BillSargent wrote:You dismissed them because you now cannot implement those ideas because of how the direction of coding has gone. Right?`e.g. multicore awareness.
The game *is* multi-core aware.
We have no problem throwing the whole code upside down to get more use of the processor capacity. Unfortunately, if we do that, we gain gain just a few percent while adding a LOT of complexity. It is just not worth the gain.
We can have more, but then we have to drop multi-player. (When we do that, we can re-organize the structure of the program so it fits better to multi-core.)
BillSargent wrote:And no, you're not all able to make more feasible decisions on your own otherwise there would be multicore use
Right.
I only have a PhD in making a concurrently executing simulator using threads, obviously I am completely clueless with respect to multi-processing/multi-core issues.
Please master, come and teach us the right way.
BillSargent wrote:and there would be better tools available for creating content rather than ancient command line stuff that looks like it came from DOS.
We rather concentrate on what you can do with the tool than on the packaging.
BillSargent wrote:There would not be a cryptic complicated way of creating vehicles and graphics.
It still would be complicated, just in a different way.
There are so many settings that it is quite impossible to design a sane GUI for it.
BillSargent wrote:The idea behind the openness of this game is so that ideas can come in and be discussed.
But you are not discussing ideas.
So far the only thing you have stated 'I want this and this and this.'
I replied 'we consider them not feasible'.
So the next step would be from you showing us why they are not as infeasible as we think.
An answer like 'Game X does it' is not enough. You'll have to explain it in technical details how to do it, and why it will not fail. We all want what you want (perhaps in slightly different form), but we don't understand how to get it. You seem to know things we don't, so please enlighten us. (Getting new understandings is always one of the joys of open source.)
BillSargent wrote:To simply extract a vehicle (Sprites and all), be able to modify its parameters and create a new grf.
NewGRFs are like little programs, you cannot automatically extract a part out of it. The only possible way we found so far is by doing it manually. If it can be done automagically that would be great.
BillSargent wrote:Have you looked at the available content for download? There's not much there considering the number of people playing the actual game.
Really? I think there are too many things there.
BillSargent wrote:Now look at games like The Sims, and other such games. They have huge communities of people developing content because the tools are there and are easy to use.
Do you happen to have a few million dollar lying around to pay a hundred full time developers to create all those tools?
Even then, creating more content is simple, creating good quality content that is maintained over time is the real challenge.
Last but not least, the goal of OpenTTD and TTDpatch is not about making money or having a large community.
BillSargent wrote:So why don't you guys cut the s*it, and sit down and talk to me about this rather than copping an attitude and dismissing me as unimportant and less superior.
Ok, then start explaining how we can make it work at technical level with the man power that we have.
You have seen what we have done so far, this is the best we can do with the resources that we have.