whist wrote:SwineFlu wrote:Since Marco in the mood to practice his political speech skills, would be interesting to hear some plausible explanation what takes team so long to embed in the core something as simple as multipage stash. PVPGN support is out of the question obviously, there in no open source projects with such functionality, however it's worth a few dozen lines of code to make it work for a single player or tcp/ip game. Half a year is definitely more than enough to copy&paste an existing code that was tested for years by thousands and thousands of players, can't go wrong with it.
It's not because we can that we should. For starters, plugy's source code is distributed under a GNU GPL license, I'll let you google and figure out what that implies. And past that, there's also the fact that splitting a relatively big amount of functionalities into two different paradigms to enable this feature in SP only isn't really smart from a code maintenance and scalability point of view. If we forget about the ugliness it introduces in the code base, there's also this to consider: this particular functionality involves many client-side changes, meaning SP and MP players would need to use a different dll to play, that's a big NOPE. The smarter way is to develop a solution that works both for SP and MP, which is still in our roadmap, and isn't "out of the question" as you said. The reason this hasn't been done yet is because there were plenty of higher priority tasks to tackle down, mostly bugs.
Edit: after some thought, the client changes could be introduced in a way that allows the same dll to work both for sp and mp but that would also introduce even more splitting and condition spaghetti, so that's still a big nope from me.
It seems like you're removing all the benefits of SP one by one in an attempt to force people onto MP. So much was promised years ago when the migration away from D2SE and PlugY started and so little was delivered.
Excellent job on Sigma. Such a shame that you despise SP though.