of what HTML is, since the manual is an HTML document. Help on this can be given, however.<br />
</li>
<li>You should also be active both on the forums and on the IRC channel, as the manual will need updated quite often.</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Promo Material Creator:</span><ul class="mycode_list"><li>Basically, you're the people who make screenshots, videos, creative crop circles, anything needed to spread the existence of Ares to the masses.<br />
</li>
<li>Knowledge of image editing would be an obvious necessity, and preferably you'd know how to create and edit videos.<br />
</li>
<li>Constant activity is not as pertinent a requirement here as it is for documentation maintenance. However, when it comes close to a release time, we will expect you to be able to turn out material quickly and on time.<br />
</li>
<li>Expect to be issued with deadlines, and we will in turn expect you to meet them. However, you can take pride in having your work on show around the community to advertise Ares.</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Project Ambassador:</span><ul class="mycode_list"><li>Public Relations. PR. Whatever you want to call it. You'll be the people who drum up support for Ares among the general proletariat.<br />
</li>
<li>This will involve posting news on community sites, creating the odd teaser topic for a modding forum, and generally spreading information and answering inquiries on Ares on sites around the community.<br />
</li>
<li>You should ideally be friendly people who can communicate well with random members of the community. To this end, a good command of English is preferred, as almost all major community sites operate in English.<br />
</li>
<li>You will work with the Promo Material Creators to help devise interesting news posts for display around the community.<br />
</li>
<li>Basically, Ares needs support and attention. You will be the people who will go forth and bring it.</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">User Support Agent:</span><ul class="mycode_list"><li>Not everyone is a brilliant modder. Some need a little bit of help to get going. That's where you come in.<br />
</li>
<li>User Support Agents should have a good working knowledge of the latest stuff in Ares - after all, how can you give advice on a product without knowing how to use it yourself?<br />
</li>
<li>Basically answer any member queries about how to accomplish something in Ares, how to get it installed, how to make mods compatible with it, etcetera.<br />
</li>
<li>Again, a friendly and approachable persona is preferred. Being able to communicate well is also recommended.</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Active Testers:</span><ul class="mycode_list"><li>We've had an endemic problem with testers throughout Ares' lifetime - they simply can't be bothered.<br />
</li>
<li>Out of the many testers currently on the roster, only a minutely small fraction of those do any regular testing. This will change - inactive testers will be culled, and we will be looking for replacements.<br />
</li>
<li><span style="font-style: italic;" class="mycode_i">Do not</span> think of this as easy access to Ares. You will be working with potentially unstable beta versions - not the best thing to base a mod on.<br />
</li>
<li>Your holding of the "tester" title is entirely dependent on your activity. If you behave like our many previous testers, i.e. appear for a week, test some issues you have interest in, then bugger off and don't show up again, we will fire you. Simple as.<br />
</li>
<li>As an <span style="font-weight: bold;" class="mycode_b">active</span> tester, you will be <span style="font-weight: bold;" class="mycode_b">expected to be active</span>. Additionally, you will be required to test <span style="font-style: italic;" class="mycode_i">all</span> and <span style="font-style: italic;" class="mycode_i">any</span> issues to their fullest and to the best of your ability. Don't just stick a couple of values in rulesmd and observe the result - push those values to their limits, observe the effects, make sure we've got our theories correct.<br />
</li>
<li>Modding experience is a necessity, and preferably you've used Ares before.<br />
</li>
<li>Keeping a frequent presence on our IRC channel is recommended.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Ares development will halt if we do not have a quorum of active testers.</span><br />
</li>
<li>Do not apply to be an Active Tester if you will not be able to live up to the title. We will not look back if we have to cut you loose.</li>
</ul>
<br />
I know I'm hardly selling these positions, but I'm not going to hide the facts from you.<br />
<br />
And in a similar vein, <span style="font-weight: bold;" class="mycode_b">without these people, Ares 0.2 will be the final release of Ares</span>.<br />
<br />
If you're interested, send me a PM with some information about who you are, what you're applying for, and why you'd be good for the role.<br />
We may be in need of people, but that doesn't mean we're opening the floodgates - applications will be strictly vetted: if we don't think you're suited for the job, we're not going to give you it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The existence of a 0.3 version is entirely dependent on whether anyone steps up to the plate.</span><br />
<br />
The ball is in your court.<br />
<br />
Nighthawk.<br />
Ares Project Manager.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Video!]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1760</link>
			<pubDate>Sat, 22 Jan 2011 13:50:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=4">DCoder</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1760</guid>
			<description><![CDATA[Speeder from <a href="http://mo.cncguild.net/" target="_blank" rel="noopener" class="mycode_url">Mental Omega</a> created another preview video showing off multiple features of Ares. Behold:<br />
<br />
<div style="text-align: center;" class="mycode_align">
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/PKVALt8yZGw" frameborder="0" allowfullscreen="true"></iframe><br />
</div>
<br />
One of our new helpers, Graion Dilach, also made a video:<br />
<div style="text-align: center;" class="mycode_align">
