Project Organization Thread

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Re: Using what exists to make a more complete 32bpp set

Post by ChillCore »

Geektoo wrote: Well, it seems you really misunderstood me. I am not mad, on the contrary, I am really happy that the extra zoom functionality made it to trunk.
Your post was quite open to interpretation. I did misunderstand your reaction; sorry for that and I appologize. /me is happy too.
It is not yet nearly as nice looking as the EZ-patch, but a very important step has been made by Peter1138 (or was it Petern? I always mix 'em up), and believe me, I know what effort it must have cost him.
AFAIK they are one and the same person ... Currently refered to as Petern.
In OpenTTD's readme there is no mention of a Petern ...
And yes, you're right, I did not care too much about getting my patch to trunk, I just wanted to show the possibilities, and do what I thought was nice to see.
But the fact that the patch did create a nice community, and possibly inspired the devs to also implement it in trunk makes me feel good.
As I mentioned above I feel the same way.
I did not bother about 8bpp, because in my opinion, when all 32bpp sprites are created, you don't see 8bpp anymore, so who cares it looked ugly (with the 32bpp blitter).
I disagree here.
There will always be people with lower end and older PCs who need the 8bpp blitter/sprites for performance reasons... Always;
Taking myself as example ... if/when I look for a new PC I go for the best I can get for about 100 euros ... I do not care for the latest greatest or a 600 euros budget HP PC, knowing that I can buy it in a few years for 100 euros from some crazy guy/girl that does want the best available NOW.
I buy my games also at least a year after release (second hand) for a quarter (or less) of their original price ... by preference limited/game of the year editions.
Unfortunately, creating a full 32bpp set takes a lot more time than we all hoped for.
It is a lot of sprites ... it will come though little by little. OpenGFX took a lot of time too ... remember them black squares ... I do and as you registered before me I am sure you do too. ;)
Also I think/hope trunk inclusion of the extra zoom feature will give sprite creation a new boost.
This was the part why I gave my reaction: Planetmakers reaction suggests that the way extra zoom sprites will have to be coded if they are implemented in trunk could be different than for the EZ-patch. That really would be a shame imho. A lot of effort has already been put into pngcodecing sprites for extra zooms, and changing the coding would mean that that work would need to be redone. And it is already a problem at the moment to get fully coded and good graphics. Changing the coding would even set back what is already available. Depending on the changed way of coding, some of it could be automated, but it still would have to be done, and thus a big step back.
Again I disagree ... the sprite names are fine ... but as you must know Devs do not follow every single patch to the extent of every single detail ... therefore they might not be aware of every change of code and not aware of every reason why something is implemented the way it is by "a" patchwriter. Trust me on this; I had to explain one or two things regarding the More Height Levels patch too to some of the Devs not so long ago just because they were not aware of the reason of some changes. (eg. Drawing black tiles outside the map instead of void blackness to prevent glitches).
Just keep in mind that they are human just like you and me ... None of them (Not even Rubidium) knows everything about trunk (although Rubidium knows most of all devs I guess).

Sometimes a patch gets commited with the (almost) same funcionality but with a completely different approach to guarantee possible future expansion on an idea/patch (or not to block something totally unrelated) ... well you have been here long enough and you care about source code ... no need to expand further on this IMHO. This is why they might have to be coded in a different way then you did.
Sometimes it is beter to take a few steps back in order to progress much further and faster afterwards. ;)

You found the other thread and posted there so I'll leave it a that.
Don't worry, I'm not offended at all, in fact I like a good discussion, as long as it is based on arguments.
For that I am happy.
I do not know you and the way you react as well as I know others on these forums ... ;)

extrem123 wrote: Please follow the discussion thread
If you feel that there is too much off-topic talk (although I do not see any) use the report button and ask for those posts to be split off.
The thread is all yours again after my next reply. ;)
What steps will follow to publishing the next version of the package successfully? What we can do?
The best thing you can do is migrate to the dev.openttd.coop server with everything.
Jupix did a great job but it is still his personal server and it was a bit slowish the last time I downloaded the developers package (Things might have changed since then).

What you need most now is a faster server, lots of storage space, a wiki (for getting new artists started), an issues tracker, version control and finally sprites that have the correct license and their sources so others can make improvements afterwards easily (aka. the nighly package has all of them; normaly if things function correctly that is.)

All of the above and a lot more is provided by dev.openttdcoop out of the box and in one place. They can also automatically compile the grf(s) once coding has started.
Most important IHMO is that their server will keep up if/when the sprite creation kicks in fourth gear when dedicated zoomed sprite support becomes available in trunk. A lot more people will be exposed to them zoomed sprites and their progress as the server is quite active.
The offer is there and I would grab it with two hands ... I moved there too a long time after the offer was made; now that I did ... I feel that I should have moved a lot sooner.

I do not know how Jupix feels about this but I think he would not mind as long as everything happens in a decent manner and is talked about in the open first.
By the above I mean you should not upset him by grabbing everything from his server and plonk everything on the openttcoop server overnight, he is great at organizing things and will be a great asset if you can get him to move along.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Re: Using what exists to make a more complete 32bpp set

Post by extrem123 »

Thank you for point at: http://dev.openttdcoop.org

The work here could be better focused on the issue of a package than the existing system. But developers must agree to transfer their work to the newly established project. Again, however, we come to issues of work organization and its leadership.

I am new here, my effort (and the reason for registration to the forum) is primarily a recovery of dev releases and standard packages releases, so:
... you're right, it is not is not spam. I'm just trying to keep the discussion focused on the activities leading to changes in the production of graphic package.
Last edited by extrem123 on 21 Dec 2011 15:51, edited 1 time in total.
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Re: Using what exists to make a more complete 32bpp set

Post by Jupix »

OK, I'm on my xmas holidays now for the best part of 3 weeks, so I have some time to concentrate on this.

I'm going through the thread starting with the first post and commenting as I go.

First off, I actually like the basic premise. It's an idea I've toyed with personally. To the target audience of our product, I think the quality of the graphics trumps quantity. As long as we don't have a complete set, it's silly that we don't even consider deriving temporary replacements from content we already have. The "block" style apartment/office building is a perfect case in point. Just by swapping colors and rotating the model, we can make the same model occupy 4 or 6 building slots.

This is something that even the vanilla game took advantage of, and I support using this technique now, to advance the set "artificially". Especially now, when it looks like we have a very slow trickle of new content, at least for the foreseeable future.

