As I said, there were many mistakes on the road to what we have now, and some of those things keep coming back to bite us.
Shame we don't have a rewind button, but we live & hopefully learn.
However, doing a fork doesn't automatically mean we lose manpower, if that person never would have joined in the first place.
If they can do something better in their version, then good projects would merge the code in question in, and continue on.
History...
Warzone's codebase is still incredibly complex and intertwined in lots of (unexpected) areas.
The road to determinism has been rough, but the end result should provide a more stable environment, since everything happens at the same time, and the same thing happens on all machines.
One of the main changes made was to split logic from rendering, so that can happen. That touched lots of code.
Pretty much all floats that could affect game state are now ints.
Switching away from SDL to Qt seemed to be the correct move at the time, and now we are back with SDL.
3.1 is still using wzscript for all of campaign, with a touch of JS thrown in, and the default AI is still using wzscript.
While JS is arguably a improvement over wzscript in some areas, in other areas, it pretty much is the same thing.
Game still uses brute force for pretty much all rendering of things.
Where does this all leave us now ?
Well, you are looking at the upcoming release of 3.1, I still think it is one of the better versions of Warzone out there, and, it is far more "stable" than any version of 2.3 ever was in multiplayer, and while not perfect, it is slowly getting into a better shape.
While personally, I feel that we need to find alternative libs for some of the things we are using now, it really isn't as clear cut as it could be to some, and again, time is the big enemy of this (and pretty much all) non-paid projects. Right now, it is whomever can get the job done gets dibs so to speak.
Hmm, don't know how this fits in this thread, since I kinda went off on a tangent.