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/Bl0bK_Z92Do" frameborder="0" allowfullscreen="true"></iframe><br />
</div>
<br />
<br />
<br />
Note: certain features in the videos are only available in testing builds for now.]]></description>
			<content:encoded><![CDATA[Speeder from <a href="http://mo.cncguild.net/" target="_blank" rel="noopener" class="mycode_url">Mental Omega</a> created another preview video showing off multiple features of Ares. Behold:<br />
<br />
<div style="text-align: center;" class="mycode_align">
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/PKVALt8yZGw" frameborder="0" allowfullscreen="true"></iframe><br />
</div>
<br />
One of our new helpers, Graion Dilach, also made a video:<br />
<div style="text-align: center;" class="mycode_align">
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/Bl0bK_Z92Do" frameborder="0" allowfullscreen="true"></iframe><br />
</div>
<br />
<br />
<br />
Note: certain features in the videos are only available in testing builds for now.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Future of Ares]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1742</link>
			<pubDate>Sat, 01 Jan 2011 11:04:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=1">Renegade</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1742</guid>
			<description><![CDATA[Good morning, fellow community members!<br />
<br />
It is the first day of a new year, lending itself to thoughts about what to do and what to accomplish in the 364 days to come.<br />
That, of course, includes us thinking about Ares and where it's going.<br />
<br />
I recently posted <a href="http://forums.renegadeprojects.com/showthread.php?tid=1710" title="Thread #1710 on the Renegade Projects Network Forums">my own, personal view of things</a>, independent from the other developers and not as an official piece of Ares news.<br />
As you can see from the location this text is posted in, this post is different. <span style="font-weight: bold;" class="mycode_b">This is our official, mutually agreed upon position on Ares's future, and this is the way it's going to happen.</span><br />
<br />
My original post did trigger some discussion, and, as predicted in the post, led to some verbal support and promises to test more, but ultimately, that was about it.<br />
AlliedG <a href="http://forums.renegadeprojects.com/showthread.php?tid=1738" title="Thread #1738 on the Renegade Projects Network Forums">released an Ares/LB-based mod the other day</a>, which is cool and certainly helping promote Ares, but all the publicity in the world doesn't help if it doesn't lead to more people helping develop AresÂ¹. As long as it's still us few developers stuck with the code and no testers, from our perspective, nothing changed.<br />
Worse, even, if such promotion is successful, it'll only lead to more feature requests and more bug reports, leaving us stuck with even more work under the same conditions.<br />
<br />
You can imagine that doesn't sound all that awesome to us.<br />
<br />
So what options do we have?<br />
To be frank, the obvious choice would be to end Ares.<br />
Even if the other developers hadn't shared my feelings before my personal post in November, quotes like<br />
<blockquote class="mycode_quote"><cite><span> (06.11.2010, 17:54:37)</span>Modder666 Wrote:  <a href="https://forums.renegadeprojects.com/showthread.php?pid=17513#pid17513" class="quick_jump"></a></cite>I'd point out the fact most of those "probably switching" modders lol at Ares due to the way it's developed, the feature list, and how instable it can be at times. While you may think they're switching, rewiring an entire game from one patch system to another is NOT the easiest thing in the world to do, and would set them back so much time it's not even worth doing for current mods. [...]</blockquote>certainly didn't help dispel my personal interpretation of how little the community truly cares for Ares, and got them thinking, too.<br />
<br />
Add to that that developing Ares, both due to its nature and due to the lack of active testers, is kind of a pain, and just calling it quits sounds like a very good option - especially since LH_Mouse's edition of the oh-so-beloved NPSE (NPSELHME?) is supposedly going to be released in English, giving the community a more compatible, PPM-present YR extension to flock to.<br />
<br />
However, that's just not how we roll.<br />
Put bluntly (and I'm sure some people will protest), the issue isn't with us. The issue is with the community. We're perfectly willing to code Ares, and the amount of feature requests shows that the community is perfectly willing to receive Ares. It's just not willing to help bringing it about, and we're tired of working all on our own, with a single, trusty tester here and there, only to get complaints when development isn't proceeding fast enough.<br />
<br />
Therefore, Ares development will change fundamentally. We will stick to the <a href="http://forums.renegadeprojects.com/showthread.php?tid=1629" title="Thread #1629 on the Renegade Projects Network Forums">previously decided-upon quick release cycles</a>, and we will release Ares 0.2 no matter what. However, how much we develop after that, even 0.3, will be entirely up to the community:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">From 0.3 on, we require a minimum crew of active supporters.</span><br />
<br />
As long as that minimum crew isn't active, we won't work. It's as simple as that.<br />
We will provide a list of positions we need under active service, and if one of those positions isn't filled, or the person who volunteered isn't working, we'll just do something else.<br />
<br />
We have no problem working on Ares for the community if the community helps out.<br />
But we're done working for bug reports and silence.<br />
<br />
We will provide an overview page on the forums of the current state of the Ares Crew, complete with color coded ratings of a position's current work. If the rating goes black, Ares gets halted - plain and simple.<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">The Ares Community Support Crew</span></span><br />
In order to keep Ares running after 0.2, the ACSC must consist of at least the following people at all times:<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">5 Active Testers</span><br />