This may even be an important development as far as public perception is concerned. It doesn't really matter whether new content is actually available, as long as the product appears more mature. But now we are moving away from game development, into marketing.

So, let's get back to development. In order to ensure a result that meets our current quality standards, we still need to operate with an eye for not so much detail, but a wide perspective. Does an airplane hangar make a good house? Of course not. Can we skimp on shadows, or use clashing colors or brightness? No. What needs to happen is 3 things:
  • Careful selection of model for your specific application: only residential buildings can replace such, ditto office buildings, and so on. If there's a "small market" building, that can go into residential neighborhoods, but I don't recall there being one. You get the idea: we hurt ourselves bad if we make the replacements appear random, or incorrect. Also, the theater is a very unique design. It suffers from repetition ill-effects badly. I strongly advise against repeating it any more than it already does, just occupying the theater slot.
  • Minor adjustments to repeating models. I advise retouching buildings in the way of the above-mentioned example, the "block" office building. This makes it less obvious that we are, in a way, cheating. Even if we don't do this, fine, and other game developers have skipped this part and will continue to do so. It's not the end of the world; it just makes fixing the original problem (lack of models) more and more critical as the product gets more serious.
  • Following the set's design specs. It's obvious the set has to look good. But the spirit of the spec goes much further. First, licensing was mentioned. The set can only contain GPL-compatible stuff. Second, don't just think of the present; think of the future. Compartmentalize, organize, advise. Make it easier to later on make adjustments and improve on the things you create. Finally, seek input. Nothing is a better developer tool than a thousand eyeballs.
On page 1 some content is being lifted off the Blender thread and the wiki. This dooms the end product as the content there is not free. As was said, we've had this happen before and we've learned, that the energy expended on such a pack is a total waste. The product can't be marketed and it just makes the whole project look bad.

Yexo's post about the 32bit graphics request I don't value much. The original post came in when I was so busy on other stuff I could only glance at it. It looked weird and useless. I wasn't consulted on any such effort either. I don't know why they expect to receive any additional content to what is already out there. Also, while they expect to receive, they don't appear to give much. What it boils down to is, they are flogging a horse that's gravely ill. What that horse needs now is carrot, not stick. I think a set that's playable and appears nearly finished would make a nice carrot.

We have content, and a process that works (in principle, even if the technology has been somewhat broken for a while), so I don't understand the need for a developer-driven parallel process. All it can do is confuse artists, or die quietly by getting buried among the noise.

As he said, though, coding sprites should not get in the way of artistry, and vice versa. We have people who've done a lot of one, while leaving the other to those who can, and are willing. It's silly to not use all resources you have available, and concentrate on stuff that you do well.

extrem123 said:
I think all of creators who put their work to public forum on internet want people to use their work
That is utterly false. On the contrary, artists often post works in progress and get really mad if the work gets used in any set, official or otherwise. Not to mention the judicial problems. In a word: don't.
Maybe "TT-Forums.net" and "32bit Graphics Development File Repository" services could have in terms of use some sort of legal notice about posted graphics for non commercial usage. (f.e. like deviant art).
OpenTTD is, by its very definition, non-commercial. It's what has probably kept us alive for all these years. Therefore OpenTTD usage, which we do, basically constitutes "all usage". So, neither I or the administrators of TT-forums can make a blanket statement releasing everything uploaded to our sites for all usage. That is just silly. In the repository, rights available to a file are given on a case-by-case basis on the file's detail page. Some files are unlicensed and therefore unusable for anything but ideas and personal use.

planetmaker wondered about the up-to-dateness of my nightly pack. He's right of course, it's not up to date, by a long shot. It's at the level of June, when it was last run. Like I said in my earlier post, the cronjob running it has been broken all this time. As I'm writing this, I started the process manually, so at least we'll have a December 21st edition of both the player and developer version. Still, I maintain, this pack is not the official 32bit release. It's just a hobby of mine.

OPS posted on page 3 about project organization. I'll go through it point by point as it's kinda up my alley.
I have no problems with taking on such tasks, its clear no one is hugely interested in such a job going by the age of the last thread that made a pack.
You're right, it is tedious. That's why I wrote a script to do it automatically. I'm in a unique position to do it as I have the repo database on my server. All I need is people to keep that database updated.
I noticed the wiki is currently being used as a tracker of sorts but not all objects appear to be listed and theres no way of knowing if someone is active. Some are claimed as WIP but don't even have the name of the person working on it. In some cases there is also no record of where the finished work exists on objects marked as finished.
The issue of using the wiki as a tracker is one that comes up about once a year or two. You're right, it's a rubbish solution to the problem. My principles about this are:
  • There should never be any WIP entries on those lists. To me, WIP there means "dead". I have also enforced this principle at the wiki, by clearing WIP rows completely, but every now and then some creep in and the result you have in front of you.
  • Tracking progress should be as automated as compiling the end product. I envision a grid of sprite numbers where highlighted in green are sprites that are found on the repo, in "released" status. This is something I've been planning on implementing as soon as school doesn't trump a couple days of gratis coding.
It would make sense to make sure any future work intended for the base set is done under a certain license (GPL?) or set of licenses.
You might want to read my spec proposal on 32bit gfxdev organisation: http://www.tt-forums.net/download/file.php?id=129306
In it is a § for exactly this.

planetmaker would simply:
create a project on the DevZone which can contain all base set sprites in 32bpp in whatever zoom level.
but I wouldn't add any more websites behind a project that is held back by all except infrastructure. OK, a tracker would be nice, but it would take way less effort for me to just write one, rather than migrate everything to ottdcoop.
I'd fix the license to GPL v2 (no Jamaica dance around different licenses, just this one, then it's clear from the start, no questions needed
and that would be all fine and dandy, but doesn't take into consideration that a lot of our content hasn't been licensed specifically under GPLv2. Therefore we would lose a lot of content, which there is already a shortage of. It's counterproductive seeing as though there is no judicial problem with our current policy (free and GPL compatible content only).


Arguments against my nightly compiler:
I'm already aware of the repo. There are many problems with it:
Note that GeekToo was talking about the nightly build compiler. It has almost nothing to do with the repo, save for the repo-database connection. In principle they are completely different. The repo I consider official, but the nightly compiler is just a hobby of mine.
The nightly builds compiled from it are no longer nightly and haven't been for half a year.
This has been covered at some length now.
Files have been uploaded with no license.
This is not a technical problem. The nightly build compiler knows what releases have which license, and compiles accordingly. A new infrastructure for graphics does not solve the problem of some content not having a license attached to it. We went through a frenzy of contacting previous artists and begging them to license their content, with some success. The result is we got some content licensed, and some not. The latter portion is on the repo basically only for legacy reasons. It is not morally wrong since basically all of it is uploaded by the original artists, for all the right reasons.

Files have been uploaded with different licenses, complicating the matter.
See above. Since the repo knows which license is which, a set can be compiled with the right licenses.
Theres no set out naming structure and if there is it hasn't been followed.
There is a naming structure. There is also a handful of people who've administered the repo and repackaged content into that format. If you think compiling tars into a package is tedious, what do you think this is. The exhaustion speed is, shall we say, high.

Also, there are only so many naming structures the game will accept, and we know them all. There is the current one, the Win32 one, and the DOS one. The nightly build dev version can read all of them and organizes all the content into the new format so that the content is all similarly set up.
As its only a repo there are no built in features like tracking and assignment, thus requiring other systems aswell.
For tracking, like I said, I've planned an automated tool, since I already have the data.

For assignment, we have no need, since we don't operate in an organizational structure with responsibilities. No one has the authority to assign anything. An artist claiming stuff is their own business, and this is good, since it results in a maximum throughput of content; if something is assigned and a WIP, it usually doesn't get done, since it just sits there, dead.
This is not another pack, it would replace all before it. It is intended to be properly organised and managed with set guidelines for what is classed as a finished tile and what license has to be used for it to have inclusion.
After all I've now already said, I don't think I have to tell you how funny I find what you wrote there. You are about to replace something that follows to the letter the principles that you're basing your new algorithm on. Talk about reinventing the wheel.
Jupix doesn't seem to be very active anymore.
For this my own reasons are no excuse. However, I did design the repo to be plenty community-driven. Also, on matters such as this, I'm still reachable by e-mail and PM, for consultation. I do also read the forum from time to time.
The whole idea of doing this has started from the mess of licenses. Starting a fresh on DevZone will mean all files uploaded must be gpl and also mean that no one in the future needs to deal with licenses in the way we do now.
I guess I don't have to tell you either, what a death blow it would be to start afresh. After all it has taken us the best part of a decade to get where we are now. You can add all infrastructure you want, but it would take a 32bit version of Zephyris, a tireless fast worker and a massive contributing and self-sufficient artist, to get anywhere.
.... so here we have a problem that we solve on multiple levels:
[ ... ]
I urge you to read my white paper, linked above in this post. The personnel side of things may need revision, but I don't think the rest of it is obsolete by any means.
OPS wrote: Atleast be sensible. This is a disscussion about organisation and licensing issues.
We already have a thread for that: http://www.tt-forums.net/viewtopic.php?f=36&t=46667

And on this subject, note that the organisational conversation that has ensued will be split off this topic and merged into that thread. This is for future people who then don't need to look for discussions among old, dead threads.
I think extreme has come to this project as a new user like me, wanting the latest set of graphics and in trying to find them discovered all the same problems I did.
You are in a unique position to make suggestions. I'm the first person in line to tell all managers that new people have the widest perspective, and the most open mind to make suggestions, start improvements, and get rid of old, nonfunctional processes. However, I must stress that it's obvious you don't have all the facts, and are in fact not aware of some ideas that are already just awaiting implementation. Also, there are some changes that while good in principle, would be counterproductive if not actually destructive.

I do urge you and everyone to read my white paper. Tell me what you think, and also, tell me if you'd support it. I would like to revise it as far as personnel, and then have a vote on it, in order to get it ratified. It would have to be approved by as many developers as possible, and also the players who frequent the general discussion forums. This is not a change that should be done behind the scenes. In addition, it is one that I genuinely believe would benefit the project, by bringing clarity to a situation that you have stated, and everyone knows, is in some respects pretty chaotic.
GeekToo wrote: I am not mad, on the contrary, I am really happy that the extra zoom functionality made it to trunk. It is not yet nearly as nice looking as the EZ-patch, but a very important step has been made by Peter1138 (or was it Petern? I always mix 'em up), and believe me, I know what effort it must have cost him. And yes, you're right, I did not care too much about getting my patch to trunk, I just wanted to show the possibilities, and do what I thought was nice to see. But the fact that the patch did create a nice community, and possibly inspired the devs to also implement it in trunk makes me feel good.
No matter whose code gets into trunk, I think it's safe to say you're already one of the greats, as far as OTTD graphics, along with AllTaken and Ben Robbins. You deserve your name in the credits more than some of the people there.

Now for the last post before mine:
The best thing you can do is migrate to the dev.openttd.coop server with everything.
Like I said earlier, I think this would be disasterous. Unless the change includes all content and software, the effort far outweighs the potential gain. Also, having to learn all new processes and sign up for new websites does not benefit a project that is sick due to lack of content.
What you need most now is a faster server, lots of storage space, a wiki (for getting new artists started), an issues tracker, version control
Faster server: I'd like that too. Everything under my domain runs off a theoretical 1mbps upline.

Lots of storage space: I currently have 132 Gbytes, I think that's enough, considering the whole repo consumes less than 1,5 Gbytes.

A wiki: are you kidding?

Issue tracker: I recall argumenting against this many times before. In principle, an issue tracker is good. But in our case it's an overly complicated solution to a problem that mostly doesn't exist. The issues would basically consist of alignment issues (glitches) and things like "X doesn't look good, someone should draw it again". Things like that are currently pretty well handled in the Blend thread. I also recall suggesting a thread for bugs only, when I get around to reorganizing the stickies on this subforum. (It's another thing that I've neglected since I lost my notes for what I was gonna re-glue.)

Version control: I think it's up to debate, whether version control would benefit a project such as this. All I can think of as far as pros, would be the ability to undo updates. The rest would be cons, a huge one being the added complication, in addition to just implementing the whole escalada in a way that doesn't cause hassle to artists. I think this would be just a solution to a problem that doesn't exist.

Most important IHMO is that their server will keep up if/when the sprite creation kicks in fourth gear when dedicated zoomed sprite support becomes available in trunk. A lot more people will be exposed to them zoomed sprites and their progress as the server is quite active.
They offered to mirror the packs long ago. Once I started to push the packs over there over SSH, it didn't work, and no one there bothered to investigate whether it was their problem, or mine. Nor just plain help.

Currently, we're doing fine with whatever bandwidth I have available, but I'm always open to new mirroring options that are somewhat easy to implement - meaning they work off the bat with SSH push, or they work at the mirror end with whatever method they prefer for copying the pack available on my end.