This is the most obvious one. Our issues with testers are known, and we're sick of it. In the future, unless we have at least 5 active testers, we'll cease development.<br />
In case you're interested in helping out, being a testers includes, but is not limited to, checking and trying to confirm as many issues as possible, whether they affect you or not, whether they interest you or not.<br />
We need feedback on issues all the time, no matter if you can confirm the issue or not.<br />
If you can confirm an issue, that's important to us.<br />
If you <span style="font-style: italic;" class="mycode_i">cannot</span> confirm an issue, that's important to us, too!<br />
<br />
We are not interested in people who'll only try out new features and post "me too" every once in a while.<br />
We need detailed examination of all reported issues and the effects of all code changes.<br />
We especially need regular tests of existing features, to make sure new developments didn't break old ones.<br />
If you can't or won't do that, don't volunteer.<br />
<br />
We need <span style="font-style: italic;" class="mycode_i">testers</span>, not <span style="font-style: italic;" class="mycode_i">players</span>.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">1 Documentation Maintainer</span><br />
This guy's job is simple: Keep the user manual and the readme up to date.<br />
That's it.<br />
If a new feature appears, add it to the manual. If there are notes to be made about it, add them. If it's unclear how it's used, ask the developers and update the manual. If somebody reports an issue with the manual, check it and fix, if necessary. If Launch Base or Ares usage changes, update the readme, etc., etc.<br />
<br />
It's really as simple as that: Look at the manual and readme from an Ares user's perspective, see if they're complete and clear, and if they're not, make it so they are.<br />
You won't have to guess how stuff works, and you won't have to read C++ or Assembler code, we'll happily answer all the questions you might have.<br />
We just want someone to have a dedicated eye on the state and the style of the manual.<br />
<br />
One tiny requirement would be that you are capable of following simple markup conventions in so far as that you should be able to replicate existing manual entries.<br />
You don't even have to understand how the manual "gets pretty", you just have to understand what to copy-paste to make it look right.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">1 User Support Agent</span><br />
Again, a simple job: Check the forums frequently, and if people have trouble with Ares, try to help them.<br />
That's all there is to it.<br />
If there's no one with a problem, you don't even have to work.<br />
We just want to be sure that, <span style="font-style: italic;" class="mycode_i">if</span> somebody has a problem, there someone's there to help, or at least to guide the user somewhere he can get help.<br />
<br />
Basically, your job is to make sure people who come here for help don't feel abandoned.<br />
<br />
Requirements: Being able to post on the forums, being able to read the user manual and readme, being able to try out stuff in Ares.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">1 Project Ambassador/PR Guy/Ares Evangelist</span><br />
Once more, a simple job: Just hover other forums and sites and represent Ares where necessary.<br />
If there's a question about Ares on PPM, be there.<br />
If there's a discussion about YR extensions on Revora, make sure we're described accurately.<br />
<br />
You don't have to lie, you don't have to badmouth other patches, you're not supposed to be aggressive, you're just supposed to be there and represent us.<br />
<br />
Requirements: Being active on the majority of currently open and active community forums, being enthusiastic about Ares, <span style="font-weight: bold;" class="mycode_b">not</span> being a goddamn moron, troll, asshole or otherwise unfit for being a representative.<br />
Also, the ability to talk to the User Documentation Maintainer in case you're unsure about the feature set helps.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">1 Promo Material Creator</span><br />
Job difficulty? You guessed it: Simple.<br />
All you have to do is work with Ares, make your work shiny, and then make screenshots and videos of it.<br />
That's all there is to it.<br />
<br />
We need a continuous stream of pretty screenshots of all the features in Ares so people can see how Ares can look and extend their mods.<br />
In addition, we need one "exemplary" screenshot of each feature, for the documentation.<br />
<br />
Requirements: Being able to mod YR, being able to mod YR with Ares, being able to hit the screenshot key, being able to properly convert screenshots to PNG.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">1 Project Manager</span><br />
This job is about the only one on this list that's a little bit harder: Keeping it all together.<br />
The Project Manager's job is basically one of control, coordination and oversight.<ul class="mycode_list"><li>In terms of the Community Support Crew's work, he's the main administrator. When positions are vacant or volunteers need to be replaced, he's the one assigned to do it. He coordinates the different people (e.g. making sure the Promo guy gets the PR guy a few nice shots if he needs them somewhere), he expands the team when necessary, etc., etc.<br />
</li>
<li>In terms of development issues (bugs and features), he helps decide which issues to focus on for the next release, by contributing the perspective of a non-coder and having information from the User Support Agent and the Project Ambassador about the wants and needs of the general community. He also helps decide when to target releases for, and what to do when release dates need to be re-evaluated.<br />
</li>
<li>In terms of overall coordination, he's the one making sure that everyone is on the same page and working towards the same goal at the same time - e.g. if there's a release scheduled, he's the one making sure that the coders code enough, that the Documentation Maintainer updates the docs, that the Promo guy produces enough material, that the PR guy spreads the word, and that a few news posts detailing features of the new release are made.<br />