Trust me, the issue of migrating to ottdcoop has come up many times. Usually, opinions are divided into two. Those who run the site, or are affiliated with it somehow, are in support. Those who contribute content to this project, and who use the current toolset, are either indifferent or against. Personally, it would be difficult to convince me that a complete migration is best available alternative. I'm still not convinced.


I really appreciate this discussion, and look forward to your thoughts on how we could improve this thing of ours. I would ask you to spend a bit of time doing research into what has already changed during the past few years, and specifically why we do this the way we do. I do have the best of the project on my mind as priority #1. Also note, that I don't speak with authority. I may hold a title but most it does is give me moderation privileges, and make a statement of some experience that I may at this point in time possess.

I would also like to remind you to expect at least the latter half of this discussion getting split off and merged into the project organization thread. In the future, this thread may get buried, but the organization thread will remain sticky for as long as I have anything to say about the subject.

As I post this, the standard megapack for today has finished compiling and is available at the usual place... and pace.
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Re: Using what exists to make a more complete 32bpp set

Post by ChillCore »

Wow ... strong opinion ... I expected that.
No problem.
Jupix wrote:
Chillcore wrote: The best thing you can do is migrate to the dev.openttd.coop server with everything.
Like I said earlier, I think this would be disasterous. Unless the change includes all content and software, the effort far outweighs the potential gain. Also, having to learn all new processes and sign up for new websites does not benefit a project that is sick due to lack of content.
I am not so sure about that ... dev.openttdcoop agrees to pretty much any lisence, GPL or something else, as long as it is open, allows to distribute and allows making improvements without asking permission.
I agree it would be a lot of effort and "the" 32bpp projects has seen many restarts ... untill you came along.
Respect for that.
Faster server: I'd like that too. Everything under my domain runs off a theoretical 1mbps upline.
dev.openttdcoop has exactly that.
Lots of storage space: I currently have 132 Gbytes, I think that's enough, considering the whole repo consumes less than 1,5 Gbytes.
No problem for me ... you can always buy a new/bigger HDD in a few if needed. I bought my 1 Terra HDD for 69 euros.
Storage space is almost free these days and the trend is continuing unless you go SSD ...
A wiki: are you kidding?
No I kid you not ... you could have templates, instructions on how to generate the individual sprites(scripts), materials textures, etc, etc all in one place. So NEW people do not have to go searching all over the place and experiment on their own.
I know these all exist somewhere but hell it is tough to find all info you need to create one singe blender file.
I tried setting things up myself but ... then I got cought in coding other things.
Issue tracker: I recall argumenting against this many times before. In principle, an issue tracker is good. But in our case it's an overly complicated solution to a problem that mostly doesn't exist. The issues would basically consist of alignment issues (glitches) and things like "X doesn't look good, someone should draw it again". Things like that are currently pretty well handled in the Blend thread. I also recall suggesting a thread for bugs only, when I get around to reorganizing the stickies on this subforum. (It's another thing that I've neglected since I lost my notes for what I was gonna re-glue.)
I understand what you are saying about useless reports.
However nothing stops you from closing a report like "this should be redrawn" as it is useless. The person reporting something like that should just redraw or keep his mouth canned (Yeah, I did meant to say exactly that).
On the other hand an issue like "sprite eleventy-seven has glitches" would reamin open untill fixed and that person closing the issue.
You say that it is handled pretty well in the blender thread ... I say bugs tend to get lost in the mass of posts (I have lots of open bugs and I know for a fact that if I do not re-read my thread from time to time I tend to forget about half of them).
I have reported an issue a long time ago about a wrong sprite ... Let me check if it still exists first (I will download your newly compiled pack in bit) and I will report again if it is still there ... then we can talk again if someone even remembers me reporting it; if the error is still there that is. I am very willing to be proven wrong as that means I have learned something new. (Selfish I know but meh.)
Version control: I think it's up to debate, whether version control would benefit a project such as this. All I can think of as far as pros, would be the ability to undo updates. The rest would be cons, a huge one being the added complication, in addition to just implementing the whole escalada in a way that doesn't cause hassle to artists. I think this would be just a solution to a problem that doesn't exist.
Reverting changes that are not improvements or misstakes is exactly why version control is a good thing. It happens in trunk too you know and I do a lot of that in my "bugpack"; although I do not really revert ... I test in a copy of my repo and simply do not implement in my "official" version if I do not like a change. This is kind of hard to do with multiple contributers so you need a way to revert.
Jupix wrote:
ChillCore wrote: Most important IHMO is that their server will keep up if/when the sprite creation kicks in fourth gear when dedicated zoomed sprite support becomes available in trunk. A lot more people will be exposed to them zoomed sprites and their progress as the server is quite active.
They offered to mirror the packs long ago. Once I started to push the packs over there over SSH, it didn't work, and no one there bothered to investigate whether it was their problem, or mine. Nor just plain help.
I can not really comment on that ... my experience is completely different ... There were problems too when I started my project (due to a server move) but they have been very helpfull to solve (my and their) issues ... I mean it took some time and a few tries as my patchpack was the first (patch) repo to be compiled after the move ... but they were very helpfull and understanding (It was new to me and that took some understanding/help on my side too; slowing things down even more).
Currently, we're doing fine with whatever bandwidth I have available, but I'm always open to new mirroring options that are somewhat easy to implement - meaning they work off the bat with SSH push, or they work at the mirror end with whatever method they prefer for copying the pack available on my end.

Trust me, the issue of migrating to ottdcoop has come up many times. Usually, opinions are divided into two. Those who run the site, or are affiliated with it somehow, are in support. Those who contribute content to this project, and who use the current toolset, are either indifferent or against. Personally, it would be difficult to convince me that a complete migration is best available alternative. I'm still not convinced.
Great that you are doing fine ... I did get the entire pack in the end (slowly or not) and that is only what matters for me.

TALK TALK TALK ... and thou shalt receive.

Edit: removed unrelated bit of info ... he who should have got the message has read it.

I would also like to remind you to expect at least the latter half of this discussion getting split off and merged into the project organization thread. In the future, this thread may get buried, but the organization thread will remain sticky for as long as I have anything to say about the subject.
Whatever rocks your boat ... I do appreciate your efforts and GeekToo's too.
Just remember that the implementation of trunk's EZ version is not GeekToo's and the offer OpenTTD Devs made in the other thread is for sprites to be include in trunk.