The Project Manager makes sure all parts of the project are in sync.<br />
</li>
</ul>
The Project Manager is <span style="font-style: italic;" class="mycode_i">not</span> the leader of the project. He's more of the administrator of all things not code. Essentially, us coders provide Ares, and the Project Manager makes sure everything else is ready for it. In return, in order to make sure he can do his job right, the Project Manager is directly involved in the decision making process and an important voice in the direction of the project.<br />
<br />
Requirements: Being trustworthy, being capable of organizing half a dozen people, being enthusiastic about Ares, being interested in Ares's success, being calm and reasonable, being communicative and willing to (learn to) use Internet Relay Chat, not being easily frustrated and <span style="font-style: italic;" class="mycode_i">wanting this particular position for its duties</span>. Let me make that last part very clear: Don't take this job if you really just want advanced access to Ares, and don't take it for its title. Only volunteer if you want this position because you are passionate about coordinating projects like this, or because you want Ares to succeed.<br />
There is no point in applying for this position if you don't want the full scope of what it entails.<br />
<br />
Also, since this is a pretty important position, we'll be very careful who we select for it. Knowing us is a definite advantage.<br />
</li>
</ul>
As you can see, except for the Manager position, all these jobs are essentially simple.<br />
There's nothing hard about taking a random Ares feature, building a demo-mod around it, taking a dozen screenshots and uploading the prettiest one, for example - it's just that all of these jobs combined, added to coding, are too much to handle for the few of us. We just don't have the time to code a dozen features, test them all in twenty scenarios each, test them all in random combinations with each other and stock features, screenshot them all, update the documentation, help users on the forums and spread the word about Ares in the community all at the same time, all the while talking to each other making sure we're not doing duplicate work or missing something.<br />
<br />
So this is how it is. The jobs above need to be done. They are simple. If the community cares enough about Ares to want it to continue, it shouldn't be an issue to find someone who says "okay, I'll regularly make cool screenshots of Ares's features", for example.<br />
On the other hand, if we can't even find a few people to do these simple jobs, then it's quite obvious the community simply doesn't care enough about Ares to help out even with the easiest tasks, and we'll not continue to work until that changes.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">So yeah. It's up to you. 0.2 will be released. After that, if the community wants the Ares project to continue, it will have to get off its ass and help.<br />
<br />
If it doesn't, Ares 0.2 will be the last Ares to be released.</span><br />
<br />
<br />
<span style="font-size: xx-small;" class="mycode_size">P.S.: Observant readers will have noticed that the position of "coder" is missing from the list above. We are always in search for new coders, and if you want to help code, feel free to talk to us about joining the project. The reason coders aren't on the list is that the list represents the people we absolutely need <span style="font-style: italic;" class="mycode_i">in addition to us coders</span> for the project to continue. Basically: We already have coders. If we don't get additional coders, that sucks, but we still have three to work with. But we have 0 documentation maintainers, and if we don't get additional ones, that's an issue.</span><br />
<br />
<hr class="mycode_hr" />
Â¹ <span style="font-size: xx-small;" class="mycode_size">While promotion doesn't help development, AG did report several issues with Ares in the process of making his mod, which <span style="font-style: italic;" class="mycode_i">did</span> help Ares development.</span>]]></description>
			<content:encoded><![CDATA[Good morning, fellow community members!<br />
<br />
It is the first day of a new year, lending itself to thoughts about what to do and what to accomplish in the 364 days to come.<br />
That, of course, includes us thinking about Ares and where it's going.<br />
<br />
I recently posted <a href="http://forums.renegadeprojects.com/showthread.php?tid=1710" title="Thread #1710 on the Renegade Projects Network Forums">my own, personal view of things</a>, independent from the other developers and not as an official piece of Ares news.<br />
As you can see from the location this text is posted in, this post is different. <span style="font-weight: bold;" class="mycode_b">This is our official, mutually agreed upon position on Ares's future, and this is the way it's going to happen.</span><br />
<br />
My original post did trigger some discussion, and, as predicted in the post, led to some verbal support and promises to test more, but ultimately, that was about it.<br />
AlliedG <a href="http://forums.renegadeprojects.com/showthread.php?tid=1738" title="Thread #1738 on the Renegade Projects Network Forums">released an Ares/LB-based mod the other day</a>, which is cool and certainly helping promote Ares, but all the publicity in the world doesn't help if it doesn't lead to more people helping develop AresÂ¹. As long as it's still us few developers stuck with the code and no testers, from our perspective, nothing changed.<br />
Worse, even, if such promotion is successful, it'll only lead to more feature requests and more bug reports, leaving us stuck with even more work under the same conditions.<br />
<br />
You can imagine that doesn't sound all that awesome to us.<br />
<br />
So what options do we have?<br />
To be frank, the obvious choice would be to end Ares.<br />
Even if the other developers hadn't shared my feelings before my personal post in November, quotes like<br />