You have the powers to split a discusussion ... just do it if you really need to.
No I'm not picking a fight ... just speaking my mind. I want the best for the 32bpp extra zoom project just as much as you do.
As I post this, the standard megapack for today has finished compiling and is available at the usual place... and pace.
Downloading after hitting submit ... I will get back to you about them sprites mentioned before ... In the blender thread where I reported a long time ago and as you prefer.
Last edited by ChillCore on 21 Dec 2011 21:12, edited 2 times in total.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Re: Using what exists to make a more complete 32bpp set

Post by Yexo »

ChillCore wrote: the offer OpenTTD Devs made in the other thread is for sprites to be include in trunk.
Ehm, no. The offer was to code any sprites provides for the OpenGFX+ projects. The reason behind this was that those are small enough projects so one artists could provide a large portion if not all sprites for one such projects, and if all of those got done I'd guess 80% of OpenGFX would be converted to 32bpp (with EZ). I still think it'd be the best way to organize things, but I can see Jupix very strongly disagrees. I'm not going to argue right now which approach is better. Feel free to carry on (but please keep GPLv2 or compatible as license) and we'll see where you get.
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Re: Using what exists to make a more complete 32bpp set

Post by ChillCore »

Ah Ok I misunderstood ... again ... I was done speaking my mind anyways and am not a graphics artist.
I respect whatever desission is made.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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Re: Using what exists to make a more complete 32bpp set

Post by Alberth »

Jupix wrote:Version control: I think it's up to debate, whether version control would benefit a project such as this. All I can think of as far as pros, would be the ability to undo updates. The rest would be cons, a huge one being the added complication, in addition to just implementing the whole escalada in a way that doesn't cause hassle to artists. I think this would be just a solution to a problem that doesn't exist.
  • The number one benefit imho is easily sharing of updates.
    • You never have to ask "do I have the latest version?". VCS knows it. "Did that sprite get done already?". I can find out at my own system.
      Consistency problems between files are also greatly reduced, as one version is one version everywhere. (For example script X needs file Y, but you forgot about it (or was not told so), and waste time trying to make X work with Z instead.)
    • Updating to the newest version is also done by communicating just the changes, which saves bandwidth.
    • This holds for everything you care to store in the VCS, not only the sprites, but also the (blender) sources, scripts, templates, and what not.
  • The second biggest benefit is a log of changes in the project, who changed what at when, and why.
  • The third benefit is the possibility to revert, although it happens rarely in my experience, as people that do commits that are to be reverted should not have commit access in the first place.
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Re: Using what exists to make a more complete 32bpp set

Post by FLHerne »

I'm commenting here as someone who is neither a dev nor an artist, just a casual player of OpenTTD (i.e. presumably the eventual target audience).
I have, at various times over the last year or so, had a go at using the 32bpp-EZ setup but, although I love the extra detail, I never persisted for very long for various reasons:

* Lack of trunk support & features (apparently no longer the case)

* Performance, my hardware's quite old and the EZ version always seemed a little slower.

* Most of all, though, the sheer frustration of obtaining suitable graphics was what put me off. The base set seemed to leave plenty of 8bpp sprites, and often there were potentially useful sprites pictured on the wiki that I couldn't find on Jupix's repository, and various buildings listed as WIP (sometimes even with renders shown) but again no game files. I'm not sure how the repo is to devs and artists, but I found it very difficult to find the graphics I was looking for on it, even when they existed. Eventually I spent a while browsing these forums, and found several graphics that appeared not to be shown on either the wiki or the repository.

Having finally obtained various files, I then spent a while trying to get them to work together, as seemingly unrelated graphics seemed to keep disabling each other. Finally, I realised that, despite spending several hours searching for files, I was still nowhere near having a full set, or even as many as shown in some screenshots, and gave up.
I'm not sure if this is any use, but can I politely suggest that the current system does have obvious flaws, and that a more centralised approach to graphics with a simple 'download all usable graphics here' style button would be far more useful to the casual user (me!).
Nothing above is intended as an attack on anyone, just a summary of my experience with trying to use these graphics.

;tldr: Obtaining all/most (non-equivalent) currently existing EZ graphics is apparently all but impossible for a casual user.
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Re: Using what exists to make a more complete 32bpp set

Post by extrem123 »

@ FLHerne:
It is good to see, that I am not alone who in this system feels lost. Perhaps this debate has really shifted over time from what we can lose to the contrary what we can get.

@ Others:
Debating well here, but please you can take into account the fact that things can either do it properly or do not. Discussion about what is needed when it is clear it is only moving a whole.
Please at least look at this: http://blog.geekmanager.co.uk/presentat ... -FINAL.pdf

(Do not defending what is, but contrary - let's find a way out of this mess and confusion out.)
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Re: Using what exists to make a more complete 32bpp set

Post by GeekToo »

FLHerne wrote: ...often there were potentially useful sprites pictured on the wiki that I couldn't find on Jupix's repository, and various buildings listed as WIP (sometimes even with renders shown) but again no game files. I'm not sure how the repo is to devs and artists, but I found it very difficult to find the graphics I was looking for on it, even when they existed. Eventually I spent a while browsing these forums, and found several graphics that appeared not to be shown on either the wiki or the repository.
Like Jupix said, the experience of new users can be refreshing. So you have problems finding graphics? We have heard this before (many times) and my question would be: how do you suggest to improve that? Where did you start your search?
I'm asking because
*there is a very clear instruction at point 3 of the Download section at the wiki: http://wiki.openttd.org/32bpp_Extra_Zoom_Levels.
*we've also added a link to the Jupix nighly packs in the topic about the 32bpp-pack on the forum: http://www.tt-forums.net/viewtopic.php?f=36&t=46682

So to improve the search for users to come: where should links be added? The fact that the set does show 8bpp sprites is simply because the set is not complete, and you can help to complete it.
You say you have found sprites that are not on Jupix's repo. So, find out the licence and if it is GPL (or CC) upload it to the repo. You know best what you found, but I did not see any uploads from you. Does that mean you expect someone, the famous someone, to do it, when you are not specific about what you're talking? Best action from you would be to upload these sprites to the repo, second best would be to at least provide a list of what you've found that needs to be done.
FLHerne wrote: Having finally obtained various files, I then spent a while trying to get them to work together, as seemingly unrelated graphics seemed to keep disabling each other. Finally, I realised that, despite spending several hours searching for files, I was still nowhere near having a full set, or even as many as shown in some screenshots, and gave up.
I'm not sure if this is any use, but can I politely suggest that the current system does have obvious flaws, and that a more centralised approach to graphics with a simple 'download all usable graphics here' style button would be far more useful to the casual user (me!).
Closest to this is to download the dev set from http://jupix.info/openttd/gfxdev-nightlies/ You are right it is not complete, it needs work. So help us. Identify what needs improvement, or better do it yourself.

extrem123 wrote:@ FLHerne:
It is good to see, that I am not alone who in this system feels lost. Perhaps this debate has really shifted over time from what we can lose to the contrary what we can get.