<blockquote class="mycode_quote"><cite><span> (06.11.2010, 17:54:37)</span>Modder666 Wrote:  <a href="https://forums.renegadeprojects.com/showthread.php?pid=17513#pid17513" class="quick_jump"></a></cite>I'd point out the fact most of those "probably switching" modders lol at Ares due to the way it's developed, the feature list, and how instable it can be at times. While you may think they're switching, rewiring an entire game from one patch system to another is NOT the easiest thing in the world to do, and would set them back so much time it's not even worth doing for current mods. [...]</blockquote>certainly didn't help dispel my personal interpretation of how little the community truly cares for Ares, and got them thinking, too.<br />
<br />
Add to that that developing Ares, both due to its nature and due to the lack of active testers, is kind of a pain, and just calling it quits sounds like a very good option - especially since LH_Mouse's edition of the oh-so-beloved NPSE (NPSELHME?) is supposedly going to be released in English, giving the community a more compatible, PPM-present YR extension to flock to.<br />
<br />
However, that's just not how we roll.<br />
Put bluntly (and I'm sure some people will protest), the issue isn't with us. The issue is with the community. We're perfectly willing to code Ares, and the amount of feature requests shows that the community is perfectly willing to receive Ares. It's just not willing to help bringing it about, and we're tired of working all on our own, with a single, trusty tester here and there, only to get complaints when development isn't proceeding fast enough.<br />
<br />
Therefore, Ares development will change fundamentally. We will stick to the <a href="http://forums.renegadeprojects.com/showthread.php?tid=1629" title="Thread #1629 on the Renegade Projects Network Forums">previously decided-upon quick release cycles</a>, and we will release Ares 0.2 no matter what. However, how much we develop after that, even 0.3, will be entirely up to the community:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">From 0.3 on, we require a minimum crew of active supporters.</span><br />
<br />
As long as that minimum crew isn't active, we won't work. It's as simple as that.<br />
We will provide a list of positions we need under active service, and if one of those positions isn't filled, or the person who volunteered isn't working, we'll just do something else.<br />
<br />
We have no problem working on Ares for the community if the community helps out.<br />
But we're done working for bug reports and silence.<br />
<br />
We will provide an overview page on the forums of the current state of the Ares Crew, complete with color coded ratings of a position's current work. If the rating goes black, Ares gets halted - plain and simple.<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">The Ares Community Support Crew</span></span><br />
In order to keep Ares running after 0.2, the ACSC must consist of at least the following people at all times:<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">5 Active Testers</span><br />
This is the most obvious one. Our issues with testers are known, and we're sick of it. In the future, unless we have at least 5 active testers, we'll cease development.<br />
In case you're interested in helping out, being a testers includes, but is not limited to, checking and trying to confirm as many issues as possible, whether they affect you or not, whether they interest you or not.<br />
We need feedback on issues all the time, no matter if you can confirm the issue or not.<br />
If you can confirm an issue, that's important to us.<br />
If you <span style="font-style: italic;" class="mycode_i">cannot</span> confirm an issue, that's important to us, too!<br />
<br />
We are not interested in people who'll only try out new features and post "me too" every once in a while.<br />
We need detailed examination of all reported issues and the effects of all code changes.<br />
We especially need regular tests of existing features, to make sure new developments didn't break old ones.<br />
If you can't or won't do that, don't volunteer.<br />
<br />
We need <span style="font-style: italic;" class="mycode_i">testers</span>, not <span style="font-style: italic;" class="mycode_i">players</span>.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">1 Documentation Maintainer</span><br />
This guy's job is simple: Keep the user manual and the readme up to date.<br />
That's it.<br />
If a new feature appears, add it to the manual. If there are notes to be made about it, add them. If it's unclear how it's used, ask the developers and update the manual. If somebody reports an issue with the manual, check it and fix, if necessary. If Launch Base or Ares usage changes, update the readme, etc., etc.<br />
<br />
It's really as simple as that: Look at the manual and readme from an Ares user's perspective, see if they're complete and clear, and if they're not, make it so they are.<br />
You won't have to guess how stuff works, and you won't have to read C++ or Assembler code, we'll happily answer all the questions you might have.<br />
We just want someone to have a dedicated eye on the state and the style of the manual.<br />
<br />
One tiny requirement would be that you are capable of following simple markup conventions in so far as that you should be able to replicate existing manual entries.<br />
You don't even have to understand how the manual "gets pretty", you just have to understand what to copy-paste to make it look right.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">1 User Support Agent</span><br />
Again, a simple job: Check the forums frequently, and if people have trouble with Ares, try to help them.<br />
That's all there is to it.<br />
If there's no one with a problem, you don't even have to work.<br />
We just want to be sure that, <span style="font-style: italic;" class="mycode_i">if</span> somebody has a problem, there someone's there to help, or at least to guide the user somewhere he can get help.<br />
<br />
Basically, your job is to make sure people who come here for help don't feel abandoned.<br />
<br />
Requirements: Being able to post on the forums, being able to read the user manual and readme, being able to try out stuff in Ares.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">1 Project Ambassador/PR Guy/Ares Evangelist</span><br />
Once more, a simple job: Just hover other forums and sites and represent Ares where necessary.<br />
If there's a question about Ares on PPM, be there.<br />
If there's a discussion about YR extensions on Revora, make sure we're described accurately.<br />
<br />
You don't have to lie, you don't have to badmouth other patches, you're not supposed to be aggressive, you're just supposed to be there and represent us.<br />
<br />
Requirements: Being active on the majority of currently open and active community forums, being enthusiastic about Ares, <span style="font-weight: bold;" class="mycode_b">not</span> being a goddamn moron, troll, asshole or otherwise unfit for being a representative.<br />
Also, the ability to talk to the User Documentation Maintainer in case you're unsure about the feature set helps.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">1 Promo Material Creator</span><br />
Job difficulty? You guessed it: Simple.<br />
All you have to do is work with Ares, make your work shiny, and then make screenshots and videos of it.<br />
That's all there is to it.<br />
<br />
We need a continuous stream of pretty screenshots of all the features in Ares so people can see how Ares can look and extend their mods.<br />
In addition, we need one "exemplary" screenshot of each feature, for the documentation.<br />
<br />
Requirements: Being able to mod YR, being able to mod YR with Ares, being able to hit the screenshot key, being able to properly convert screenshots to PNG.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">1 Project Manager</span><br />
This job is about the only one on this list that's a little bit harder: Keeping it all together.<br />
The Project Manager's job is basically one of control, coordination and oversight.<ul class="mycode_list"><li>In terms of the Community Support Crew's work, he's the main administrator. When positions are vacant or volunteers need to be replaced, he's the one assigned to do it. He coordinates the different people (e.g. making sure the Promo guy gets the PR guy a few nice shots if he needs them somewhere), he expands the team when necessary, etc., etc.<br />
</li>
<li>In terms of development issues (bugs and features), he helps decide which issues to focus on for the next release, by contributing the perspective of a non-coder and having information from the User Support Agent and the Project Ambassador about the wants and needs of the general community. He also helps decide when to target releases for, and what to do when release dates need to be re-evaluated.<br />
</li>
<li>In terms of overall coordination, he's the one making sure that everyone is on the same page and working towards the same goal at the same time - e.g. if there's a release scheduled, he's the one making sure that the coders code enough, that the Documentation Maintainer updates the docs, that the Promo guy produces enough material, that the PR guy spreads the word, and that a few news posts detailing features of the new release are made.<br />
The Project Manager makes sure all parts of the project are in sync.<br />
</li>
</ul>
The Project Manager is <span style="font-style: italic;" class="mycode_i">not</span> the leader of the project. He's more of the administrator of all things not code. Essentially, us coders provide Ares, and the Project Manager makes sure everything else is ready for it. In return, in order to make sure he can do his job right, the Project Manager is directly involved in the decision making process and an important voice in the direction of the project.<br />
<br />
Requirements: Being trustworthy, being capable of organizing half a dozen people, being enthusiastic about Ares, being interested in Ares's success, being calm and reasonable, being communicative and willing to (learn to) use Internet Relay Chat, not being easily frustrated and <span style="font-style: italic;" class="mycode_i">wanting this particular position for its duties</span>. Let me make that last part very clear: Don't take this job if you really just want advanced access to Ares, and don't take it for its title. Only volunteer if you want this position because you are passionate about coordinating projects like this, or because you want Ares to succeed.<br />
There is no point in applying for this position if you don't want the full scope of what it entails.<br />
<br />
Also, since this is a pretty important position, we'll be very careful who we select for it. Knowing us is a definite advantage.<br />
</li>
</ul>
As you can see, except for the Manager position, all these jobs are essentially simple.<br />
There's nothing hard about taking a random Ares feature, building a demo-mod around it, taking a dozen screenshots and uploading the prettiest one, for example - it's just that all of these jobs combined, added to coding, are too much to handle for the few of us. We just don't have the time to code a dozen features, test them all in twenty scenarios each, test them all in random combinations with each other and stock features, screenshot them all, update the documentation, help users on the forums and spread the word about Ares in the community all at the same time, all the while talking to each other making sure we're not doing duplicate work or missing something.<br />
<br />
So this is how it is. The jobs above need to be done. They are simple. If the community cares enough about Ares to want it to continue, it shouldn't be an issue to find someone who says "okay, I'll regularly make cool screenshots of Ares's features", for example.<br />
On the other hand, if we can't even find a few people to do these simple jobs, then it's quite obvious the community simply doesn't care enough about Ares to help out even with the easiest tasks, and we'll not continue to work until that changes.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">So yeah. It's up to you. 0.2 will be released. After that, if the community wants the Ares project to continue, it will have to get off its ass and help.<br />
<br />
If it doesn't, Ares 0.2 will be the last Ares to be released.</span><br />
<br />
<br />