@ Others:
Debating well here, but please you can take into account the fact that things can either do it properly or do not. Discussion about what is needed when it is clear it is only moving a whole.
Please at least look at this: http://blog.geekmanager.co.uk/presentat ... -FINAL.pdf

(Do not defending what is, but contrary - let's find a way out of this mess and confusion out.)
Please be specific, what is your comment about Jupix's white paper (I'm sure you've read it)?
How should the wiki be organized in your opinion? Lots of people are not satified with how the wiki list is updated, but few update it: http://wiki.openttd.org/?title=32bpp_Ex ... on=history
Have you already started a requirements proposal. Did you do some splitting off of files on the repo? Every project management bulls*** has been discussed before, but in the end, only few people do the actual work, iso of making remarks that it SHOULD be better.
What license do you propose (every license would mean less sprites in the set, unlicensed is even more unacceptable)
How would you organise the work lists
etc..
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Re: Project Organization Thread

Post by Jupix »

Thanks to the holidays, got a nice batch of OTTD-related work done, including the forum stickies overhaul! Hurray!

Any comments?



Merry Christmas,
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Re: Using what exists to make a more complete 32bpp set

Post by OPS »

Some confusion and misunderstanding here. The following is mostly in reply to Jupix.

With regards to the assignment and WIP:

I never meant there would be someone at the top dishing out work (even if I did you say you want a pyramid structure in your whitepaper). It would be the same as it is now where anyone can come and pickup something they want to do. The difference being it has a proper structure, using software that was made for the job unlike the wiki. The benifit of WIP in the new system would be new authors can pick up WIP's and finish them as easily as if the assignment was starting on a new tile. Obviously if nothing was ever upload and the author of an assigned tile is inactive then someone else would take over from scratch.

Tracker:

You say it'll take less effort if you add it to the repo instead of migrating. I didn't know you were about anymore, so this didn't seem like an option on the table. Even if you do it is only you that can do it, so we're pretty much waiting on you. If we moved to a community place like coop then everything is ready and anyone can take over if someone disappears. Theres a whole group running the place there.

Licenses and the repo:

I find it somewhat double standards for anyone even alluding to the idea of uploading unlicensed content to have their throats torn out by the more experienced users, whilst there are unlicensed files already uploaded on the "official" repo. You're either serious about licensing and let go of unlicensed work or you want to do anything possible to hold on to them and put licenses second.

Naming structure on the repo:

I meant the actual naming of files. So you can see what tiles are what at a glance. Not the structure within tars. For example the good ones are named "1023-1027 office building" and bad ones "joe bloggs city building 1".

Screenshots on first page by me and other crap:

As I said a gajillion times those were for my use, they weren't intended for what we are discussing now. The start of this thread I knew barely anything so its near on useless to take anything from that or to try to draw any conclusions from it. Feel free to hack up this thread and take anything of value to the other thread. The start and ends are currently very different and are leading to many wrong conclusions. You can even delete the orginal after.

"Your" repo/server etc:

Thats the problem. Ultimately you control everything. If something goes wrong we have wait for you. You can't say the repo is "official" and then say the compiling is your personal hobby. We badly need both and it makes sense for them to be together. If you're inactive with the compiler for another 6months then all we have is storage, no pack. And if anything were to happen to you or the hardware we'd have nothing. Thats the main reason behind my "community driven" comment when talking about moving somewhere else.

Whitepapper:

I glanced at it. The main thing I got from it is you and a couple other people that have been around a while setting out the standards and working out between you the way forward. If you manage to get some standards set out and in an accessible format then it could be of benifit.


This thread has been fairly painful for me as I'm dyslexic but I do my best to produce well written responses, so it takes me time. I'm much more interested in getting on and doing things as thats where my strengths are. I'm a proficient traditional and digital artist aswell as being a professional programmer. I feel like I'm wasting time typing here when I could be working on things. I don't mean to devalue the discussion, just to say that my time is better spent working rather than writing due to my natural weakness here. I'll still be around but not as heavily involved with discussions.
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Re: Project Organization Thread

Post by GeekToo »

Much, much better.

Just a couple of remarks:
mention the difference between the 32bpp-ez patch and the current developments in trunk. I foresee confusion for newbies there.

Add a link to or sticky: http://www.tt-forums.net/viewtopic.php?f=36&t=47288
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Re: Project Organization Thread

Post by Jupix »

Stickied the 32bpp_extra project and added it to the link list, too.
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Re: Using what exists to make a more complete 32bpp set

Post by Jupix »

ChillCore wrote:dev.openttdcoop agrees to pretty much any lisence, GPL or something else, as long as it is open, allows to distribute and allows making improvements without asking permission.
So does the repository we currently use. If you're the original owner, you update your package, if you're someone else, you fork it. You can assign it whatever license you choose, within the confines of what's acceptable for the project.
A wiki: are you kidding?
No I kid you not ... you could have templates, instructions on how to generate the individual sprites(scripts), materials textures, etc, etc all in one place. So NEW people do not have to go searching all over the place and experiment on their own.
I know these all exist somewhere but hell it is tough to find all info you need to create one singe blender file.
I tried setting things up myself but ... then I got cought in coding other things.
We have a wiki at http://wiki.openttd.org. The stuff related to 32bit gfxdev is located there, under Graphics Development. If something's not there, but exists "in the cloud", it should be written up there, not anywhere else.
[ ... ] an issue like "sprite eleventy-seven has glitches" would reamin open untill fixed and that person closing the issue.
You say that it is handled pretty well in the blender thread ... I say bugs tend to get lost in the mass of posts (I have lots of open bugs and I know for a fact that if I do not re-read my thread from time to time I tend to forget about half of them).
I have reported an issue a long time ago about a wrong sprite ... Let me check if it still exists first (I will download your newly compiled pack in bit) and I will report again if it is still there ... then we can talk again if someone even remembers me reporting it; if the error is still there that is. I am very willing to be proven wrong as that means I have learned something new. (Selfish I know but meh.)
All right, let's see if this becomes a recurring wish.
In the mean time I stickied the Bug thread: http://www.tt-forums.net/viewtopic.php?f=36&t=48718 I suggest you subscribe to it, like I would suggest to all artists. (After all you can fork a release and fix other peoples bugs.)