<span style="font-size: xx-small;" class="mycode_size">P.S.: Observant readers will have noticed that the position of "coder" is missing from the list above. We are always in search for new coders, and if you want to help code, feel free to talk to us about joining the project. The reason coders aren't on the list is that the list represents the people we absolutely need <span style="font-style: italic;" class="mycode_i">in addition to us coders</span> for the project to continue. Basically: We already have coders. If we don't get additional coders, that sucks, but we still have three to work with. But we have 0 documentation maintainers, and if we don't get additional ones, that's an issue.</span><br />
<br />
<hr class="mycode_hr" />
Â¹ <span style="font-size: xx-small;" class="mycode_size">While promotion doesn't help development, AG did report several issues with Ares in the process of making his mod, which <span style="font-style: italic;" class="mycode_i">did</span> help Ares development.</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Daily Feature Deathmatch is over!]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1698</link>
			<pubDate>Sun, 10 Oct 2010 09:40:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=1">Renegade</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1698</guid>
			<description><![CDATA[Ladies and gentlemen, the DFD is over - and it was a success!<br />
Judging 181 issues in total, within three and a half months, we distilled them down to the following 15 issues:<ul class="mycode_list"><li><a href="http://bugs.renegadeprojects.com/view.php?id=525" title="Bug #525 on Operation Bughouse">[525] Allow different types of stealth</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=1121" title="Bug #1121 on Operation Bughouse">[1121] Parachuted=yes</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=957" title="Bug #957 on Operation Bughouse">[957] custom storms</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=556" title="Bug #556 on Operation Bughouse">[556] Drain weapon with ranged weapon dont work</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=715" title="Bug #715 on Operation Bughouse">[715] Extending Upgrades to include documented limits</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=612" title="Bug #612 on Operation Bughouse">[612] AI Enhancements</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=349" title="Bug #349 on Operation Bughouse">[349] Add a "Guard area" or "Combat Air Patrol" feature</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=510" title="Bug #510 on Operation Bughouse">[510] Multiple Voxel-Turrets (Battleships like in RA2)</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=609" title="Bug #609 on Operation Bughouse">[609] Researches</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=322" title="Bug #322 on Operation Bughouse">[322] Restore NonVehicle= function</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=504" title="Bug #504 on Operation Bughouse">[504] Make the units fire two weapons at same time</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=316" title="Bug #316 on Operation Bughouse">[316] Ammo= on weapons</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=603" title="Bug #603 on Operation Bughouse">[603] Turrets and IFV logic on buildings</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=991" title="Bug #991 on Operation Bughouse">[991] New tiberium/ore tree types</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=518" title="Bug #518 on Operation Bughouse">[518] Waypoint Mode Aircrafts</a><br />
</li>
</ul>
Yes, we have suffered losses, yes, a number of good issues have died. But they gave way to the true crÃ¨me de la crÃ¨me of Ares requests, with the best balance of community support, developer support and realism possible.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Thank you all for your help with this venture</span>, I know it was tedious at times.<br />
However, in all honesty, I am kind of happy it was tedious for you - not because I wish you bad things, but because I think this event showed the community the "other side" of feature requests. The side where it's not just "fill in - submit - watch", but where you have to wade through hundreds of badly written, crappy or just plain superfluous requests and manage them all. It was quickly evident from your annoyed comments in the first round that you were fed up with the many, many crappy requests, and more than one of you suggested just throwing most of them out right then and there.<br />
I would like to think that this glimpse into the world of feature request management gave you an idea of why feature requests don't always proceed as quickly as you'd like, and that not every request is as obviously awesome as the submitter believes.<br />
<br />
On the other side, this glimpse into the community's mind was certainly helpful for us, both in understanding what you are and aren't interested in, and in supporting the concept of community-based feature vetting, something which we will continue to expand in the future. (Speaking of which: <a href="http://forums.renegadeprojects.com/showthread.php?tid=1683" title="Thread #1683 on the Renegade Projects Network Forums">Get your Ares 0.3 suggestions in!</a>)<br />
It also showed how valuable and useful the ICS system is, another thing we will expand in the future.<br />
<br />
<br />
As described previously, currently, new feature requests will be <a href="http://forums.renegadeprojects.com/showthread.php?tid=1629" title="Thread #1629 on the Renegade Projects Network Forums">quickly vetted by us and the community</a> and then <a href="http://forums.renegadeprojects.com/showthread.php?tid=1637" title="Thread #1637 on the Renegade Projects Network Forums">suspended</a> until they see active development. The goal of this measure is to reduce clutter in the tracker and focus attention on the issues needing it.<br />
<br />
I will write another page for the tracker soon, to give you all an overview page of features currently being vetted, so you can easily give your opinion on new feature requests, and help prevent history repeating itself.<br />
When the time comes, I will also add the majority of currently scheduled issues to it, since the post-0.2 release cycle makes their scheduling void, and the DFD has shown that the community doesn't necessarily support many feature requests.<br />
This will give you an opportunity to strike down or support many of the previously scheduled issues, either further cementing their future inclusion, or preventing them from taking up development time.<br />
<br />
I believe this is all for now. Thank you, again, for your significant help in this event, and I hope, as tedious as it was, that you at least had a little bit of fun in the process! <img src="https://forums.renegadeprojects.com/images/smilies/001.gif" alt="Smile" title="Smile" class="smilie smilie_10" />]]></description>
			<content:encoded><![CDATA[Ladies and gentlemen, the DFD is over - and it was a success!<br />
Judging 181 issues in total, within three and a half months, we distilled them down to the following 15 issues:<ul class="mycode_list"><li><a href="http://bugs.renegadeprojects.com/view.php?id=525" title="Bug #525 on Operation Bughouse">[525] Allow different types of stealth</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=1121" title="Bug #1121 on Operation Bughouse">[1121] Parachuted=yes</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=957" title="Bug #957 on Operation Bughouse">[957] custom storms</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=556" title="Bug #556 on Operation Bughouse">[556] Drain weapon with ranged weapon dont work</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=715" title="Bug #715 on Operation Bughouse">[715] Extending Upgrades to include documented limits</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=612" title="Bug #612 on Operation Bughouse">[612] AI Enhancements</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=349" title="Bug #349 on Operation Bughouse">[349] Add a "Guard area" or "Combat Air Patrol" feature</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=510" title="Bug #510 on Operation Bughouse">[510] Multiple Voxel-Turrets (Battleships like in RA2)</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=609" title="Bug #609 on Operation Bughouse">[609] Researches</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=322" title="Bug #322 on Operation Bughouse">[322] Restore NonVehicle= function</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=504" title="Bug #504 on Operation Bughouse">[504] Make the units fire two weapons at same time</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=316" title="Bug #316 on Operation Bughouse">[316] Ammo= on weapons</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=603" title="Bug #603 on Operation Bughouse">[603] Turrets and IFV logic on buildings</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=991" title="Bug #991 on Operation Bughouse">[991] New tiberium/ore tree types</a><br />
</li>
<li><a href="http://bugs.renegadeprojects.com/view.php?id=518" title="Bug #518 on Operation Bughouse">[518] Waypoint Mode Aircrafts</a><br />
</li>
</ul>
Yes, we have suffered losses, yes, a number of good issues have died. But they gave way to the true crÃ¨me de la crÃ¨me of Ares requests, with the best balance of community support, developer support and realism possible.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Thank you all for your help with this venture</span>, I know it was tedious at times.<br />
However, in all honesty, I am kind of happy it was tedious for you - not because I wish you bad things, but because I think this event showed the community the "other side" of feature requests. The side where it's not just "fill in - submit - watch", but where you have to wade through hundreds of badly written, crappy or just plain superfluous requests and manage them all. It was quickly evident from your annoyed comments in the first round that you were fed up with the many, many crappy requests, and more than one of you suggested just throwing most of them out right then and there.<br />
I would like to think that this glimpse into the world of feature request management gave you an idea of why feature requests don't always proceed as quickly as you'd like, and that not every request is as obviously awesome as the submitter believes.<br />
<br />
On the other side, this glimpse into the community's mind was certainly helpful for us, both in understanding what you are and aren't interested in, and in supporting the concept of community-based feature vetting, something which we will continue to expand in the future. (Speaking of which: <a href="http://forums.renegadeprojects.com/showthread.php?tid=1683" title="Thread #1683 on the Renegade Projects Network Forums">Get your Ares 0.3 suggestions in!</a>)<br />
It also showed how valuable and useful the ICS system is, another thing we will expand in the future.<br />
<br />
<br />
As described previously, currently, new feature requests will be <a href="http://forums.renegadeprojects.com/showthread.php?tid=1629" title="Thread #1629 on the Renegade Projects Network Forums">quickly vetted by us and the community</a> and then <a href="http://forums.renegadeprojects.com/showthread.php?tid=1637" title="Thread #1637 on the Renegade Projects Network Forums">suspended</a> until they see active development. The goal of this measure is to reduce clutter in the tracker and focus attention on the issues needing it.<br />
<br />
I will write another page for the tracker soon, to give you all an overview page of features currently being vetted, so you can easily give your opinion on new feature requests, and help prevent history repeating itself.<br />
When the time comes, I will also add the majority of currently scheduled issues to it, since the post-0.2 release cycle makes their scheduling void, and the DFD has shown that the community doesn't necessarily support many feature requests.<br />
This will give you an opportunity to strike down or support many of the previously scheduled issues, either further cementing their future inclusion, or preventing them from taking up development time.<br />
<br />
I believe this is all for now. Thank you, again, for your significant help in this event, and I hope, as tedious as it was, that you at least had a little bit of fun in the process! <img src="https://forums.renegadeprojects.com/images/smilies/001.gif" alt="Smile" title="Smile" class="smilie smilie_10" />]]></content:encoded>
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