Reverting changes that are not improvements or misstakes is exactly why version control is a good thing. It happens in trunk too you know and I do a lot of that in my "bugpack"; although I do not really revert ... I test in a copy of my repo and simply do not implement in my "official" version if I do not like a change. This is kind of hard to do with multiple contributers so you need a way to revert.
At the repo, there are very few files with many owners. We work mostly by forking stuff, which we haven't done much at all at this stage in the project. So in a nutshell, your entry is probably going to have updates only by you. I would assume you have backups locally.
Alberth wrote:The number one benefit imho is easily sharing of updates.
Having updated files at your disposal is pretty easy, yes.
On the other hand, setting up the whole thing, and getting your head around CVS, and starting to use it, is not easy at all for a beginner. We have very few active contributors. We currently rely somewhat on people who drop in, do something, and go inactive. I think it's best we don't add "learn/setup CVS" to their todo list before getting to the meat.
Consistency problems between files are also greatly reduced, as one version is one version everywhere. (For example script X needs file Y, but you forgot about it (or was not told so), and waste time trying to make X work with Z instead.)
Frankly, with the nature and small scope of this project, I don't think this is a problem. It's a hugely beneficial property of CVS when it comes to programming, but I think less so when it comes to dabbling with .png or .tar files.
Updating to the newest version is also done by communicating just the changes, which saves bandwidth.
I can't deny this is anything but a good thing.
[*]The second biggest benefit is a log of changes in the project, who changed what at when, and why.
We already have this, it's on the front page of the repo. As for "why", it's in the "notes" section of the entry page.

ChillCore wrote: I can not really comment on that ... my experience is completely different ... There were problems too when I started my project (due to a server move) but they have been very helpfull to solve (my and their) issues ... I mean it took some time and a few tries as my patchpack was the first (patch) repo to be compiled after the move ... but they were very helpfull and understanding (It was new to me and that took some understanding/help on my side too; slowing things down even more).
Let's just say I'm open to hosting this stuff at ottdcoop if and when doing so becomes really necessary, and if they find themselves willing to help me set it up.

Edit: removed unrelated bit of info ... he who should have got the message has read it.
Yes, I read it, and agree completely. In fact it's my life philosophy.
I will get back to you about them sprites mentioned before ... In the blender thread where I reported a long time ago and as you prefer.
Actually, now I hope you'll post them in the Bug thread. ;)

the sheer frustration of obtaining suitable graphics was what put me off. The base set seemed to leave plenty of 8bpp sprites, and often there were potentially useful sprites pictured on the wiki that I couldn't find on Jupix's repository, and various buildings listed as WIP (sometimes even with renders shown) but again no game files. I'm not sure how the repo is to devs and artists, but I found it very difficult to find the graphics I was looking for on it, even when they existed. Eventually I spent a while browsing these forums, and found several graphics that appeared not to be shown on either the wiki or the repository.

Having finally obtained various files, I then spent a while trying to get them to work together, as seemingly unrelated graphics seemed to keep disabling each other. Finally, I realised that, despite spending several hours searching for files, I was still nowhere near having a full set, or even as many as shown in some screenshots, and gave up.
Let's just say you're not our target audience YET. You obviously want a near "plug and play" kind of product. We're unfortunately not at that stage in the project yet. We shall remedy this as we get more content in and the current works in progress become finished releases.

I'm not sure if this is any use, but can I politely suggest that the current system does have obvious flaws, and that a more centralised approach to graphics with a simple 'download all usable graphics here' style button would be far more useful to the casual user (me!).
You can suggest this - I know I have. It's indeed in my white paper on page 17. The technology just isn't there yet as far as player-aimed content.

OPS wrote: I never meant there would be someone at the top dishing out work (even if I did you say you want a pyramid structure in your whitepaper).
In my white paper, I suggest a hierarchy where the base works as it does now, working freely at their own leisure. What the development team does is figure out what goes in the base set, writes policy, and makes recommendations for what should be drawn next. There would still be no assigning flowing from top to bottom.
It would be the same as it is now where anyone can come and pickup something they want to do. The difference being it has a proper structure, using software that was made for the job unlike the wiki. The benifit of WIP in the new system would be new authors can pick up WIP's and finish them as easily as if the assignment was starting on a new tile. Obviously if nothing was ever upload and the author of an assigned tile is inactive then someone else would take over from scratch.
WIP is the devil. I do not condone it. Regardless of the technology, works in progress are dead to me. You can believe the pain I had writing the automatic progress tracker to display those yellow blobs at all.

When it comes to assignment, all that system represents to me is, you would be able to mark sprites of your own choosing as "No one will touch these as long as this note is visible".

If you want to claim something now, what you need to do is just start working on it. When you've got something, upload it and set its status accordingly. It'll show as your precious yellow "In Progress" blob in the tracker, letting everyone else know it's being worked on.

I didn't know you were about anymore, so this didn't seem like an option on the table. Even if you do it is only you that can do it, so we're pretty much waiting on you. If we moved to a community place like coop then everything is ready and anyone can take over if someone disappears. Theres a whole group running the place there.

[ ... ]

"Your" repo/server etc:

Thats the problem. Ultimately you control everything. If something goes wrong we have wait for you.

If you're inactive with the compiler for another 6months then all we have is storage, no pack. And if anything were to happen to you or the hardware we'd have nothing. Thats the main reason behind my "community driven" comment when talking about moving somewhere else.
So many chefs make a better soup, is what you're saying?
I think we're into philosophy territory now.

You're right, as far as the repo and related tools go, you rely on me. But I think you could do worse, as far as reliability. Also, should I ever bid farewell to the whole thing, I promise I'll hand over all the code and content to whoever wants to run with the torch. I have no intention of quitting in the near future, although starting Jan 9th, I am very busy again until late spring.

Furthermore, it isn't like I grabbed power. There just was no one doing these things when I started, and fortunately, the little I did, somewhat stuck. I'm a bit of a control freak and perfectionist, so it makes sense to me that the toolset is written by the same person. At least they work easily together. However, if someone wants to write a, let's say a standalone issue tracker that's really simple to use and tailored to our project, then I urge that someone to get busy. I'm open to new ideas and technology, but would rather that whatever results is nicely thought out.
I find it somewhat double standards for anyone even alluding to the idea of uploading unlicensed content to have their throats torn out by the more experienced users, whilst there are unlicensed files already uploaded on the "official" repo. You're either serious about licensing and let go of unlicensed work or you want to do anything possible to hold on to them and put licenses second.
Note that a repo entry does not make a graphics release. For the former, there are no licensing requirements. For the latter, there are strict requirements. For a repo entry to become a release, it has to have the type and the status, and for those, it needs to fulfill requirements, etc... So actually, we are serious, and there is a logic to it.
I meant the actual naming of files. So you can see what tiles are what at a glance. Not the structure within tars. For example the good ones are named "1023-1027 office building" and bad ones "joe bloggs city building 1".
This is an administrative problem. You're right the naming of entries is a trainwreck sometimes. There is no policy controlling it yet. If you're interested in this, I can give you privileges and you can get right to fixing it.

One aspect of this problem is that as far as I know, there is no "map" of the GRF layout (sprite numbering). It was only recently I implemented anything related to the repo that has anything to do with the actual sprite numbers of an entry, and this was an addon tool (the sprite number trace tool). Also, it was only yesterday I completely figured out how sprite numbers actually work... ish. This makes it difficult for newcomers to figure out the whole numbers business. What we need to do is just make sure titles follow the template you mentioned and hope for the best.

You can't say the repo is "official" and then say the compiling is your personal hobby. We badly need both and it makes sense for them to be together.
You're right, it does make sense for them to be together.

But there's a but, and again, it's a philosophical one. The repo hosts everything, but the compiler should compile only what makes a replacement set. And currently, no one has the authority to call what goes into the replacement set. Therefore, since the compiler represents only my view on the subject, I can't call it official.

If my white paper were to pass, though... Then the automated tracker and nightly build compiler would become parts of a bigger project called "base set replacement project", which would be part of the graphics development project as a whole. I envisioned this here: http://www.tt-forums.net/viewtopic.php?p=880355#p880355

Speaking of it...
I glanced at it. The main thing I got from it is you and a couple other people that have been around a while setting out the standards and working out between you the way forward. If you manage to get some standards set out and in an accessible format then it could be of benifit.
I suggest you read through it thoroughly. It's obvious you're interested in this. I appreciate the dyslexia, though. I hope you'll still continue your efforts, in whatever way you can. Since you're good in the "getting things done" department I would ask that you get on with making graphics, or getting in progress stuff to release condition. You'd be invaluable since currently we have very few people working on content.
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Re: Project Organization Thread

Post by ChillCore »

Jupix wrote: We have a wiki at http://wiki.openttd.org. The stuff related to 32bit gfxdev is located there, under Graphics Development.
The wiki has improved a lot it seems since the last time I read it.
Whenever I find the time (in a few weeks) I will try to set things up again to see if anything is missing still.
I most likely will not create graphics but I just want to see if following instructions will get me further than before.
In the mean time I stickied the Bug thread: viewtopic.php?f=36&t=48718 I suggest you subscribe to it, like I would suggest to all artists. (After all you can fork a release and fix other peoples bugs.)
I did not know about the forking possibility to fix bugs and make improvements in "abandoned" sprites/models (read considered finished by the original author). Fair enough.
There is one sprite that I would like to see improved (opinion based on the last time I saw it) and might play with it a bit, maybe. I have always liked modelling levels in Hammer and I miss it a bit from time to time. :)
Jupix wrote:
ChillCore wrote: I will get back to you about them sprites mentioned before ... In the blender thread where I reported a long time ago and as you prefer.
Actually, now I hope you'll post them in the Bug thread. ;)
Heh ... no can do. :lol:
I checked a few times back when I reported them but now those bugs are no longer there. I stand corrected.
Jupix wrote: Furthermore, it isn't like I grabbed power.
No you did not but thank god someone took control of the uncontrolled chaos it was before. :roll:


Finaly (I could go on and on but I won't),
I have not yet read all of the updated stickies but from what I have seen, things are getting better and easier for newbies in regards of sprite creation/consumption.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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extrem123
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Re: Project Organization Thread

Post by extrem123 »

Hi everyone,
I viewed this wiki site today: http://wiki.openttd.org/32bpp_graphics_ ... ra_zoom%29" today. There is a lot of unupdated "in progress" stuff since 2005 :). Is WIKI somehow related to: http://jupix.info/openttd/gfxdev-repo/i ... act=browse ? Is there any graphics creators mailing list or some tool for addressing the makers to release their contents under proper (GNU GPLv3 ?) licenses and update it? Maybe is that content (since 2005) already done, but is not recorded where it should be. Is there any chance to "standardize" pages with models to look same (f.e.: Air / Rail / Water Vehicles...)?
Thx.
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Lord Aro
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Re: Project Organization Thread

Post by Lord Aro »

the wiki is completely unrelated to the repo, and should probably be regarded as 'wrong' unless you know otherwise

other than that, authors/artists that have given GPLv2 permission are here: http://wiki.openttd.org/32bit_Graphics_Licensing although several of those artists have not provided sources, so we cannot use their work (as GPL) at thhis point
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maquinista
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Re: Project Organization Thread

Post by maquinista »

extrem123 wrote:Hi everyone,
I viewed this wiki site today: http://wiki.openttd.org/32bpp_graphics_ ... ra_zoom%29" today. There is a lot of unupdated "in progress" stuff since 2005 :). Is WIKI somehow related to: http://jupix.info/openttd/gfxdev-repo/i ... act=browse ? Is there any graphics creators mailing list or some tool for addressing the makers to release their contents under proper (GNU GPLv3 ?) licenses and update it? Maybe is that content (since 2005) already done, but is not recorded where it should be. Is there any chance to "standardize" pages with models to look same (f.e.: Air / Rail / Water Vehicles...)?
Thx.
There are models that I will release in my own package, since the official project "needs" the source of the models.

IMHO, I think that a GPL license doesn't need the source of the original work if their author didn't released it, It only needs the "sources" of the changes made by other people (GIMP files, for example).

Of course, if the author releases a BLEND file, It should be included in all derived work.


There are lots of models by northstar2 which I will try to code in all zoom levels, because He allowed us to use them.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Lord Aro
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Re: Project Organization Thread

Post by Lord Aro »

maquinista wrote:...
There are lots of models by northstar2 which I will try to code in all zoom levels, because He allowed us to use them.
Indeed, i should get around to finishing the vehicles

Also, 'He'? ;)
AroAI - A really feeble attempt at an AI

It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
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